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Showing results for tags 'UGG'.
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Hello. I am a new player, just got the game from a friend yesterday, played a whopping 2 battles since then, so I am not very experienced. But I noticed something in the unit control system that could be improved, maybe in the future similar games if there will be more. Right now, if you put a unit somewhere (say, a high ground position with good cover), it can move around if it is in a fight. The problem is, a lot of times they simply move sideways or even forward until they come out of the cover and the high ground, and if you don't notice it, they will suffer heavy casualties unnecessarily. The "Hold" order works against this effect as long as you don't give any order to the unit. If you order it to fire at another unit from the position it stands in, the "Hold" order will be cancelled, and if you forget this, the unit will move on its own, and again, suffer casualties. If the "Hold" order would be changed to an Age of Empires 2 style "Stand ground" order, so the "you can not move until I tell you to" order would not end with your next order, only if you specifically tell the unit that the "Stand ground" order is cancelled, the brigades (regiments?) would be a lot easier to control. What do you think?
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Take notice to this picture(sorry if it is really big) have you noticed that there are these test units in the game all without explanation, this one striking my fancy, as it give the chance of Stannard defecting to the south. I found this very interesting since UGG wants to recreate history, but offers the choice of forging your own path. Personally i want to know whats up with this and how it could affect the outcome of the battle
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I haven't seen a thread devoted to this subject so I figured I'd start one to share my thoughts on the iPad version of UGG. I was a Darthmod player since it was relatively early in development for Empire and bought UGG for PC about 30 seconds after it came up on the Steam store, so you could say I'm fairly familiar with the dev's work. Keep up the great work! General thoughts: UGG for iPad is easily the best real-time strategy game on the platform, and would probably be my favorite tablet wargame of any type if not for the appearance of Panzer Corps last year. Controls are quite smooth, and it's extremely impressive how much visual fidelity has made it into this version. I have no qualms about recommending this to any fan of the genre, although fans of the game on PC may find the campaign less engaging. Performance: On my third generation (circa 2012) model, performance was solid with full unit counts and corpses right up until the 5th or 6th missions of the campaign, when I had to tone down the corpse count to maintain a solid framerate in the face of huge numbers of troops on-screen. What's missing: Obviously, the most significant feature not to make it to the iPad port is the dynamic campaign. The campaigns are linear and losing a mission--failing to accomplish all of your objectives within the allotted time--means that it must be reattempted. Units appear to be returned to full strength between missions. Replayability is limited to selecting different difficulty levels--it's unclear which of the PC general "personalities" made it to iPad, but I found the Easy / Medium / Hard AI to be sufficiently varied and challenging. Touch interface: Playing this on PC, it was clear that the controls would translate perfectly to iPad and I'd even go so far as to say that it plays better on this platform. Dragging orders is smooth and responsive, as is panning / zooming the map. Missing is the ability to set orientation at the end of a move (ctrl-right click on PC) for either individual units or formations; this is less critical in the tablet version, which generally focuses on smaller sections of the battle with fewer troops. The Limber/Unlimber button is useful and will hopefully make it to the PC version--definitely helpful when you need to have better control over artillery movement close to the front. Gameplay changes: As mentioned, the iPad version is focused on smaller engagements within the overall battle. These tend to be shorter than on PC, which is beneficial given the lack of mid-mission saving. Artillery is grouped into regiment-sized units, rather than batteries: this is an extremely helpful change, as it allows for much more efficient control. It is no longer necessary to micromanage each battery to make sure it has proper LOS/LOF. Finally, there is a 'fortify' button of rather vague effect, but it appears to increase a unit's ability to stand and fight.