▶
Patch 1.1 Released!
Read about it in our blog: http://www.ultimategeneral.com/blog/patch-11-released or below
• Melee and Fire: Units will be able to shoot each other while in melee creating a realistic battle havoc. • Night, Dawn and Evening Battles: You will feel the importance of daylight that changes dynamically according to time of day and affects the visibility and accuracy of your units. Especially the speculative night battles of the 2nd day offer a spectacular variance to the epic conflict between the two sides. • Artillery limbering: Battles become much more realistic with this feature. To enable you simply draw a large enough movement arrow and the artillery will auto-limber and deploy to destination. • New icons indicate in Morale bar if the unit is at melee, is targeted or receives a morale boost from its general. • New icons indicate not only the kills but also the losses of units (for General units too).
• Fix of some reinforcements delaying too much to arrive. • Fix of some multiplayer objectives not being able to be captured easily. • Fix of very small battle delay for battle "Chance to change history". • Fix of some reinforcement units not positioned properly at arrival point. • "Conquer the map" scenario is rebalanced because previously it was heavily favoured for the Union. • "Ewell advances" is rebalanced to increase the tension of fight. More Confederates and Union reinforcements arrive. • "The Confederates counterattack Seminary Ridge" map is smaller and received balance to be interesting to play for both sides. • "Chance to change history" map is now simulating the full day 1 of the battle, from the morning when Buford tries to delay the Confederates, till the evening when the Confederates swarm the Union forces. • Fix of multiplayer army force bars that could show wrong balance of power. • Fix of multiplayer losses/kills that could differ in the end result. • +1 New Multiplayer map "Night Assault".
• AI will evaluate strategic positions and cover much more efficiently. • AI will be able to choose to double quick its units when it is needed, a behaviour that up to now worked only for the human player and could be used to overwhelm the AI. • AI will be able to deploy artillery even better, to gain fire superiority from distance or support fire lines. • AI will use its Generals much more effectively, supporting needed areas of the conflict. • AI will manually fall back as the human player much more efficiently. • AI will make defensive line formations facing always the nearest threat as a human player. • Slight reduce of artillery vulnerability to direct ranged attack (requested in forum). • Some undesirable too slow soldier movement issues are resolved. • Artillery is more effective from medium/long range. Especially the Confederate artillery got an additional increase in effectiveness. • Combat balance overhaul with aim to intensify defensive positions value and make charge decisions more crucial.
• Multiple fixes and improvements for proper continuation of the battle. • CSA Johnson Division may arrive at the 3rd battle phase of the 1st day. • Stannard's Brigade may reinforce Cemetery Hill if the 2nd battle phase of the 1st day is delayed enough.
• Improvement on how unit formations bend on hills that increases the 3D depth perception. • Intensification of soldier unit shadows for better perception of 3D depth. (You need to enable shadows from the graphics options to see this subtle effect). • Removal of Tilt-Shift option because it could not work well with the night battles. We may re-add later an improved version.
• Fix of music volume reseting after a play session. • Major Fix of AI bug ignoring sometimes the nearby threats and exposing flanks (AI zombie fix). • Fix random freeze when exiting MP menu. • Fix of "traitor" bug that could result units to target friendlies. • Fix of "ghost" bug that made units to target dead enemies. • Fix of saves sometimes malfunctioning AI and melee collision. • Fix of targeting bug that sometimes made units to not fire at a targeted enemy.
• Global chat added to waiting room of a battle, so that you can ask others to join you (we may implement in a next patch). • Fix of a crash bug when using Steam chat (Unity bug related with Windows 8.1 that could not be fully fixed - If you anticipate this issue on a Windows system then make the exe of the game, both single player and multiplayer, to run on Windows 7 compatibility mode).
We would like to thank the following volunteer testers who have helped us a lot to finalise this patch with detailed feedback and bug reports. Their assistance, with no doubt, it was of professional level. Their forum names are: GShock Ray_p 1st.TN.Reg.Watkins R.E.B.Blunt Randall C. Reed This update radically improves and enhances the game. We hope you will enjoy it and we will be glad to receive your feedback in our forums. Enjoy! The Game-Labs Team Note: A small advice to everyone. Do not use old saves because they may be broken in various ways due to new code. They might not load at all. Please play new campaigns.
[ 2015-02-24 20:40:44 CET ] [ Original post ]
The much anticipated update of Ultimate General: Gettysburg is finally ready! Artillery limbering, Night battles, Melee & Fire and many AI enhancements enrich the gameplay experience!
Read about it in our blog: http://www.ultimategeneral.com/blog/patch-11-released or below
NEW FEATURES
• Melee and Fire: Units will be able to shoot each other while in melee creating a realistic battle havoc. • Night, Dawn and Evening Battles: You will feel the importance of daylight that changes dynamically according to time of day and affects the visibility and accuracy of your units. Especially the speculative night battles of the 2nd day offer a spectacular variance to the epic conflict between the two sides. • Artillery limbering: Battles become much more realistic with this feature. To enable you simply draw a large enough movement arrow and the artillery will auto-limber and deploy to destination. • New icons indicate in Morale bar if the unit is at melee, is targeted or receives a morale boost from its general. • New icons indicate not only the kills but also the losses of units (for General units too).
MULTIPLAYER
• Fix of some reinforcements delaying too much to arrive. • Fix of some multiplayer objectives not being able to be captured easily. • Fix of very small battle delay for battle "Chance to change history". • Fix of some reinforcement units not positioned properly at arrival point. • "Conquer the map" scenario is rebalanced because previously it was heavily favoured for the Union. • "Ewell advances" is rebalanced to increase the tension of fight. More Confederates and Union reinforcements arrive. • "The Confederates counterattack Seminary Ridge" map is smaller and received balance to be interesting to play for both sides. • "Chance to change history" map is now simulating the full day 1 of the battle, from the morning when Buford tries to delay the Confederates, till the evening when the Confederates swarm the Union forces. • Fix of multiplayer army force bars that could show wrong balance of power. • Fix of multiplayer losses/kills that could differ in the end result. • +1 New Multiplayer map "Night Assault".
GAMEPLAY
• AI will evaluate strategic positions and cover much more efficiently. • AI will be able to choose to double quick its units when it is needed, a behaviour that up to now worked only for the human player and could be used to overwhelm the AI. • AI will be able to deploy artillery even better, to gain fire superiority from distance or support fire lines. • AI will use its Generals much more effectively, supporting needed areas of the conflict. • AI will manually fall back as the human player much more efficiently. • AI will make defensive line formations facing always the nearest threat as a human player. • Slight reduce of artillery vulnerability to direct ranged attack (requested in forum). • Some undesirable too slow soldier movement issues are resolved. • Artillery is more effective from medium/long range. Especially the Confederate artillery got an additional increase in effectiveness. • Combat balance overhaul with aim to intensify defensive positions value and make charge decisions more crucial.
BATTLE FLOW
• Multiple fixes and improvements for proper continuation of the battle. • CSA Johnson Division may arrive at the 3rd battle phase of the 1st day. • Stannard's Brigade may reinforce Cemetery Hill if the 2nd battle phase of the 1st day is delayed enough.
VISUAL
• Improvement on how unit formations bend on hills that increases the 3D depth perception. • Intensification of soldier unit shadows for better perception of 3D depth. (You need to enable shadows from the graphics options to see this subtle effect). • Removal of Tilt-Shift option because it could not work well with the night battles. We may re-add later an improved version.
BUG FIXES
• Fix of music volume reseting after a play session. • Major Fix of AI bug ignoring sometimes the nearby threats and exposing flanks (AI zombie fix). • Fix random freeze when exiting MP menu. • Fix of "traitor" bug that could result units to target friendlies. • Fix of "ghost" bug that made units to target dead enemies. • Fix of saves sometimes malfunctioning AI and melee collision. • Fix of targeting bug that sometimes made units to not fire at a targeted enemy.
FIXES THAT WERE POSTPONED
• Global chat added to waiting room of a battle, so that you can ask others to join you (we may implement in a next patch). • Fix of a crash bug when using Steam chat (Unity bug related with Windows 8.1 that could not be fully fixed - If you anticipate this issue on a Windows system then make the exe of the game, both single player and multiplayer, to run on Windows 7 compatibility mode).
SPECIAL THANKS
We would like to thank the following volunteer testers who have helped us a lot to finalise this patch with detailed feedback and bug reports. Their assistance, with no doubt, it was of professional level. Their forum names are: GShock Ray_p 1st.TN.Reg.Watkins R.E.B.Blunt Randall C. Reed This update radically improves and enhances the game. We hope you will enjoy it and we will be glad to receive your feedback in our forums. Enjoy! The Game-Labs Team Note: A small advice to everyone. Do not use old saves because they may be broken in various ways due to new code. They might not load at all. Please play new campaigns.
[ 2015-02-24 20:40:44 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.
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.
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 guideMINIMAL 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
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