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