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.
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Data wydania: 16 Paź, 2014

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Kup Ultimate General: Gettysburg


Najnowsze aktualizacje Wyświetl wszystkie (40)

23 listopada, 2015

Patch v1.6 Released

While we progress on a new game of the Ultimate General series we offer to you another update, in order to polish and improve the gameplay and AI. As you have asked, now the game should be equally challenging by playing with both sides. One reason for this is that melee and charges are far more decisive.

Furthermore, with all the new changes, the battles tend to play more dynamically as well as realistically, so virtually anytime you play the battle campaign may continue much differently, according to the tactics involved and the AI opponent. And of course the multiplayer battles got extra care in balances that you requested. So finally, here it is the patch v1.6 and its contents.

Ultimate General: Gettysburg v1.6 rev.1185 (Single Player) / rev.11181 (Multiplayer)

Gameplay & Other
  • Stronger charge. It should be more powerful now so that the cost vs benefit of a charge is balanced especially against artillery defensive positions.
  • Stronger melee.
  • Canister damage reduced slightly. It will help brigades to take down artillery batteries more easily and discourage players to bring cannons too much in front.
  • Increased damage of some large artillery battalions (It was too low).
  • Fine tuned morale so that units retreat not so often as before.
  • Units retreat less far behind.
  • Balanced Calef (It was an overpowered unit).
  • Balanced CSA Artillery to be a little more effective overall.
  • Fixes in targeting and LOS. Units now should make auto-lines, spot and target nearest threat without excessive micromanagement.
  • Better visual appearance of brigades as soldiers scale and bend formations on the terrain.
  • In both Multiplayer and Single player mode, units will shutter out of the map after more losses (previously maximum losses were 66% now are 80%).

  • Fixed artillery units positions that were too in front in some scenarios.
  • VP balances in "Conquer the Map" so that the Confederates can win by acquiring more locations excluding Cemetery Hill and Culp's Hill.
  • In "Union attacks Benner's Hill" scenario CSA got one extra battalion of artillery and Smith starts closer to Wolf's Hill. Additionally Benner's Hill is valued more so that the Union is forced to take it in order to win.
  • Balances of reinforcement arrival times in the multiplayer scenario "The Battle of Devil's Den". Now the CSA get early their units so that if Union overstretches too much is in danger to be flanked and crashed early on.
  • "Pickett's Charge" Scenario has more duration so that the Confederates have enough time to efficiently bombard the Union.
  • Reinforcement time tweaks for the first battle.
  • CSA reinforcements may arrive sooner so that forces fight with each other with a way closer to history but also without large pauses of action.

  • AI improvements so that it is better overall. Especially when it attacks it should concentrate forces more and be more decisive.
  • AI units should leave better distance from player and make effective fire lines that player will have difficulty to withstand.
  • AI should desire to flank and execute pressure on weak points more successfully.
  • AI will play more cautiously and engage its forces only at weak points of player's formations so that it has enough army throughout the whole battle campaign.

Confederate "Cautious" AI personality surrounding the player, making artillery lines and probing for formation weaknesses to attack.

Confederate "Determined" AI personality rushing to attack Peach Orchard with many strong brigades while the Union is vulnerable...

...Because the AI doesn't hesitate, the result is devastating for the player...

...Continuing the attack, the Determined AI keeps several of its units at safe distance while it concentrates at Cemetery Ridge.

Assaulting fortified positions such as Cemetery Hill is still very risky and can lead to enormous casualties, especially if the attack is executed vs a well prepared "Cunning" AI personality.

We would like to thank all volunteer testers who participated in the beta process of this patch and especially the following players:

Koro & YueJin: Both of them helped enormously to shape up the gameplay of multiplayer
1st.TN.Reg.Watkins: As usually he provided detailed reports and guidance for realistic gameplay
HammuRobby: Occasional feedback and rightful requests for a better balance overall
XCLBR: Reported some inconsistencies that were fixed
OLee O'Hara: Some very helpful reports about AI inconsistencies that were addressed
FraGG: Unfortunately he did not participate much as he would like but still was very helpful in all his reports and general opinions

We hope you really enjoy this update that was made to please your latest requests.
If you want to share your feedback then please write to us in our forums:
Game-Labs forum
Steam forum

Komentarzy: 24 Więcej


“What I played was...fantastic.”

“One of the 20 best wargames of all time.”
PC Gamer

“Ultimate General: Gettysburg finds a perfect balance point between history, the depth that wargamers crave, and the effortless simplicity that makes it instantly appealing to a broad audience.”

O tej grze

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

Wymagania systemowe

Mac OS X
SteamOS + Linux
    • System operacyjny: Windows 7 32-bit
    • Procesor: Dual Core CPU 1.6Ghz
    • Pamięć: 2 GB RAM
    • Karta graficzna: 512Mb VRAM, Minimum 1024x768 resolution, Intel HD 3000 and higher, GeForce 8800 and higher, AMD Radeon X1600 and higher
    • DirectX: Wersja 9.0
    • Miejsce na dysku: 2 GB dostępnej przestrzeni
    • Karta dźwiękowa: DirectX 9.0 compatible
    • Dodatkowe uwagi: 2gb memory is needed for 32-bit operating system, 4gb memory for 64-bit windows
    • System operacyjny: 10.7
    • Procesor: 2.0 Ghz Dual Core CPU or faster
    • Pamięć: 4 GB RAM
    • Karta graficzna: GeForce or AMD gpu or Intel 4000 and higher
    • Miejsce na dysku: 2 GB dostępnej przestrzeni
    • System operacyjny: Ubuntu 10.10 or later
    • Procesor: 2.0 Ghz Dual Core CPU or faster
    • Pamięć: 4 GB RAM
    • Karta graficzna: GeForce or AMD gpu or Intel 4000 and higher
    • Miejsce na dysku: 2 GB dostępnej przestrzeni
Pomocne recenzje klientów
1 z 2 osób (50%) uważa, że ta recenzja jest pomocna
1.8 godz. łącznie
Zamieszczono: 13 kwietnia
Czy ta recenzja była pomocna? Tak Nie Zabawna
76 z 108 osób (70%) uważa, że ta recenzja jest pomocna
Według 5 osób ta recenzja jest zabawna
8.6 godz. łącznie
Zamieszczono: 1 listopada, 2015
The Game
A great game that demonstrates about the battles of Gettysburg, that allows we to change history, by altering strategies, and creating new opportunities. The game is played on real-time. There is no base building in this game, or unit building in this game, in this game you get new units/reinforcements as in history, thus this game have no unit building at all.

The Mechanics of RTS
What is quite different with regular RTS is that this game have few types of units : infantry, skirmishers, cavalry, and artillery. There is only few differences between Union and Confederates units, the Confederates are better at charging, where the Union are better at shooting. This game use "truesight", which the shooting range of a unit is defined by whether it can see its enemies or not, and unit on elevated/higher position can shot farther than units at lower position. Also, hills and terrain contours play a lot of effect in this game, as ridges and hills could afford a defensible place to shot down, and units could also take cover behind the hills from pounding artillery or from other units. Aside from elevation, terrain also play a key, units located on wooded terrain will be protected better from enemy fire.

Units fight by firing each other, and get to melee/hand-to-hand combat. Because of the similarities of unit statistics, the important thing is not the units itself, but how the player positions the units. Some units do have "veteran" status, like the Union Iron Brigade, but the most important thing is where you place the unit.

  • This game have no political correctness. This game properly displays the Confederate flag as it is, as in history and as in facts that has happened and can't be changed again.
  • Allows change the tide of history. This game is separated into few battles : the first day, the second day, etc. If the Union didn't manage to slow the Confederates advance to Seminary Hill on day one (which they did in history) the Union position on the next battle will be more pressed towards Culp's Hill. If Union manages to counter-attack and capture McPherson Ridge, the Confederates will lose a strategic hill to position their artillery on the next battle. After each battle, you are given a choice on what to do. As a Union who has successfuly delay the Confederates, do you wish to counter-attack and try to regain McPherson Ridge? Or counter-attack to the North East? Or fortify your position with "fish-hook" position on Cemetery Hill? So much option.
  • UI is good. The UI clearly show how your units is doing, and what type of units that is. Though the UI could gain improvement by giving out small details on what is cover or what is this thing or that thing.
  • Quite accurate historically. The brigades, division, and corps name are named as they did in history. The name of places also accurate enough, complete with elevation, contour, terrain, etc.
  • Graphic is great. I really love the "arrow" you made when you order your units to move somewhere. The overall "drawing" really appeals to me.

  • This game have no clear tutorial. The tutorial are only bunch of videos which are not clear enough.
  • You can't deploy your units according to your will. After each battle, though you can choose your strategy, you can't place your units by yourself. If your Cutler Brigade is somewhere east, they begin the battle in the east, though you prefer them to be in the west.
  • Lack of content. This is a minor gripe. After playing and replaying the game for some time, I get bored and wishes for more battles.

This game is very recommended for RTS players, most notably people who are interested in American Civil War and gunpowder era.
Czy ta recenzja była pomocna? Tak Nie Zabawna
21 z 24 osób (88%) uważa, że ta recenzja jest pomocna
Według 1 osoby ta recenzja jest zabawna
12.4 godz. łącznie
Zamieszczono: 7 kwietnia
Chances are, you’ve never played a real-time strategy game with a narrow focus on the Battle of Gettysburg during the Civil War. Sid Meier’s Gettysburg! in 1997 was in my mind last good game to center itself around this battle, and many would consider it the “gold standard” in wargaming during the Civil War, but it’s been far too long since that game. Nick Thomadis, creator of the DarthMod for the Total War series is taking his shot at the major historical battle as Game Labs, by recreating Gettysburg with interesting freedom of choice with Ultimate General: Gettysburg.

Gettysburg, Pennsylvania is where the South’s advances to invade the North were stopped. The Confederate Army had suffered substantial losses, as did The Union. The grand total of losses between both sides made it the most casualties recorded in all of American history. The strategies involved from both sides made great use of the terrain, manpower, and efficiency. With only three achievements, it is clear the focus of the game is not about performing specific feats or reaching arbitrary goals, it’s all about strategy.

Ultimate General: Gettysburg is historically lenient, allowing you to play both sides and potentially emerge the victor even if historically they did not record The Confederates as winning. But the game allows for this to happen should you do enough to use your army of larger numbers to great effect. What if Cemetery Hill couldn’t be defended and was overran? What if on the third day the Confederates were not repulsed, and the battle continued into a fourth and final day? The game explores these “what if” scenarios to great detail and, feels natural. Even if you go wildly outside the textbooks, the game manages to be fun, tense, and completely engaging from beginning to end.

There are only tutorial videos to show you the basics, as there isn’t anything in-game to transition you into the game, proper. Thanks to Ultimate General: Gettysburg‘s clean UI, and there’s no base building, tech trees, or even producing units. It sounds simplified, but it’s anything but. The game’s difficulty is dictated by nine personality traits that will serve as the difficulty of the game. This gives you a customization of how you want the opposition to think and react to your decisions. For instance, you can set the difficulty to “easy”, but also make the opposition aggressive. You’ll be often charged and attacked frequently, but they are easy to repel. So there’s a balance and a sense of being overcome, but if you’re not that good of a strategist, you may normally lose. Here it gives just the right amount of challenge.

The controls are simple enough, simply click on a unit and drag towards where you want them to go. An arrow will be painting on the screen to show you where they are headed, and will remain on screen till they arrive at their destination. The only downside I didn’t like to this method was sometimes it seems to work against you if you try to loop back. Like say you have an artillery unit and you want to make it turn once it is in place to face the enemy. I found trying to do a small turn will make it try to undo the path as the game thinks you are trying to erase the line. Otherwise the controls work well enough. There are buttons on the side to halt, fall back, or tell the troops to hold the position.

The map is incredibly well recreated, most history fans should be pleased in that regard. little points on the map representing farms and such can be used as cover by your troops. Troops also have to reload, and get tired after marching a long distance. You’ll be at a disadvantage if you march your units halfway across the map and engaged with a foe that has been waiting for you. It also takes into account elevation regarding aim. You can use the M key to toggle very helpful elevation lines. I loved using the elevation lines to find the highest points to place my artillery to bombard the enemies.

The graphics are fairly plain, however, with the units being simple (and somewhat tiny) sprites, though I do feel they suit the game. Once I got into it I wasn’t too concerned on how things looked. There was just too much going on. The game sounds great for what it is, occasionally hearing the Calvary charge playing or the sounds of the gunfire. After a battle the ground will be littered with little tiny corpses.

Morale and condition come into effect, working in conjunction with one another. Simply having more units does not make for a decisive victory in an engagement. Your condition can be lessened by running too often or even walking too far. And being too far away from reinforcements can be costly. The artificial intelligence driving both sides are incredibly smart. Units will rout, withdrawing from the ensuing battle and will not let themselves succumb to being slaughtered. Retreating units cannot be selected. It’s laughable to see that in their minds, “all is lost” and they have to gather themselves before re-entering the battle.

The real Battle of Gettysburg lasted three days. The way the game handles this, is by sundown the day is over. There’s a green timer that spans the day, and even dispatches units at the exact time of day they are believed to be sent. If a battle is delayed by charging or being engaged in some other manner, a red timer runs its course. Once fully expired, the tug-of-war battle is stopped. You then enter an intermission screen, appearing in a faux-war room to determine the next course of action. And it is here that you maintain historical accuracy, or choose to deviate and even prevent losses or turn the tide of battle quicker. And once the next day begins, depending on your choices, your units will be fresh and placed where they are supposed to be. In order to be successful, “Victory Points” are historically relevant and are essential to winning – a term that is used loosely when talking about Gettysburg.

Each game is different every time you play, and makes replayability even on the one map feel completely different from one another. And being able to play both sides really adds depth, and a show of compassion to the North and South of the Civil War.

Ultimate General: Gettysburg lives up to the name, making you feel as if you were actually a general, where important command decisions can be made, whether historically real or ficticious. This is a wargamer’s dreams realized. Even if Gettysburg isn’t your historical battle of choice, it is one you should not miss playing. Game Labs’ vision of Gettysburg a blueprint for the future of the Ultimate General series to succeed going forward, and presents the RTS genre with new and exciting ways to play that I enjoyed so thoroughly.
Czy ta recenzja była pomocna? Tak Nie Zabawna
23 z 31 osób (74%) uważa, że ta recenzja jest pomocna
10.1 godz. łącznie
Zamieszczono: 25 stycznia
I found this game disappointing and ultimately frustrating. I appreciate what the developer is trying to do, but it hasn't gotten there. It is supposed to focus on in depth management of terrain and other mechanics for h-core tactical simulators, but it doesnt come close to that. Terrain is not nearly exact or detailed enough. Ability to fine tune deployments is severely wanting, and unit AI (of friendly units) is erratic and low. I've had many units just wander out into the open passed cover and get demolished while I was on the other end of the map doing something else (often trying to get units back into position lol). Hey Union Jack, care to take a stroll out beyond the stone wall whilst Pickett gets his charge underway? Bad idea? I guess you're right, cause now you're dead. I see that this game is trying create both a user friendly casual gamer interface and in depth tactics. Unfortunately it does not succeed in the compromise. It comes off as a causal RTS gamer's stab at the civil war genre, rather than a serious civil war era tactical sim. If you want the latter, look elsewhere, though, obviously, the choices are slim. I haven't played this genre in a while. After trying this out I have a civil war bug again, and to scratch that itch to Much better satisfaction, Im going back a decade and reinstalling Take Command: 2nd Manassass.
Keep working dev, I'd like to try this out again after a serious overhaul. Thanks for working on it!
Czy ta recenzja była pomocna? Tak Nie Zabawna
23 z 31 osób (74%) uważa, że ta recenzja jest pomocna
Według 3 osób ta recenzja jest zabawna
72.8 godz. łącznie
Zamieszczono: 12 stycznia
This should always be the case, but as usual always take caution when reading reviews by people with low play times.

I am currently 50 hours in at the time of this review and I am only now confident in my ability to understand the way this game works and play it with a certain level of skill.

It's clunky sometimes, yes, but its an enjoyable experience all around.

The thrill of controlling an entire row of forces and executing your strategy is wonderful.

There are many different scenarios and variations to play, it isn't just one single player 3 day repeating mission.

The difficulties of the AI are more than just easy, medium, hard, It's a selection based on how aggressive and how skilled you want the AI to be. Do you want to AI to defend and be masterful at renforcements and positioning? Do you want the AI to be aggressive but not wise? You can set that as you see fit.

I'm not going to list pros and cons, you can read other reviews for that. I won't deny the weaknesses put forth by some reviewers, but I still absolutely love this game and recommend it.

RTS fans and Civil War buffs should really enjoy this.
Czy ta recenzja była pomocna? Tak Nie Zabawna