In this thread you can write your opinions about Ultimate General: Gettysburg. Please read the summary of features below.
New patch 0.9 is out. Read the news:
http://steamcommunity.com/games/3066...24979554201538
We would appreciate your feedback for everything, especially gameplay and multiplayer.
We tried some things that would affect positively the performance but not sure how it could affect the gameplay speed. Please notify us if you are satisfied with current combat pace, if you would like it faster or slower or is it just right, so we optimise in our release version.
Multiplayer has got many improvements and bug fixes along with Mac support. Your playtesting and participation will help us to improve further and expand its functionality. I will personally be there as frequently as I can to battle with you all!
We hope that you will like all the changes. Let us know, it helps!
Enjoy,
Game-Labs
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Patch history
18/9/2014
The new update includes various AI & Gameplay improvements and bug fixes. Furthermore, we have integrated an advanced log report functionality which will assist us to find any remaining bug.
Patch notes: http://www.ultimategeneral.com/blog/...-patch-hotfix2
15/9/2014
We have uploaded the urgent hotfix version 0.91. It is first available for PC users. Mac users will get it tomorrow as soon as possible.
Patch notes: http://steamcommunity.com/games/3066...24979910587526
12/9/2014
Our next update leads Ultimate General: Gettysburg closer to final release. Multi-saves capability, Multiplayer fixes and new maps, AI & Gameplay enhances, the 4th day of the battle and other new features and improvements enrich the game experience!
Patch notes: http://www.ultimategeneral.com/blog/...-release-patch
14/8/2014
We introduce Order of Battle and Statistics to the game along with Decision Maps… and finally we offer the first Multiplayer version! Present multiplayer server supports only 100 players. We are going to extend the number on Friday.
Patch notes: http://www.ultimategeneral.com/blog/...thpatch-hotfix
31/7/2014
The 6th patch brings AI and gameplay mechanics improvements that provide enhanced realism and challenge. Furthermore, we have refactored the rendering code that previously caused freezes and CTD.
Patch notes: http://www.ultimategeneral.com/blog/...thpatch-hotfix
19/7/2014
We finalise the weekly 5th patch with various polishes to AI and gameplay, some bug fixes and the first version of 3D animated menu.
Patch notes: http://www.ultimategeneral.com/blog/...thpatch-hotfix.
17/7/2014
We provide an urgent hotfix patch 0.84 which includes some major targeting bug fixes that affected very negatively the AI, better Mac stability, more battle flow fixes and important polishes to the gameplay mechanics.
Patch notes: http://www.ultimategeneral.com/blog/...eased-5thpatch
12/7/2014
Patch 0.83 is dedicated to major battle flow fixes. You will be able to play the battle of Gettysburg in all possible sequences, up to 6 phases, without the previous annoying premature battle ends. AI & Gameplay improvements are included as well.
Patch notes: http://www.ultimategeneral.com/blog/...eased-4thpatch
5/7/2014
0.82 patch brings Mac support (Very soon it will be enabled) and focuses on major AI & Gameplay improvements that were needed according to user feedback. Of course there were many essential bug fixes that make the game much more stable and we have addressed the annoying save bugs that could prevent you to continue your battle campaign normally.
Patch notes: http://www.ultimategeneral.com/blog/...eased-3rdpatch.
27/6/2014
Many things you have asked to improve or fix are now available in our newest patch. Important new features are the elevation map layer and the revamped, more realistic combat pace accompanied by an enhanced AI. Have a look at the patch notes: http://www.ultimategeneral.com/blog/...eased-2ndpatch
18/6/2014
First patch is live now. It offers Group formations, AI & Gameplay improvements and many important bug fixes. You can read the full list of changes at this link: http://www.ultimategeneral.com/blog/...eased-1stpatch
Main Features
Smart AI Commanders
Ultimate General: Gettysburg does not use "AI gameplay cheats" because it does not need them. The game's difficulty is accomplished only by nine distinctive AI personalities, each with their own advantages and special skills. AI Commanders are able to evaluate and gain tactical superiority in real time, reacting according to their different commanding skills, aggressively or defensively, heroically or cunningly and resemble different, competent human players.
Multi-Day Dynamic Battle
On the morning of July 1st 1863, the two armies meet near Gettysburg. Reinforcements arrive from historically accurate directions as the battle progresses, however, random events, delays and tactical differences are always a possibility that can change the results of each engagement compared to history.
Can you re-enact Pickett's Charge? What if Lee attacked the center of the Union Army early in the morning of July 2nd of 1863 instead of attempting to flank the extreme left in the afternoon? What would happen if Meade counter-attacked on July 4th 1863? These questions and more can be answered within the game engine of Ultimate General: Gettysburg.
The battle is dynamically fought in time phases and can last up to 4 days. Each day can be separated by up to 3 time phases and the armies' condition and positioning on the map are saved.
According to battle events, you have the possibility to take decisions that can change the tide of the battle based on your prior tactical prowess.
For example, when leading the Confederates, on the morning of July 2nd, you can choose to attack at Cemetery Hill and not make a delayed flanking maneuver at Peach Orchard... if you have managed to take Seminary Ridge the previous day! You can even choose to defend and wait for your AI opponent to take the initiative between days. These choices will greatly increase the number of possible battle outcomes and challenges.
Detailed Map of Gettysburg
Utilizing satellite images and historical maps, every major location, house, ridge and hill are depicted as accurately as possible within the game's unique art style. If you are an American Civil War enthusiast, you will be especially happy to notice the amount of precision and information that the map provides. Not only will you be able to better understand the historical layout of the map, you will also be able to make use of each location and landmark in battle, thanks to the simulation of cover, concealment, terrain and high ground in the game.
Historically Accurate Forces and Leaders
Ultimate General: Gettysburg includes the full order of battle for the Union Army of the Potomac and the Confederate Army of Northern Virginia. Unit sizes will range from the small artillery batteries to vast infantry brigades with cavalry and skirmishers in between.
All brigades have troop numbers and differing competencies based on historical facts. Additionally, all artillery battery numbers and types are correctly simulated. Lastly, major generals and officers actively participate in the battlefield to organize and support the armies and will also appear in after action battle reports to help you monitor battle progress.
Easy Controls & Unit Self-Awareness
Drag simple movement arrows to command large forces easily. Units do not need your micromanagement because they are able to act on their own initiative and re-align, switch targets, withdraw and form battle lines without player input. Consequently, you are able to give generic commands to your units and can rely on them to fight efficiently without the need for "babysitting".
Advanced Line of Sight
Elevation and obstructions will affect unit visibility realistically. Units may make use of concealment and cover to survive artillery barrages, stage ambushes and more, but beware - the AI will attempt to do the same to you. The units enter or exit the Fog of War gradually with a fade in/out effect that helps you perceive their hiding and course seamlessly.
Numerous Tactical Factors
In Ultimate General: Gettysburg, you will realize that army units are not "machines" that blindly follow orders, but will need to conserve strength and courage for decisive battle actions. Every basic tactical element that is expected for a strategy game is incorporated into gameplay. Most importantly, morale is affected by many factors including flank or rear attacks, casualties, volley shocks, artillery fire and fatigue.
Furthermore, every inch of the map has a strategic role. Sloping, terrain type and obstructions will affect unit movement realistically. Elevations, ridges and hills provide excellent firing positions and give increased sight, morale and accuracy to troops stationed there.
By placing your units close to each other, they become more resilient to charges and flank attacks but get more vulnerable to projectile fire. Thus, forcing your enemy to keep his lines dense while you shell him with artillery can be a valid tactic. As the condition of your units changes dynamically during the battle, the effectiveness of your whole army is affected. For example, units fire more coordinated volleys when they have high morale and have more discipline and tight formations.
These and many more deep gameplay mechanics are packed into a simple and intuitive GUI that aims to ease the game experience for the player without overwhelming with complex statistics.
Custom Battles
Different AI Commanders and the dynamic multi-day battle will provide countless ways to enjoy the Battle of Gettysburg every time you replay it. The replayability increases with additional custom battles.
As you fight the Multi-Day Battle of Gettysburg, you can unlock dozens of speculative scenarios that you may play afterwards for quick battles, either randomized or with full unit strength and default army deployments.
New patch is out! 31/7/2014 The 6th patch brings AI and gameplay mechanics improvements that provide enhanced realism and challenge. Furthermore, we have refactored the rendering code that previously caused freezes and CTD. Patch notes: http://www.ultimategeneral.com/blog/...thpatch-hotfix
Ultimate General: Gettysburg is developed by Game Labs and designed by Nick Thomadis, known for his successful and popular "DarthMod" series.
With this first project, Game Labs wishes to give birth to a new strategy brand that will gradually evolve and expand into different eras.