You don't really know until you've built a mine or two. Gold can be spotted fairly easily. There are little gold nuggets visible. Some things must be learned by trial and error. The peasants don't "build and work," they build and stand there. Although there is a button for highlighting all idle peasants, there is no toggle for moving from one to the next. This seems an unnecessarily harsh cultural judgment in a computer game. If this is done for the sake of some obscure hyper-authenticity, then there are other details that should have been addressed or were missed.
It looks like you must wipe out every last resource and unit of the enemy -- not too much fun when half the time invested in the game is mopping up. Ways that Cossacks surpasses the standard: - Peasants, buildings and artillery can be captured.
Buildings can be captured and either used or destroyed. Destruction of buildings doesn't happen instantly.
Once you press the Delete button, the building catches fire and then slowly burns away its hit points, adding -- for those destruction fans out there -- atmosphere as your forces cut a swath through a nation. However, this also gives the original owner time to restore the building if he or she manages to recapture it. The owner can apply peasant power to rebuild a building. Create an officer and a drummer in your barracks and group your infantry into formations, then control them by clicking the officer, who serves as the conduit for all movement orders for the soldiers who are part of that formation.
This introduces realistic period maneuvering that resembles true formation tactics and drill. There are only three formations, however -- rank, column and square columns not for fast marching, but as an attack formation.
The fine points of drill are not left to the player "Wheel left! Inexplicably, formations can be made using groups of certain numbers that seem to have no discernible pattern or relevance -- 15, 36, 96, Formations can only be made in the designated denominations.
So for instance, if you have 14 Janissaries, you can't form them up until you make one more. If you have between 17 and 35 of them, you'll be able to make one formation of 15 and the others will go unorganized. The leftovers can be thought of as replacements, perhaps. Hint: work these odd units into the formation after it has taken losses by moving them close to it, disbanding the formation and then re-forming it.
The concept of supply is introduced though not that of supply lines in that you must have iron and coal representing the manufacturing of shot and powder stockpiled in order for muskets and cannon to shoot. If your stock of these materials is exhausted, your forces may become helpless in the face of the enemy.
Your diplomatic center can provide bought-and-paid-for units that will work for you as long as your gold supply holds out. The sequel of the award winning strategy series. As a free DLC all the players will receive 8 additional playable nations with the unique music main themes. This deep RTS gameplay will return old fans in the golden ages of the genre and give newcomers a unique experience. This remake of the classic game, that originally launched in , contains all of the elements that distinguish the successful Cossacks games and combines them with contemporary 3D-graphics.
Cossacks 3 provides the player with infinite tactical options, including not only the construction of buildings, the production of raw materials, but also the broad selection of various units and the influence of the landscape.
Twelve nations, 70 different unit types, research opportunities, and over different historical buildings are available to the player. Besides the battles ashore, players can build an armada and attack their enemies at sea. Cossacks 3 offers five historic single player-campaigns and up to eight players can fight each other in multiplayer-mode on one map.
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