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Post Post subject: Re: Found extremely trivial crack   
Posted: Tuesday, 08 Jul 2014, 05:43   
Dark Elf Moderator
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Joined: Saturday, 27 May 2006, 01:53
Posts: 5468
Location: DHT node
Sometimes the simplest solutions are the best. I have used that same trick with Hotspot Shield back in the day. Edit one byte of their OpenVPN executable, and it wouldn't recognize the "inactive" command sent by the server to automatically disconnect you :)

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Post Post subject: Re: Ultimate General: Gettysburg   
Posted: Sunday, 13 Jul 2014, 00:44   
User Редкий гость
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Joined: Thursday, 03 Jul 2014, 17:49
Posts: 38
Location: At your local pizzeria
The game just got updated to version 0.83, so here is the update.
Many files was changed in this update, so the update is standalone
Update(standalone)

Changelog
Spoiler
GAMEPLAY IMPROVEMENTS

Various AI improvements to all characters.
Gameplay balances for more challenging battles. Condition became more important so you have to maintain lines and cohesion, advance slowly, not isolate your forces and over-charge because your army can quickly become a rabble. AI knows this and plays more conservatively when needed or makes quick attacks at first then it stands on its ground. This is work in progress and will be finalized in next patch.
Further Melee balances in damage and mechanics.
Union vs Confederate combat effectiveness balanced so that the Union is not as overpowered as before.
LoS should be more accurate following the terrain obstacles.
Improved soldier movement mechanics more.
Morale more dynamic, meaning that volleys can be more decisive to make a unit to rout. Volleys in general should be more devastating in open field.
Artillery targeting improved. You should be able to handle it more easily.

PERFORMANCE/GAME STABILITY

Slight performance increase because of optimization of AI thinking updates.

TEXT/CAMPAIGN BATTLE FLOW

All decision room text descriptions are available for days 1,2,3.
All battle descriptions ready for days 1,2,3.
All major battle flow fixes which resulted in wrong next battle or premature battle end have been fixed. We consider this fix 99% complete for all possible battles spanning from day 1 to day 3. If you notice an inconsistency please report it to us.

BUG FIXES

Fixed movement arrow offset that was too large. Creation of movement paths should now be even sharper.
Fixed a Deselection issue that made your units to attack a routed AI artillery unit when you attempted to click on empty area. It may need some more fixes, so please report to us if it happens again.
Fixed retreat direction issues.

Crack is not included and steamemu won't work until the exe gets unpacked. P.S Lumaemu's Steam2 Wrapper function dosen't seem to work with this game any more in my tests.


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Post Post subject: Re: Ultimate General: Gettysburg   
Posted: Sunday, 13 Jul 2014, 01:25   
Super flooder Почетный графоман
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Joined: Sunday, 15 Jun 2014, 17:16
Posts: 647
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Did a quick test ...here's a working LumaEMU v1.4.5

Ultimate General: Gettysburg 0.83 Crack Only (200 KB) - Firedrive Mirror :D

Installation:
1) Copy contents to installed game folder
2) Run using Steam2WrapperLauncher.exe
3) Play

Test Results
Image

Image


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Post Post subject: Re: Ultimate General: Gettysburg   
Posted: Sunday, 13 Jul 2014, 02:45   
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Joined: Friday, 06 Jul 2012, 07:00
Posts: 9976
Location: Faster Than Scene
here is the fixed v0.83 .exe(with 3DM emu) you can now start the game directly with the .exe
(credit to mike70 for info on how to fix the .exe)

http://www44.zippyshare.com/v/74526379/file.html

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Post Post subject: Re: Ultimate General: Gettysburg   
Posted: Sunday, 13 Jul 2014, 02:54   
Super flooder Почетный графоман
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Joined: Sunday, 15 Jun 2014, 17:16
Posts: 647
Location: Everywhere
machine4578 wrote:
here is the fixed v0.83 .exe(with 3DM emu) you can now start the game directly with the .exe
(credit to mike70 for info on how to fix the .exe)

http://www44.zippyshare.com/v/74526379/file.html


Thanks bro :D


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Post Post subject: Re: Ultimate General: Gettysburg   
Posted: Sunday, 13 Jul 2014, 22:47   
Forum ghost Местное привидение
Joined: Sunday, 11 May 2014, 05:50
Posts: 479
MonsterPizza wrote:
The game just got updated to version 0.83, so here is the update.
Many files was changed in this update, so the update is standalone
Update(standalone)

Changelog
Spoiler
GAMEPLAY IMPROVEMENTS

Various AI improvements to all characters.
Gameplay balances for more challenging battles. Condition became more important so you have to maintain lines and cohesion, advance slowly, not isolate your forces and over-charge because your army can quickly become a rabble. AI knows this and plays more conservatively when needed or makes quick attacks at first then it stands on its ground. This is work in progress and will be finalized in next patch.
Further Melee balances in damage and mechanics.
Union vs Confederate combat effectiveness balanced so that the Union is not as overpowered as before.
LoS should be more accurate following the terrain obstacles.
Improved soldier movement mechanics more.
Morale more dynamic, meaning that volleys can be more decisive to make a unit to rout. Volleys in general should be more devastating in open field.
Artillery targeting improved. You should be able to handle it more easily.

PERFORMANCE/GAME STABILITY

Slight performance increase because of optimization of AI thinking updates.

TEXT/CAMPAIGN BATTLE FLOW

All decision room text descriptions are available for days 1,2,3.
All battle descriptions ready for days 1,2,3.
All major battle flow fixes which resulted in wrong next battle or premature battle end have been fixed. We consider this fix 99% complete for all possible battles spanning from day 1 to day 3. If you notice an inconsistency please report it to us.

BUG FIXES

Fixed movement arrow offset that was too large. Creation of movement paths should now be even sharper.
Fixed a Deselection issue that made your units to attack a routed AI artillery unit when you attempted to click on empty area. It may need some more fixes, so please report to us if it happens again.
Fixed retreat direction issues.

Crack is not included and steamemu won't work until the exe gets unpacked. P.S Lumaemu's Steam2 Wrapper function dosen't seem to work with this game any more in my tests.



Big Thanks MonsterPizza!!!


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Post Post subject: Re: Ultimate General: Gettysburg   
Posted: Thursday, 17 Jul 2014, 17:24   
User Редкий гость
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Joined: Thursday, 03 Jul 2014, 17:49
Posts: 38
Location: At your local pizzeria
The game has been updated to 0.84
The update nearly updates all files again so the update i upload is standelone

Changelog
Spoiler
NEW FEATURE

• Before each battle you can now see in a mini-map the armies’ deployment on the battlefield. The positions vary according to the dynamic positions taken during the multi-day battle.

GAMEPLAY IMPROVEMENTS

• AI fine tunes and improvements to all personalities.
• AI units not moving at all because of low morale is fixed/improved.
• Morale does not fall so easily as before. You can maintain your lines better as the AI.
• Union Generals provide slightly more condition bonus to their troops to reflect the overall better supply system and balance their defense power.
• Buford’s skirmishers not so accurate from long distance fire. Balances the Confederate advantage of the opening battle.
• Firing from hill gives even more accuracy bonus comparing to enemies that are downhill.
• Collateral damage (the damage made to units adjacent to the target) balanced better.
• Melee mechanics improvements.
• Efficiency penalty lessened for exhaustion level of troops. As a result, units will not delay so much to regain condition as before.
• Union vs Confederate combat power rebalanced so that Union troops are not so easy to break on the 2nd/3rd phase of 1st day battle.
• Fixed cases that made artillery to fire with too little limitations over friendly troops or obstacles. Artillery management now is more strategic. To use, you must place in good spots and trust the artillery commanders. Avoid to manually target too often, at least until we fix in a next patch a bug in arty behavior which makes it to move too close to the targets if it has no clear LoS.

PERFORMANCE/GAME STABILITY

• Some bugs that made Mac version not to launch properly fixed. Alt+Tab will still not work for Mac version until we get a related official fix by Unity for Retina display support. Now you pick the desired resolution to play the game before game start and you can also play in window mode. If you anticipate problem in launching the game for the first time, try again launching via this window, it should work.

TEXT/CAMPAIGN BATTLE FLOW

• Various text corrections.
• Some more battle flow fixes according to received feedback and our beta testing. Battle now in rare situations can last up to 7 phases.

BUG FIXES

• Fixed finally the annoying de-selection issue that affected also AI negatively when it happened. Please report if you anticipate this bug again.
• Fixed some targeting bugs that made the AI take poor decisions and your units to behave not optimally, not make good auto-lines.
• Cemetery Ridge in 3rd day battles can now be taken more easily. There were cases that demanded to push the Union completely away in order to capture.


Update(standelone)

Crack is not included, but Lumaemu's Steam2 wrapper should work.


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Post Post subject: Re: Ultimate General: Gettysburg   
Posted: Thursday, 17 Jul 2014, 17:40   
Super flooder Почетный графоман
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Joined: Sunday, 15 Jun 2014, 17:16
Posts: 647
Location: Everywhere
Fixed v0.84 .exe (Includes 3DM SteamEMU) - Start game with main .exe (credit to mike70 for info on how to fix the .exe)
also included LumaEMU (start with Steam2WrapperLauncher.exe) for anyone who doesn't want to use the cracked .exe

Ultimate General: Gettysburg v0.84 Crack(s) Only (11.46 MB) Firedrive Mirror :D


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Post Post subject: Re: Ultimate General: Gettysburg   
Posted: Sunday, 20 Jul 2014, 00:34   
User Редкий гость
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Joined: Thursday, 03 Jul 2014, 17:49
Posts: 38
Location: At your local pizzeria
The game has been updated to v0.845

changelog
Spoiler
NEW FEATURE

3D animated image replaces the “dull” grey background in front menu and decision rooms. It is work in progress. Menu and decision rooms will be improved in next patches.
Work in progress menu background.
WORK IN PROGRESS MENU BACKGROUND.

GAMEPLAY IMPROVEMENTS

Fixed morale being too fragile in some cases. Solid lines will be kept more easily now for more realistic and enjoying battles.
Fixed AI being too cautious, especially the “Determined” AI. AI should be much more active overall in all characters when it has to be.
Increased and noticeable differentiation per AI character, for example the Balanced AI will desire to make wider flanking attacks than before.
Fixed AI merging its units too much in some cases. AI should make now much more tidy lines and formations.
Increased projectile range of cavalry so to keep more distance from enemy.
Reduced firepower of 24pdr howitzers of Confederate “Moody” battery because it was able to inflict in average 500+ casualties to enemies very easily.
Improved melee mechanics and damage, especially cases in which soldiers were slowed down too much.
Balanced overall gameplay mechanics and US/CS combat power for increased challenge and realism.
Fixed retreat direction issues. Also retreated units are not having so much self-defense so will not rout other units or may do with much less probability.
Increased possible delay time for 2nd/3rd phases of 1st day battles. This was needed to provide the necessary tactical decision for player and AI, to press the attack on Cemetery Hill or wait for next day.

TEXT/CAMPAIGN BATTLE FLOW

Various battle flow fixes for battles of the third day that had more than 2 objectives. In some occasions they gave wrong defeat message.
Fixed battle flow error where you fought for the right flank as CS having captured Cemetery Hill sector and in next battle you lost it.

BUG FIXES

Fixed save error that could cause freeze and game instability.
Fixed AI related factor that could produce freeze/lag moments in systems with very high fps.


Update(standalone)


As always crack is not included and you have to use LumaEmu's Steam2 wrapper or wait until someone unpack/patch the exe.


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Post Post subject: Re: Ultimate General: Gettysburg   
Posted: Sunday, 20 Jul 2014, 01:51   
Super flooder Почетный графоман
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Joined: Sunday, 15 Jun 2014, 17:16
Posts: 647
Location: Everywhere
Fixed v0.845 .exe (Includes 3DM SteamEMU) - Start game with main .exe (credit to mike70 for info on how to fix the .exe)

Ultimate General: Gettysburg v0.845 CrackOnly (11.26 MB) Firedrive Mirror :D

Also included LumaEMU (start with Steam2WrapperLauncher.exe) for anyone who doesn't want to use the cracked .exe

Ultimate General: Gettysburg v0.845 LumaEmu Crack Only (200 KB) Firedrive Mirror :D


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Post Post subject: Re: Ultimate General: Gettysburg   
Posted: Friday, 01 Aug 2014, 17:18   
User Редкий гость
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Joined: Thursday, 03 Jul 2014, 17:49
Posts: 38
Location: At your local pizzeria
The game has been updated to v0.85

Changelog
Spoiler
Ultimate General: Gettysburg Patch 0.85
---------------------
GAME STABILITY & PERFORMANCE
• Revamped rendering engine at least partially fixing issues of crashes on launch, random freezes and CTD during gameplay. The new render may also increase FPS performance. We advise to all users that reported crashes on launch or prolonged play before to test how this rendering fix works.

NEW FEATURE
• Generals have improved appearance and are more distinguishable.

MENU
• Corrected the new animated 3D menu image to have more proper colors.
• Preview map now has Blue/Red/Grey indications of objectives (instead of the previous blurry flags) and the visible size of units is more accurate.

GAMEPLAY IMPROVEMENTS
• Balances in morale to be more resilient in normal conditions, but fragile against flank/rear attacks.
• AI is now much more active in attack & defense in all personalities. AI will not hesitate to attack weak spots of you army, charge and try to gain superiority. If AI defends it will actively reinforce areas that need support.
• Increased AI flanking, especially for mobile AI characters.
• Units create continuous formation lines much better than before.
• Improved AI cavalry. AI cavalry will try to support army more instead of attacking isolated batteries.
• Improved battle pace and gameplay mechanics. There should be enough time to decide about your assaults, re-deploy your army, monitor situations while you enjoy watching the battle.
• Terrain benefits or penalties intensified.
• Fatigue penalties for running and charging intensified. You can no longer use unhistorical tactics of rushing forward your units all the time with the same success. As a result, hasty offensive actions will have significant casualty cost for the attacker.
• Low condition will have more melee penalty. Now it will be possible to break the most powerful unit if it is exhausted.
• Further melee mechanics improvements.
• Slight US/CS combat power for bringing the gameplay to proper challenge level for both sides. Noticeable improvement in combat have the XI corps which were losing condition too fast. Early’s Troops were also overpowered and tireless so they got a slight re-balance.
• Artillery damage rebalanced.
• Pettigrew overpowered volley toned down.
• Confederate CS 2nd Corps can arrive a little later in 1st day.
• Slocum and Stannard reinforcements may delay more to arrive.
• Artillery now is more effective in evading and will sync with your withdrawing lines more successfully. The result is that your artillery can survive and fight back with much less management.
• The army forces bar in the right top corner is now more accurate and represents the fighting strength better.

TEXT/CAMPAIGN BATTLE FLOW
• Minor fixes in texts.
• Some remaining battle flow issues fixed as per feedback.

BUG FIXES
• Fixed artillery chasing targets with manual targeting. Now when you select artillery you can easily target any enemy. If enemy is not visible because of LoS or Friendly Fire then target is cancelled and the next visible threat is chosen automatically. If there are no visible threats the artillery will not fire or move.
Tip: From now on you will have to manually move your artillery to strategic positions and not click on targets.
• Cured distortion of terrain in some areas that made soldiers to disappear, such as near the Cemetery Hill area, or to not be covered properly from houses and trees.
• Fixed various CTD and Freeze issues with the rendering re-code.


Download(Standalone without crack)


LumaEmu crack


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Post Post subject: Re: Ultimate General: Gettysburg   
Posted: Friday, 01 Aug 2014, 18:08   
Super flooder Почетный графоман
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Joined: Sunday, 15 Jun 2014, 17:16
Posts: 647
Location: Everywhere
Seems the previous method of modifying the exe is no longer working ...or none of the steam emulators I have will load the game with the newly modded exe, not really sure at this point and will update this post as soon a I've got time after work.


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Post Post subject: Re: Ultimate General: Gettysburg   
Posted: Friday, 01 Aug 2014, 21:18   
I live here Три раза сломал клаву :)
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Ultimate General Gettysburg Early Access v0 85-THH

THE HUSTLE HARD ,Is Scene?
Spoiler
Image

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Post Post subject: Re: Ultimate General: Gettysburg   
Posted: Friday, 01 Aug 2014, 21:23   
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Joined: Friday, 06 Jul 2012, 07:00
Posts: 9976
Location: Faster Than Scene
punchao wrote:
Ultimate General Gettysburg Early Access v0 85-THH

THE HUSTLE HARD ,Is Scene?
Spoiler
Image

p2p

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Post Post subject: Re: Ultimate General: Gettysburg   
Posted: Friday, 01 Aug 2014, 22:16   
Forum ghost Местное привидение
Joined: Sunday, 11 May 2014, 05:50
Posts: 479
Hi.

I never heard of THH before, are these guys trustworthy?


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