Joe Jackson, 1981. Jackson has experimented with a number of musical styles, including new wave, rock, jazz, classical, and pop. This is from his "Jumping Jive" album, a remake of a collection of 40's swing and blues songs.
Me? BoC work, as the 8 April release date is fast approaching. Some Fight Club work. Will try to get some more time in TFA.
Edit: Youtube may not like my time hack link. Try this one: https://youtu.be/Kijt5Dc_gmI?t=146
Galactic Civilizations 4 - Tales of Arnor DLC
Have a nice weekend.
Sins2 - new DLC just dropped. Yes you guys, it's single player scenarios for the most part.
COH3 as usual.
World of Warships - Got dragged back into this.
Picked up WARNO last weekend so I'll be messing around with it this weekend. This YouTuber named Saucy does a lot of excellent beginner's guides for this and Broken Arrow.
Still playing Space Empires IV after all these years. I'm currently hotseating a Star Wars mod for the game. If you try to Google the mod you won't find it so you'll have to use the Wayback machine. Even then the version of the mod I found is not complete however it is still playable provided you play all human controlled factions.
Quote from: W8taminute on March 29, 2025, 10:32:02 AMPicked up WARNO last weekend so I'll be messing around with it this weekend. This YouTuber named Saucy does a lot of excellent beginner's guides for this and Broken Arrow.
Still playing Space Empires IV after all these years. I'm currently hotseating a Star Wars mod for the game. If you try to Google the mod you won't find it so you'll have to use the Wayback machine. Even then the version of the mod I found is not complete however it is still playable provided you play all human controlled factions.
From what I hear (never played it) SEIV is still one of the imaginative and moddable space 4X games. Worth a try?
I forgot that I played Mare Nostrum a bit. However the turns are long enough that you cannot react to any planned enemy moves even long after they are made. Realistic but frustrating. Also ships tend to finish on half hexes a lot of the time preventing me from ramming them even if I am lucky enough to be on target. I obviously have to go back and read the manual.
I still get a blast from seeing galleys rowing around raking oars, grappling and ramming.
One thing I am curious about though is if anybody knows why their would be a rule that fatigues crews that are backing water or reversing the galleys? I'd have thought backing would be just as easy as moving forwards. Perhaps the way the seats are positioned? In game you can only back up very slowly and more than one hex means instant fatigue penalties.
Gennerally you can move 6 or more hexes and stay in the green for fatigue, but backwards is one square a turn and for more than one turn fatigue. The mechanic is probably only meant to be used for reversing out of ships you just rammed I guess. But in reality backing was regularly used I would have thought.
It's WEGO (tick)
It has command lines that means ships try to rejoin their commander
You have to choose whether to grapple or ram
Your marines fire arrows when they get close enough
You have a chance to rake but I would have liked more control over this
Fatigue is involved and you can push your rowers really hard but they take time to recover
You can raise sails "if" the scenario has them fitted... historically this was a choice if the sides knew battle was coming. If they did not then they would have had sails but perhaps lowered the mast for battle to make the ship more stable?
The game depicts most of the regular galley types of the era, even enclosed and unenclosed decks
(https://i.imgur.com/cuyhsOq.png)
(https://i.imgur.com/SlBeUSf.png)
(https://i.imgur.com/ffj7Xxc.png)
(https://i.imgur.com/gH2wGuK.png)
(https://i.imgur.com/kVUs1zk.png)
(https://i.imgur.com/jKRXOdi.png)
(https://i.imgur.com/RBmjcfq.png)
Shadow Empire
Also forgot to mention Cossacks 2 Battle for Europe. had a game of this and it's still freakin amazing. If multiplayer was not such a pain i'd be right into it with friends.
It's got supply lines
Road March mechanics
Fatigue
Veterancy
Resource management which means choosing what you field and why
Officer, flagbearer and drummer mechanics
Re-enforce unit mechanics
Cannon balls even get stuck in mud and are unable to explode (well I guess that would be howitzer shells)
Flank and rear mechanics
Range mechanics especially for musket effectivness
Skirmish mechanics
You name it and it's got it. Actually one thing it is missing is horse artillery (I think). However I am able to build limbers for normal artillery.
(https://i.imgur.com/nfK9Fib.png)
(https://i.imgur.com/EvxLwnD.png)
(https://i.imgur.com/crX0wJI.png)
(https://i.imgur.com/eNX3P4B.png)
(https://i.imgur.com/bgDcXqu.png)
(https://i.imgur.com/gg5HKcs.png)
(https://i.imgur.com/hweMJyG.jpeg)
(https://i.imgur.com/16ka91d.png)
Quote from: CaptainKoloth on March 29, 2025, 05:24:09 PMQuote from: W8taminute on March 29, 2025, 10:32:02 AMPicked up WARNO last weekend so I'll be messing around with it this weekend. This YouTuber named Saucy does a lot of excellent beginner's guides for this and Broken Arrow.
Still playing Space Empires IV after all these years. I'm currently hotseating a Star Wars mod for the game. If you try to Google the mod you won't find it so you'll have to use the Wayback machine. Even then the version of the mod I found is not complete however it is still playable provided you play all human controlled factions.
From what I hear (never played it) SEIV is still one of the imaginative and moddable space 4X games. Worth a try?
Absolutely worth a try but I definitely recommend picking it up on sale to maximize your game for the buck. SEIV is the best of the series IMHO. Although it's graphics are primitive by today's standards, there is an engaging game inside with a 'just one more turn' feel to it that you can't find in modern day space 4Xs. SEIV shines even brighter with mods.
Quote from: Destraex on March 29, 2025, 07:00:53 PMIt's got supply lines
Road March mechanics
Fatigue
Veterancy
Resource management which means choosing what you field and why
Officer, flagbearer and drummer mechanics
Re-enforce unit mechanics
Cannon balls even get stuck in mud and are unable to explode (well I guess that would be howitzer shells)
Flank and rear mechanics
Range mechanics especially for musket effectivness
Skirmish mechanics
Nice! I've been eyeing this game for quite some time and your summary is pushing me very very close to buying. One question though. Resource management wise is there a strategic layer where you engage in infrastructure building and military production/manufacturing?
There might be a strategic layer in the campaign mode which I can check. But in the skirmish mode I play it's standard rts buildings built where ever you want, plus the skirmish maps permanent road snd village layout.
Be aware though that there is no longer and multiplayer support. This game is old.
Quote from: W8taminute on March 30, 2025, 03:07:58 PMQuote from: CaptainKoloth on March 29, 2025, 05:24:09 PMQuote from: W8taminute on March 29, 2025, 10:32:02 AMPicked up WARNO last weekend so I'll be messing around with it this weekend. This YouTuber named Saucy does a lot of excellent beginner's guides for this and Broken Arrow.
Still playing Space Empires IV after all these years. I'm currently hotseating a Star Wars mod for the game. If you try to Google the mod you won't find it so you'll have to use the Wayback machine. Even then the version of the mod I found is not complete however it is still playable provided you play all human controlled factions.
From what I hear (never played it) SEIV is still one of the imaginative and moddable space 4X games. Worth a try?
Absolutely worth a try but I definitely recommend picking it up on sale to maximize your game for the buck. SEIV is the best of the series IMHO. Although it's graphics are primitive by today's standards, there is an engaging game inside with a 'just one more turn' feel to it that you can't find in modern day space 4Xs. SEIV shines even brighter with mods.
Quote from: Destraex on March 29, 2025, 07:00:53 PMIt's got supply lines
Road March mechanics
Fatigue
Veterancy
Resource management which means choosing what you field and why
Officer, flagbearer and drummer mechanics
Re-enforce unit mechanics
Cannon balls even get stuck in mud and are unable to explode (well I guess that would be howitzer shells)
Flank and rear mechanics
Range mechanics especially for musket effectivness
Skirmish mechanics
Nice! I've been eyeing this game for quite some time and your summary is pushing me very very close to buying. One question though. Resource management wise is there a strategic layer where you engage in infrastructure building and military production/manufacturing?
There are two campaign modes, one is a mission to mission campaign mode that is yours standard linked skirmish missions: It looks like this;
(https://i.imgur.com/nvPkOFw.png)
(https://i.imgur.com/HuAOuAs.png)
(https://i.imgur.com/4xa33AS.jpeg)
THen their is the turn based grand campaign of sorts in simplified form called Battle for Europe.
It is why the correct of the two version of the game must be purchased on steam. One is an older version for some reason.
Which looks like this:
(https://i.imgur.com/c6sZBGj.png)
(https://i.imgur.com/YRpN2Ls.png)
(https://i.imgur.com/YgkSMyn.png)
(https://i.imgur.com/GFIxH6a.png)
(https://i.imgur.com/LMb2A0s.png)
(https://i.imgur.com/Wd8gcDY.png)
(https://i.imgur.com/zaMba4m.png)
(https://i.imgur.com/c5eikqP.png)
(https://i.imgur.com/Wlve3fv.png)
(https://i.imgur.com/9tyZJZX.png)
(https://i.imgur.com/V887Rw6.png)
(https://i.imgur.com/Fi5hTks.png)
(https://i.imgur.com/SsbQ7EY.png)
Quote from: Destraex on March 30, 2025, 08:02:20 PMThere might be a strategic layer in the campaign mode which I can check. But in the skirmish mode I play it's standard rts buildings built where ever you want, plus the skirmish maps permanent road snd village layout.
Be aware though that there is no longer and multiplayer support. This game is old.
Nice, thanks for the screenshots. I went ahead and bought the game on GOG since it's on sale over there for about 2.50. It includes both Cossacks 2 Napoleon and Cossacks 2 Battle for Europe. :cool:
Perfect. I'd love to hear your impressions after you play it. My next task in game is going to be to play with the settings for ranks holding fire.
But isn't there no friendly AI? In other words, regiments won't fire on their own. If I recall, this was the most frustrating part of the game. Having to micromanage all of your troops.
Quote from: Jarhead0331 on March 31, 2025, 09:09:31 PMBut isn't there no friendly AI? In other words, regiments won't fire on their own. If I recall, this was the most frustrating part of the game. Having to micromanage all of your troops.
I always manage my volleys. But if I recall you can set some sort of automatic behaviour as this is the most satisfying part of the game. I will have to check.
I just loaded in and could not see a way to auto fire constantly. However You can preset your troops to fire at will once they are loaded. When they reload though they wait for your command. Fortifications on the other hand fire at will unless you turn them off and can run your resources to nothing really quickly if you are not careful.
I'll definitely chime in once I play the game. :cool:
Well I played a little bit last night. I like this game. Although the conquer Europe mode is not richly deep on the strategic layer, it's definitely entertaining for when you don't want to exhaust too much brain power playing a grand strategy game.
On the tactical level I found that yes, manually having to fire your units can be a bit tedious, it is still fun because the tactical mode is not very fast paced. (i.e. it's not an RTS clickfest)
I'm ok in having to micromanage each of your units because combat between two formations is usually decided after 1 or 2 musket volleys. Then you move onto a different area of the map, rinse and repeat.
Have you noticed yet that each village physically sends a guy with a mule down the roads back to your base. I reckon you could seriously disrupt your enemies resource gathering by cutting those guys off.
I also love how naturally your units form and become disordered and so tired marching off roads that it leaves them open to breaking if they get shot at in that state.
The terrain really affects movement as well, swamp crossing slow men and wear them out making them ideal for holding enemy formations.
As for "commanding" the critical time to fire your muskets, I find that exciting rather than tedious. It's like being in s movie. The longer you leave it the closer the enemy are and the more effective your volley is. However if they fire first, especially if you have not leveled any experience veterwcy, your men scatter and can be chased down by cavalry.
I've even seen only some or half the men run.
I find the lack of AI problematic in big historical battles. It might not be that big of a deal on the sandbox type play where you are controlling expansion and advances, but in a huge battle with hundreds or thousands of soldiers and dozens of regiments? You're focusing on one flank of the battle, meanwhile the other flank is folding because your zombie soldiers are incapable of firing volleys on their own.
I think its a glaring problem with the series.
Quote from: Jarhead0331 on April 04, 2025, 07:51:06 AMI find the lack of AI problematic in big historical battles. It might not be that big of a deal on the sandbox type play where you are controlling expansion and advances, but in a huge battle with hundreds or thousands of soldiers and dozens of regiments? You're focusing on one flank of the battle, meanwhile the other flank is folding because your zombie soldiers are incapable of firing volleys on their own.
I think its a glaring problem with the series.
Yeah, I have never played the scenarios you speak of. That would be annoying.
Quote from: Destraex on April 03, 2025, 08:02:39 PMHave you noticed yet that each village physically sends a guy with a mule down the roads back to your base. I reckon you could seriously disrupt your enemies resource gathering by cutting those guys off.
No I didn't notice that yet. Sounds like a good way to create some mischief behind enemy lines.
Quote from: Destraex on April 03, 2025, 08:02:39 PMI also love how naturally your units form and become disordered and so tired marching off roads that it leaves them open to breaking if they get shot at in that state.
I love that about this game. The animations are really immersive. I also love how the men load their muskets in unison after collectively firing a volley. Seems more realistic and even Total War series doesn't capture this that well. In Total War you men seem to just randomly reload. Their behavior is not uniform or even close to uniform. Makes it seem like your formations are mere rabble whereas in Cossacks the majority of your men perform actions in near perfect unison.
Quote from: Jarhead0331 on April 04, 2025, 07:51:06 AMI find the lack of AI problematic in big historical battles. It might not be that big of a deal on the sandbox type play where you are controlling expansion and advances, but in a huge battle with hundreds or thousands of soldiers and dozens of regiments?
Absolutely agree with you on this. I tend to play in the sandbox with these types of games and avoid the historical set piece battles. For me manual control is not too big a deal. I totally see how having to manually fire each and every unit in an enormous battle scenario it not fun at all.
See the packhorse icon in the bottom left? It shows goods from one of those packhorse guys you can see in the screenshot wandering I presume all the way back home to deliver their goods.
(https://i.imgur.com/jycZMbo.png)
Quote from: Destraex on April 04, 2025, 09:11:19 PMSee the packhorse icon in the bottom left? It shows goods from one of those packhorse guys you can see in the screenshot wandering I presume all the way back home to deliver their goods.
(https://i.imgur.com/jycZMbo.png)
Target identified. Now I'll have to check this out in my current campaign. Thanks for the tip!