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Cossacks 2 Battle For Europe Patch English __EXCLUSIVE__

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Aura Maire

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Jan 25, 2024, 4:51:28 PMJan 25
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<div>Players have a single army to command, which can be ordered across Europe on a turn-based scale. Battles are fought in real time. Over time, player experience improves, depending on the number of battles fought. As promotions are earned, more units become available, and better ones may be unlocked. At first, only infantry can be used, then light infantry, engineers, and cavalry are allowed, followed by artillery, and finally elite infantry and cavalry.</div><div></div><div></div><div>In order to capture it, a group of men must be moved near the center of the village. Each village can collect one of the four resources: coal, iron, gold, and food. Peasants, or serfs, can collect wood and stone, which are stored in storehouses. Two extra map packs, one with three extra maps for skirmish mode, and one for historical battles, have been released for free download at the Cossacks II official website.</div><div></div><div></div><div></div><div></div><div></div><div>Cossacks 2 Battle For Europe Patch English</div><div></div><div>Download File: https://t.co/EKlCeYX6mz </div><div></div><div></div><div>In the historical battles mode, a variety of historical battles may be fought. They are predesigned, which means no new units may be trained. A couple of the battles playable are the Battle of Austerlitz, and the Battle of Ulm.</div><div></div><div></div><div>You can move up in rank and experience levels every time you win some battles or skirmishes in this mode. For example, when you first start the game, you are a 1st Lieutenant. If on your first skirmish you gain a victory, when you get to the battle report menu, it will tell you how much experience you gained and when you get past that there will be promotion and rewards messages and you are likely to become a captain, etc.</div><div></div><div></div><div></div><div></div><div></div><div></div><div>The Cossacks II: Battle for Europe expansion pack was released in June 2006. It is a stand-alone game, eliminating the need for the original version. Major changes to the game are to the Battle for Europe mode. At least 7 new provinces have been added to expand the map, in order to allow greater playability as well as to accommodate 3 new nations: Spain, the Duchy of Warsaw and the Confederation of the Rhine. A number of new historical battles were also added: Borodino, Leipzig and Waterloo, as well as campaigns played from the perspective of some of the great powers of the day.</div><div></div><div></div><div>I tried with "Screen resolution" options, and it is all the same, in any configuration.</div><div></div><div>I can set up resolution in in-game settings, but it only affects rts mode. Menu is not configurable and it always stays at the exact same fixed resolution.</div><div></div><div>When you launch the game without dxwnd, main menu still has it's own resolution (you can see how desktop changes it's resolution right before the launch). When you enter a battle, the game changes resolution to what was set in in-game options, and reverts it after you go back to menu. When you exit the game, desktop reverts to its original resolution.</div><div></div><div></div><div>I've got a first important result.</div><div></div><div>In effect, DxWnd was missing an important piece of logic: while all 2D ddraw functions have a "virtualized" vie on the screen resolutions, the D3D functions always accessed the "real" videcard capabilities, so for a game like Cossacks 2 that uses d3d8 DxWnd didn't control the game resolutions.</div><div></div><div>The attached sperimental release fixes this gap and allow DxWnd to offer the game a set of virtual resolutions. The files must overwrite the latest DxWnd release v2.04.98, just uploaded a few hours ago.</div><div></div><div>Together with the DxWnd updates there are also two exported configurations tested with GOG Cossacks 2 release that works in fake fullscreen mode respectively for a 8:6 and 16:9 monitor.</div><div></div><div>Be aware that when you will run the game with one of these configurations, it may complain about the lack of its previous resolution. In this case just ignore the warning and pick a new available resolution.</div><div></div><div>Now a little problem: in effect the game was designed in a bugged way, since on a 16:9 screen it always uses a 8:6 resolution and aspect ratio in all game menus, so that they appear stretched horizontally. The two configurations that I set are perfect one for the menus and the other for the battlescreen on a 16:9 monitor, but not on both.</div><div></div><div>But ValerBOSS proposed a clever idea: to offer the possibility to use both 8:6 and 16:9 resolutions and switch the aspect ratio according to the selected resolution values. Too bad it would work only on bugged games like this one (anyone knows others?) but the final effect could be worth the effort.</div><div></div><div></div><div>Thanks for the update! Just tried your profiles on my 1366 by 768 laptop. The only new thing I noticed is black bars on the sides in main menu in HDTV, but it still has incorrect aspect ratio. SVGA works like it was when I set 'keep aspect ratio', but it saves the aspect ratio of the menu so in rts mode it stays the same and stretches the image.</div><div></div><div>Aslo, I'm curious, why does the game works fine with 0 by 0 resolution, non-full-desktop (i. e. window size is always dependent on what resolution is in game right now and it changes when the game changes it (like when you entering a battle).</div><div></div><div>By the way, to get into rts mode quicker you can use hidden map editor, which you can access by Ctrl + clicking on "Main Menu" caption on the menu screen.</div><div></div><div></div><div>The Battle of Waterloo has been reproduced in videogame form on more than a dozen occasions and yet so far no-one has got round to modelling one of the most important factors in the French defeat - Napoleon's colossal haemorrhoids. (It's said that chronic piles limited the Little Corporal's mobility during the battle by keeping him out of the saddle). Developers GSC had the opportunity to rectumify this grievous situation with this standalone expansion for Cossacks II, but - criminally - they've parsed it up.</div><div></div><div></div><div>Cossacks II - as Kieron's critique deftly identified - was a solid Napoleonic RTS with a distinctive wargame flavour, and one rather big, rather annoying flaw: musket-equipped formations would only fire if you personally gave them the order. Yes, in what has to be one of the most eccentric game design decisions since EA put Michael Owen on the cover of Medal of Honor: Rising Sun, GSC left-out unit behaviour stances altogether, forcing flustered generals to reach for the pause button every few seconds during busy battles. If C2:BFE had put this one thing right, it would have instantly validated itself. Because it doesn't - troops still need to be carefully chaperoned through combat - the sizeable haul of new campaigns, factions, units, and historical scraps isn't nearly as appealing as it might have been.</div><div></div><div></div><div>In place of adventurousness, GSC has opted for unimaginative generosity. Each of the trio of new powers plus France get their own linear campaign of four historically-derived missions. These lack presentational tinsel like cut-scenes and characters, but are constructed expertly enough to warrant completion. The added nations also get to participate in the Battle For Europe - a more ambitious campaign mode in which battlefield encounters are triggered by army movements on a compartmentalised Continental map (see screenshot). While this game style doesn't have quite the geographic scope or the diplomatic subtlety of its equivalent in Imperial Glory, there are many worse ways of wiling away an unseasonably dreary August afternoon. Once you've got used to the odd bug, the absence of fleets, and the fact you can only move one army around the strat map (a very silly restriction) it's dead easy to get sucked-in. Each dynamically generated battle usually has its own tempting optional sub-objectives that bring rewards of recruits or supplies; the cleverly integrated economics mean you're constantly keeping an eye on your granaries and coal stocks; the core army system encourages thoughtful use of nervous recruits and cucumber-cool veterans. It all gels rather pleasingly.</div><div></div><div></div><div>On the battlefield, even with compulsory babysitting of musket units, C2 and now C2:BFE does offer something quite special. Morale, fatigue, and formation use - three elements usually associated with hardcore turn-based wargames - are all right at the heart of the combat model giving battles a distinctive credibility that's a world away from the contrived rock-paper-scissors scrimmages you see in many a modern RTS. Outside of the configurable skirmish games and a few of the linear campaign episodes, economic development takes the form of seizing neutral villages (each one is associated with a different resource type) rather than building a thriving base from scratch. For an era when armies were expected to live off the land, this device fits beautifully and means battles tend to be a lot more dispersed and unpredictable than they might otherwise be.</div><div></div><div></div><div>Like Napoleonic Wars, Battle for Europe offers several different game modes depending on your play style. The skirmish mode lets you battle it out in a number of historical battles, including Waterloo. Meanwhile, the battle mode is like a real-time strategy game, as you get to construct various buildings, gather different resources, and then raise regiments to go off and conquer villages on the map, which feed you more resources. Then there's the Battle for Europe mode (not to be confused with the game's name). This introduces the turn-based strategic layer that lets you conquer the map of Europe one province at a time, and this is mainly where you'll get to see the new nations in action. However, these new countries feel just like the older ones in many ways, and so their introduction doesn't do a lot to the overall game.</div><div></div><div></div><div>Multiplayer allows you to battle online in battle or skirmish mode, or in the ratings game, which lets you fight for your respective country in a persistent online game. The ratings mode divides the map of Europe into thousands of little territories, and each match that is fought decides the ownership of a territory. The multiplayer experience is pretty much identical to the single-player one, aside from the fact that you're battling a fellow human mind, rather than the AI. However, you may have latency issues, since it appears most of the game's player base is located in Europe.</div><div></div><div></div><div>Let the battle begin! The Cossacks II: Battle for Europe add-on continues the renowned Cossacks II:Napoleonic Wars game. It depicts the rather short historic period of the Napoleonic wars. The Napoleon wars changed Europe forever, leading to the formation of empires and putting an end to almost one thousand years of constant strife between small states. The game provides mass-scale battles between nations involved in conflicts during this period whose armies numbered in the thousands. The theatres of operation introduce France, Britain, Austria, Russia, Prussia, Egypt, and three nations not represented in the original game - Spain, the Grand Duchy of Warsaw (Poland), and the Confederation of the Rhine.</div><div></div><div></div><div></div><div>Cossacks II: Battle for Europe reconstructs in detail the soldiers' uniforms, weapons and architecture of each nation. Each nation's army has its unique units and possibilities. The game includes over 180 units 190 buildings and 1200 flora and fauna elements. When developing the combat system the peculiarities of early 19th century warring were taken into account as was the value of formations provisions and troop morale. Tactical tricks utilized by military commanders of the time are fully reflected in the game. An honest system of bullet and cannonball ballistics based on physics is an innovative addition to the Cossacks engine. Other engine features include 3-dimensional landscaping which creates realistic-looking scenery and towns which impact combat tactics. For example the firing range of a subdivision of soldiers or a cannon positioned at the top of a hill is greater than the firing range of a unit stationed on flat terrain.</div><div></div><div></div><div></div><div> dd2b598166</div>
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