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Patch v1.01

This is the first post-release update for Ultimate General: Gettysburg. A few of our many new game enhancements include: artillery targeting error fixes, AI & gameplay improvements, better morale and 7 new multiplayer maps. Additionally, we now offer the game to Linux users! You can read about version 1.01 in our blog: http://www.ultimategeneral.com/blog/patch-101 or below:

Ultimate General: Gettysburg Patch 1.01


LINUX version available!


Linux users will now be able to enjoy Ultimate General: Gettysburg. It’s also good to note that a single game purchase via the Steam store is compatible with Windows, Mac and Linux.

MULTIPLAYER


7 New Multiplayer maps: - The Confederates counter-attack on Seminary Ridge - Fight for 2 hills - Meeting at Cemetery Ridge - The Round Top hills attacked from the south - What if Buford had not held McPherson Ridge? - Pickett's charge! (multiplayer edition) - Ewell advances Multiplayer has now 12 scenarios for 1vs1 matches. • Chat functionality: You can chat in the battle lobby using the new text window, as well as during a battle using the “Enter” key. • Updated game with the new single player improvements (see below). • Fixed some multiplayer stability and functionality issues. • “Conquer the map” now gets cavalry reinforcements correctly from the western valleys, giving more opportunities to the Confederates for flanking Cemetery ridge.

AI


• The AI will now be a stubborn defender when it has to be. It will actively try to protect high priority objectives and will not chase other units away as it did before. This is best seen on maps where the AI Union must protect Cemetery hill. • The AI will be more decisive when storming your positions with multiple unit charges. • The AI will often maneuver its units in columns behind its lines to support flanks and mobilize reserves. This helps a lot when it must defend locations like Cemetery Hill and Culp's Hill, where it is needed to switch reserves between the hills. • The AI more often will move its artillery closer to your positions to inflict more casualties. • All AI personalities have received improvements according to their character. • The AI will not use cavalry & videttes irritatingly and too aggressively, but will use them to harass you when it is needed, as a player does.

GENERAL GAMEPLAY


• More resilient morale that takes into consideration more the units' combat effectiveness. Units that inflict many casualties will fight more heroically and will have steadier morale. On the contrary, units that are badly beaten and have poor combat effectiveness will be more fragile throughout the battle. • Reduced the strength of charges. Uncoordinated frontal assaults on heavily fortified positions will be suicidal and can lead to units losing their fighting condition very fast. A slower advance results in units being effective for a longer time. • Reduced cavalry strength. Cavalry are weaker against massed firearms. • Improved unit targeting and auto-line management. Units now need even less babysitting. • Artillery movement speed is increased in relation to infantry speed. • Intensified terrain movement penalties. Units climbing hills, entering built-up areas, forests will slow down significantly. As a result, defensive positions are now more powerful. • Rebalanced terrain cover bonuses/penalties so that the benefits of concealment are clearer. • Units moving in a firing line formation will be much slower compared to units in column formation. You can now use columns to maneuver faster or slowly fire and advance in line formation without isolating units from the main force. • Increased ranged combat lethality. Close-ranged musket and canister fire is now more lethal. Artillery will be an essential defensive weapon and can effectively support attacks from a distance, especially when firing on flanks. • Improved soldier movement mechanics. Sprites die in the formation more evidently and they are less synced with each other for more realistic visuals. The new soldier effects also affect gameplay, as wider formations receive more damage and trigger melee collisions better. • Improved melee damage and visuals. • Increased command radius for Confederate Generals Hill and Ewell. • Reduced some Generals' morale and condition regeneration bonuses that were too high.

BATTLE FLOW


• Pender's Division infantry arrives now sooner and can participate in the first battle engagement for the Confederates. This increases tension in the first battle and opens up more speculative scenarios. • Stannard will arrive sooner if the Union withdraws to Cemetery Hill in the 2nd phase of the battle. Stannard significantly helps the army of the Potomac to hold its ground. • Battle delay is now triggered properly. If objectives are secured, then the timer will start and you will not have to wait long, unless your enemy presses the attack. • The battle will now end if one side routs the entire enemy army off the map. • Increased available time for many scenarios that were previously too short. • Fixed several battle flow errors that resulted in the battle campaign ending prematurely or not to continuing to a special scenario. For example, you could lose Cemetery Hill even though 2 battles ago, you secured it, or you could retreat to Cemetery Ridge while your forces gave a hard fight to hold Oak ridge etc. • Fixed errors in some battles that did not give a victory message, even though you had captured the most important objectives.

BUG FIXES


• Major artillery targeting fixes. Artillery will no longer refuse to fire on locations with clear line of sight or ignore nearby enemies. Due to this, canister auto-targeting is now deadly. • Fixed the irritating back and forth movement of some units, particularly skirmishers, cavalry and artillery. • Solved many problems that could result in incorrect retreat directions. • Fixed or made very rare a bug that causes units to target dead enemies. • Fixed a freeze bug when Slocum reinforcements arrived. • Fixed incorrect randomization settings for some historical custom battles. For example, you can now enable “Randomize” for the Pickett's Charge battle and units will start from the historical positions, instead of random ones with varying condition.

OTHER


• New music volume slider in options. The volume is 100% by default and this could not be changed because it could corrupt your user generated options. • Tilt-Shift is now brighter and less blurry. • All custom battles are unlocked. You can play any of them from the start without needing to unlock them from the campaign. • Improved 3D perception of map and repairs to various sections that created problems of reduced visibility. • Increased terrain elevation of Cemetery Hill (it was too flat), increasing its defensive bonuses. Players are advised to use new saves instead of old ones because old saves may not include some needed morale, battle flow or reinforcement timing changes. Ultimate General: Gettysburg has been improved in many areas, but we need your feedback to be sure and to know if there is something else we must fix. Please provide your opinions, reviews and criticism on our forums: - Game-Labs Forum - Steam Forum. PS. We have added one more multiplayer map “Ewell advances” that was not mentioned in our first announced patch notes. PS2. The patch 1.01 has been rolled back due to a technical issue. It will be reverted asap. Please read: http://steamcommunity.com/app/306660/discussions/0/624075036472580214/


[ 2014-11-14 18:10:22 CET ] [ Original post ]

Ultimate General: Gettysburg
Game-Labs Developer
Game-Labs Publisher
2014-10-16 Release
Game News Posts: 34
🎹🖱️Keyboard + Mouse
Very Positive (2343 reviews)
The Game includes VR Support
Public Linux Depots:
  • Ultimate General: Gettysburg Linux [1.18 G]
Ultimate General: Gettysburg is a Tactical Battle Simulator that allows you to lead thousands of soldiers in the famous Battle of Gettysburg as commander of either the Union or Confederate army. The game features the most accurately created map, complex morale, innovative control mechanics and smart AI. You have the freedom to use different strategies while the battle progresses. Your decisions and military performance play a crucial role in the result. Lead your army and win the Battle of Gettysburg!

It has been voted as Best Strategy Game of 2014 by PCGamesN.

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.

Each one of the AI generals is a formidable, non-scripted opponent who can actively try to flank you, secure strategic locations with artillery, keep reserves and reinforce areas that it attacks or defends. The AI will try to win the battle with tactics that fit to its personality. For example a defensive opponent may not attack ferociously in the first engagement and progressively advance its forces in the next battles.

What players say: “Fantastic AI - don't know what kind of brain you put in this game but it works”

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 greatly increase the number of possible battle outcomes and challenges.

What players say:“9 different AI profiles, multiple outcomes, multiple strategies, casualties carry over. This game is a different experience every time. Well worth it, can't wait for the next one.”

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”.

What players say: “Innovative movement system - this is by far an awesome system they developed. It’s not only insanely easy to learn, but also incredibly innovative”

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.

What players say: “Incredible Gorgeous Map - I had to capitalize that because this map is by far one of the best maps of Gettysburg I have ever seen either in a game or even in books”

Advanced Line of Sight
Elevation and obstructions 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.

What players say: “The way Game Labs implemented Line of Sight in this game should be held as an example to other developers to do the same”

Numerous Tactical Factors
In Ultimate General: Gettysburg, you will realize that army units are not “machines” that blindly follow orders, but they 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.

What players say: “... positioning of units matters. You really bring the struggles of 19th century warfare to life here”

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 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 appear in after action battle reports to help you monitor battle progress.

What players say: “Immersive American Civil War feel: sounds, portraits and general historical authentic really make this one of the most immersive historical games I have played, and I am a total history buff”

Furthermore, every inch of the map has a strategic role. Sloping, terrain type and obstructions 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.

Evolving Multiplayer Experience
The game currently offers 18 maps for 1vs1 matches and is continuously improved according to user feedback.

What players say: “Well, actually, the AI in this game is about the best ever seen (except for chess), and there is a working multiplayer with about always at least one battle going.”

Ultimate General: Gettysburg is developed by Game Labs and designed by Nick Thomadis, known for his successful and popular “DarthMod” series.

How to Play

Please read our guide

MINIMAL SETUP
  • OS: Ubuntu 10.10 or later
  • Processor: 2.0 Ghz Dual Core CPU or fasterMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: GeForce or AMD gpu or Intel 4000 and higher
  • Storage: 2 GB available space
GAMEBILLET

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12.72$ (15%)
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25.47$ (15%)
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GAMERSGATE

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0.9$ (85%)
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55.99$ (20%)
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0.9$ (92%)
4.0$ (80%)

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