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CSA Watkins

Civil War Tester
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Everything posted by CSA Watkins

  1. Darren sent u a friends request,, PST here also Steam Name Hawken.53Cal
  2. Multiplayer: Map: Battle of Devil's Den- I was playing as CSA. On the Northern part of the Map. There were 2 units that just stopped responding to any command(half way thru game), Union would attack n they wouldn't move(CSA brigades) nor fire, do nothing. The union soldiers, would just fire at them n run thru them. I could see that this happend to union units also as I would do the same with 1-2 of there units. I could draw a march path even rotate them but that is all. They just stay put, doing nothing. Also there was 1 brigade that wouldn't follow my march path it would just march North or South but wouldn't March East to attack Union. Even the march arrow/Path would stop when trying to drag it east on Battle Field to attack. When fighting for round top It was heavily engaged with 1-3 brigades for each fighting it out, back n forth across top of Hill.. Near the end of battle there was a Union Birgade thet stopped fighting n was stuck in 1 place(north side round top down in Devel's Den) in a full run animation. Also it looked like in heavy battle(on round top) that the animations/birgades, were not following orders just a mass of soldiers. not falling back when ordered too. A mass of confusion.Some units should of run off/routed(Morale and/or Condition was 0). Single Player: Also Just like Billy Sole..... I Have had a complete freeze also when I tried to report bug via the report button,darken screen, had to Ctrl-alt-delete to Task manager to quit game. I wanted to report a unit freezing on the edge of map in full run animation(Bottom Left of Map) Near School House.(reported this on Steam Forums)
  3. Well this has been reported by a few here n in the Steam Forums(lockup/freezes). The Devs are aware of this problem. Did you happen to read the thread with the upcoming 0.9 Patch? Lots of fixes/additions etc in the pipes. Remember this is still in EA. I have the micro freezes .5-1.5 secs. n when in full battle I ocassionaly have the lockup. I have to Alt-Tab-Delete to Task Manager to quit game. This is all Part n Parcel of Early Access(Beta/Bugs fixes/Testing etc.) BTW have you been adding/removing programs?, Do you have the latest drivers(Video/Sound)? Have you been doing maintenance to your PC on a regular basis? How often does it lock n when(Full battle conditions for me after I have been playing for a while.) Good idea would be, Go to PC Pit Stop n check you machine out(Quick register n Test your rig) To give you an Idea of how your rig is working. http://www.pcpitstop.com/betapit/default.asp Cheers,,,,
  4. Start Steam, At the top left there are 3 headings n ur online name. Store - Library - Community - *user name* Click Library Than right click on UG:G Click properties Click the Local Files Tab. Click Verify Integrity of Game Cache than wait ~3 mins. Than it will give you n update to your Files/Cache. If that doesn't do the job a reinstall would be your next step. Hope things get fixed for you soon, Cheers,,,,,,,
  5. From what I read, Artillery Batteries weren't captured n turned on the previous operaters in 99% of cases, they were disabled in 1 way or another. I have read there were cases of Captured pieces being turned on previous crew/Soldiers. This was very rare. This is why capturing Batteries in Game IMO is unnecessary/Moot. I would like to see crews, instead of rolling there batteries back, Just have the battery destroyed,Just prior too and/or being over run. Than have the crews, either be killed or run like hell to the rear off map... *************** The following are copy n paste, concerning civil war Artillery This Link/Thread is very informative 'Civil War Talk' http://civilwartalk.com/threads/question-on-the-spiking-of-guns.75576/ ***************************************** Among the miscellaniouis equipment for each gun was an iron spike and a hammer (I've seen pictures on the net), any crew member could drive the spike into the touch-hole if necessary. Assuming the artillarist had enough time to completely drive the spike home, the gun was unusable until the touch-hole could be re-drilled - presumably at a foundary where cannon were manufactured, or at a well-stocked rearward machining area where the operaters had experience at this sort of thing. In addition to re-drilling the touch-hole, the barrell itself probably had to be de-burred at the inner touch-hole area to remove any iron splinters protruding into the barrell (a hot splinter at the touch-hole could rip open a powder bag and set it off, just as the cannoneers are ramming their load home ************************************ The standard method was to drive an iron spike with a soft tip into the vent, then run the rammer down the tube hard to bend the tip of the spike so that it couldn't be easily removed. Rat-tail files could also be used or whatever was handy. There were various ways of clearing a spike. It was more straightforward in iron guns because the vent would be bouched with copper, and therefore could be drilled out. Another way was to drill a new vent. Quickmatch, powder and wadding could be used to blow the obstruction out. Many ways were used to temporarily or semi-permanently disable, such as carrying off all the friction primers, carrying off implements, destroying/removing fuses, removing/damaging parts of the elevation mechanism, removing trunnion caps, etc., taking an axe to the carriage, burning the carriage, knocking spokes out of the wheels, wedging a round in the bore, loading a round in the bore without powder, knocking off the trunnions with a sledge, etc. It would be prudent to spike when the position was going to be overrun even with the use of canister AND the pieces couldn't be limbered up and taken off. Note: Much of this is a compilation of material in Philip Cole's, Civil War Artillery at Gettysburg, a very useful reference. ***************************************** The method for unspiking a gun was all but impossible in the field, one method was to file a notch on either side of the touch hole and a special tool was inserted that could grab the edge of the file, nail etc and pull it out. Rock Island Arsenal has one of these tools, looks somewhat like a set of long handled needle nose pliers. As was explained to me it is a process that takes half a day or more.[/size] ****************************
  6. Well theCPU is throttled 93%, I would say a game file or 2 is corrupt. You should check n Verify the integrity Of game Cache >-Game library-UG:G- properties- LocalFiles, < 3 mins After Validating if any files are corrupt it will reinstall new file(s) on next startup. If all files are Validated, and you still have the same problem, I would simply reinstall. If it still doesn't run correctly, I believe the problem is a bit deeper.
  7. Bit confused here: You talkin about patch 0.86? Was This the patch u downloaded last night? Release of Last update was Aug/14/Patch 0.86 Updated 18/8, understandable if u haven't played since before/updated 14 Aug. Patch 0.9 is not yet released? Change log/fixes that are coming with.9. http://forum.game-labs.net/index.php?/topic/1500-upcoming-patch-09-approaching/
  8. Excellent news, Thx for the update. Nice Change Log for 0.9, with all the Additions/Fixes/Improvements,etc. It is appreciated.........
  9. Agreed ^^^ also How n Why does rate of fire n Loading time differ, between munitions. You would think a Battery crew would get that down to within a few seconds with changing munitions type.(Double Canisters) I believe all three would be brought fwd(station)as the situation within the battle changed. i.e canisters being brought up before a enemy unit was within 100 yrds. When On Auto, how does arty choose between a greater threat when in Shell range(Brigade/Batteries)? From the Quick Guide: Artillery specific controls Auto: Enabled by default. In this state, your artillery will use the most suitable ammunition for the current target's range. Solid/Shell/Canister: Left click the Solid/Shell/Canister buttons to specify an ammunition type to use. Ammo types have different effective ranges and loading times. Solid shot has the longest range and fastest rate of fire, but is the least powerful. Shells have medium range and longer reloads, but can devastate nearby enemy formations due to their explosive charge. Canister has a very short range, very slow rate of fire and is the deadliest. ******* Now iirc, I believe a dev/someone said, that If the piece is reloading (Solid Shot) n you pick lets say a 'Shell'. I understood that the Artillery Piece would continue loading the Solid shot ,'fire' than begin reloading the Shell as next round. I have watched the reloading indicator with my artillery, when I have selectad a different munition, the reloading indicator animation continues the reloading( no interuption). So I assumed that the next round would be shell. I generally choose munitions/target my batteries manualy, This way I am ready with canisters/shell when a area is being pushed with heavy infantry/brigades and/or being bombarded with artillery. We all have our own style to manage/play.....
  10. Hi KMill1, Welcome to the community... Well I don't think u can do that with a click. There is no one key/click that will bring units into Battle/straight Line. This has to be done manually, This is one of the things that keep the game interesting. Forming in A Group/Division: This is where I quickly drag each unit(s)*Hold L-Ctrl/LMB drag to group Box/LMB and click the single units to group them. Than they can be put into your Battle Formation. Adjust artillery, ur front line, placing reserves, etc... prior to Grouping. For me this cuts out a lot of work, Dbl click a group key, your than moved,see the Group/Division(the main Body). This lets you quickly counter threats/ checking (Condition)/There Field Placement for strengthing/flanking/Support etc. Rotating Single: Single units once highlighted you will see their Field of fire arc indicating which way facing, or if you press and hold the unit rotate key it will also bring up the green facing indicator(rotate key just works with single units, iirc.) Just move mouse to rotate while holding rotate key. Great for smaller units in heavy congested areas. With that you can rotate on a dime. Rotate more than 2 units or whole Div). If you click n hold left Mouse(march/movement key) on any highlighted Division/units. You can rotate/move all, it also highlights the facing indicator. When placing units in a different place on the Battle Field you will have to adjust/re-adjust your Groups/Division orientation( A Diagonal move especially) Moving Artillery Batteries/Units/ Brigades within Army Divisions with a moving changing front is entertaining to say the least... Anyways nothing will replace "Time n Practice".... in Multiplayer u will learn fast. Generals I use only as a place for my units to recharge there Morale/Condition. They will be close to my front line's heaviest engagements or just behind main battle so as to have a place to rotate my brigades when there Morale/Conditions is low/weakened. They tend to drift,so locating sometimes can be a pain. You may have read/gone thru this,I find it handy to refer to: http://forum.game-labs.net/index.php?/topic/746-online-short-guide/ Cheers,,,,, edit/ Yes what MikeK said, works great. Saves more time...
  11. Your "SteamID" n your Steam "Ingame name" are 2 different things. Your SteamID is your 'Account Name + pass word.' You sign into your account with those. Its needs protecting, never post/give that out to anyone under any circumstances, like Elvin said. To friend someone on steam, get there steam "InGame name". This 'ingame name' can be changed at any time, once signed into Steam.Go to (Steam-Settings-Friends) You need to set ur friends settings up with, Friend online/notifications, etc etc.. As Elvin said the best way is to get ppl's steam "ingame name" is with a PM. When I post a message on the steam boards it uses my 'Ingame Name',To identify me with that Post, If you use friends here(UG:G) I believe its just internal here. I know when I go to multi player it displays my Rank n my 'Ingame steam name'.
  12. Hmmmm, sounds like a convoluted way of getting more Custom Battle unlocks. I am not a fan of backgrounding game. Losing Points/Retreating from Captured VP's etc. I believe I will just wait till a fix is implemented. I want to unlock Battles for winning Battles. I thought that if I played(Custom Battle/Main Battles),this would than give me more Unlocks. But as Nick Thomadis said They are working on Bug fixes/Achievements for the Custome Battle Unlocks to work properly. I will wait, But thx for your ideas/workaround for this temporary problem, Elvin. Time to get into Multiplayer now that I have >50 hrs. playing offline, n getting use to the controls/interface. ...Cheers
  13. Let me get this straight,,I have played the game thru(Full Campaign) 3-4 times hardest difficulty (Determined), mind you only with the CSA. I have 21 custom battles unlocked, out of 73.(if my counting is correct). Custom Battles: N.T-You said: Until various achievement unlocks are available there is currently no other way to unlock Battles . Further bug fixes and improvements will make possible to unlock more Battles... So is there no way to get more unlocks till the above is fixed? This was said in June/20th.? I realize this is EA, I see there is no achievements so far. Does this mean I will have to wait till more bug fixes are rolled out?
  14. ******** I agree with soccercw here^^... Now that I have played more 30 hrs+. I try to avoid a rout at all costs. I have always assumed condition was a few things, with ammo levels being one. But having Ammo/Resupply as a seperate condition, would be unnecessary IMO, As soccercw, and others have pointed out with Condition, doesn't low Condition takes into consideration(Low ammo/fatigue)? If possible I always have my unit fall back when condition and/or morale gets below 10%, to regenerate. Than quickly order another unit forward to fill the gap... Edit-\\\\\\\\\\From the online short guide Condition: Morale directly affects (and is affected by) the unit's condition. This factor is a combination of the current physical state of a unit and an "abstracted" status of its supplies. The unit's condition is affected by its speed, terrain and the distances it has to cover. The usage of firearms increases unit fatigue and the need for resupply.////////
  15. ^^+1 I agree, as it is now 1 minute in the game is (~8 seconds). Speed Choices/Game lenght in options(single player)1 for people that like the game as it is(i.e. Normal speed). Than others that would like the game slower. It would be nice to have 1 minute =(~15 seconds even ~20 seconds). Multiplayer I believe would have to be fixed to a time(Normal speed). This would lengthen out the battle so it isn't a chore just to manage one's game/units. I.e. My experience so far means, Rushing/scrolling around battle field(click fest)for me when in full battle, Losing track of units, this one halt, no fallback ...ahhh sh*t missed that units progression, now there in full retreat, crap.. I'm being flanked on my left, must move artillery batteries back/forward, etc. etc. It takes artillery ~1 minute to reload/fire in game. That's close to normal IRL/ACW. I have had moments of getting a bit frustrated with what I'm seeing/feeling as being unduly rushed at time's trying to manage my Battle. This is a game that calls for ongoing battle planning to a certain degree. There are people that like the speed the way it is, that's great for them. But choices with this(game speed), and other options leads to being more player friendly/enjoyable. I am new to this type of game, a RTS. Longevity of this game any game for that matter is ease of understanding, interest/enjoyment. It also means getting a constant volume of new players to buy n like it to spread the news of UG:G being a Great/Enjoyable game. This in itself goes a long way in having new content added/Champaign's/other period battles. If its financially worth/profitable enough to continue for Devs. I see in the steam forum's like here this has come up a few times also (Game speed).....
  16. ******* @ David n Edgy: ^^^Nice Historical n Solid Analogies from the Battle/Game especially Phase/Day 1. Those 7 suggestions/observations , would go a long way for overall game improvement's/realistic Gameplay/Balance imo..... cheers...
  17. ***** From what I have read, > 15 historical/official books, also a good number of books written by the participants themselves in the War. Watching shows/documentaries on the ACW. That the din of battle was so loud, that a Soldier couldn't even hear his own rifle/musket firing. There was times in the battle of Antietam and I imaging in most major battles, that the Noise/Din of battle was so loud that a man standing next to a comrade couldn't even hear him shouting/screaming at the other. Reports of men laughing hysterically in the heat of battle(stress/scared to death/losing there minds). You have to realize that there were thousand of weapons firing around you( these weapons were loud),maybe Artillery close by also. Plus being terrified of being killed at any second, coupled with seeing people getting shot to pieces/ripped up with artillery, would have an Detrimental effect on ones mind/shock/being rattled. At Antietam I have read at 'certain times', with the fire fights that were raging throughout the battle fields. With the amount of soldiers fighting for there lives (both sides), that there was ~15,000+ rounds flying thru the air at any given moment. (I believe the number was much higher but all this is from memory). This isn't counting the Artillery rounds flying/hitting, ripping thru bodies... So you can see that a Soldier under these conditions would think he was firing when in fact he wasn't(misfire), than ramming more rounds/powder with wadding down the barrels. Forgetting putting round in first etc. The ACW was a turning point in warfare, tactics/troop movements(lining men up shoulder to shoulder in battle formation marching forward), rifled weapons being introduced in the ranks. It was a terrible, terrible war. Out datedTactics(troop movements in battle)lacking behind weapons(technology). Terrible wounds(Low muzzle velocity, Large caliber, Soft Lead balls/rounds). Being seriously hit meant death in most cases and/or amputation. You see pictures of dead Soldiers, with there Pants n Shirts undone? This was them, checking themselves to see where they were shot! Knowing full well that if they were gut shot that they were going to die. Being Gut shot is a slow painful death lasting many minutes in most cases, depending where gut shot.
  18. This^^ .....tried changing the resolution no go, but what worked also for me, was turning the 'transparency on' 'shadows off'....
  19. Some interesting Facts here: http://www.gettysburg.stonesentinels.com/Gettysburg_Facts/Gettysburg_Facts.php More than 3,000 horses were killed at Gettysburg. Lydia Lyster, who owned the small farmhouse used by George Meade as his headquarters, found 17 dead horses in her yard. Her only compensation for the extensive damage to her property was selling their bones at a half cent per pound. After the battle 37,574 rifles left laying on the battlefield were collected. • 24,000 were still loaded • 6,000 had one round in the barrel • 12,000 had two rounds in the barrel • 6,000 had three to ten rounds in the barrel After the battle the army paid 13 cents per pound for lead gathered by Gettysburg civilians. After a boy was killed trying to pound open an artillery shell to get the lead pellets out the army refused to accept lead from children under 18. ****** How many casualties were there in the Battle of Gettysburg? How many people died there? This estimate is one of the more conservative and probably significantly understates Confederate missing and wounded... ****** Why was the Battle of Gettysburg important? ****** Strength and Casualties Ranked by State in the Battle of Gettysburg. http://www.gettysburg.stonesentinels.com/Gettysburg_Facts/Gettysburg_Facts-State_Rankings.php Which states sent the most men to the Battle of Gettysburg? Which states suffered the highest casualties? States Ranked by Combat Strength at the Battle of Gettysburg... States Ranked by Total Casualties at the Battle of Gettysburg... ***** Just some of the interesting things there ^^
  20. The following are C n P from there respective sites. This is very interesting. This link is all encompassing will all types: Artillery during the U.S. Civil War (1861-1865) had many makes, models, classifications, types, and characteristics, but each piece, whether referred to as a smoothbore garrison gun, rifled field piece, or seacoast howitzer, was an integral part of both the Union and Confederate army organization known as the artillery branch. The artillery branch was one of three principal branches that formed the army; the other two were the infantry and cavalry. As the physical body has parts, and parts have functions, so did the Civil War army. - See more at: http://www.thomaslegion.net/americancivilwar/artillerycivilwarcannonweaponsmortars.html#sthash.JyDWtUBu.dpuf ****** Civil War field artillery was generally organized into batteries of four to six guns. Regulations prescribed a captain as battery commander, while lieutenants commanded two-gun “sections.” Each gun formed a platoon, under a sergeant (“chief of the piece”) with eight crewmen and six drivers. For transport, each gun was attached to a two-wheeled cart, known as a limber, and drawn by a six-horse team. The limber chest carried thirty to fifty rounds of ammunition - See more at: http://www.thomaslegion.net/americancivilwar/civilwarartillerycannonweapons.html#sthash.bZGDN6He.dpuf ****** The Confederates amassed approximately 150 cannon and at one o'clock in the afternoon of July 3, unleashed about an hour-long bombardment of the Union position. The countless commands of "double canister" shouted along the blue lines reinforce the belief that artillery was critical in repulsing the Confederates and securing Union victory on July 3, 1863. Those who fought at Gettysburg with rifles and carbines were supported by nearly 630 cannon—360 Union and 270 Confederate. About half of these were rifled iron pieces, all but four of the others were smoothbore bronze guns. The same types of cannon were used by both armies. Almost all of the bronze pieces were 12 pounders, either howitzers or "Napoleons." They could hurl a 12-pound iron ball nearly a mile and were deadly at short ranges, particularly when firing canister. Other bronze cannon included 24 pounder howitzers and 6 pounder guns. All types are represented in the park today, coated with patina instead of being polished as they were when in use. - See more at: http://www.thomaslegion.net/americancivilwar/gettysburgpickettschargebattle.html#sthash.l1fx9i8N.dpuf
  21. Thx for the update, Keeping the community informed with ongoing news/delays is appreciated. IMHO: Your hard work/devotion to delivering a Great Game, coupled with making sure the community is well informed with all aspects of the ongoing developments(feedback)is a sign of appreciation on your behalf towards the community. This speaks Volumes within itself about your team. Have a Great weekend Also, Cheers
  22. [quote name="BodyBag" For me, it would be a way to change the speed of the units. They move way to fast to look realistic, especially for troops in formation and during changes of direction. Crossing water or other landscape-features don't seem to have much effect either. Is there any hope of a speed-slider, or maybe console-commands (like Company of Heroes) that can control the movement-speed of the units? Cheers, ****** This^ I would like a slider also, this way ppl can chose there own speeds/playing style.
  23. I agree Cavalry was used for mostly recon, harassing, as you can see in the link that they were used as dismounted Soldiers in many cases in Gettysburg... Posted just in general interest,,, The following is C n P from the links provided... East Cavalry Field: http://en.wikipedia.org/wiki/Battle_of_Gettysburg,_Third_Day_cavalry_battles At about 11 a.m. on July 3, Stuart reached Cress Ridge, just north of what is now called East Cavalry Field..... Gregg ordered Custer to counterattack with the 7th Michigan. Custer personally led the regiment, shouting "Come on, you Wolverines!" Waves of horsemen collided in furious fighting along the fence line on Rummel's farm. Seven hundred men fought at point-blank range across the fence with carbines, pistols, and sabers. Custer's horse was shot out from under him, and he commandeered a bugler's horse. Eventually enough of Custer's men were amassed to break down the fence, and they caused the Virginians to retreat. Stuart sent in reinforcements from all three of his brigades: the 9th and 13th Virginia (Chambliss's Brigade), the 1st North Carolina and Jeff Davis Legion (Hampton's), and squadrons from the 2nd Virginia (Lee's). Custer's pursuit was broken, and the 7th Michigan fell back in a disorderly retreat. Stuart tried again for a breakthrough by sending in the bulk of Wade Hampton's brigade, accelerating in formation from a walk to a gallop, sabers flashing, calling forth "murmurs of admiration" from their Union targets. Union horse artillery batteries attempted to block the advance with shell and canister, but the Confederates moved too quickly and were able to fill in for lost men, maintaining their momentum. Once again the cry "Come on, you Wolverines!" was heard as Custer and Col. Charles H. Town led the 1st Michigan Cavalry into the fray, also at a gallop. A trooper from one of Gregg's Pennsylvania regiments observed, As the two columns approached each other the pace of each increased, when suddenly a crash, like the falling of timber, betokened the crisis. So sudden and violent was the collision that many of the horses were turned end over end and crushed their riders beneath them. As the horsemen fought desperately in the center, McIntosh personally led his brigade against Hampton's right flank and the 3rd Pennsylvania and 1st New Jersey hit Hampton's left from north of the Lott house. Hampton received a serious saber wound to the head; Custer lost his second horse of the day..... ******** Battle of Brandy Station Fought near Culpeper, Virginia, on June 9, 1863, this was the largest cavalry engagement of the Civil War. http://www.robinsonlibrary.com/america/unitedstates/1861/campaigns/brandy.htm The Battle of Brandy Station, which featured many spectacular cavalry charges, saber fights, and lots of hand-to-hand combat between dismounted troops, lasted well into the late afternoon. By sunset Pleasanton was leading his men away from the battlefield, and Stuart's men had successfully held the hill. Although the Confederates technically won the battle, they learned that the Union cavalry was a far more formidable opponent than had been believed. A total of about 20,000 soldiers were directly involved in the battle, of whom 17,000 were cavalry, making it the largest cavalry engagement of the war. Union losses included 81 killed, 403 wounded, and 382 missing; Confederate losses were estimated at 523...... ******* June 9, 1863: Battle of Brandy Station: http://the-american-catholic.com/2013/06/09/june-9-1863-battle-of-brandy-station/ The battle had an enormous impact on the coming Gettysburg campaign, spurring Stuart to launching his grand raid just before the battle of Gettysburg, which effectively left Lee “blind” at a crucial moment in the campaign. Here is Stuart’s report on the battle, Fleetwood being another name given to the battle of Brandy Station: - See more at: http://the-american-catholic.com/2013/06/09/june-9-1863-battle-of-brandy-station/#sthash.bVQh8Lig.dpuf ****** Civil War Cavalry Cavalry Organization, Tactics, Military Weapons, and Battles http://www.thomaslegion.net/americancivilwar/civilwarcavalryweaponsmilitary.html Foreword: Cavalry of the U.S. Civil War was an integral part and member of the "army organization." The cavalry branch was one of three principal branches that formed the army; the other two were the infantry and artillery. As the physical body has parts, and parts have functions, so did the Civil War army. The infantry was the legs that carried the bodyinto the brunt of the fighting.....
  24. OK, than it's on my end. Thx, ...... Fixed: I disabled the editor by clicking the toggle in the upper left corner that looks like a light switch. After I pasted I just flipped the switch back to do regular editing.
  25. ~Hi Devs./Community~ Got the game today, just tried a quick battle...10 mins. Will get to learning more as the days roll by. Why can't I copy n paste links/info into this forum? Wanted to copy n paste a small piece from a web site (Calvary at Gettysburg/Weapons/Tactics) with a link n no go? What am I doing wrong/ 'Win7/64' 'IE11'. Thx for the help...
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