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Posted

I loved UGG and was very impressed how much effort was expended to improve the game engine after its successful release.  There are lots of developers out there (Battlefront hint hint) that take a great game engine and just clone the game over and over with a different battle or set of units.  I figured you guys would go down this same path and I probably would have bought a game or two before tiring of the engine.  Instead, you folks did something extraordinary and instead of the cheap way out, placed a real campaign layer on top of a great tactical engine.  For this I am both pissed and thankful.  Pissed as it has sucked an enormous amount of my time.  Thankful that for the $/entertainment value that is unrivaled.  

Now that I have buttered you up.  I look forward to the 3.0 release in 2018/19 when you have moved from a static to a real dynamic campaign where you move troops across the country at strategic level similar to what Graviteam does with their Operation *** WWII sims:}  Until then, I plan to spend many hours playing with this new toy.

  • Like 5
Posted
1 hour ago, Hobo said:

I loved UGG and was very impressed how much effort was expended to improve the game engine after its successful release.  There are lots of developers out there (Battlefront hint hint) that take a great game engine and just clone the game over and over with a different battle or set of units.  I figured you guys would go down this same path and I probably would have bought a game or two before tiring of the engine.  Instead, you folks did something extraordinary and instead of the cheap way out, placed a real campaign layer on top of a great tactical engine.  For this I am both pissed and thankful.  Pissed as it has sucked an enormous amount of my time.  Thankful that for the $/entertainment value that is unrivaled.  

Now that I have buttered you up.  I look forward to the 3.0 release in 2018/19 when you have moved from a static to a real dynamic campaign where you move troops across the country at strategic level similar to what Graviteam does with their Operation *** WWII sims:}  Until then, I plan to spend many hours playing with this new toy.

ultimate general napoleon please

  • Like 1
Posted
32 minutes ago, Nox165 said:

ultimate general napoleon please

I would love to see a few other expansions of around that time period.  Like the revolution war too.

 

I got to say it was very much worth the 25 I paid on steam sail and it's not even finished yet.   I'm kinda hoping it might get some mod support too.  So you can do special missions/battles and such that players can make.

Posted

I enjoyed the UG Gettysburg experience, but this is even better - by a mile. The combination of pause or half speed, an AI that will stop attacking after suffering heavy losses and then try to defend, and the administrative interval between battles is an absolute winner.

If this is only the Beta, then I have to rate this as potentially the best Civil War game I've ever played (I own Scourge, everything by Tiller, CWG2 and pretty much everything else ever made). A few more tactical realism features, the ability to slow down to 1/4 speed, and improved controls for arranging your units on the field, and this will be pretty much the perfect game.

A couple of suggestions:

  1. Easier to see field of fire arcs. Perhaps an option to have shaded arcs, outlines or no arc?
  2. 'Ambush' orders along the lines of Combat Mission - you tell a unit to hold fire and then draw an arc on the map. The unit fires when the enemy enters the defined zone. If the firing unit was hidden (e.g. in woods of crops) it should have a low chance of being spotted by the AI until it fires.
  3. More orders options for artillery, particularly a counter-battery option. I'd like to prevent my artillery from enaging infantry beyond musket range unless I opt to do so, particularly infantry in cover.
  4. Artillery retire settings, once enemy infantry get too close - limber and pull back behind a friendly infantry unit.
  5. Objective names on the map - when I get a message, 'Enemy spotted on Henry Hill', it can be difficult to spot which hill that is...
  6. Instead of having supply wagons running all over the map, it might be more realistic to park them in a chosen location and use a unit command called 'send for resupply', or a trigger when supply falls below n% The unit would then lose 10% of its manpower for a period relative to its distance from the wagons, representing those men marching back to the wagon train to bring forward ammunition. In the case of artillery, I imagine the guns would stay put while troopers lug fresh boxes forwards.

101572340.jpg

  • Like 1
Posted
On 2/2/2017 at 4:16 AM, Hobo said:

I loved UGG and was very impressed how much effort was expended to improve the game engine after its successful release.  There are lots of developers out there (Battlefront hint hint) that take a great game engine and just clone the game over and over with a different battle or set of units.  I figured you guys would go down this same path and I probably would have bought a game or two before tiring of the engine.  Instead, you folks did something extraordinary and instead of the cheap way out, placed a real campaign layer on top of a great tactical engine.  For this I am both pissed and thankful.  Pissed as it has sucked an enormous amount of my time.  Thankful that for the $/entertainment value that is unrivaled.  

Now that I have buttered you up.  I look forward to the 3.0 release in 2018/19 when you have moved from a static to a real dynamic campaign where you move troops across the country at strategic level similar to what Graviteam does with their Operation *** WWII sims:}  Until then, I plan to spend many hours playing with this new toy.

Dont forget to write a positive review.. half of the negative ones are from people who played less than one hour and somehow managed to determine all kinds of things wrong with the game that aren't wrong at all, at least imo.

  • Like 2
Posted

Now that I've played as far as Pittsburgh Landing, one AI issue has emerged. Once I pull back into a really strong position around the Landing, the AI keeps sending uncoordinated units to probe me every few seconds - a bit like a ping-pong match.

This needs some adjustment so that, at least, the AI uses artillery to support massed infantry assaults, as it seemed to be doing earlier in the campaign.

Thanks.

Posted (edited)

Agreed! As much as I have issues witht eh cover (which the devs are going to fix anyway), I love the game. The sheer flexibility I have to customize my stuff to my preference is really showing on my 3rd Union Campaign... I mean experimenting with cavalry was the most fun I've had in a while. 

Edited by vren55
Posted
9 hours ago, vren55 said:

Agreed! As much as I have issues witht eh cover (which the devs are going to fix anyway), I love the game. The sheer flexibility I have to customize my stuff to my preference is really showing on my 3rd Union Campaign... I mean experimenting with cavalry was the most fun I've had in a while. 

I haven't recruited any cavalry yet.

One thing I really would like to see changed is the first campaign turn. Instead of starting with a defaul force on a specific map, I would prefer to recruit my troops with an initial budget and then pick my first fight from the strategic map. This would ad a huge amount of variability and replayability to the game.

One day, it would be nice to have a dynamic strategic map, with battles appearing based on strategic movement decisions.

Posted
6 hours ago, Redmarkus4 said:

I've been reading it and have saved it as a browser bookmark! Very helpful - thanks.

Your welcome! Glad it was useful. Also check out the guides on steam

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