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Cossacks Feature

GAME BALANCE

Each nation has its own peculiarities of economic and scientific development, and different military advantages and drawbacks. However, there are no second-best as for military balance, so all nations have equal opportunities. Just find advantages of your nation and use them well - and here is you victory! One can become aware of nation peculiarities while playing tutorial game, single players missions, and campaigns. Another game balance feature is that defensive consumes much less resources than an assault. So a small lead in development cannot give a player an obvious advantage over his rivals. Also:

stone walls can be destroyed only with artillery or grenadiers;

cannons feature direct fire and cannot hit targets behind obstacles;

howitzers and mortars possess plunging fire and can hit targets at different heights and behind obstacles.

 

GAME WORLD PHYSICS

Real physics introduces many interesting issues into the game. Thus, units climb hills slower, and they shoot farther at a height. A cannonball explosion becomes much stronger at a rocky landscape because of rebounds, while at a swamp it is damped. Artillery and firearms possess shot dispersion and a probability to hit the enemy by the first shot, etc. The fog of war closes after a unit in some time. introduces many interesting issues in the game. Thus, units climb hills slower, and they see and shoot farther at a height. Artillery and handguns possess shot dispersion and expectancy of hitting the enemy by the first shot; cannonball explosions become much stronger in a rocky landscape because of rebounds, while in a swamp they are damped. Waves rage on the sea, and there are traces in water behind moving vessels. Also:

the fog of war closes after a unit in some time.

INTERFACE

Multiple convenient and already habitual hot keys and control possibilities are included to the game interface. Thus, with SHIFT-clicking can assign a working schedule for peasants and a schedule of objectives (or a march rout) for military units. With CTRL-clicking one can assign a rally point for units being created. Double-clicking a unit selects all units of this type within sight. Using hot keys one can select different unit types, group or regroup units, go to a particular building interface, choose units' behavior modes (attack, hold position, patrol), choose towers' fire modes (hold fire, hold fire if friendly is in hitting zone, attack always). Also:

information panel allows you being aware of finances, resource expenditure, etc.

 

SINGLE PLAYER GAME

A single player game comprises Single Missions, Campaigns, and Random Map mode. Missions' and campaigns' scenarios recreate real historical situations, while a player has freedom of choice to achieve the goal. Objectives are varied from habitual development (your town building, defense and fortification, resource extraction, territory exploration, forming armies and front lines, etc.) to mission accomplishment with limited forces. In the Random Map game, players are able to choose landscape type and the map, resources, adjust the random map generator, etc.

MULTIPLAYER GAME

Multiplayer game supports up to 8 players via modem, local network, or Internet, and comprises Random Map and Historical Battles modes. In the Random Map mode, players are able to choose map parameters, resources, etc. Also we have developed a random map generator, that (along with vast game variety of 16 rivaling nations with their advantages and drawbacks, and a huge technology tree of 300 upgrades) will make the network game of a long-lasting interest. Historical battles are precise reconstruction of real ones. They are reconstructed up to trivial details, such as real historical landscape and map; enemy troops disposition, stuff, structure and even number punctually coincide with historical facts. In this game mode a player is expected to lead any party he chooses, to carry out the battle, and to confirm or disprove its historically recorded outcome. The historical battles' maps were created by processing real topographical data.

 

GRAPHICS

The game utilizes sprite graphics that allows obtaining beautiful and high detailed pictures, while common drawbacks of sprite graphics (unit animation jitter and lifeless landscape) were overcome due to the new graphics compression algorithm. This algorithm allows using numerous animated movements for each unit pre-rendered in up to 64 orientations (in 256 orientations for vessels), so this provides very smooth movements and turns. Background elements are animated, too: flags flutter at the buildings, wheat rolls in the wind, windmills' fans revolve, waves go over water surfaces, and tides wash the coasts.

SPECIAL EFFECTS

Following FX are used in the game: smoke, explosions, fog, buildings' burning, particle systems, water waves and flashes, traces in water behind moving vessels, splashes and ripples in water from cannonballs and splinters, etc.

Minimal system requirements: Pentium 200MHz, 32 Mb RAM, 1 Mb Video RAM, 200Mb HDD, 8x CD-ROM, Sound card, DirectX 6.0.

Recommended system requirements: Pentium II 233 and better, 64 Mb RAM, 4 Mb Video RAM, 200 Mb HDD, 12x CD-ROM, Sound card, DirectX 6.0.

Note: All information taken from www.cossacks.com. (Official site)

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For comment or Contact information Email at: nelson@cossacks-empire.cjb.com.
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