Deviance

Cossacks - European Wars (c) CDV

Cracker.....: Team Deviance       │  RAR Count .....: [XX x 15 MB]
Date........: March , 2001        │  Protection.....: Copylok v3

Requirements: W9x, P2 300, 32MB RAM, 300 MB HD, 3dcard, DX8a, DXMedia

Join us NOW! READ THE NFO.

** Release Information **

Game Notes:

THE GAME

The game allows becoming aware of historical events' large scale.
Thus, grandiose battles of up to 8000 units may be conducted on
single or network game maps. The game contains much historical
data, and the full version will include a spacious encyclopedia
about wars, battles, nations, technologies, armies, and units
having been used in Europe in XVI-XVIII centuries.

NATIONS

Algeria, Austria, England, France, Netherlands, Piemonte, Poland,
Portugal, Prussia, Russia, Saxony, Spain, Sweden, Turkey, Ukraine,
Venice. You can also face other communities in single player
games; for instance, in campaign for England one should sweep
off pirate republics. Each country has its original graphics,
economic and technical development peculiarities, military
advantages and drawbacks, and unique units and technologies.

HISTORICAL BACKGROUND

We have represented more than 85 large-scale wars and battles
of XVI-XVIII centuries for single game and multiplayer. The most
noteworthy are: Thirty Years War (1618-1648), the English
revolution, the English and Dutch wars, the War for Spanish
Succession, the Northern war, the War for Austrian Succession,
the Seven Years War, the Ukrainian independence war (1648-1657),
sea wars against pirates, etc.

ECONOMY

Economy depends on six resources: food, wood, stone, gold, iron,
and coal. Gold, iron, and coal are infinite at their deposits,
and extraction is proportionate to mine workers number. The main
peculiarity of game economy is that all units consume resources,
and artillery and handgun shots spend iron and coal. Thus, it is
not enough to spend resources for buying soldiers, cannons, or
vessels. It is necessary to possess some economic potential in
order to maintain your army and support its battle-worthiness.
Exceeding your scope results in famine and army riots. Also:
- you can sell, buy, and change resources at the market;
- prices can change depending on the amount of resources at the
market.

TECHNOLOGY TREE

The game inventions' tree numbers more than 300 upgrades divided
in two time periods - XVI-XVII centuries and XVIII century.
Upgrades allow turning quantitative categories to qualitative,
and also obtaining some new unique possibilities, units, and
buildings. Science development allows increasing resource
extraction efficiency, improving units, increasing artillery
power and range of fire, improving towers' rate of fire and
buildings' durability. Also upgrades allow building battleships,
multi-barreled cannons, etc. A sort of uncommon invention is
aeronautics. Having invented that, one can launch balloons and
reveal the whole map.

MILITARY FORCES

Following military forces are represented in the game: infantry,
cavalry, artillery, and navy. Nations use their unique units along
with units similar to other states. Thus, within each nation a
player has all military forces needed to wage land or sea war. At
the same time each nation's forces are unique as for their
features, abilities, and equipment. Units can be arranged into
military formations: column, rank, or square. A formation includes
an officer and a drummer, and units' abilities increase in a
formation. Also there are:
- ability to use foreign mercenaries via your diplomatic center;
- two cannon fire types: cannonballs and grapeshot;
- howitzers, mortars and multi-barreled cannons.

MILITARY OPERATIONS

The game provides an unlimited variety of tactical and strategic
methods of land or sea war against enemies. Thus, one can create
defense in depth, carry out lingering city sieges, wage guerilla
wars, deploy landing forces on enemy shores, shell an enemy with
cannonballs, arrange ambushes, stake on a crowds of cheap units
or create elite teams of trained soldiers with high-tech weapons,
and so on. The game landscape is full 3D, so it is an important
strategic element: capturing commanding heights provides with
great advantages and often wins a battle; also one can arrange
ambushes in canyons. It is also possible:
- to conduct grandiose sea battles;
- to capture unprotected enemy peasants, artillery, and some
buildings.

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.

Find more info at http://www.cossacks.com

Note:

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