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UGCW Feedack v0.74


Nick Thomadis

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2 hours ago, Mr. Mercanto said:

The Mongolians were pivotal in the Civil War.

 

2 hours ago, GeneralPITA said:

Taken care of by Darth in the next patch. Fburg will be more fun.

Mongolians are how the fortifications get fixed.  Southpark tells me they are specialists in breaking down...umm...walls n' stuff.

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39 minutes ago, Fred Sanford said:

 

Mongolians are how the fortifications get fixed.  Southpark tells me they are specialists in breaking down...umm...walls n' stuff.

During the Siege of Yorktown, the Mongolians broke down all the walls...and stuff.

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Was there Gatling gun in Civil War? If so, PLEASE add it to the game!

 

Yes there is! 

The Gatling gun was first used in warfare during the American Civil War. Twelve of the guns were purchased personally by Union commanders and used in the trenches during the siege of Petersburg, Virginia (June 1864 – April 1865).[9] Eight other Gatling guns were fitted on gunboats.[10] The gun was not accepted by the American Army until 1866, when a sales representative of the manufacturing company demonstrated it in combat.[11]

https://en.wikipedia.org/wiki/Gatling_gun#American_Civil_War_and_the_Americas

Edited by Alex.Reiter
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19 hours ago, GeneralPITA said:

Koro posted this to the tester forum today, it will be looked at. The hope is that the new performance tweaks may make it possible to expand to a full map but don't quote me. 

I use my monogolian horde in both stages of battle at Fburg to great effect. I know, I'm cheap. 

That was my hope and there's a reason I posted it there, to keep it sort of quite and not revive the whole discussion :P. It seems nothing can change though.

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Found some new bugs on the historical battle of Antietam. union side:

 

- Burnside is not the commander of XII, Mansfield should be in command of that corps. Burnside is the commander of XI in the battle.

- commander named corps IX should be burnside >__>

 

 

Edited by Nox165
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So i've decided that because my initial CSA campaign was messed up due to the fact I played it before the introduction of dynamic campaign, I redid it.

Honestly, I didn't realize the impact the dynamic campaign had on the overall campaign experience. No it's still very challenging and intense, but it's a more manageable challenge. I probably won't get so badly destroyed at Antietam this time XD.

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On ‎1‎/‎24‎/‎2017 at 4:19 PM, GeneralPITA said:

Taken care of by Darth in the next patch. Fburg will be more fun.

Hey PITA, any tentative timeline on the next patch? I know you all probably don't want to release your dev schedule or anything, but I feel like a fiend over here, I need the next battles to get my fix!!

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36 minutes ago, chillwolf said:

Hey PITA, any tentative timeline on the next patch? I know you all probably don't want to release your dev schedule or anything, but I feel like a fiend over here, I need the next battles to get my fix!!

You know... one way to get your money's worth out the current iteration of the game is to play it all again and see if you get a better result. I did for my CSA and boy have I done better (probably due to teh Dynamic campaign patch).

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So, I have a bit of a complaint about Stones River.

 

I was playing as the Rebels and I pushed hard, shattering the union army completely and taking less than half casualties. I also managed to take both of the Nashville Pikes but it was quite costly with a large number of my men dead (including poor Stonewall Jackson :(  ) The Union was totally pushed out of the Pike and I had completely secured both points. So imagine my surprise when I'm suddenly way back from where my positions were and the Union has significant reinforcements AND is back in their heavily fortified positions in the next phase, utterly destroying any chance I had at Victory. I feel a bit cheated now. Is it supposed to be like this because if it is, then forgive me, but that is utter crap.

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1 hour ago, Sgt Shriver said:

So, I have a bit of a complaint about Stones River.

 

I was playing as the Rebels and I pushed hard, shattering the union army completely and taking less than half casualties. I also managed to take both of the Nashville Pikes but it was quite costly with a large number of my men dead (including poor Stonewall Jackson :(  ) The Union was totally pushed out of the Pike and I had completely secured both points. So imagine my surprise when I'm suddenly way back from where my positions were and the Union has significant reinforcements AND is back in their heavily fortified positions in the next phase, utterly destroying any chance I had at Victory. I feel a bit cheated now. Is it supposed to be like this because if it is, then forgive me, but that is utter crap.

Stones River is pretty broken. Whatever you do in the first day, if it doesnt result in out right victory, you lose all the gains you made and have to start anew in the second day - and casualties for the first day aren't counted in the Union for some reason so it's even harder to get a draw.

The best option on Stones River is probably to withdraw. It doesn't affect the size of the Union army on Chancellorsville (!!!!) so playing it is basically pointless. (it's also probably the least fun CSA map. Throw yourself against fortifications with no chance to maneouvre. Great!)

Edited by Squadron HQ
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A few notes for CSA Stones River:

If you have time when Nashville Pike turns up, and you've for the most part destroyed the Union Army before the Nashville Pike units are expanded, you can actually take the really, really long walk around the left and get into the Northern trees by doing a long loop. You only have to fight the soldiers in the two forest fortifications, and get free shots on the farmhouse fortification after you beat the squads out of the forest fortifications (because the guys on the farmhouse fortification cannot turn around and shoot you, from when I ran CSA Stones River on my hard playthrough). Once you basically open up all of the top side, you can crush the guys on the fence (since the fence isn't a 100% cover fortification, unlike the entire south side), and then start mopping up the front, since the other squads will sit on their fortifications while their buddies to their left are getting shot at. In fact, the time limit for the map isn't even a hard time limit; you can go for much longer than the scenario time limit just to capture the two VPs.

Edited by Wandering1
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I have just noticed on csa play through that the price of veterans increases with the experience of the unit. As example forrests' 3* cavalry unit that you get as reward for winning Shiloh costs $149 per veteran to replace, excluding weapon price. My new cavalry unit with no stars costs $28 to recruit a veteran. My 1* cavalry costs $62 to recruit a veteran. Same for infantry, my 2* unit costs $42 to recruit a vet but my 1* costs $32 to recruit a vet. I guess this isn't a bug and is intentional to deter players from maxing out with 3* 2500 vet units.

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I was quite disgruntled when, playing Chancellorsville as the Union, after I stopped Jackson's flank attack and seizing the Orange Plank Road and Turnpike, the next phase was me being forced to act on the defensive for no apparent reason and giving up the territory I gained, and then having to do it all over again in the next phase. It seems to me that successfully attacking Lee's position while staving off Jackson should end the battle in a Union victory.

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I'll tell you what I think about the complaints coming out on the last two battles, (Stones River / Murfreesboro & Chancellorsville.)

I think the dev team was under a bit of pressure from the community for some new content, and because of that pressure, they rushed something out the door to sedate a hungry clamoring crowd.   In that rush, certain "IF/AND/OR" statements were not properly programmed as they are in the earlier battles like Shiloh.  Where if you push hard enough and are victorious enough, that the program opts to give you the victory or the defeat depending on your play.

I see These last two battles as possibly incomplete works due to the pressure by the community.

I think everyone should step back a pace or two and give the devs some room to actually put together a finished product before releasing it too soon.

Developers, take your time, your community will be here when you release a properly finished product ... Get it right the first time out the door.  Please.

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Can corps/division highlight color be changed by a setting or client file edit to some color that does not blend so well into the greenery?  Purple, pink, orange- something that stands out! Please use the person around there with the worst vision to test this.

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7 hours ago, waldopbarnstormer said:

I have just noticed on csa play through that the price of veterans increases with the experience of the unit. As example forrests' 3* cavalry unit that you get as reward for winning Shiloh costs $149 per veteran to replace, excluding weapon price. My new cavalry unit with no stars costs $28 to recruit a veteran. My 1* cavalry costs $62 to recruit a veteran. Same for infantry, my 2* unit costs $42 to recruit a vet but my 1* costs $32 to recruit a vet. I guess this isn't a bug and is intentional to deter players from maxing out with 3* 2500 vet units.

Yes, logical indeed that getting the best veterans takes more effort than those seasoned but with less capability.

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