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Grand Tactician: The Civil War (1861-1865) News

American Civil War strategy game Grand Tactician is a flawed gem

Grand Tactician: The Civil War is a highly ambitious American Civil War game that's just left Steam Early Access. Its scope and ambition is right there on the table. This is a grand strategy game dedicated to America's notorious civil war, encompassing almost the entire North American continent, with logistics, economics, and strategy sitting on top of a real-time combat layer in which armies fight it out over large 3D maps.


Developed by a small team led by Oliver Keppelmüller, this is one of those indie projects that simultaneously blows you away, but also leaves a bittersweet aftertaste as you discover all of the rough edges waiting to be ironed out, even after 13 months in beta.


The vision of this game is incredible; it sets out to offer a Hearts of Iron-style experience dedicated to this one conflict. You can choose to fight the entire war, starting just before fighting breaks out in 1861, or you can choose start dates in later years up to 1864, with each offering a different strategic set piece to engage with. But for all the praise I could and will heap on it, and much though I may feel like an asshole for pointing out flaws in indie passion projects like this, it does have quite a few of them, and it's worth being honest about that.


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Massive Civil War game Grand Tactician now has 3D soldiers

American Civil War game Grand Tactician leaves Early Access today

The most ambitious American Civil War game is set to leave Early Access

Massive Civil War game Grand Tactician now has 3D soldiers

Reinforcements have arrived in Civil War strategy game Grand Tactician in the form of 3D soldier models. While the development team had always intended to use 3D models for troops in Grand Tactician, early attempts to use them were unsuccessful - the models had too big an impact on performance in the initial builds, and were thus replaced with less memory-hungry 2D sprites. After some post-launch experimentation, the Grand Tactician team has successfully worked out a way to use 3D models as originally planned, and they look pretty great.


"The sprites did have many limitations," chief designer Ilja Varha explains in a Steam post. "As we kept the number of different animations quite high, the number of frames per animation was limited. Also, customization options were limited, as each large sprite sheet reserved a chunk of VRAM."


The new 3D model system looks much better, as there is no longer the need for abrupt transitions from one sprite to another as players move the camera around the battlefield. But there are other advantages: the new 3D troops allow for variations in uniform within the same unit, for example, and soldiers cast realistic shadows on the ground now.


Read the rest of the story...


RELATED LINKS:

American Civil War strategy game Grand Tactician is a flawed gem

American Civil War game Grand Tactician leaves Early Access today

The most ambitious American Civil War game is set to leave Early Access

Patch 1.03 Adds 3D Troops!



Gen’l,

While we originally planned to have 3D troops in our game, during the early development phase the experiments with 3D models were unsuccessful. At that point, years ago, we decided to switch to 2D sprites, which allowed improved performance, and a working solution for the time being. After the game’s release in September, we ran another round of experiments with 3D troops, as we had planned to do post-release. This time we succeeded, and with patch 1.03 the sprite troops finally rest in peace, as our civil war soldiers enter the third dimension.

Smoother, and Better Looking.


The sprites did have many limitations. As we kept the number of different animations quite high, the number of frames per animation was limited. Also, customization options were limited, as each large sprite sheet reserved a chunk of VRAM. We did try to overcome the lack of customization by allowing custom coloring of the uniforms, but when creating variation within a single unit using color variation, the end result was not optimal. While functional, the sprite engine also had some side effects, like certain abrupt movements, which was quite apparent especially with courier movements.

Our artist has been working hard on the 3D models and animations since the release of the game. With the new 3D troop engine, the game’s visuals take a leap forward. Animations are much smoother in general, and the 3D soldiers allowed us some more variety in the soldiers’ looks. Now we can have different uniforms and equipment even within a single unit, with little to no negative effect in performance.

The 3D troop engine also allows further improvements in the future. The changes in patch 1.03 are the first step, more improvements will follow.



Other Visual Improvements.


While the main focus in the visual improvements was in the troops, the battle field has also received some other visual improvements. With the 3D troops being less sensitive to certain camera angles, the improved camera controls allow more varied visuals. Updates in the particle effects department and fog rendering also have made the battle field a bit more pleasing to watch, especially in combination with the weather effects. As the 3D troops are no longer “detached” from the environment, like the sprites were, the end result is a much more coherent look.



Other Changes.


While patch 1.03 was mainly focused on the introduction of the 3D troops, there are also some other nice, and highly requested changes:
  • 3D Troops: new 3D models, with improved, smoother animations & uniform variation.
  • New Battles: battle of Stones River and Champion Hill added to the list of historical battles. Also a new regiment level version of 1st Manassas added.
  • Saves: a new load/save panel to manage all saves, loading possible also during a game.
  • Options: realism options moved from game options to scenario start up screen, and saved per game.
  • Further game options added, including "lock battle camera rotation".
  • Occupied States: if all cities within a hostile state are captured, the state is considered occupied, even if it will not change sides due to low support. Armies with low readiness can operate in occupied states normally.
  • Updated Manual: manual and Field Book are adjusted to portray the recent changes.
  • Bug fixes and minor AI adjustments.

Most Respy,

Gen’l. Ilja Varha,
Chief Designer, &c.,
The Grand Tactician -Team

Hotfix 1.0212

Hotfixes 1.0211 & 1.0212 uploaded November 10 & 11, 2021:

  • fixed: reloading saves clears stock of newly constructed supply depots
  • refix: sea raiders perk does not blockade neutral IIP’s and may lead to inability to save the game
  • supply depots now reduce their stock if they have not supplied troops for a longer time
  • rating rebalanced to slightly higher levels, overall supply costs slightly lowered
  • fixed: sometimes units are not firing on nearby enemies
  • fixed: deactivated buttons in siege combats

Patch 1.0210

Uploaded November 7, 2021:

Thanks again to all development patch testers!
Please report bugs and/or ideas in the following forum:
https://steamcommunity.com/app/654890/discussions/2/

Campaigns:
  • AI now defends more carefully and watches out better for nearby enemies
  • fixed: units joining an autoresolved battle are not stopping but continue movement
  • fixed: potentially wrong faction in naval battles when reloading while a battle rages
  • added enhanced info panel for autoresolved battles (land battles, siege combat, fort bombardment, naval engagements)
  • fixed: Diplomacy I selected in summer 61 scenario leading to wrongly assigned weapon types
  • fixed: loading of saved tutorials fails if FOW options were changed
  • playing manual battles in campaign tutorial is now not possible anymore
  • fixed: LTGen act does not promote commander in chief to LTGen
  • assumed fixed: playing background music twice while inspecting campaign after a won campaign
  • fixed: multiple garrisons may take part in siege combat
  • added drop down list below the alarm icons on top to directly access the autoresolve-panel
  • fixed: wrong correlation between availability of weapons on the markets and equippable units
  • removed: high combat intensity in sieges if besieging unit has offensive stance activated
  • fixed: regualars act may add a Minnesota brigade to CSA armies
  • newspaper messages can now be deactivated in options menu
  • added to options menu: keep game paused after closing panels
  • fixed: sea raiders perk not blocking trade nodes
  • added: damages of forts through siege combat
  • logics changed: increase of stock of supply depots now lead to immediate expenses, shown as separate position in finances tab
  • supply depots are now fully filled at scenario start to prevent huge spikes in expenses at start
  • fixed: provision and coal stock for fleets too high
  • arms agents/security measures: number of weapons in stock is increased/reduced (before: only markets were affected)
  • fixed: ship names for newly constructed ships are resetted when reloading
  • fixed: capturing ships not working
  • fixed: naval battles may triggered several times as AI cannot retreat out of the enemy fleet range
  • fixed: when removing a ship name completely a new one cannot be entered
  • commander exp now increased in naval combats and fort bombardments


Battles:
  • AI bonus now also applies to loss resilience
  • AI now acts slightly faster and tries to avoid direct assaults on entrenchments
  • added quickinfo about locked map functions when HQ papers are opened
  • fixed: disappearing morale icon tooltips
  • fixed: retreat time too short for AI although units fully engaged
  • player can now use the arrow keys to browse through the army hierarchies
  • AI is now forming up in double lines to deploy quicker
  • AI acts more aggressive in battles
  • AI reduces maneuvers in front of the enemy
  • improved behavior for group commanders whose subordinates are all routed
  • fixed: move at signal, on time sometimes carried out immediately


Others:
  • updated: manual is now searchable