Unity of Command
How long are the missions?
I played the demo and I liek the game but the missions were REALLY short. Like 6 turns or so... Are the missions in the game this short?
I woul love if you could play the whole war as one long mission.
How long are the missions? are there some that are 1hr or 1:30 hr long?
I dont want to buy the game if the missions are that short...
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It all depends on you man. I spent an hour on like the 2nd lvl in red turn. Depends on how well you plan/execute.
Fantastic game btw. highly recomend it.
I know, but can you compare it to the demo (if you have played it?)
Are the maps bigger? longer?
Yep, they're 'short'. Each turn represents 4 days. The average scenario represents 2-3 weeks.
Are there a lot of maps at least? i dont mind short maps if there are many
If you manage Brilliant Victories you're looking at about 16 scenarios.
Major Problem - if you are looking to play the whole of WW2 (European Theater) have a look at

Strategic Command 2
Commander Europe At War
Panzer Corps Wehrmacht

Though I would still highly reccomend UoC.
Отредактировано Wolfe1759; 16 дек. 2012 в 15:49
I decided to get UoC. The missions are great but some (the third axis one) is really tough given the limit of turns. Any way this can be changed?
On the games official forums its been stated by the devs that an easy mode will be addded soon... other than that you could probably add turns by editting the .txt files, but I would think that it would take away from the game.
some missions are extremely long, some are short. Embrace the diversity, the shorter ones you can restart often and try all sorts of strategies, the longer one you're better off sticking with your plan and slogging through :)
i wouldnt buy it, the demo was cool but this is just a time burner.
you cant save even between the battles, you cant turn it to easy - great game but its made to burn time and thats no fun.
Forced autosave is great and adds to the tense gameplay. Can you win in time? Can you beat the AI? I find this game elegant both rule and looks-wise. Asymmetric and well presented sides of conflict contribute to great 'authenticity' feeling.

Concerning the very lenght: trust me, it will take some time to formulate winning strategy and it gives a lot of satisfaction once decisive victory is achieved.
Forced autosave is NEVER great and is the sign (generally speaking) of lazy game-design. I'm eager to get this game regardless but not allowing people to save their game is a sign that the devs probably grew up playing crappy console games, where the Designers decide how you play their games, not you. And that's a huge mistake.
I just buy the game because a quick try made me curious it seems has a real appeal and not involve too many units management. I hadn't realized there was no real save. People that want cheat by abusing save/reload are making a choice and that's their problem. Force all players has no save because of this reason is a very poor design choice.

The point is perhaps also to avoid manage and program complex save, saving in a file all current actions and results/states.

But I haven't played the game yet and certainly need play it before to know if the lack of manual saves is a killer for me or not. If there's long sessions without save that will kill the game for me, I need be able stop a game roughly when I want not when the game decide it. So if there's enough autpsave during a scenario that will be ok for me.

Anyway I'm curious to see if that game will get me back to wargames, it's a long time none succeed since the 90's.
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Дата создания: 14 дек. 2012 в 18:20
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