a note from the designer — ultimate general_ gettysburg
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ABOUT DEVELOPER'S BLOG FORUM CONTACT
A note from the designer
We have announced the end of Early-Access and the full release of the game.
Ultimate General: Gettysburg has been completed and today, we would like
to describe what it offers.
We proudly announce Ultimate General: Gettysburg, a strategy game whichgives emphasis to tactics and introduces many innovative features. A
complete feature list is available to read on our front page:
. But, lets discuss these features a bit more.
Dynamic Battle
The Battle of Gettysburg was undoubtedly one of the most decisive battles of
the American Civil War and lasted 3 days. This battle was very interesting to
simulate, not only because of its importance, but because it was fought at a
eld which gave many tactical opportunities.
Historically, the Union claimed victory, but both sides suffered similar
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numbers of casualties. However, the
strategic and political cost for the
Confederates was larger due to a
shortage in manpower and
resources.
In Ultimate General: Gettysburg,
there is an opportunity for the
Confederates to decisively win the
battle. Arguably, the battle would
have taken a completely different
course had Ewell tried to take
Cemetery Hill on the rst day. The
game offers such opportunities to
the player for both sides.
There is no pre-determined way to play. Forces arrive from historical
directions, but can be delayed or arrive sooner. The rst engagement where
Buford attempts to delay the Confederates' advance plays a big role in how
the battle will escalate, as an opening move does in chess. The next battle
scenario is dened depending on key objectives secured and casualties,
condition and disposition of units are recorded and transferred as well.
After a battle, there can be up to 4
different strategic decisions. For
example, if you play as theConfederates and have failed to take
Cemetery Hill before evening, you
can decide to attack it again the
same day, rest and attack tomorrow
or try to ank from Devil's Den with
fresh forces (historical option).
This way, the Battle of Gettysburg
becomes a dynamic combination of many different phases which playsdifferently each time, with differing strategies and AI opponents. Battle
phases can be up to 8 if the battle lasts 4 days and can last from about 30
min to more than an hour.
Since the battle campaign could take a long time, weve implemented a
system which allows you to save during any battle phase. After the end of a
battle engagement, you can also examine the performance of the units and
review the full order of battle for both armies.
Accurate map and 3D look
IN THE NON-LINEAR BATTLE CAMPAIGN YOU CAN
PLAN WHAT WILL BE YOUR NEXT STRATEGIC MOVE.
BUFORD ATTEMPTS TO DELAY THE CONFEDERATES
BEFORE THEY GAIN FOOTHOLD TO THE STRATEGIC
GROUND AROUND THE TOWN.
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The map is literally hand drawn by our graphics team. Every pixel was made
by using accurate historical map data and satellite imagery. We added every
important location and marked it on the map with subtle names, showing
exactly where famous clashes between the armies had taken place. The
special miniature art style is framed by the edge of the map, giving the
impression of playing on a wooden table.
We did not use a demanding 3D graphics engine so as to support tablet
gameplay with many thousands of soldiers, though we did use tricks tocreate depth of view. Unit formations bend and scale according to terrain
and soldiers are covered by trees and buildings. Additionally, you can enable
the special Tilt-Shift image lter which enhances the 3D perception and
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provides a unique visual experience.
Terrain gives l ife to tactics
Every little detail on the map, such a
wooded areas, slight elevations,
creeks, lone farmhouses, all play arole in gameplay, affecting cover,
height advantage and movement
penalties. By advancing on the map,
you quickly recognize defensive
strongpoints that you must secure.
As the Union, you will notice at rst
how important Oak and Seminary
ridges are. The forested and builtareas provide excellent cover for
deployment and protection of your
frontline. McPherson ridge becomes
a valuable artillery platform which
provides visibility to wide areas. While on open ground, youll notice your
men to drop like ies to close range re.
After a few minutes of playing, it becomes understandable that assaulting a
fortied position will not be an easy task. Flanking maneuvers and proper
timing are essential if you do not want enormous casualties. Finding the best
strategic locations for your artillery and infantry, in a dynamic way as
Generals would do in a real battleeld is a challenge of its own.
Eventually, you do witness the cost of a frontal assault on Cemetery Ridge on
a fully prepared Union army. Youll understand why Blocher's Knoll was a
vulnerable defensive position and that holding Culps Hill was one of the
most important goals. Even if you have not read anything about this glorious
battle, we think that by playing the game, you will be motivated to research
it, just because we really tried to simulate all the important tactical
parameters and historical facts, inside the limitations of the game engine of
course.
Complex l ine of sight
Strategic depth of the map is fullled with the specially designed Line of Sight
(LoS), which simulates a realistic visibility range. In most RTS games, you have
simple fog of war that is revealed by your units' constant vision radius.
We use a much more complex system that takes into consideration the
terrain and altitude. For example, your unit cannot see and target an enemy
HILLS ARE STRATEGICALLY IMPORTANT. THEY
PROVIDE INCREASED LINE OF SIGHT, PROJECTILE
RANGE AND MORALE BONUS.
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that is hidden behind a steep hill or
heavily forested area, even if it is
included in its maximum visibility
range.
It is vital that your army spreads out
enough on the map and secures
hills to be able to observe the
battleeld successfully. You will
notice the importance of LoS right in
the rst battle as Confederates,
while you progressively capture the
ridges ahead of you. The Union
reinforcements are only spotted
when you are very close to them
and your artillery superiority cannot
be utilized because of poor visibility.
The Friendly Fire system supplements LoS and makes tactics more
demanding. Units cannot shoot with full eciency if their visibility is blocked
by friendlies, if at all. Consequently, if you mass your forces into a small area,
your effective repower is reduced while casualties increase due to collateral
damage.
An AI that we think is unique
The biggest design effort was
concentrated on making the AI a
worthy opponent. It was the most
dicult task, because we did not
want to provide the usual statistical
bonuses of other games. We
strongly believe that these kinds of
AI boosts actually spoil gameplay,
especially in strategy games wherethe challenge must be based on skill
and not on cheats.
The AI is not scripted and makes
decisions by evaluating nearby
threats, height of the ground,
morale and strength of opponents,
captured objectives and many other parameters, mirroring what a human
player does.
Nine AI personalities arrayed in 3 aggressiveness levels compose the
diculty table. Each AI General is very distinctively different. This becomes
HILLS AND TERRAIN REALISTICALLY OBSTRUCT
VISIBILITY.
THE GAME DIFFICULTY PANEL IS CONSISTED BY 9
DIFFERENT AI PERSONALITIES.
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clear in large scale battles. A defensive AI will have a tendency to prefer a
more cautious advance, pause to bombard the enemy with artillery and keep
plenty of reserves. An aggressive AI will most possibly use whatever it has in
its arsenal to secure the key objectives and wipe out your army.
THE AI IS ABLE TO MAKE THICK DEFENSIVE LINES TO REPEL YOUR ASSAULTS.
Winning a single battle against the AI does not win the battle campaign. For
example, you may win the rst battle as the Union by cornering the AI on
Herr Ridge, only to realize in the next battle that you are surrounded and
isolated.
All the AI opponents can eciently execute basic tactical maneuvers. They
can ank, deploy artillery on high ground, trace weak points of your lines and
charge them, make defensive formations and protect objectives, fall back to
safety and a lot more that cannot be described in a few text lines.
Another big challenge related to AI was to keep historical facts while
preserving the AI challenge to standard. This was very dicult for the Union
AI, which would be vastly outnumbered and attacked from multiple
directions in the second phase of the battle. Without cheats, the only way to
make it defend effectively was to make it smarter. Still, theres room for
improvement and we will continuously enhance the AI with feedback from
the players.
The fighting units
The base unit of Ultimate General: Gettysburg is the infantry brigade,
consisting of around 1.000 2.000 soldiers. Artillery batteries have up to 6cannons and around 75 - 150 crew. Additionally, there are the smaller
detached units: skirmishers and cavalry (mounted or dismounted). The
current ratio of actual forces to rendered troops is 9:1, e.g. 1800 actual men
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To move your units, you just drag free movement paths with your mouse.
The intuitive movement arrows resemble old history book images which
described tactical maneuvers. Ultimate General: Gettysburg allows similar,
complex anking paths with no hassle.
If you want to select multiple units, draw a free selection lasso and drag
around the units. Rotate units by pressing the middle mouse button or the
TAB key. Map navigation uses the right mouse and you zoom in/out with the
middle mouse button.
These are the most important things you need to know. Other control
features such as double clicking an enemy to charge, using the Hold button
etc. can be learned by watching the brief in-game video tutorial or by reading
our complete PDF guide.
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AFTER THE BATTLE YOU SEE FULL STATISTICS AND THE ORDER OF BATTLE OF BOTH ARMIES.
Your units are sufficiently self-dependent
It would still be dicult to control your army if units did not have their own
AI. In Ultimate General: Gettysburg, your units will assist your commands by
reacting automatically to threats. For example, they will turn as much as it is
needed to a nearby threat to shoot it while maintaining the line, or they will
withdraw to safety if they receive devastating anking re and areoverwhelmed by superior forces.
Part of the games vision is to play the role of an army General, letting you
focus on the tactical decisions and care less about micro-managing your
forces. Lets say that you defend. You can place your brigades in good lines
and then trust that they can keep their ground effectively, while you observe
the battleeld and mobilize your reserves. In other similar strategy games
you would need to constantly reform them in lines, manually rotate units
which get attacked in the ank etc.
Replayability and multiplayer
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The above mentioned features already add good replayability value. The fact
that the multi-day battle never plays the same because of random events
and different AI commanders, gives enough incentive to play multiple times
and research all possible outcomes. Additionally, as you play the campaign
you can unlock more than 80 custom battles for skirmish mode.
MULTIPLAYER BRINGS THE TACTICAL CHALLENGE TO A COMPLETE DIFFERENT LEVEL.
Naturally, multiplayer is the main replayability factor. It currently offers ve
1vs1 maps and is continuously improved. We will offer more maps, a
smoother lobby and other features that the community suggests. Notably,the multiplayer experience can test your skills to the maximum, because no
matter how good the AI is, it is a different challenge to try to beat a human
opponent.
Hope you enjoy it
This small presentation should give a good view of the game. Feel free to ask
any questions in the comments below or on our community sites. Ultimate
General is available on Steam for Windows and Mac OS:
A Tactical Battle Simulator that allows you to
command thousands of soldiers as a Union or
Confederate General. The game features the
most accurately created map, a non-linear
battle campaign, complex morale, innovative
control mechanics and smart AI. Lead your$14.99 USD BUY ON STEAM
Additional platforms and mobile devices will be supported in the near future.
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We invite you to our forums where you can get support and more answers
about Ultimate General: Gettysburg:
With full dedication,
Nick Darth Thomadis
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Add a comment11 comments
Kevin Buster Directorat Self-employment
Everyone should get it, great rundown Nick!
Reply Like 21 October at 07:193
Eirik Stigar Top commenter
"...The AI is not scripted and makes decisions by evaluating nearbythreats, height of the ground, morale and strength of opponents..."
Wait, what?
How the hell does the AI know my units' morale?
Reply Like Edited 21 October at 08:042
Ultimate General: Gettysburg
When we say "Scripted AI" we mean it does not dopredefined things in a scenario. Like in x time, attack yobjective.
AI evaluates opponent unit strengths and weaknessessimilarly as the human. For example you play and noticethat an enemy unit wavers by its flag. So why the AI not toknow about your morale?
Reply Like Edited 21 October at 08:303
Bruno Just University of Sydney
Superb game for its size, and well worth the price.
Reply Like 21 October at 07:582
Louis Cw Linsley Top commenter CCAC
Great Game. Great summary, Nick!
Reply Like 21 October at 20:541
Ryan Daniels Boston, Massachusetts
Looks cool
Reply Like 21 October at 09:421
Jim Obrien Plainedge High School
probably the most viable options for the confederates ( after thefailure to secure cemetery hill or culps hilll) was a turning movementbelow big top , is that a possibility within this game
Reply Like 21 October at 08:37
Ultimate General: Gettysburg
Map extends quite south below Round Top, so it isfeasible to execute a wider enveloping maneuver invarious battle engagements near that area.
Reply Like 21 October at 08:581
Drew English Owner/ Presidentat JCS Canada
Sure its possible. A flanking move around the right was onoption back then but was not allowed to take place.
Additionally, if it did take place, they would have run intoarriving federal forces coming from the south andGettysburg probably would have never happened.
Reply Like 21 October at 12:43
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PATCH 1.01
A THANK YOU MESSAGE TO EARLY
2013-14 Game-Labs
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