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Ray_p

Civil War Tester
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Posts posted by Ray_p

  1. Got about 150 hrs in the game, and I've tried a number of tips and strategy's on the union side.   Switched back to fighting with the south,  never could get my union troops to hold and it is just to frustrating. I think ypou have more work to do on getting this more balanced before it's final release., 

  2. I just came back from a game where the union videttes completely annihilated the confederate batteries. Without taking losses really. I assume this will be fixed soon ?

     

    After I discovered how to use them I discovered the same thing,   I can clear every battery off the field with them.   Swing them wide on the flanks away from infantry and attack batteries from the flank or rear.    I do agree they are pretty powerful if used properly.

  3. Ray-p,

     

    Have you played on the less difficult settings?

     

    When I play the Union I'm slaughtering the CSA.  I just played a 5 phase campaign as the Union with the CSA AI on Cunning.  

    Union managed to hold 51,000 VP locations while the CSA held 7,000 VP's.

     

    Union lost 19,651 casualties while CSA lost 33,170.  

     

    Result of the campaign was an epic victory at noon on Day 3 - and I was fussing around with some experiments while this game was in progress.

     

    When I switch things around and play the CSA the Union AI gets slaughtered.

     

    REB Blunt and others have provided excellent guidance on tactics - have you read some of these posts?

     

    I'm not certain what the problem is but tuning the game to beef up the Union doesn't seem like a great suggestion based on my experience with UGG.

    David,  yes I usually as a new player use balanced for the AI.

     

    Perhaps some here will give me a tip,  when a unit falls back and regroups should you leave it in that position or move it forward again?   If you move it forward how close to the line should it go?   I find moving regrouped units forward makes them just fall back again causing endless keystrokes.   Like to know what I should be doing.

  4. I've gotten better with this since I now have a understanding of how the game works.   Often in the expansive battles you have a lot of arty out in front of the ranks exposed.   I'm now pulling them back immediately behind the ranks and am suffering much less packing it in then I was.  Having said that it's still a big chore to babysit everyone,   I find that certain areas of the battlefield I just have to let the troops do their thing to focus on the other areas.   I'd like to see more warnings that might get my attention that I need to be somewhere giving that area attention if I'm not already there.

     

    Also am I missing something?   When I re-position a arty unit buy pulling it back I have to reaim it manually else it is facing 180 degrees opposite?  I never would imagine that a commander would have to tell a unit to reaim itself.   So I'm wondering am I doing something wrong here.   I'd like to see the position arrow larger when you are zoomed out,   for arty units maybe a red arrow easy to see easy to move.

  5. Truth be told, I can wait for the Day-4 battles, and I can even stomach the shifting of units around (somewhat, it is very annoying when I have control of Culps Hill in the morning, but just because there is no VP on it, my forces withdraw during the night. WTF), but what really bugs me are my units morale and condition.  As the Union, I of course wear out the 1st and 11th on the 1st day, but don't use them at all during the 2nd day.  So, come the 3rd day, you would expect them to be nice and rested up right?  Nope, 11th is still routed, 1st is still at 0% condition.  I mean, what were they doing during the entire 2nd day?

     

    Even after the update,  playing the Union side still see's units break far to easily.  Union units holding good ground and with superior numbers still brake and run when fronted or charged by even a single Confederate unit.   Certain Union units you don't want anywhere near your front line.   I just put them in the back now because that is where they will endup anyways.  AS I commented the other day far to much babysitting is required of certain units.  Please give me brigade and corp commanders that have a stomach and will hold their ground or move to a designated position.

     

    Also it is a bit numerous that some units have to fall back to somewhere near Harrisburg before they regroup.   If US Grant or Patton where in charge a few of these guys would get a big boot in the butt.

  6. RHLee, I've stayed off the game for more than a month for the same reasons.  

     

    The continuity of the battle is missing from this game.

     

    It is more like a series of mini tactical battles that are disjointed.

     

    I'd like to come away with the sense that I'm commanding an army at Gettysburg.  

     

    Right now I don't.

     

    Lee stayed in position on Day 4 while his 13 miles of supply trains withdrew.  He anticipated a Union attack on Day 4.  

     

    The fact that Meade did not attack doesn't mean that Meade couldn't have attacked.  

     

    I thought altering history was the motivation for historical gaming.

     

    I must be missing something.

     

     

     

     

     

    Since I don't have the capability to play the more expansive battles without continuous breaks due to high CPU usage I can't get that far.  Maybe I will get some response to my input and some solution path as to how I can.  I tend to agree,  because the battles should be a continuous feel you should pickup at the positions and troop concentrations that you had when you finished the last battle.   New reinforcements should port in at that point.  

  7. Good Day,   I thought that providing the information that you asked for might lead to some solution or a recognition of a problem.    This game uses a high level of memory on a machine that in my opinion is going to be typical of alot of machines a player might be using.   I do wish I had a high end gaming computer but I don't and Santa doesn't seem to want to give me one.  Given I gave you the info please give me a response back.   Thank You

  8. Wrote about this before,   suggestion was to run the file validation which I have done several times before.   The game continues to consume very high levels of CPU and this isn't an entry level machine.   How do I get this game to run smoothly without the dropouts and dead buffering periods?  AS you can see in the performace chart it just cycles to high levels.    I ran file validation right before this and it was 100% fine.

    post-4624-0-85201800-1412015686_thumb.jpg

  9. Nick no artillery unit would just completely leave the field in the midst of a battle.    I had 6 units or more leave the last battle.   Your model is incorrect if that is the way it is intended to work.   You have units moving off the map after a travel of most of the map.   I've seen other comments about the complexity of commanding a large battle over most of the map.   You can hardly babysit every unit and every battery and once they start moving you can't stop them.

  10. I could never see myself getting the final version of the game with this problem.   EVERY battle you lose units that just have a mind of their own and will travel long distances and leave the map.   Other units just go hide under the border somewhere.  It produces unrealistic game play and the effort you put into getting your units into the right positions then becomes wasted effort.   I've sent in several bug reports,  what is your response to this issue??

  11. My frustration and perhaps it doesn't have much to do with this OP but my units at times run off the edge of the map and disappear when they move to regroup.    I think the Texas Brigade ran back to Texas the other day to reform.   I'm very hesitant right now to have units near the edge of map as they just disappear.   What really is going on here?   I lost 4 units yesterday to this and wasn't at all happy about it.

    As an update today Custers detachment disappeared from the field leaving me no Calvary to defend against Stuarts.

     

    Basically the bug is very prevalent now with artillery units.   I see several batteries leaving the field every battle,  it is very annoying.   I've sent in several bug reports this really needs to be fixed.   There is no way to turn these units once they start to withdrawal and will travel large distances to leave the field while the units that were next to them stay put.

  12. Ive not noticed it myself but in another post a couple of days ago MikeK said ... "One annoying recurrence was units fighting near the edge of the map falling back to the map edge under the picture frame so "disappearing" for all practical purposes and thought routed from the field.  One of these, the Irish Brigade, showed up with a small portion visible again of its own accord, in fine shape, after the Confederates fell back out of Gettysburg itself.

     

    Drawing a "box" extending beyond the visible map seemed inconsistent in selecting hidden units. "

    I clicked a bug report yesterday when an artilley unit disappeared from the field in a battle.

  13. I switched over and started playing the union side.   I can't believe this is realistic the simplicity in which they just take off.  Yesterday for example I had three large brigades against 1 600 man Confederate Brigade, and the three Yankee brigades constantly fell back despite their overwhelming advantage.   Spending way too much time and effort in a battle just trying to keep the union troops holding their positions.  It takes away from the game enjoyment when your in a large battle and you have to constantly regroup and move to get the troops to maintain their orders.  I feel something needs to change it is just far to easy right now to get them running.

  14. Thanks for all the tips I found on moving elements.   I am playing better by using them.

     

    I have one question for you much more experienced Corp commanders.   When I use the range command it implements the range to the tagged unit,  but as soon as that unit moves it does not again reinstitute range unless I go back and do it.   Is this the way it was intended to work?  and would you not want a unit to shadow another enemy unit to keep it in range?

  15. When you advance to a new phase or day in your campaign, all the battles of the previous phase/day unlock for the side you play as. That means that if you want all battles unlocked you have to play the campaign at least one time for both sides.

    Thanks I played the battles from the union side and I did have more battles appear as active ;-)

  16. Another mystery to me is why when your fighting near the border of the map,  your brigade falls back and disappears from the map never to return.   Seems a tad unrealistic to me is this a bug?

    Did it again today,   I will try to send in a bug report when it does,  but letting you know it is very frustrating

  17. My frustration and perhaps it doesn't have much to do with this OP but my units at times run off the edge of the map and disappear when they move to regroup.    I think the Texas Brigade ran back to Texas the other day to reform.   I'm very hesitant right now to have units near the edge of map as they just disappear.   What really is going on here?   I lost 4 units yesterday to this and wasn't at all happy about it.

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