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ммлпп
пплмм пплпп ммлплноллВн ппппмлл пллВВ лм оллВнолн пппп л
пппппп asC/Strick9
пплмммлпп ол пппп лноВллн оллВноллмллВп лм А АВллн
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Deviance
ппппппп
кФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФП
Г
Г
Г
Cossacks - European Wars (c) CDV
Г
Г
Г
РФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФй
кФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФТФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФП
Г Cracker.....: Team Deviance Г RAR Count .....: [XX x 15 MB] Г
Г Date........: March , 2001
Г Protection.....: Copylok
v3 Г
УФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФСФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФД
ГRequirements:
W9x, P2 300, 32MB RAM, 300 MB HD, 3dcard, DX8a, DXMedia Г
РФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФй
Join us NOW! READ THE NFO.
** Release Information **
Game Notes:
~~~~~~~~~~~
THE GAME
The game allows becoming
aware of historical events' large scale.
Thus, grandiose battles of
up to 8000 units may be conducted on
single or network game
maps. The game contains much historical
data, and the full version
will include a spacious encyclopedia
about wars, battles, nations, technologies, armies, and
units
having been used in Europe
in XVI-XVIII centuries.
NATIONS
Algeria, Austria, England,
France, Netherlands, Piemonte, Poland,
Portugal, Prussia, Russia,
Saxony, Spain, Sweden, Turkey, Ukraine,
Venice. You can also face
other communities in single player
games; for instance, in
campaign for England one should sweep
off pirate republics. Each
country has its original graphics,
economic and technical development
peculiarities, military
advantages and drawbacks,
and unique units and technologies.
HISTORICAL BACKGROUND
We have represented more
than 85 large-scale wars and battles
of XVI-XVIII centuries for
single game and multiplayer. The most
noteworthy are: Thirty
Years War (1618-1648), the English
revolution, the English and
Dutch wars, the War for Spanish
Succession, the Northern
war, the War for Austrian Succession,
the Seven Years War, the
Ukrainian independence war (1648-1657),
sea wars against pirates,
etc.
ECONOMY
Economy depends on six
resources: food, wood, stone, gold, iron,
and coal. Gold, iron, and
coal are infinite at their deposits,
and extraction is proportionate
to mine workers number. The main
peculiarity of game economy
is that all units consume resources,
and artillery and handgun
shots spend iron and coal. Thus, it is
not enough to spend
resources for buying soldiers, cannons, or
vessels. It is necessary to
possess some economic potential in
order to maintain your army
and support its battle-worthiness.
Exceeding your scope
results in famine and army riots. Also:
- you can sell, buy, and
change resources at the market;
- prices can change
depending on the amount of resources at the
market.
TECHNOLOGY TREE
The game inventions' tree
numbers more than 300 upgrades divided
in two time periods -
XVI-XVII centuries and XVIII century.
Upgrades allow turning
quantitative categories to qualitative,
and also obtaining some new
unique possibilities, units, and
buildings. Science
development allows increasing resource
extraction efficiency,
improving units, increasing artillery
power and range of fire,
improving towers' rate of fire and
buildings' durability. Also
upgrades allow building battleships,
multi-barreled cannons,
etc. A sort of uncommon invention is
aeronautics. Having
invented that, one can launch balloons and
reveal the whole map.
MILITARY FORCES
Following military forces
are represented in the game: infantry,
cavalry, artillery, and
navy. Nations use their unique units along
with units similar to other
states. Thus, within each nation a
player has all military
forces needed to wage land or sea war. At
the same time each nation's
forces are unique as for their
features, abilities, and
equipment. Units can be arranged into
military formations:
column, rank, or square. A formation includes
an officer and a drummer,
and units' abilities increase in a
formation. Also there are:
- ability to use foreign
mercenaries via your diplomatic center;
- two cannon fire types:
cannonballs and grapeshot;
- howitzers, mortars and
multi-barreled cannons.
MILITARY OPERATIONS
The game provides an
unlimited variety of tactical and strategic
methods of land or sea war
against enemies. Thus, one can create
defense in depth, carry out
lingering city sieges, wage guerilla
wars, deploy landing forces
on enemy shores, shell an enemy with
cannonballs, arrange
ambushes, stake on a crowds of cheap units
or create elite teams of
trained soldiers with high-tech weapons,
and so on. The game
landscape is full 3D, so it is an important
strategic element:
capturing commanding heights provides with
great advantages and often
wins a battle; also one can arrange
ambushes in canyons. It is
also possible:
- to conduct grandiose sea
battles;
- to capture unprotected
enemy peasants, artillery, and some
buildings.
GAME BALANCE
Each nation has its own
peculiarities of economic and scientific
development, and different
military advantages and drawbacks.
However, there are no
second-best as for military balance, so
all nations have equal
opportunities. Just find advantages of
your nation and use them
well - and here is you victory! One
can become aware of nation
peculiarities while playing tutorial
game, single players
missions, and campaigns. Another game balance
feature is that defensive
consumes much less resources than an
assault. So a small lead in
development cannot give a player an
obvious advantage over his
rivals. Also:
- stone walls can be
destroyed only with artillery or grenadiers;
- cannons feature direct
fire and cannot hit targets behind
obstacles;
- howitzers and mortars
possess plunging fire and can hit targets
at different
heights and behind obstacles.
GAME WORLD PHYSICS
Real physics introduces
many interesting issues into the game.
Thus, units climb hills
slower, and they shoot farther at a
height. A cannonball
explosion becomes much stronger at a rocky
landscape because of
rebounds, while at a swamp it is damped.
Artillery and firearms
possess shot dispersion and a probability
to hit the enemy by the
first shot, etc. The fog of war closes
after a unit in some time.
introduces many interesting issues in
the game. Thus, units climb
hills slower, and they see and shoot
farther at a height.
Artillery and handguns possess shot
dispersion and expectancy
of hitting the enemy by the first shot;
cannonball explosions
become much stronger in a rocky landscape
because of rebounds, while
in a swamp they are damped. Waves rage
on the sea, and there are
traces in water behind moving vessels.
Also:
- the fog of war closes
after a unit in some time.
INTERFACE
Multiple convenient and
already habitual hot keys and control
possibilities are included
to the game interface. Thus, with
SHIFT-clicking can assign a
working schedule for peasants and a
schedule of objectives (or
a march rout) for military units.
With CTRL-clicking one can
assign a rally point for units being
created. Double-clicking a
unit selects all units of this type
within sight. Using hot
keys one can select different unit types,
group or regroup units, go
to a particular building interface,
choose units' behavior
modes (attack, hold position, patrol),
choose towers' fire modes
(hold fire, hold fire if friendly is
in hitting zone, attack
always). Also:
- information panel allows
you being aware of finances, resource
expenditure,
etc.
SINGLE PLAYER GAME
A single player game
comprises Single Missions, Campaigns, and
Random Map mode. Missions'
and campaigns' scenarios recreate real
historical situations,
while a player has freedom of choice to
achieve the goal.
Objectives are varied from habitual development
(your town building,
defense and fortification, resource
extraction, territory
exploration, forming armies and front lines,
etc.) to mission
accomplishment with limited forces. In the
Random Map game, players
are able to choose landscape type and
the map, resources, adjust
the random map generator, etc.
MULTIPLAYER GAME
Multiplayer game supports
up to 8 players via modem, local
network, or Internet, and
comprises Random Map and Historical
Battles modes. In the
Random Map mode, players are able to choose
map parameters, resources,
etc. Also we have developed a random
map generator, that (along
with vast game variety of 16 rivaling
nations with their
advantages and drawbacks, and a huge technology
tree of 300 upgrades) will
make the network game of a long-lasting
interest. Historical
battles are precise reconstruction of real
ones. They are
reconstructed up to trivial details, such as real
historical landscape and
map; enemy troops disposition, stuff,
structure and even number
punctually coincide with historical
facts. In this game mode a
player is expected to lead any party
he chooses, to carry out
the battle, and to confirm or disprove
its historically recorded
outcome. The historical battles' maps
were created by processing
real topographical data.
GRAPHICS
The game utilizes sprite
graphics that allows obtaining beautiful
and high detailed pictures,
while common drawbacks of sprite
graphics (unit animation
jitter and lifeless landscape) were
overcome due to the new
graphics compression algorithm. This
algorithm allows using
numerous animated movements for each unit
pre-rendered in up to 64
orientations (in 256 orientations for
vessels), so this provides very smooth movements and
turns.
Background elements are
animated, too: flags flutter at the
buildings, wheat rolls in
the wind, windmills' fans revolve,
waves go over water
surfaces, and tides wash the coasts.
SPECIAL EFFECTS
Following FX are used in
the game: smoke, explosions, fog,
buildings' burning,
particle systems, water waves and flashes,
traces in water behind
moving vessels, splashes and ripples in
water from cannonballs and
splinters, etc.
Find more info at
http://www.cossacks.com
Note:
~~~~~
unrar, burn, install,copy
crack & play
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DEViANCE
News & Information
~~~~~~~~~~~~~~~~~~~~~~~~~~~
You think you can contribute to
the scene too? You have one or more
talents in:
- supplying unreleased new
games (maybe you work at a magazine,
distributor,
publisher, warehouse, shop etc.)
- supplying games from
stores (you live near EB/Babbages/Soft Etc,
have a fast
connection like T1/T3/SDSL, and time on weekday
mornings. Of
course we reimburse you for the costs of the games
you buy.)
- coding tools in C/C++
(you have knowledge of the Win32-API, you
can code by
given specifications etc.)
- coding intros/installers
(send samples of your previous work.)
- cracking games (you can
crack cd-checks, serials, CDilla, Securom,
VOB, Laserlok
etc.)
- making trainers for newly
released games (menu driven, must work
in Win9x and
Win2K etc.)
- supplying the group (for
free) with useful things like shells on
fast (T3)
unix-boxes, hardware etc.
If you can meet one or more
of those requirements and want to join
the finest group in the
scene today, email us. Use the contact
information given below.
Group members get all the advantages and
have access to sites with
everything one would ever want to leech
(0day/ISO/VCD/DIVX/PSX/PS2/MP3/N64/PDA/GBC/DC).
And always remember: we do
this just for fun. We are against any
commercialization of the scene.
In fact, we buy all our own games,
as we love games. And if
you like this game, buy it!
If you think you can fill any of these
positions,
send an email to:
apcsupply@hushmail.com
њ Ф
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How to Contact DEViANCE
ФФФФФФФФФФФФФФФФФФФФФФФФФ
Via E-Mail :
apcsupply@hushmail.com
Via the WWW : MAYBE
ONE DAY
Via IRC : #DEViANCE on EFNET
NOTE: WE DO NOT MAIL OR FTP MISSING
DISKS OF OUR RELEASES, SO DO NOT ASK!!
DEViANCE Greets
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MYTH - FTF - EViLiSO - FAiRLiGHT - RAZORiSO - CLASS - MANiFEST
SHARPER
IMAGE - STATiC - ICOiSO - CiFE -
THE FREE LOADERS
Ever wonder why your mom
has DEViANCE tattooed on her left buttcheek?
њ Ф
Фњ[NFO UPDATED 13/Mar/2000]ФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФФ-њФ Ф њ