Ultimate General: Gettysburg

Ultimate General: Gettysburg

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Peabody Dec 1, 2014 @ 6:59am
Game changer!
Does anyonyone know anything about the cheats? I keep running into what seems to be super Brigades. Don't know if that is the developer or some cheat modification.
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Showing 1-15 of 20 comments
YueJin Dec 1, 2014 @ 7:28am 
I've never encountered anything I would describe as a cheat online. As far as I know, the way the multiplayer server works any discrepancy between the game files of the two players would lead to the game being desynchronised.

When you talk about 'super brigades' are you sure you aren't trying to fight 3 star units with 1 star or something similar. The best brigades on the Union side are the Iron Brigade and Strong Vincent's Brigade. On the Confederate side there are a good number of experienced brigades such as Armisted, Kershaw, Wilcox, Wright, Texas, Louisiana Tigers ect.

To be convincing with an accusation of cheating you would need to provide video evidence not just anecdotes. Unfortunately UGG does not have a replay system yet so the only way to really do it would be posting a video on youtube or taking a large collection of steam screenshots of the time you believe something fishy to be happening.
Peabody Dec 1, 2014 @ 9:21am 
This is the cheat I'm writing about. If you are right about the desynch then I guess my play is poor; but I do not see how you can take Archer down to 4oo men and the brigade never routs. Dixxi somebody has this site on the web. I do not have the computer skills to track him down or post your video evidence.

Ultimate General: Gettysburg Trainer +4 Cheats

Features:

Infinite Unit Health

Unlimited Condition

No Reload

Instant Defeat

DOWNLOAD: http://ks-cheats.eu/ultimate-general-gettysburg-trainer/

DOWNLOAD: http://ks-cheats.eu/ultimate-general-gettysburg-trainer/

DOWNLOAD: http://ks-cheats.eu/ultimate-general-gettysburg-trainer/
YueJin Dec 1, 2014 @ 9:37am 
https://www.youtube.com/watch?v=MJj8I_NHNg8

Researched it a bit, this is the trainer in action I can say with near 100% certainty that it would not work in multiplayer and with 100% certainty that it would be very very obvious.

Also there is no trainer/cheat out there that affects unit morale or routing thresholds. Given your example I can say that Archer is a 3 star unit, typically he will rout off the battlefield if down to less than 2/3 men so somewhere between 350-400 men. He will take time to break as all three star units do and will be very hard to break with frontal fire.

Assuming you're playing Union on one of the first two maps since that is where Archer appears most, you have superiority in number of brigades and so should be taking the opportunity to flank whenever possible. The other thing that helps is having cannon supporting, the Union has a number of strong batteries on those maps and with a flanking brigade/skirmisher and a battery firing shell or canister he will break fairly quickly.
Peabody Dec 1, 2014 @ 10:00am 
Thank you! I will improve my tatics. The game is fun, but I was beginning to think it was rigged by cheats. Still enjoyed single but multiplayer is a challege. As some have said the speed of the units and game can be distracting from actual tatics.
ClubRoyal Dec 1, 2014 @ 12:36pm 
Yup in this case it's tactics. Archer can be a real pain. Therefor it's always a you if the enemy uses Archer allot. This means he will take casualties. If you see a player not using Archer as a spearhead for every move he makes. You are in trouble! :D
Ray_P Dec 1, 2014 @ 12:50pm 
If your playing the Union on two hills the combination of Kemper, Garnett and Armistead can be a real pain also. Union bridgades on the opposite side except for the iron brigade don't match up well, especially Paul. I've seen what the OP is talking about the condederate 3 star brigades seem to suffer high losses and don't break several times. Also you are pouring fire into them and they don't seem to take many losses.
grab06 Dec 1, 2014 @ 1:37pm 
I can confirm, I've already lost the second multiplayer battle because of Archer brigade, I had 2 to 3 Union brigades facing the Archer brigade and it took way too much time to rout it. I lost a lot of men, and the remaining were too tired to continue attacking the next CSA brigade ... I had to pull back my troops.
YueJin Dec 1, 2014 @ 2:09pm 
I'm genuinely surprised people are having so much trouble with Archer in particular, he may be 3 stars but with only 1200 men he's limited in effectiveness. A great arty cleaner and flanker but will lose in a head on confrontation with any 2 star brigade or even Paul. On Mcpherson's ridge Wright, Wilcox and Pettigrew are much stronger brigades.

The only way I could see a Confed general winning through Archer is by pinning your forces in place and then using him as a flanking unit to roll up the line. Since the Union have more brigades though it really should be you doing the flanking. Archer will lose to a Union brigade + skirmisher or a brigade + artillery support. Use an expendable unit (Biddle, Von Gilsa, Ames) to pin him then flank with one of the skirmisher units. He'll have to retreat and you can then repeat until the line is where you want it.

Also try it from the other point of view. If you're having trouble dealing with the confederates on a map, try playing them for a bit and see how other players counter you. You might be surprised just how easily these 'super brigades' actually rout in certain situations.
Last edited by YueJin; Dec 1, 2014 @ 2:12pm
Ray_P Dec 1, 2014 @ 2:28pm 
Most generals have Archer joined at the hip with Davis, I wonder if perhaps this creates some confusion. I'd agree though Davis is a much larger brigade and harder to break then Archer.
Ray_P Dec 1, 2014 @ 3:04pm 
Basically if your south now is all you do is charge. Bring you brigades forward and just charge everyone. Significant imbalance to the game. Played 4 games todfay against south and they all did the same thing. Bring up the troops and then just charge everyone. I don't think it was like this in the earlier version it now seems like the south has a distinct advantage in the Mele.
ClubRoyal Dec 1, 2014 @ 3:14pm 
Don't let them charge.. and if charged fallback. Keep falling back untill their charge stops. Your troops have then reloaded and .. fire away. Knowing that they charge move forward a bit in advance before the come. so you can fall back.

Even underfire in line try to make more then one brigade fire at the CSA attacker. It does so much damage and damages moral a big deal.

You know its coming. You have the advantage in firepower, artillery and most of the time the ground you're fighting on.
Peabody Dec 1, 2014 @ 3:29pm 
This may make a difference, SEE:

sterner [developer] 4 hours ago
Patch notes for v.0.2.
YueJin Dec 1, 2014 @ 3:46pm 
With ClubRoyal on this one, the biggest mistake I see most Union players making is setting up actually on the objectives. This means they have only one shot at holding back the confederates and once they break that's it.

The toughest players to beat are the ones that advance forward and set up and then make sure to keep falling back away from melee. The Confeds run out of condition and morale faster than the Union will run out of ground.
Ray_P Dec 1, 2014 @ 7:13pm 
Took your suggestion Royal and fought Conner to a draw at Benners fighting as the north. Took 4 brigades to the NE corner and then fell back all the way to Wolf Hill through the woods. Turned the flank at the hill but of course time ran out before I could get the VP.

Different story fighting as the south at round tops attacked from the south. Took the VP's at round top and little round top and was pressing 2 of the three Union VP's left, but I get handed the defeat. Strange one to figure out. I win 2 objectives and lose don't know about that one.
ArkangeL Dec 1, 2014 @ 7:44pm 
Originally posted by YueJin:
With ClubRoyal on this one, the biggest mistake I see most Union players making is setting up actually on the objectives. This means they have only one shot at holding back the confederates and once they break that's it.

The toughest players to beat are the ones that advance forward and set up and then make sure to keep falling back away from melee. The Confeds run out of condition and morale faster than the Union will run out of ground.

I truly agree with YueJin. If the confed have the melee advantage, the union has concentrated fire and arty support. If you're playing as union and the rebs mass charge your line, it would be wise to use the fall back tactics and keep on falling back until their charge lose traction. Your troops can fire volley after volley while they're falling back and the effect is devastating especially on the confed's morale. Not to mention the casualties they will take. You just need to envelope them while your batteries will pummel them once they get on range.
Last edited by ArkangeL; Dec 1, 2014 @ 7:49pm
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Date Posted: Dec 1, 2014 @ 6:59am
Posts: 20