Paul_KT Posted October 2, 2014 Posted October 2, 2014 Love the tilt shift effect, but agreed that it need to be toned down a bit, or even better be something we can turn on and off during a battle. It looks great in screen shots, but not so useful while playing.
The Great Dane II Posted October 2, 2014 Posted October 2, 2014 Agreed. It's a nice feature but the blurring get's up too close to the actual battle, so this should be toned down a bit. Mr. Kingtiger says it: An on/off button would be nice.
CSA Watkins Posted October 2, 2014 Posted October 2, 2014 The Tilt-Shift does bring a more realistic look to the fight, but I agree with guys above, it should be toned down. The blurred effect should be removed. I like seeing the whole battle/screen with no blurry sides. The darker shading that the Tilt-Shift brings, is a bit to dark. I like the sharpness/lighting of the whole battle field, as it is. I will leave T-S it off for now. Thx for your time,hard work with theses Update(s).
RichardMcCor Posted October 3, 2014 Posted October 3, 2014 tried tilt-shift. Looked cool. Went back to normal for a game as it did not zoom out enough for me. I normally play on max - setting.
blueakomoon Posted October 4, 2014 Posted October 4, 2014 Tilt Shift? Too dark around the edges. And while the blurred effect is cool, it comes in from the edges too far and basically reduces the ability to see the map by at least 30%. I like the bright feel without the TIlt-Shift. If you reduced the blur a bit, brightened it up, I would play with it on all the time.
long5hot Posted October 4, 2014 Posted October 4, 2014 Agree with what the others are saying about tilt-shift. Looks cool, but isn't really playable in its current form.
Nick Thomadis Posted October 4, 2014 Author Posted October 4, 2014 About Tilt-Shift, thank you all for your comments. We acknowledge and we will see what we can do to improve. About AI it will get even more improvements in next update, together with melee fixes that affect the overall battle balance.
Nick Thomadis Posted October 7, 2014 Author Posted October 7, 2014 Hello all, New update v0.95 will arrive shortly. It contains mostly polishes to gameplay and AI and some bug fixes. Tilt-Shift is going to get a polish later as well. This patch we plan to be the last after the full release. We will still support the game after the release.
Harnis Posted October 7, 2014 Posted October 7, 2014 wow, a new patch already. Any ideas on what you guys have planned for the final release patch?
Nick Thomadis Posted October 7, 2014 Author Posted October 7, 2014 New update is just now available! 07/10/2014 Only a few things remain to be checked before we finish the Early-Access stage and move on to full release. More bug fixes and AI & Gameplay tweaks are included in this patch. The full release will include any essential balancing and repairs that you report to us. Patch notes: http://www.ultimategeneral.com/blog/ultimate-general-pre-release-patch-4
Lannes Posted October 7, 2014 Posted October 7, 2014 I still have problems with placing two brigades as a group in that there is a lot spinning going on, and then the brigades go off each swapping places with the other brigade. Any solutions?
JamesL Posted October 7, 2014 Posted October 7, 2014 I'm getting a blank screen every time I try to launch .95
N.C.rebel Posted October 7, 2014 Posted October 7, 2014 You need to space brigades apart some and that will solve it you can't bunch them close together they don't like that lol
fierman Posted October 7, 2014 Posted October 7, 2014 first off: I am really happy I spent my money on this game. The way this game is being developed, and how developers are in contact with the users, as well as the obvious love that goes into the project all make me very happy. My feedback for now: - the cavalry units are able to create serious havoc in the enemy rear, routing batteries and generally creating a lot of noise, without taking serious casualties or being disabled as a whole (as I would expect) - in melee, things still get messy. blobs of soldiers retreating towards the enemy where they can even rally themselves sometimes. I have even seen this happening with enemy artillery in one case. A 'logical fix' could be: I would expect units not being able to rally when cut off from their own lines. - - that said, it seems units are able to rally far too quick - on formations: fallback should see units moving towards their own lines, while facing the enemy. not turning their backs to the enemy and run away. (I would call that a tactical retreat ) - I would love to see some more possibilities for formation movement. moving sidewards while in line, road columns, stuff like that. - bonus for continuous lines with neighbouring units a possibility? (or morale penalties for not being in line) So far so good.. Let's hope this game will turn out to be a classic!
Lannes Posted October 8, 2014 Posted October 8, 2014 Is there a way to get rid of the blue movement arrows once you're done with that brigade? Still have had no answer to the problem of spinning and swapping positions when you group brigades and position them.
Nick Thomadis Posted October 8, 2014 Author Posted October 8, 2014 0.95 patch is back online! http://steamcommunity.com/games/306660/announcements/detail/130927515281728787 Please let us know if you have problems launching the game.
Nick Thomadis Posted October 10, 2014 Author Posted October 10, 2014 New update is available! 10/10/2014Preparing for the full release, we cleaned up the code, fixed some multiplayer errors and updated the AI mechanics so that AI opponents are much more resilient and careful in defense.Patch notes: http://www.ultimategeneral.com/blog/ultimate-general-pre-release-patch-5
David Fair Posted October 10, 2014 Posted October 10, 2014 Union Triumphant Victory on Day 3 - CSA AI on Cunning Union VPs 79,000 CSA VPs 7,000 Union Casualties 18,794 CSA Casualties 38,972 Artillery batteries still slaughtering as many men as entire infantry divisions. Way out of line with historical results. Videtts still able to slaughter 3 batteries in a row with no problems. Why does the Union cavalry suck vs. CSA cavalry? By this point in the war the cavalry had reached parity - as demonstrated on East Cavalry Field and Brandy Station. No statistically significant change between earlier versions and this version on the AI. AI still way to easy to beat - not much of a challenge. Summary - as Union on Day 2 swept CSA from South and East of Gettysburg. Chased the the CSA west of McPherson's Ridge. Morning of Day 3 CSA holds Gettysburg and Union now on Benner's Hill set to attack Wolf's Hill. Funny because I'd expect on the morning of Day 3 to be pushing to the west of Herr's Ridge toward South Mountain. When the CSA is losing the game seems to jump to Phases around the map regardless of the logic of the battle. It would be great to have 3 more miles to the west of Gettysburg for later phases.
Nick Thomadis Posted October 11, 2014 Author Posted October 11, 2014 11/10/2014Revision update available for PC, in a few hours also for Mac users: - Fixed AI not moving in some Custom Multiplayer Maps and adjusted it better as per first feedback. - Rank reset bug for Multiplayer fixed.
Tormidal Posted October 11, 2014 Posted October 11, 2014 11/10/2014 Revision update available for PC, in a few hours also for Mac users: - Fixed AI not moving in some Custom Multiplayer Maps and adjusted it better as per first feedback. - Rank reset bug for Multiplayer fixed. Any word on modding being a launch feature, or a post-launch addition?
David Fair Posted October 11, 2014 Posted October 11, 2014 I hope they will support modding - the first mod I'd like to play is the complete removal of the fantasy cavalry.
Tormidal Posted October 12, 2014 Posted October 12, 2014 I hope they will support modding - the first mod I'd like to play is the complete removal of the fantasy cavalry. I plan on modding the hell out of it, textures, maps, balancing, everything.
David Fair Posted October 13, 2014 Posted October 13, 2014 Ran a test to see how much damage I could do with the Videttes and the results in the statistics are stunning. Not all of the CSA casualties were inflicted by Videttes; but about 12 of the CSA batteries were taken by Videttes. These batteries taken by the Videttes are the bottom 12: Page's Battery 114 men - 57 men lost vs. 142 Union KIA Rice's Battery 114 men - 114 men lost vs. 87 Union KIA Johnson's Battery 96 men - 96 men lost vs. 74 Union KIA McGraw's Battery 89 men - 83 men lost vs. 54 Union KIA Carrington's Battery 114 men - 114 men lost vs. 87 Union KIA Crenshaw's Battery 71 men - 71 men lost vs. 53 Union KIA Fry's Battery 79 men - 65 men lost vs. 36 Union KIA Marye's Battery 75 men - 75 men lost vs. 36 Union KIA Green's Battery 60 men - 30 men lost vs. 26 Union KIA Grandy's Battery 92 men - 92 men lost vs. 23 Union KIA Reese's Battery 79 men - 52 men lost vs. 23 Union KIA Tanner's Battery 90 men - 90 men lost vs. 22 Union KIA Zimmerman's Battery 65 men - 65 men lost vs. 20 Union KIA Wallace's Battery 67 men - 67 men lost vs. 18 Union KIA Moore's Battery 90 men - 75 men lost vs. 19 Union KIA Hurt's Battery 71 men - 71 men lost vs. 12 Union KIA Brander's Battery 65 men - 65 men lost vs. 9 Union KIA Garber's Battery 60 men - 60 men lost vs. 9 Union KIA Law's Battery 80 men - 80 men lost vs. 6 Union KIA Maurin's Battery 50 men - 50 men lost vs. 3 Union KIA Carter's Battery 103 men - 103 men lost vs. 2 Union KIA Bottom line to wipe out the CSA artillery with 1,571 men cost the Uniuon about 850 casualties. My conclusion is that the AI artillery is not aware of threats, not setting ammunition on canister when it should, not turning in the direction of the threat soon enough, and the artillery gets wiped out as a result. Videttes were not the entire problem; but a significant contribution to the problem.
Nick Thomadis Posted October 14, 2014 Author Posted October 14, 2014 New update is now available! 14/10/2014 There were some changes needed in gameplay according to your latest feedback. We did these changes and await your new opinions. We want to release the game in the best state possible by acknowledging all your reports. Patch notes: http://www.ultimategeneral.com/blog/ultimate-general-pre-release-patch-6
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