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Audio settings cossacks european wars
Audio settings cossacks european wars








audio settings cossacks european wars

Indeed, one can almost consider this the tactical, real-time companion to Strategy First's earlier Europa Universalis, with a battlefield scope instead of a world scope. In Cossacks, you take the role of a leader in one of sixteen different groups involved in the many skirmishes and all-out wars in Europe during the seventeenth and eighteenth century. And while Cossacks: European Wars is impressive at first glance, and the battles can sure be very cool, in the end, the game has a few issues that wind up being more irritating than anything else and not enough innovation to make the game really push the envelope. The actual execution of the game, however, cannot blame it on the CD burn. It was streaming CD audio, though, and the evaluation copy was a burn, so that could have had something to do with it. And I had problems with getting it to play consistently on my machine - sometimes it didn't play at all, and other times it sounded a bit jumpy. There's music as well, and while it's certainly not bad, it's nothing particularly spectacular either. Add the occasional fanfare, and you've got pretty much everything this game has to offer. There are a lot of grunts, even more metal on metal clangs, and a very large number of gunshot sounds. The sound effects in Cossacks are passable, but they're definitely not anything amazingly special.

#Audio settings cossacks european wars plus

On the plus side, every single side in the game (of which there are a ton) has a unique look, which is a Very Good Thing. This is most annoying when dealing with the Academy, where you do the upgrades and there are a ton of tough-to-differentiate buttons. Because it's see-through, if you click somewhere that's not a button, you end up interacting with whatever's behind the interface in the actual game. I do wish that the designers of Cossacks had paid a bit more attention to the way they rendered the UI, however. Indeed, it usually ran too fast for my tastes - but that's a comment for the Gameplay section. And the engine never hiccuped on me, even when it had hundreds of units on the screen battling. Valleys can be made into chokeholds, and so on. It occasionally causes some weird graphical issues, such as the 'foundations' of buildings sloping weirdly up hills, but it's a nice idea nonetheless, and ends up working much as you'd expect. The major difference between Cossacks and most RTS game engines is its use of true 3D terrain. The absolutely massive battles do nothing to help this, especially when they degenerate into a gratuitous mob rush. While a relative lack of variance is understandable - there are only so many ways to draw 'guys on horses', for example - it is still something of a drawback. The prerendered units are pretty self-similar, almost to the point of annoyance, but after playing the game enough, you'll be able to tell the difference between the various unit types. The graphic engine does support some nice effects, though, such as the smooth-edged fog of war that is considerably more 'round' than in most games. Like most games of the genre, Cossacks: European Wars uses pre-rendered units on an isometric map.










Audio settings cossacks european wars