Ultimate General: Civil War

Ultimate General: Civil War

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WHY THE TIME LIMIT
Great game, love the combat, nice weapons and cool tactics. WHY ruin it all and tell me I cant play as long as I damn well please. WHY?!
Is there a way to remove the time limit?!
Last edited by BiochemEdward; Nov 18, 2019 @ 2:03pm
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Showing 1-13 of 13 comments
Dave Nov 18, 2019 @ 3:14pm 
The time limit is there to keep the game challenging and to set a pace to the battles. The larger and longer battles often only end when it gets dark, dark both visually in game as well as on the clock. In several battles the fighting picks up again the next day. These limits and pacing of the battles is based on the historical battles and will not always line up with the players progress on the battlefield.

The time limits are also required for gameplay reasons. Especially if the player is attacking a time limit is required to encourage aggressive offensive play otherwise the player to bait the enemy into his defensive and attrition the opponent into the ground.

Time limits cannot be disabled at the moment.

Often the time limits are flexible, check this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1398810316 and this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1396453437

This mod can adjust the time limits: https://steamcommunity.com/app/502520/discussions/0/1692669912407791793/
Last edited by Dave; Nov 19, 2019 @ 1:27am
PaloAlto Nov 18, 2019 @ 3:47pm 
@Dave.... the link you provided is being blocked by Steam. You may need to edit your post.

Steam urls can be posted directly without any formatting.
Last edited by PaloAlto; Nov 18, 2019 @ 3:48pm
Dave Nov 19, 2019 @ 1:28am 
Thanks Palo, link should work now. I forgot to add a space between the text and link.
Last edited by Dave; Nov 19, 2019 @ 1:29am
oswaldo Nov 19, 2019 @ 4:35am 
The time limits make sense and are even necessary (think about it! how to simulate Gettysburg Day 1, that meeting engagement of troops that have just reached the battlefield, without a timer?) Nonetheless, a sandbox mode - map, blue troops, grey troops, endless time - would be a nice thing...

But there is none. So use the Mod to prolong the timers.
No time limit would ultimately make the most casualty efficient strategy a few skirmishers for spotting, a couple infantry to protect the guns, and as much artillery as you can, primarily rifled guns. Such an army could rain down shells on the enemy with few repercussions, as units will never stop firing. You could take 0 casualties and kill thousands, upsetting the balance of the campaign as you have no need for 99% of the men and half the cash.
pandakraut Nov 19, 2019 @ 8:26am 
Originally posted by 95thNY Co.ATeegardin21:
No time limit would ultimately make the most casualty efficient strategy a few skirmishers for spotting, a couple infantry to protect the guns, and as much artillery as you can, primarily rifled guns. Such an army could rain down shells on the enemy with few repercussions, as units will never stop firing. You could take 0 casualties and kill thousands, upsetting the balance of the campaign as you have no need for 99% of the men and half the cash.
This exact strategy can be used in the CSA battle of Mansfield as there is no time limit and you can play for days. Really not worth the time investment as vision is rather frustrating on that map and if the AI does spot you it will come after you and ruin the entire setup.
MesquiteThorn Nov 23, 2019 @ 11:36am 
I'm using ModV1.8.1 (Pandakraut) in the CSA campaign, and the timer can be adjusted. For example, at Chancellorsville (the first battle I played with the adjusted timer--to 1.3--I was able to continue the battle until 16:09 hours, at which time I could "Finish", having secured Chancellorsville farm.

I don't play the campaign to "simulate" the historic battles, but, instead, to win the war. If what you want to do is simulate the battles that were fought, then the "Historic" battles are a better option...even though they aren't exactly "historic".

Gettysburg ends on Day 1 at 13:30 hours, when the fighting on Day 1 went on until almost dark...at 16:30, the Confederates had reached Cemetery Hill, and if they had put in reinforcements, then the "historic" battle we play would have had a very different history.

At 1st Bull Run, in all versions I've seen since the original version, the troop strengths are way off for most units.
Last edited by MesquiteThorn; Nov 23, 2019 @ 8:31pm
frog7 Nov 24, 2019 @ 4:17am 
Yeah same here i bought the game i love it...but the time limit thing is a put off.
MesquiteThorn Nov 24, 2019 @ 7:24am 
I'm ready to start the siege of Jackson (the battle after Getty, before Chickamauga) with Pandakraut's ModV1.8.1. I won Gettysburg on Day 1 at about 15:30 hours...didn't note the exact time, but it was definitely after 13:30 hours. You have to set the time to something greater than 1.1, which is what is normal...I think. I reset it after my Chancellorsville battle went to Day 2, when I obviously was going to take Chancellorsville farm with another hour of game time. So you can do it with saved games--I did re-start the battle, though; and, I was using ModV1 from the beginning of the campaign.

I should say I can't see any downside to using ModV1...and if there was a downside, I'd probably see it. There are certainly more tweaks I'd like to see, but I think most of those should be left to us to implement. Some, which require dnspy are beyond my capabilities and time restrictions (I have a day job), and the super-duper hex editor I have is as yet unused because hex arrays are bewildering unless you know exactly where to look and what to change.

OK, there is one really, really weird feature somebody needs to tweak: surrendered units keep their weapons (and boots and coats). NO...they don't!! Not only would Confederates seize yankee weapons, but also their ammo--the yanks were a prime source of supply for the CSA. The yanks usually burned what they captured, the CSA raced to keep the yanks from burning their own supplies. Confederates noted that the yanks burned more than the CSA ever had to begin with. Oh, and artillery units can't be captured, that's weird beyond description.
PaloAlto Nov 24, 2019 @ 10:45am 
Base game has captured weapons disabled, but the UI/AI mod has it enabled. Has been enabled for quite a few versions of the mod, if not since the beginning.
Last edited by PaloAlto; Nov 24, 2019 @ 10:46am
MesquiteThorn Nov 24, 2019 @ 12:49pm 
Right, the amount of captured weapons varies with level of difficulty. I play the CSA at BG, so 3/8 of the weapons of a surrendered or shattered unit will go to my armory...which means that 5/8 were not surrendered or recovered. Then, if a surrendered unit is liberated, they magically reclaim all their weapons and their condition is restored.

If there is a way to enable the capture of artillery units, I'd like to know how to do it.
Ian.K Dec 7, 2019 @ 6:24am 
The only thing to do is just play on the slowest speed setting, which tends to stretch the game out a bit.
Bibibobaba Dec 10, 2019 @ 6:59pm 
If I remember only the grand battle finish automaticly at the limit. The minor battle say the time it over but you can continue if you dont hit the finish battle button.
Time limit are more realistic anyway. For exhaution, the amunition, the supply, the day/night, the reinforcement, troop movement and all logistic of humans thing like that.
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Date Posted: Nov 18, 2019 @ 2:03pm
Posts: 13