Discussion in 'Announcements' started by Field Marshall, Sep 9, 2015.
Probably Steam workshop.
Oczek22: I have never played Witcher 3 so I have no clue. The game will be on steam which like many games on steam will auto download and install any free addons/DLC, or for any community created addons you can find those on steam workshop
Yep, after reading those news I think i'll be buying 12 copies.
You buy 12 copies and I'll buy 12 originals
Wow, okay. I'll buy a developer. I win.
Hah! You have not won yet. I buy the whole company.
I buy whole Ukraine...
I'll buy a store of potato chips, and wait for all the DLCs/Nations/Balance Mods/OCMod2?? to come out before buying.
I remain very hopeful. I think the basic game will be very good and it will be out before the end of this year. This is just my opinion of course. After the release, I foresee a period of "proving". You can call this a shake-out period for early bugs and teething problems if you like. Of course, beta testing will get rid of the worst bugs but the first six live months of any complex game is also realistically a bit of a shake-out period. There may be significant patches and/or new content in the early months. That's just my guess again.
So, I will mainly be looking to do the following in the first six months;
Play the game a lot in vanilla with various setting to get a feeling for the whole of the vanilla game.
Play around (experiment) with modding tools simply to get an idea of what might be done with them.
What I would not be looking to do seriously in the first 6 months after release is making an all-new mod. Other people might have other plans. But I would like to start from a stable base where the game and game server(s) are bedded-in and stable and my understanding of the game and its modding tools has also reached a stable, comprehensive level. But I have always believed in "steady as she goes" development policy rather than fast-tracking.
For would-be modders, I would offer this advice. In other games that permitted modding, I have noticed that good mods followed one of two paths. The first path was that of a comprehensive new concept which radically re-worked the entire game to provide a new style of game play or even a new game entirely. Clearly, these are ambitious projects. They can go very right or very wrong depending both on how good your concept is and on how good your modding execution is. The other type of mod that can be successful is a relatively simple, targeted mod to improve one aspect of game play. This kind of mod, if good enough, might be adopted by the developers and put into the standard game. These are also quicker projects.
To give examples in reverse order:
Single aspect mod. An example might be a mod which adds realistic gunpowder smoke to the entire battlefield and allows it to persist, drift or disperse realistically according to modeled winds and air currents. Under some conditions, dense clouds of gunpowder smoke would obscure units, even formations and add (quite literally) to the fog of war. Of course, an issue is "how much does the existing game engine support this mod?" If a game engine already supports wind physics perhaps (wind vectors) it will be easier, otherwise the wind vectors will have to be added to the engine or the scripts first in some manner. Another aspect which I would like to see added as a realistic single aspect mod would be correct sailing behavior for ships according to wind direction while galleys and gunboats could still row into the wind. Along with this maybe add water depths and draft requirements for ships so that shoals and reefs have an impact on vessels with deep keels. These are just some examples.
New Concept Mod. Someone might start with the idea of a WW2 mod. Presumably with all new graphics, new units and new weapon behaviors and infantry formations (much more open and skirmish-like) a WW2 mod could be created. Equally, a new concept mod could stick with the current eras of the game and seek to achieve realistic troop proportions, more realistic weapon ranges and more realistic battle behaviors including tactical, strategic and morale effects.
But always the mod must retain high "playability": that almost indefinable set of qualities which determine how enjoyable a game is to play.
Footnote: I am a little surprised at Venice being in the first release. As Wikipedia says,
"Following the War of the League of Cognac, Venice played little further role in mainland warfare. She continued to fight naval wars against the Ottomans, however, culminating in the victory at the Battle of Lepanto."
But maybe Venice links the European world and the Ottoman world and also is there as a naval power. Also, perhaps from a European sales point of view an Italian "country" is needed? I don't know. To me, Venice feels like an anachronism. The War of the League of Cognac was in the early 16th C, so for most of the period of the Cossacks game, Venice was not significant on land. The naval battle of Lepanto was 1571. I don't think there is any argument for any Venetian significance in the 18th C at all. Just my opinion of course.
NOT FOR SALE!!!!!!!!!!!
You are an optimist
Does anyone remember when GSC announced their S.T.A.L.K.E.R. game, and when it was eventually released?
(It took a little bit longer 2001 -> 2007)
I also remember AC, and C2. They were several months late, Promised before a Christmas release. IT did come out of course but later.
Best laid plans of mice and men.
It will come out, just be patient.
The more I look at the pictures the more I want to play !!
Don't forget that The War of the League of Cognac, or Battle of Lepanto are only some (perhaps most known) conflicts which included Venice. Of course, that the XVI century was the golden era of this country, but in the XVII century the Republic of Venice was still strong, she waged wars with the Ottomans, eg. Cretan War (1645–69) or Morean War (1684–1699) and she was a member of Holy League (1684, 1717). In the XVIII century Venice indeed declined as a local power, but I think that episodes like Second Morean War (1714–1718) or anti-piracy campaigns of Admiral Angelo Emo in North Africa (1784-1786) are also noteworthy.
I'm not surprised by the presence of Venice in the first release. Generally, the first 12 nations looks good, maybe a little lacking there Netherlands. However I think GSC's publishing policy sucks and I would prefer something the likes of developer diaries in Paradox Interactive games than a few screens once a month.
Interview for WePlay.TV
We would like to propose you a translation of the Cossacks 3 team answers for the gaming portal WePlay.tv questions!
It's great to see more news but, most people, my self included, would prefer to see more frequent screenshots and videos showing battle scenes.
Good information, but we all know this. Some battle animations are what we are waiting on! Even if they are just from single unit actions?
Seems like we have to check this thing closely from now on !
I found the questions either redundant (already asked multiple times) or very little relevant but I guess we already know everything about the game's features, and can't really have a full grasp on them until we actually can handle the game by ourselves. I was hoping for some in-game footage though...
Yes, at this point I think we could all give interviews and free up the developers to work on the game.
Separate names with a comma.