188 lines
10 KiB
Plaintext
188 lines
10 KiB
Plaintext
|
|
|||
|
WARLORDS
|
|||
|
|
|||
|
WARLORDS, from Strategic Studies Group (SSG), is the latest offering in a long
|
|||
|
list of products that includes HALLS OF MONTEZUMA, PANZER BATTLES, and GOLD OF
|
|||
|
THE AMERICAS. It's a deceptively simple game of conquest. The object is to
|
|||
|
"eliminate" all of your opponents and gain control of the continent of Illuria.
|
|||
|
You can play the game virtually out of the box without heavy documentation
|
|||
|
reading or preparation, but there are lots of good hints in the manual. (This
|
|||
|
review is based on the IBM-PC version of the game.)
|
|||
|
|
|||
|
When the game opens, you're presented with a setup screen from which you can
|
|||
|
specify the difficulty levels of your opponents. This is an eight-player game,
|
|||
|
and you may direct the computer to handle all eight, or choose any combination
|
|||
|
of human and computer opponents. It's interesting to watch all eight computer
|
|||
|
opponents attempt to destroy each other!
|
|||
|
|
|||
|
Your computer opponents may be either Knights (not very smart), Barons (not
|
|||
|
much better), Lords (still lacking sense), or Warlords (a reasonable challenge).
|
|||
|
I would've preferred a tougher Warlord level, with a more even grading from
|
|||
|
Knight.
|
|||
|
|
|||
|
There are eight different races to play. You may choose from:
|
|||
|
|
|||
|
Sirians: a Knightly order of religious bigots
|
|||
|
Storm Giants: despise short races
|
|||
|
Gray Dwarves: feel their mining would be enhanced without other races around
|
|||
|
The Orcs of Kor: we all know about Orcs
|
|||
|
Elvallie Elves: consider the elimination of other races ecologically sound
|
|||
|
Selentines: run-of-the-mill cruel humans
|
|||
|
Horse Lords: fond of killing, but like horses
|
|||
|
Lord Bane: an evil force lusting for dominance
|
|||
|
|
|||
|
Each race has various characteristics. For instance, the Giants get a movement
|
|||
|
bonus in the hills, but are penalized when travelling in swamps. More
|
|||
|
importantly, each race begins every game in the same geographical location on
|
|||
|
the map. Some groups, like the Sirians, are at a distinct disadvantage, while
|
|||
|
others may have an easier time.
|
|||
|
|
|||
|
Once you chose whom you wish to play, you're assigned the capital city of your
|
|||
|
race (always the same) and a hero. Heroes are one of the sixteen different
|
|||
|
armies that you'll run across in the game. They're very important, being the
|
|||
|
only ones who can search ruins to find treasure/magical items (more on that
|
|||
|
later).
|
|||
|
|
|||
|
There are 80 castles in Illuria. Your task is to capture all of them, and in
|
|||
|
the process eliminate your obnoxious neighbors. Neutral castles contain rather
|
|||
|
incompetent garrisons, but you must be careful: Some may get lucky.
|
|||
|
|
|||
|
Once a castle is captured, you decide what type of army it should produce.
|
|||
|
Castles have predetermined choices of:
|
|||
|
|
|||
|
Light Infantry: quick to produce (cannon fodder)
|
|||
|
Heavy Infantry: longer to produce but better fighters
|
|||
|
Eleven Archers: quick to produce and fast in the woods
|
|||
|
Giant Warriors: longer to produce and tough
|
|||
|
Dwarven Legions: medium to produce and good fighters
|
|||
|
Cavalry: travel far on roads
|
|||
|
Wolf Riders: orcs riding on wolves, fast and tough
|
|||
|
Pegasi: flying horses; can fly over mountains, etc.
|
|||
|
Griffins: tough flying critters
|
|||
|
Ships: provide the ability to move armies over water
|
|||
|
|
|||
|
The more powerful the unit, the higher the cost and the longer it takes to
|
|||
|
produce. Castles are restricted to only a couple of choices from the above list.
|
|||
|
Some castles also take longer to produce the same type of army than other
|
|||
|
castles. Armies may be "vectored" to another castle at the cost of some turns.
|
|||
|
This saves marching them across Illuria. As it is, they always seem to be in the
|
|||
|
wrong place!
|
|||
|
|
|||
|
There are also a few other special armies that appear in the game:
|
|||
|
|
|||
|
Heroes: start with one...others may offer to join you
|
|||
|
Undead: long dead spirits
|
|||
|
Demons: creatures from the nether planes
|
|||
|
Dragons: very _tough_ opponents
|
|||
|
Devils: similar to demons
|
|||
|
Wizards: can fly and are potent
|
|||
|
|
|||
|
These creatures are quite powerful but cannot be produced in castles. They must
|
|||
|
either be found by heroes, offering to join your force while searching in ruins,
|
|||
|
or appear as allies when new heroes sign on.
|
|||
|
|
|||
|
By the way, flying armies (dragons, pegasi, griffins, wizards) are especially
|
|||
|
dangerous, since they can travel over water or mountains. They can also travel
|
|||
|
quite far. It's a real pain (if not the beginning of the end) to watch a group
|
|||
|
travel into your lightly defended interior and start capturing castle after
|
|||
|
castle!
|
|||
|
|
|||
|
One very important aspect of WARLORDS is that it takes money to produce armies
|
|||
|
or to sign up heroes. Armies also require money for maintenance (half the amount
|
|||
|
to produce them, each turn). Castle walls are damaged in attacks, and it costs
|
|||
|
to rebuild the fortifications.
|
|||
|
|
|||
|
Money can be accumulated by capturing castles or searching ruins. It is very
|
|||
|
easy to suddenly find yourself broke and unable to produce additional armies or
|
|||
|
maintain the ones you have. The lack of money also means that you won't be
|
|||
|
approached by any heroes; they want to be paid in advance.
|
|||
|
|
|||
|
I should mention a few words about ruins. They play a very important part in
|
|||
|
WARLORDS. Not only are there allies and treasure to be found in ruins, but
|
|||
|
monsters, as well. Searching can be rather hazardous. Your heroes can be killed
|
|||
|
by nasty creatures, so it's not a sure bet by any means. However, finding some
|
|||
|
of the magical artifacts hidden in ruins can be a prerequisite to winning the
|
|||
|
game. There are also libraries and sages. Although the location of these places
|
|||
|
is always the same, their contents are randomized from game to game.
|
|||
|
|
|||
|
Combat in WARLORDS is straightforward. The game works out factors based on a
|
|||
|
variety of items (the defensive strength of castle walls, the presence of a hero
|
|||
|
or other special army -- dragons are really nice to have, etc.). The same is
|
|||
|
done for the attacking army. The game rolls and the decision is rendered
|
|||
|
automatically. Although unlikely, a weak army has a chance to defeat the
|
|||
|
strongest. It is always a fight to the death.
|
|||
|
|
|||
|
Happily, SSG has chosen not to include _any_ form of copy protection with
|
|||
|
WARLORDS -- neither on-disk protection nor any type of lookup scheme.
|
|||
|
|
|||
|
The game I received came on 5-1/4" diskettes and included an offer to obtain
|
|||
|
3-1/2" disks for $5.00 (plus $2.50 for postage and handling). Also in the
|
|||
|
package was an instruction manual, a colorful map of the continent of Illuria
|
|||
|
(where the action takes place), and an IBM Supplement card. The latter was
|
|||
|
included because the manual is "generic" and covers all machines.
|
|||
|
|
|||
|
WARLORDS is easy to install. Simply place disk 1 of 3 in a drive and run the
|
|||
|
install routine. It copies the disks to a directory called "Warlords"
|
|||
|
(naturally) on the selected target drive. I played from a hard drive, but it's
|
|||
|
possible to play directly from floppies.
|
|||
|
|
|||
|
The program supports either keyboard commands or a mouse. I used a mouse and
|
|||
|
found the interface to be trouble-free, but some users have had problems with
|
|||
|
their mice, so be warned! I ran into some memory-induced errors, but that was my
|
|||
|
fault: WARLORDS requires approximately 560K-570K of free RAM, and I had only
|
|||
|
507K. When I booted with a "clean" system, it ran problem-free. I believe that
|
|||
|
SSG has a version in process that will require less memory and eliminate the
|
|||
|
mouse problems.
|
|||
|
|
|||
|
WARLORDS supports EGA and VGA only. There is no support for CGA. EGA is the
|
|||
|
standard 16 fixed colors, while VGA has different groupings of 16 colors picked
|
|||
|
from a palette of 256, depending on the scene. Both run in 640x200 resolution
|
|||
|
and are quite acceptable (VGA is better). By the way, the graphics for the "off
|
|||
|
with their heads" shot is particularly interesting (heh).
|
|||
|
|
|||
|
Sound in WARLORDS is minimal, and what there is comes through the PC's internal
|
|||
|
speaker. (Once again, my Sound Blaster is sitting silent!) Hopefully, SSG will
|
|||
|
include sound support in a later release.
|
|||
|
|
|||
|
The screen display is divided into three portions. The left-hand side is the
|
|||
|
close-up view of a section of Illuria. The entire continent is displayed on the
|
|||
|
right-hand side. The close-up view can be changed by moving a magnifying glass
|
|||
|
icon around the continent view. The bottom of the screen is a message area.
|
|||
|
|
|||
|
There is a vertical set of icons separating the two map screens that represents
|
|||
|
the most common commands. Hidden across the top of the screen is a series of
|
|||
|
pull-down menus that only become visible when selected by the mouse or keyboard
|
|||
|
commands. I found the interface to be simple and intuitive. The pull-down menus
|
|||
|
contain the Save/Restore functions (up to eight separate games can be saved), a
|
|||
|
variety of reports (Production, Locations of Armies, Winning Status, etc.), and
|
|||
|
other useful functions.
|
|||
|
|
|||
|
An interesting report is the attitude of the computer opponents towards you.
|
|||
|
There are seven levels, from Apathy through Loathing...not a game for delicate
|
|||
|
egos! An opponent who loathes you spares nothing in his attempt to annihilate
|
|||
|
you.
|
|||
|
|
|||
|
WARLORDS is easily played, but there are a few enhancements that I would like
|
|||
|
to see added. These are minor but I believe they would make the game more
|
|||
|
enjoyable. The most important is the ability to select an end destination for an
|
|||
|
army, and have it move all the way there. As it is now, the destination must be
|
|||
|
provided to each army at every turn, and then the army travels toward that spot
|
|||
|
only until its movement points run out.
|
|||
|
|
|||
|
I'd also like to see a list of armies in a stack (up to eight may be stacked).
|
|||
|
It can be rather tedious to have to check a stack to find its composition. It'd
|
|||
|
be better to be presented with a stack's composition in the message area.
|
|||
|
|
|||
|
While looking at the Production charts, I'd like to see an army icon at each of
|
|||
|
my castles that indicates what is being produced at that location. I find I
|
|||
|
forget what each castle is producing (old age?). Since I'm on the topic, how
|
|||
|
about PBM, modem play, random maps, and/or hidden terrain? (Who said gamers are
|
|||
|
easy to please?!)
|
|||
|
|
|||
|
Fast and easy to learn, WARLORDS offers excellent play balance and hours of
|
|||
|
playing time. It is both enjoyable and addictive; highly recommended!
|
|||
|
|
|||
|
WARLORDS is published by Strategic Studies Group and distributed by Electronic
|
|||
|
Arts.
|
|||
|
|
|||
|
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
|