Also, rather than Rome's "Just Kill 'em All" approach, you're given secondary missions which you can accomplish to gain more needed resources or experience for the commander. For the single-player, it's definitely the most interesting part of the game. Probably the most important thing about Cossacks 2, however: it's hard. I found myself losing incessantly. While I wouldn't lay claim to any Napoleon of the RTS-esque mantle, the amount I was thrashed about you'd be thinking I'd chosen to invade Russia in winter or something.
And then came a single moment of clarity, which made everything click into place. Now, the majority of modern RTS games feature the ability to give orders in pause mode, but it's primarily used to take stock in a difficult situation rather than a constant crutch to your tactics.
Not in Cossacks. It's not that you have a lot to think about and do Well, you do, but that's not the real problem. It's that it has to be particularly well timed, and if you mess it up, that's the battle decided. Let's take a hypothetical example to illustrate the point. Consider you have two lines of troops at either end of the battlefield, facing off against similar number of opponents. They're standing still, just outside each others close attack range.
You could shoot now, yes, but it'd be far less damaging than if they were a few steps closer. So you're skipping between the two sides of the battle, trying to catch the moment when one or the other makes the necessary advance. Yes, you could take the initiative, but the computer will almost certainly get the first shot off, and the opening volley can decide many conflicts. After all, only the survivors return fire.
So, you catch one stepping forward, and now sit, finger hovering over the mouse button for the moment when they cross into the red danger zone. Pull it off right and the massed belch of smoke and flame is enormously satisfying, as an entire row of Johnny Foreigner goes down.
However, while you've been doing all this waiting, your attention is entirely removed from the other side of the battlefield. If they advanced when any of this is going on, that's the initial attacks in their pockets. And if you spread this across a larger battle, with more than two battle lines, it becomes more exponentially more difficult to control. While you can order the troops to fire at will, they'll loose their shot at long range.
The only way to maximize your killing potential is to constantly abuse that pause button. In a very real way, in the heat of the battle, you don't even have time to scroll the map. So, to answer the initial question, a Real-Time Strategy game isn't a real-time strategy when there's no strategy in real-time.
Real-time is just pay off for the decisions you made while suspended between seconds. Against something with the seeming omnipresence of the AI, you've got no choice but to play in this manner. It's not necessarily a bad thing, but it's certainly a thing. And, for this reviewer, a bigger thing than any of the game's more obvious attributes dictated the experience. It gives the game a deeply stilted rhythm while playing solo though that clearly isn't an issue when wrestling with a similar human intellect.
It also means you lack the time to actually appreciate the game when it's at its most exciting. Compare it to the admittedly much shallower Dawn of War, where you can admire the march of Dreadnoughts through marine flesh. Here, you don't get the chance to really appreciate the elegance of a cavalry charge, as there are half a dozen things you need to check up on. There are also some awkward technical aspects to face. While running mostly well, I've had several nasty system-freeze crashes while playing.
While the AI's mostly capable, it does have some odd holes in it, and gets particularly confused about fighting against cannons. Sorry this is the end of my knowledge for the game. I don't know if this works for Battle for Europe. If you wanted to change the entire language you would need that language's files and just put them all in the language folder and delete everything else.
It would probably require downloading that language's version of the game and getting those files so that might be a lot of leg work if you already speak English. But Google has delivered miracles before. But I'm just assuming that would work. I haven't tried it. Last edited by Thrawn ; 24 Jun, pm. Hans View Profile View Posts. THank you so much! Grummbarth View Profile View Posts. Stil does not work for me People should no longer buy this Thimo View Profile View Posts.
Pocket View Profile View Posts. Any help on to many handlers is much appreciated, other than save often. Thx for fixes. Anyone know how to fix the Skirmish in this game? I cant seem to change from France V. We can ask the steam team to fix this game? View Profile View Posts.
I payed for this game! Per page: 15 30 Date Posted: 2 Mar, pm. Posts: Wearing uniforms that practically screamed, Here I am, shoot me!
Those that survived the unpleasant walk through clouds of billowing earth dredged up by cannon fire would, when in range, ready their rifles and pull the trigger in the hope it wouldn't misfire and rip their own faces off.
And if they were still somehow alive after all this, they then had to stand their ground and reload, a process that required more than a steady hand and could take a minute or more of your already borrowed time. Cossacks II, much like its predecessor, captures this antiquated style of combat remarkably well, and while the game probably isn't much fun for the thousands upon thousands of digital soldiers that fill your screen, it's a damn site more enjoyable for you, the general.
The Napoleonic era is a rich and under-utilised period for strategy gaming, one that hasn't yet been flogged to death through repetition and regurgitation. It requires a different tactical approach from either ancient or contemporary strategy games, yet has many of the advantages of both: high body counts, rigid formations, plenty of explosive carnage and, of course, the fact that you can rely on your gaily-clad troops not to get lost in the undergrowth.
You're given some land and a few peasants and the aim is to gather resources and use them to build a vast war machine with which to conquer the enemy. Of course, the formula is a little more complicated than that. Whereas the original game was very much a direct Age Of Empires rip-off - a kind of preemptive attempt to outdo Age Of Empires III - this time developer GSC Game World has taken equal inspiration from Total War, sidelining the linear series of campaign missions and supplanting it with a dynamic battle for Europe in which you leapfrog your army across a Risk -style map of Europe in between real-time battles for land and glory.
However, unlike Total War, Cossacks is big on resource management, though things have certainly been scaled down since the original game. Wood, coal, food, iron and gold are all required to fuel your war machine, but rather than having to go through the process of erecting farms and milking cows, here most of the resource gathering is automatic, with pre-built villages that specialise in one raw material and which, if you capture them intact, will add to your constantly dwindling supplies.
The formula has been streamlined in other areas too. Research and technological advancement are no longer important, which is unsurprising given the year timeframe the game covers. Armies too are far simpler to control. In the first game, the battles would often become unmanageable once your armies reached a certain size, as the view simply wasn't big enough for you to take stock of the situation without whizzing all over the place.
Rather than feature 3D units and a zoomable camera perspective, what the developer has done is create a handy two-tier camera system, so you can zoom out and better appreciate your tactical situation without losing control of your units in the process. There's an impressive degree of automation too.
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