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 will feature the most accurately created map, complex morale, innovative control mechanics and smart AI.
リリース日: 2014年6月11日
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早期アクセスゲーム

今すぐアクセスしてプレイ開始;開発途中のゲームに参加しよう。

注: この早期アクセスゲームは開発段階によって大きく変わることも、そうならないこともありえます。現時点でこのゲームをプレイしても満足に遊べない場合は、 ゲームの開発が更に進捗するまで待ってみる必要があるかもしれません。 詳細はこちら

開発者からの注意書き:

早期アクセスにした理由

“Ultimate General Gettysburg is almost finished, but we wanted to involve community in improving the game. We plan to implement weekly patches focused on adding new features, improving AI, balance and game performance. In the Early Access version, you may encounter bugs, performance and compatibility issues, FPS drops that may affect your experience.”

このゲームはいつまで早期アクセスですか?

“From 30 to 60 days depending on the amount of new feature requests from players.”

早期アクセスバージョンと計画されているフルバージョンの違いは?

“Certain features that we believe are important to players are not in the game yet and are in process of internal testing.
  • Early access supports English language only - we want to fix all texts first before we start localization.
  • It is initially available for PC only - we will be adding Mac and Linux with patches
  • It does not have multiplayer yet - it is in internal testing
  • Some functionality could be missing

For full list of known issues please refer to:
http://forum.game-labs.net/index.php?/topic/906-known-issues-please-read/#entry20892

早期アクセスバージョンの現状はどうなっていますか?

“70% of content is in the game. For more information refer to the known issues link above”

早期アクセス期間中と期間後ではゲームの価格は変わりますか?

“Early access edition is cheaper than the release version. As the game is improved and new features are added the price will increase.”

どうやって開発プロセスにコミュニティを参加させる予定ですか?

“We fully endorse community driven development. We want players to actively participate in shaping the product, by providing feedback on existing content, by offering new ideas, and by voting on development priorities.”
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Ultimate General: Gettysburg を購入する

最新の更新 全て表示(16)

Gameplay improvements and complete log report

9月18日

Last week we have released the major update v0.9 which had lots of new content. We are now focusing on game stabilisation and polish. The new update includes various AI & Gameplay improvements and bug fixes. Furthermore, we have integrated an advanced log report functionality which will assist us to find any remaining bug.

Do you still have issues with lag, freezes or other problem? Please do not hesitate to report it to us with the bug report button. With your help we can make the game as stable as it is needed for a full release.

Read the news in our blog:
http://www.ultimategeneral.com/blog/ultimate-general-pre-release-patch-hotfix2

or below

Ultimate General: Gettysburg Patch 0.92 Hotfix
---------------------

MULTIPLAYER
• Stability and disconnection fixes.
• Fixed bug that could make a unit to freeze movement. Please use the Bug report button if you notice this issue again.
• Gameplay update to match with Single player new improvements. (Mac users will not get this update yet, please read below).

GAMEPLAY
• AI bug fixes that make it much more effective. AI will no longer merge into blobs (more than 2 units in the same spot). AI will now make coherent continuous lines much more successfully.
• Line of sight rebalanced to be more accurate increasing the “3D” perception of the battlefield. The new LoS will make not only the single player games but also the multiplayer more challenging as visibility will be reduced if your army does not cover strategic areas.
• Melee bug fixes allowed us to extend its duration and this drastically affects positively the gameplay and its visual motion. Now defenders of a hill will have more chances to hold their ground.
• Terrain modifiers updated to give more movement penalties, slowing down significantly the movement when marching uphill, on woods, in house areas etc. This change increases the tactical benefit of defensive positions and slows down the combat pace to more realistic levels.
• More resilient Morale.
• Videttes balanced to be more useful in case of melee and charges but still vulnerable to offensive tactics.
• Increased canister damage.

FIXES
• Bug reporter button will now send to us much more detailed information of game data. Please use it whenever you notice a bug to address it promptly.
• Fixed battle flow issue which could result in Union winning the battle from phase 2 if all objectives were captured.
• Various text corrections.
• Fixed some bugs that could cause freeze during gameplay.
• Fixed bug of game launching in black screen.

We wanted to not delay further the release of this patch. It is now available for all PC Users and Mac version will be updated as soon as possible, probably tomorrow.

It is very important to report to us with the “Report Bug” button any critical bugs such as freezes, animation stuttering, lags or other bugs. Of course your written feedback is always super helpful. Share it at Game-Labs Forum and Steam Forum.

- Game-Labs Forum
- Steam Forum.

Enjoy,
Game-Labs

UPDATE 19/9/2014
Minor hotfix was uploaded that polishes the previous fixes. AI is also benefited.

3 件のコメント 詳細を見る

Patch 0.91 HotFix

9月15日

Hi all Generals,

There was need to fix fast various buggy issues. We just uploaded the hotfix.

Ultimate General: Gettysburg Patch 0.91 HotFix

---------------------
TECHNICAL
• Fixed issue of non-working saves
• Fixed bug in MP, that caused disconnections in some cases
• Added win/lose music
• Fixed Confederates' wrong achievement award
• There is now ping information in MP
• Corrected wrong info of online players
• Bug reporter button fixed
• Added bug report button into Single Player menu
• Added label in multiplayer "Select avatar" if avatar is not selected

GAMEPLAY
• Fine tunes in AI Determined/Cunning/Dynamic
• Morale not so fragile as before, especially close to the end of battle
• Combat pace a little slower
• Climping hills gives more movement penalty
• Melee damage and mechanics fixes

---------------------

We need your feedback to continue improving. Provide it at Game-Labs Forum and Steam Forum.

- Game-Labs Forum
- Steam Forum.

Enjoy,
Game-Labs

PS.
Mac users will get this update as soon as possible tomorrow.

3 件のコメント 詳細を見る
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このゲームの掲示板でバグを報告したりフィードバックを残そう

レビュー

“What I played was...fantastic”
Kotaku

“If you're a strategy fan, you should definitely keep Ultimate General on your radar”
Strategy Informer

“This is the way a Gettysburg game should be made. Between the Incredible Map, intuitive gameplay, and Line of Sight system I know of no other Civil War game that can compete with how awesome this game has become”
Wargamer

ゲームについて

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 will feature the most accurately created map, complex morale, innovative control mechanics and smart AI. You will 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!

Early Access 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.

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

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 will 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 will 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 will 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 will also 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 will 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.

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 web guide: http://forum.game-labs.net/index.php?/topic/746-online-short-guide/

システム要件 (PC)

    Minimum:
    • OS: Windows 7 32-bit
    • Processor: Dual Core CPU 1.6Ghz
    • Memory: 2 GB RAM
    • Graphics: 512Mb VRAM, Minimum 1024x768 resolution, Intel HD 3000 and higher, GeForce 8800 and higher, AMD Radeon X1600 and higher
    • DirectX: Version 9.0
    • Hard Drive: 2 GB available space
    • Sound Card: DirectX 9.0 compatible
    • Additional Notes: 2gb memory is needed for 32-bit operating system, 4gb memory for 64-bit windows

システム要件 (Mac)

    Minimum:
    • OS: 10.7
    • Processor: 2.0 Ghz Dual Core CPU or faster
    • Memory: 4 GB RAM
    • Graphics: GeForce or AMD gpu or Intel 4000 and higher
    • Hard Drive: 2 GB available space
参考になったカスタマーレビュー
3 人中 3 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 14.9 時間
早期アクセスレビュー
南北戦争を知ってる、あるいは戦列歩兵が好きな人よりも
開発者を知っているトータルウォープレイヤーが手を出してる場合が多いんじゃないか?
(開発者の一人はベイダー卿と呼ばれ
 歴史考証的にもゲームバランス的にもすばらしいMODを製作してきた人です)
まだealty accessの時点ですが非常によく出来ています

というのもこの手のゲームはAIの改善のしようがない事が当たり前だったので、
難易度を上げようとすればユニットや初期条件の時点で下駄を履かせざるを得ないのですが
当作品ではそんなことはありません(あくまで主観だが)


まず、高難易度では藪から棒に相手が特攻してくることはありえず、
必ずと言っていいくらい十分な戦力が整ってから足並みをそろえて攻撃してくるでしょう
一見無謀、飛んで火にいる夏の虫みたいに感じる攻撃も
反対側の戦線で大々的な攻撃を行う牽制であったりするので、
近視眼的な戦力の集中はそのまま戦線の崩壊に直結しかねません

かといって均一な戦列を組めばいいかと言えばそうでもなく
四個連隊を一箇所に集中させて銃剣突撃を敢行してくることもしばしば
不運な最前列の敵部隊こそ射撃で敗走しますが
後続の連隊はこちらの薄い戦列に雪崩れ込み押し切ってきます
これが南軍によるものだったら突破されるのは確実です(というか北軍の歩兵が弱すぎる)

この辺り、ライフル銃が普及してもなお旧来の戦術に固執する
しかし実際有効でもあった当時の戦争を上手く表現しています
損害もなんだかんだでそれらしい数値になりますし・・・


なお、このゲームでは敵兵を多く殺傷する事が目標ではありません
主に丘などの戦略的な要地、つまり北軍の防衛ラインを守るか奪うかが鍵になるので
その意味でも近視眼的な戦果を求める訳にはいきませんね
歩兵にしろ砲兵にしろ動きが遅い為、いざ気付く段階でどうすることもできず
「あー・・・」と零す場面は何度も遭遇するでしょう
操作量がそこまで問われないと言う意味で
多くのRTS(最近のトータルウォーを含む)とは一線を画した良作
私のように反射神経も運動神経も壊滅的で他ジャンルはさっぱりな人にはうってつけのゲームです



以下不満点をつらつら

・射撃対象に向けて一々整列するのは分かるが、最寄の敵ではなく明後日の方向に向き直ろうとする
 戦線が湾曲したあたりでは右に向いたと思ったら左に動いて
 ・・・を繰り返し一発も撃たないまま敗走という理不尽な現象が普通に起こる
 逆に言えばそれだけ突出させてはいけないと言う事だが
 一杯一杯なプレイヤーだけの問題で並列操作が可能なCOMには無関係なのが・・・

・射線が通っているのか通らないのか分かりづらい(木に丘、家屋が遮蔽物になる)
 なので砲兵がほとんどさぼっている
 砲兵に射撃指示出すと目標目掛けて一直線、相手の射程内に入って蜂の巣・・・がおきる
 従ってその地点から撃てる所をAIに探ってもらう事になるが、
 言い返せば火力の集中が不可能
 でも並列処理可能なCOMの砲撃は(持ち場からあまり離れていなくても)結構的確と言う理不尽

・士気の回復手段が(その連隊を管轄する)将軍が接近する事だけなのだが
 広く展開する戦線からしてとてもカバーしきれない
 疲労はいくら立ち止まらせても回復しない
(気がする、そもそも休ませるほど戦況に余裕がないけれども)


そういう訳で、士気が落ちやすく歩兵に粘りがない、その埋め合わせが砲兵の性能優越
出撃地点からして戦略的に二方向から攻撃を受ける、最終防衛ラインが木と家だらけ
そんな高難易度北軍プレイは無理ゲ
支えきっても史実同様の指揮官解任エンドなのでリンカーンに殺意が沸きました
投稿日: 6月21日
このレビューは参考になりましたか? はい いいえ
3 人中 3 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 9.0 時間
早期アクセスレビュー
・どのようなゲームか
1863年7月1日ペンシルベニア州アダムス郡近郊
南北戦争において決戦となった戦いゲティスバーグの戦いを題材としたゲームである。
グリーンライトで公開されていた本作。ゲームデザインを担当したのはEmpire:totalwarなどをはじめとしたストラテジータイトルでderthmodをリリースしてきた有名mod開発者「NickThomadis氏」。このユニットはこのユニットに強いor弱いというジャンケン方式のRTS(というかRTSというのはそんなものか)。単純なルールでごちゃごちゃした設定などなく、わかりやすいのが特徴でRTS初心者にもおすすめ。おすすめとはいうものの単純で簡単かと思ったら違う。一度プレイしてみればわかるが、このゲームすごくリアルだ。現実的な地形効果やユニットの挙動、そして一筋縄では攻略できない強靭なAIなど手に汗握るゲームプレイだった。(大軍を動かして勝利を勝ち取りたい人にオヌヌメ)
・一時間のプレイの結果
合衆国軍と連合国軍のどちらかを選ぶことができる。難易度は複数あり、12個くらいあったきがする。私は合衆国軍を選び最低難易度のゲームモードでいった。直感的なゲーム操作なので説明書もなんも読まずとも開始5分で理解できた(ちゃんと読んどこう)。
戦闘が始まったらまず前線をはること、そして維持すること(それが重要かと思った)。突破されてしまったら落ち着いて増援でカバーする。
などなど、一度のプレイでいろいろと学べることがおおい。1000円でこのクオリティはなかなかコスパいいと思う。特に悪いところはなかったとおもう。
・将来実装されるもの
英語以外の言語の追加
Mac版Linux版対応
マルチプレイヤー対応
いくつかの機能性の改善
・最後に一言
早期アクセスはだいたい30日から60日間だそうだ。正規リリースしてしまうと少々値段が上がる可能性があるので先に買うのをおすすめする。マルチが楽しみだな。
投稿日: 6月28日
このレビューは参考になりましたか? はい いいえ
6 人中 2 人 (33%) がこのレビューが参考になったと投票しました
記録時間: 0.7 時間
早期アクセスレビュー
たくさんアメリカ人が死にます
投稿日: 6月25日
このレビューは参考になりましたか? はい いいえ
159 人中 141 人 (89%) がこのレビューが参考になったと投票しました
記録時間: 6.3 時間
早期アクセスレビュー
Fantastic! I played against an AI set to Dynamic and... wow. It was able to counter in proper and very efficient ways, making for one terrific battle (Or series of). Ultimate General has turned out to be more than I actually expected, after each fight you either win/draw/lose, and you are often given a choice of your next action, do you keep up the pressure and continue the battle? Hold your ground and wait for reinforcements? Even better yet, is that your troops and their stats are carried over from each stage. Adding a terrific sense of urgency at times.
投稿日: 6月11日
このレビューは参考になりましたか? はい いいえ
748 人中 542 人 (72%) がこのレビューが参考になったと投票しました
記録時間: 5.2 時間
早期アクセスレビュー
I am sorry to have to write this for a game with over 99% positive reviews but the truth must be told.

First off, I must acknowldege that this is a early access version of the game and so there is always hope that the game will improve, but for me there are significant short commings in the version that leave this version far short of what would make this a great Strategy game.

Having studied the strategy and tactics of real 19th century warefare I was hoping this game would be a good way to expereince and explore those tactics. I recognize that no game, no matter how well written would be able to capture 100% the reality of that, but this game lacks all of those elements and for me fails on so many levels and makes the game unable to hold my interests.

The game does offer much as a strategy game and I do acknowledge the many good things about this game which the vast majority of reviewers have already pointed out, but I must provide a negative review in order to provide balance to others considering purchasing the game.

The game touts itself a a simulation of Gettysburg and as such I would expect it to use as much of the real commands and tactics as possible for a game, a goal that Sid Meier's Gettysburg better achieved, although that game had many short comings as well.

To make this an effective civil war startegy game I should be able to issue commands to units that real commanders would issue. There is too much automation in the way the troops behave and act. It seems that the only thing I can tell the troops is where to go. I can not make a decision on how to form, single battle line, double battle line, etc. These were critical decisions a commander would make deciding where he needed strength (double line) and where he needed to guard the flanks (single line) I might even want to order a unit to "dig in" I really only have once choice for forming my units and they are made for me,

If I have a brigade arriving to the rear, I might want to position them in a certain location to be ready to reinforce my line, but as soon as I do that they move from colomn formation to a line formation. In fact, if I even order a unit to halt, they will move from column to battle line. This denies me the tactical decision to leave a brigade in the faster moving column formation until I decide to move them into a battle line. I can't order my calvary to mount or dismount, Gamble's skirmishers remain skirmishers. In reality, once the infantry arrived, I would order them to mount up and guard the flanks or scout the north or west, but I can't do that again denying me important tactical decisions. I can't order my artillary to limber up or un-limber and the artillary seems to move the same regardless taking away another important decision that can make or break a battle. When I order a unit to "Fall Back" an experience unit would accept this to mean a slow withdrawl while fighting a delaying action an orderly process to tactically reposition the troops. Instead it looks more like a retreat, even with high morale units.

All too often, units are automatically moving to "face the enemy" again denying me the tactical decision to maintain my line unless I specifically remember to tell them to hold. In reallity they should hold the line unless they are told to skirmish. A unit in real life would never make a move like that. This often creates units with their flanks in the air when my intentions was to have their flanks anchored by other units or natural obstacles. It seems I have a whole army of Dan Sickles.

Looking in the release notes I see there is work pending on group commands and obliques but not sure if these pending additions will significantly improve these limitations. I also wished there was more granularity in the units as primarily I can only control at the brigade level. It would be nice if I could issue orders at either the regimental or brigade level. For civil war history buffs the role of regiments is of high interest and a good civil war game that fails to recognize the regiment falls short of satisfying a civil war enthusist. Players should be able to control both the regimental and brigade level units. For example, order a brigade to form a double battle line, but during the battle, order a specific regiment in that line to move to a single battle line at the end of the brigade to guard the flank. I should be able to order a single regiment for form a skirmish line in front of the brigade or order the regiment at the end of the brigade to wheel right or left to avoid having my flank in the air. While having division and corps commanders in the game adds historical interest and recognizes these hostoric figures I agree that the way the are implented in the game is correct. Since these roles were more strategic and administative there is not need for tactical commands at the division or corps level. I do look forward to the addition of divisional commander characters to add depth to the game. But the lack of regimental/brigade level tactical commands is a big dissapointment. Ideally, I should be able to issue commands to those units like a real commander would and they would react based on how experienced and well drilled they are. For example. ordering a unit to form a double battle line might be done quickly and smartly for a well drilled and experienced unit but a little slower for a new unit. To me it appears that the developers lack a deep understanding of civil war tactics and army procedures. Even little things like the fact that I issue a "run" command instead of a "double time" command. Nitpicking for sure and an easy fix, but perhaps a symptom of how far off this game is from being a true civil war strategy and tactics game.

So bottom line, a lot of hard work went into this game. The map is beatiful and the game is playable as a basic, simple, strategy game, but as a game claiming to be a civil war strategy game, it lacks sufficient depth at this time to be a rich and satisfying game of civil war strategy and tactics. In a toss up between this game and Sid Meir's Gettysburg, Sid would win. While I hope there is substantial improvement between the early access and final release I can not recommend the game at this time. However, at the early access price of only $9.99 it is worth a look by any strategy game fan and I hope that our early support and honest feedback will encourage the developers to improve on the game and help it to rise to the level of one of the best civil war strategy games ever.

Good luck.
投稿日: 6月14日
このレビューは参考になりましたか? はい いいえ