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#Steam AliasWL%Streak
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Posts: 484
Thread: Cossacks 329 Sep 2016, 19:27 PM
There have been several patches to deal with bugs. I've one crash myself. Otherwise, it feels exactly like the original did. As for AI, well, I think a lot of people have excessive expectations. In: Other Games |
Thread: Cossacks 329 Sep 2016, 12:26 PM
Having written all that, I might as will go throw in a general description of how it plays for Stormless and others. We can at least use CoH2 as a reference point, and this is how the two games differ: CoH2 is a game in which you produce units occasionally and deliberately, and preserve them while using them. Cossacks is a game about continuously producing a mass of military power, and then using command and control to turn that quantity into quality. You start the game with nothing but 18 peasants, and you will use them to build a mill, which will spawn farm plots around itself when complete, and a town hall, which you will immediately order to produce peasants continually. Peasants need to collect wood and stone so you can produce buildings, when the crops grow you will need to send peasants to harvest them, and they also need to go down mines and dig for metals and coal. The metals are used to buy upgrades and build units, and coal is also used (along with iron) when your gunpowder units, cannons and towers fire. You need a lot of peasants, and so most people build a second town hall as soon as they can, and continue to build more as the game goes one. The next thing of importance that you need is a barracks, but to get that you have to build a blacksmith. (Apart from being a gateway here, the other thing a blacksmith does is offer upgrades.) Once you have a barracks you set it to building units, probably pikemen, continuously. You can set a handful of your pikemen into a guard mode to protect your buildings, which is worth doing in case you get suddenly raided. The next thing you must have is an Academy (I'm using the Western nations army roster, btw, as they are all the same. The other cultural groups have quirks), because without one you cannot produce officers and drummers from your barracks. Then you are going to want another barracks, because the most basic measure of power between players is the sheer number of unit producing buildings they have both up and running. At this point a lot of people start sending out individual pikemen to form a picket line into the FOW; they may also send pikemen to the likely sites of enemy bases to scout. Pikemen are used for this because they are so quick to produce that they are expendable. There is no veterancy or anything like that; individual units are cheap and disposable. You should also now have amassed a body of units, and may have branched out into producing musketeers, and may also have built a stables. At this point you can martial your units, as described previously, and send them out probing for hostile contact. You will also buy upgrades in lots of places; your mines can be upgraded to increase production, notably. Also you can buy unit upgrades in the barracks, and universal faction-wide upgrades in the Academy and Blacksmith. There is an important factor in these upgrades which is critical for understanding the military tech dynamic in the game. The upgrades you can buy for musketeers, and for "firepower" more generally, steadily shift the balance of power between unit types as the game progresses. In the early game, all you need is pikemen. Your most dangerous threat is that a handful of light cavalry might raid your base, and pikemen can deal with cavalry. Pikemen can also straight up defeat musketeers, simply walk up to them and disperse them. Musketeers and cavalry are still worth having as force multipliers, but if you can put together a block of 120 pikemen, you pose a very serious threat to any opponent against which you choose to direct them. However, because musketeers benefit from universal upgrades, they steadily shoot faster and hit harder, so that by the lategame even fast cavalry will have trouble approaching them from the front, and they can confidently walk straight into a pike block while gunning it down. So as the game goes on you have to manage the transition from pikes to muskets, with artillery and sundry thrown in for good measure. But musketeers take a good 4 or 5 times as long to build as pikemen, and they cost gold to boot, which is the rarest resource. Cavalry have their own interleaved dynamic going on. There are three types of cav, light like hussars and cossacks, heavy like ritters and cuirasiers, and ranged like dragoons. These have a lovely rock/paper/scissors relationship to them: light can run away from heavy, and catch ranged, but will be defeated if heavy can close; heavy could also kill ranged if it can close, but ranged can kite. Cavalry can also form innate formations at 40 and 90 and maybe more; they are all good against musketeers in the early game, and OK against them in the late game as long as they don't have to ride straight into the teeth of the guns. Like infantry, different cav types take different times to produce, and you can have more lights than heavies than ranged. On top of this, you can also put up a diplomatic centre and hire mercenaries, which are notable in offering a couple of types of infantry with anti-building attacks, which can be useful if you don't have cannons, and light cav to be used opportunistically. You can then eventually upgrade to the C18th, which allows you to build a new type of barracks which produces new infantry, to produce new cavalry from your old stables, and to buy upgrades that were previously locked out. A notable feature too is the Montgolfier balloon: if you buy this upgrade, the fog of war is completely removed and you gain perfect information. Needless to say that is a major change to the play of the game there. Anyway, I hope that helps anyone interested understand the general dynamic of gameplay, and I welcome anyone who wants to add anything or correct me. Edit: Oh there is one other important thing I neglected to mention. As I indicated, the basic measure of power is the number of unit producing buildings. But each additional copy of a building costs more, sometimes significantly more. So for the barracks, the first costs something so cheap I don't actually know what it is, but the second is bottle-necked by requiring 3000 gold, and again, gold is the rarest resource. The third barracks takes 30,000 gold, so you won't be getting it in a hurry. A player with two barracks can comfortably knock about a player with one, a player with 3 likewise to one with 2, etc, all other things being equal. In: Other Games |
Thread: Cossacks 329 Sep 2016, 11:23 AM
Ohh, look at this from yesterday's patch notes: "1. Increased maximum number of units from 10 000 to 16 000. " Sixteen thousand units; even if you assume that's most appropriate for an 8-player game, that's still 2000 units each. Now the smallest squad you can make with an officer and drummer is 36 units; the next size up is 72, then 120, then 196. I've seen someone mention 400 units in a squad, and I don't know what the max squad size is. Even if the max were about 200, and all the 2000 units per player were military, that would give about 10 formations to control, which is comparable to CoH2. If you add up several line infantry, a couple of crew weapons, some light vehicles and a few tanks, you're looking at about 10 discreet things to give orders, give or take. This said, for a pop of 2000 at least 200 of those are going to have to be peasants, and quite probably more like 500. On the other hand I think it would be astonishingly rare to see all 8 players in a game survive to the point they had populations measured in thousands, and ultimately of course it must come to a "there can be only one" moment in which the entire available pop would be split between two. But I have never seen a game reach that size, and I doubt that many, if any, others have either. The potential scope of the game is far beyond what it is presently being used for; in a sense you could say that while an RTS, it's also a military strategy and tactics sandbox, almost a military Minecraft, if you will. Because alongside all the things you can do with formations and unit types and stances, you can also build fortifications, in the form of wooden palisades, stone walls, and gun towers. Palisades are cheap and quick, and you could throw up a veritable Japanese castle of defensive courtyards in fairly short order. There is an immense potential here for fascinating gameplay to emerge if the game takes off and develops a large player base. Or, it could just flop, again, and the potential be wasted. There are definitely ways it could be improved in terms of it's 16 year old design. For example, I know the engine is fully 3D and the camera can rotate, because they showed that in trailers, but you can't rotate it in the game because that's not how Cossacks 1 worked. Their dedication to reproducing the C1 experience is certainly thorough, and one might even say wise, because it wasn't broke so they didn't fix it. But user interface in the broadest sense definitely would benefit from being completely overhauled and modernised. I'm frankly surprised it works as well as it does even without such refinements, and perfectly pleased to see it brought back for another go at the gold ring. With the modern state of Twitch and youtube, word both of the game, and of the tactics used in the game, have the chance to disseminate more widely, and I hope it does. The scope the game offers will only be truly fulfilled if it can attract a mass audience to make the most of its sandboxy qualities. In: Other Games |
Thread: Man there's some terrible 4v4 maps out there...28 Sep 2016, 23:57 PM
I don't understand why there aren't more narrow but wide maps in the pool. There's no tactical advantage or gameplay reason to keep scaling up both dimensions of the map, it just makes retreats take longer and waste time. And Redball is bad, breaking the map into narrow lanes with no interaction with one-another for flanking was just asking for MG lockdowns. There is actually a credible reason for doing this. A map that was very wide would have a tendency to turn into a long thin engagement which each player against their opposite number, and a player on one wing would struggle to help an ally on the other. Building the map with depth allows the battle to have a discernible forward and rear. It lets a rhythm develop where allies spell each other holding the front, and generally offers them more opportunity to synergise and interact; one might use a semi-defunct light vehicle in the late game to guard an ally's artillery, for example. Redball is very similar to a 3v3 lane map that came with Dawn of War, and I think it was intended to be so. The laning is different there than in CoH and CoH2 because of the destructability of terrain, but it's still a particular style of play that not everyone likes. And seeing as it is aimed so specifically at 3v3, it might not be appropriate for 4v4 at all. In: COH2 Gameplay |
Thread: Spare a thought for the thankless role of community managers28 Sep 2016, 23:36 PM
Well, A Soldier gives us a masterclass in leaping to conclusions. I'm genuinely surprised my previous post was considered out of bounds, and I don't know in what other terms the topic can be discussed. In: Lobby |
Thread: Cossacks 328 Sep 2016, 15:23 PM
That really is part of the charm. It actually exploits the difficulty of micro; you can band select like 100 pikemen, and move them, but if you also make an officer and a drummer, then you can organise them into a squad that can be selected and ordered as a whole. Unless the drummer and officer get killed, in which case they turn back into a mob that is hard to control. I was never into AoE so I don't know what is similar and what is not. But what they are referring to above is the importance of production upgrades, and production in general. Specifically, the mill at the centre of your wheat field has an important efficiency upgrade; there are more upgrades to be bought at a structure usually called the Academy. You;ll be producing units continuously, and therefore have to produce continuously; hence, maximising production efficiency is a significant factor in victory. While just about the worst thing that happen to you is that the enemy breaks through with a squadron of light cav and butchers all your peasants in the field; you might never recover from that, even if you drive them off. In: Other Games |
Thread: I will review your map!28 Sep 2016, 14:58 PM
The first volunteer was StanVick, who submitted their map Nevel(2). Steam Workshop for Nevel(2) It's quite an interesting little map. The basic structure is roads and a scatter of buildings around a road/rail crossing, nothing too unusual. Has it's little bit of signature art in the form of a train under rubble, which I was worried would be in the centre, but actually it's nicely out of the way, so full marks there. In terms of general quality, this map shows good effort and attention to detail. It's certainly not among those semi-finished offenders you sometimes see. No complaints there at all. The style of it though, on reflection, feels a little scattershot. It's specifically located on the Eastern front, but I'm not sure that that is really conveyed by the ambient clutter. Hard to put my finger on what felt just a touch 'off' about it. And about that clutter, a lot of it is really well placed to offer cover in fights, but in a way this felt a touch over-done, as if rather too obviously convenient. A more serious concern is that the map is really, really small. I don't know, it could work, someone who plays competitively hands-on will have to give it the once over for that determination. But I would expect that a regular mortar will be worth its weight in gold, here; I wouldn't be surprised if you could bombard the exit from the enemy base from the central VP. Similarly, machine guns can cover a sizable chunk of terrain, although this is mitigated to a degree by the buildings and traffic routes. And some capture circles are so close together that you can stand in one and shoot into the other. This isn't a fatal flaw, and does appear in other maps, but because in this case the whole map is so small, it looks suspiciously to me that this will favour whoever first gets the upper hand. So, should you download this map? You certainly won't suffer for it, it seems complete, and functional, and ready to party. Is this a Must Have map? Currently, no. Is this a candidate for competitive play? I doubt it; I think it's just too small. But I could be wrong about that; if someone wants to arrange a game on it and let us know what it feels like, by all means do so. Thanks to StanVick for the map. |
Thread: I will review your map!28 Sep 2016, 14:37 PM
Exactly. There is little so dispiriting as putting a lot of energy into a project and never get any feedback. It is teh suck. But for that same reason, I don't want to just spam stuff for people who may not be active or interested any more; hence my effort to tempt them out. But we'll see; maybe I'll look at those too. |
Thread: Reanactment - Roman Empire28 Sep 2016, 13:30 PM
Well, one of the ways to be killed in jousting, historically, is for a piece of the shattered lance to penetrate the vision slit and pass through the eye into the brain. And of course people can die just by falling off a horse. But sure; the full plate is really tough. Which is why I mentioned the dent, because it isn't always clear just how hard they are hitting each other. In: Scrap Yard |
Thread: Reanactment - Roman Empire28 Sep 2016, 12:52 PM
Well, inasmuch as modern jousting is a recreation of medieval jousting, it was not mainly combat so much as a combat sport. So even historically, the lances were designed to shatter, a dramatisation of the kind of thing that might happen in a real battle. But both then and now, this is still a full contact sport, and so injuries happen, like american football or rugby, at least. Not sure this is an actual injury, but here is some footage from Leeds Armouries which happens to show someone taking a bad strike: In: Scrap Yard |
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