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Carmageddon.
Im inclined to agree with you on that one! It isn't all black or white... though, the option to turn it off would be nice. I prefer the ammo running out, or the men failing from exhaustion, forcing you to retreat. - but alas my question remains... is there a mod that removes the timer? Or an "easy" code-edit that removes the timer?
The most frustrating part is when you, clearly, are winning the battle, hold the points, but lose due to the timer...*sigh* ... but then again, there are battles where it comes to favor, and makes it more tense...
https://steamcommunity.com/sharedfiles/filedetails/?id=1396453437
Correction: Mansfield for CSA appears to have NO time-limit, while Parker's Crossroads for the Union seems to be the same
https://steamcommunity.com/sharedfiles/filedetails/?id=1398810316
Extending all timers to their maximum amount(12 hours) would somewhat break battles that rely on timers to expire before the next phase occurs. For example, many players choose to skip the Marye's heights phases of Union Fredericksburg and a max length timer would make this even more time consuming.
At least some reinforcement timings seem to be on an exact timestamp rather than a timer, so odd things could happen there as well.
I'll look into adding a timer increase into the optional features of the UI and AI customizations mod.
The longer I think about the timer, the better (or more necessary) it seems to me. Take it out and this is Brigade Chess, but no war game.
Is the timer an unreasonable demand of the Devs? I think not. Time was a huge factor in the Civil War. Consider Shiloh: After the decision to attack, the Confederates had everything but time and needed to hit Grant before Buell´s arrival. Play this battle without a timer? Really? There clearly was a countdown, but no digits on it...
Time (both timing and shortness of time) was and is a huge factor of warfare. McClellan knew everything about war (preparations) but he had no understanding of time and failed. Every opportunity occurs and ends. He could not wait to smash Lee after Antietam but he obviously did not understand that the time/r was running.
Moreover, UGCW uses the timer to keep the development of a battle (and the feeling of the acting persons) close to what happened in the 1860ies. Of course, this only works when playing the side that won the historic battle but the experience is sometimes very nice.
Consider Gaines Mill as CSA, especially during your first playthrough. You approach from the West, as Hill did, you see Porter´s strong defense - and the timer (Lee´s order) runs. You may try to attack, it won´t work, you may start a flanking maneuver but there no doubt that this won´t work in time... You start feeling bad. How to take that position? Then your second Corps (Jackson) arrives, but it still terribly far in the north. Nonetheless, you feel better (as Hill surely did) and you know: using all your forces now and push foreward will make this still work in in time. You swing around the Union position, attack from behind, complete your orders, blow through - and then, the game doesn´t end, instead the timer prolongs and you can route them - and smile. Weren´t these the confederate feelings at Gaines Mill?
And isn´t that better than "So folks, here is the battlefield, now play chess!"...
I think it is.
By the way: how to simulate the piecemeal arrival of troops without a timer?
I consider the topic now closed :)
Thanks for the in depth reply, and guide. Appreciated :)
Real nice thoughts! Really do agree with you.
There's usually a good reason for all the timers being the way they are. What I would like to see in the next games coming are more clear timers telling you that this one is an actual deadline and others may be prolonged.