en:games:warlords_1
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en:games:warlords_1 [2025-01-25-00-04] – [Defence Value of Cities] 7saturn | en:games:warlords_1 [2025-03-08-21-06] (current) – [Tactical Map] 7saturn | ||
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===== Versions ===== | ===== Versions ===== | ||
- | There are at least three different versions | + | There are at least three different versions |
===== Game Play Concept ===== | ===== Game Play Concept ===== | ||
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Archers, for example, are also dependent on the ground, but in the forest they cost only 1 move per tile, instead of 2 per tile. However, in hill fields they require 6 moves per tile, just like most other units. So it depends on who moves where. On roads you always have 1 move per square. On grasslands you need 2, in hill units 6. There are also bridges and ships. | Archers, for example, are also dependent on the ground, but in the forest they cost only 1 move per tile, instead of 2 per tile. However, in hill fields they require 6 moves per tile, just like most other units. So it depends on who moves where. On roads you always have 1 move per square. On grasslands you need 2, in hill units 6. There are also bridges and ships. | ||
- | Another thing to keep in mind: A group is always only as fast as its slowest unit. You can also undo the formation if you want. But as a group, they are stronger when they are attacked, because as said before, the combination also has an influence on the attack strength. The Knight | + | Another thing to keep in mind: A group is always only as fast as its slowest unit. You can also undo the formation if you want. But as a group, they are stronger when they are attacked, because as said before, the combination also has an influence on the attack strength. The Hero is the only unit that benefits from air unit abilities |
==== Control ==== | ==== Control ==== | ||
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* //Def//: Switch to the next unit (group) and do not select the current one again automatically at all. | * //Def//: Switch to the next unit (group) and do not select the current one again automatically at all. | ||
- | In the picture a knight | + | In the picture a hero is selected in the castle. He has the strength 5 and 12 moves left. According to the flag he carries with him, he is not in any group. The flag has four divisions and an additional small flag as soon as the group contains more than 4 units. |
On the right hand side is the minimap, where you can jump directly to a location with the mouse. Therefore the // | On the right hand side is the minimap, where you can jump directly to a location with the mouse. Therefore the // | ||
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==== Knights/ | ==== Knights/ | ||
- | Knights are called Heroes in // | + | Knights are called Heroes in // |
You can also come across thrones. You may or may not sit on them. Depending on whether you're lucky or not, your combat strength can increase or decrease or stay the same. Except for these specialties, | You can also come across thrones. You may or may not sit on them. Depending on whether you're lucky or not, your combat strength can increase or decrease or stay the same. Except for these specialties, | ||
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==== Unit Composition/ | ==== Unit Composition/ | ||
- | Each unit has its own strengths and weaknesses, starting with just moves and attack power. But also in the effectiveness in the terrain, they may differ in combat strength or speed depending on the location. Especially interesting is the combination of units. Special units and normal units in combination reinforce each other. Flying units give bonuses, just like knights | + | Each unit has its own strengths and weaknesses, starting with just moves and attack power. But also in the effectiveness in the terrain, they may differ in combat strength or speed depending on the location. Especially interesting is the combination of units. Special units and normal units in combination reinforce each other. Flying units give bonuses, just like heroes |
In battles, the order of single combat always starts with the weakest units of both sides. In case of doubt, it makes less sense to march into a battle with the heavy units first, but to possibly start with a group of weaker units that are more likely to be cannon fodder for the lighter units of the opponent. | In battles, the order of single combat always starts with the weakest units of both sides. In case of doubt, it makes less sense to march into a battle with the heavy units first, but to possibly start with a group of weaker units that are more likely to be cannon fodder for the lighter units of the opponent. | ||
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For this reason it is always a good idea to create at least a minimum amount of diversity in a group. Even a single flight unit to regular ground units can make a big difference in the combat strength of the whole group. Even if the group is completely wiped out, it will most likely take more enemy units with it than if you had only sent in one more unit of the same type as the rest of the group. | For this reason it is always a good idea to create at least a minimum amount of diversity in a group. Even a single flight unit to regular ground units can make a big difference in the combat strength of the whole group. Even if the group is completely wiped out, it will most likely take more enemy units with it than if you had only sent in one more unit of the same type as the rest of the group. | ||
- | This way you can create real killer groups, e.g. 3-4 strong standard units, a knight | + | This way you can create real killer groups, e.g. 3-4 strong standard units, a hero with an item, a flying unit and two special units (e.g. demons). Even a single dragon |
- | ==== Defence Value of Cities ==== | + | ==== Defence Value of Cities |
- | The defence value of a castle contributes significantly to how well the units in the castle can defend themselves against attacks. This also applies to neutral castles! However, in neutral castles, all castle units fall as soon as the first castle unit has fallen (the number corresponds to the defence value of the castle). Thereafter, the defence value of the castle is reduced by one level each time it is taken over (even if the castle is empty!). In this way, the value decreases over time to more ineffective values, but never below 0. This can be counteracted by upgrading. | + | The defence value of a castle contributes significantly to how well the units in the castle can defend themselves against attacks. This also applies to neutral castles! However, in neutral castles, all castle units fall as soon as the first castle unit has fallen (the number corresponds to the defence value of the castle). Thereafter, the defence value of the castle is reduced by one level each time it is taken over (even if the castle is empty!). In this way, the value decreases over time to more ineffective values, but never below 0. This can be counteracted by upgrading. |
+ | If you want to upgrade the castle, i.e. increase its defence value, you must have a unit inside of the castle. Then you can use the menu //Orders// -> //Build// or the < | ||
+ | |||
+ | Also note: The mentioned defense bonus does not scale linearly with the defence value of the city. The following defense bonus is applied, depending on the defence value of the defending city: | ||
+ | ^ Defence Value ^ Bonus ^ | ||
+ | | 0 -- 1 | 0 | | ||
+ | | 2 -- 6 | +1 | | ||
+ | | 7 -- 8 | +2 | | ||
+ | | 9 | +3 | | ||
+ | |||
+ | Cities cannot be fortified to more than level 9. | ||
+ | |||
+ | Towers also provide for additional defence. A group placed on top of a tile with a tower on it get an additional bonus of +2 defense. | ||
===== Historical Information ===== | ===== Historical Information ===== | ||
The first version of Warlords was developed by Steven Fawkner in 1989 and published through the Publisher [[..: | The first version of Warlords was developed by Steven Fawkner in 1989 and published through the Publisher [[..: | ||
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Here are some elements, that are known: | Here are some elements, that are known: | ||
- | ^ Number ^ Code ^ | + | ^ Number |
- | | 00 00 | Graslands | + | | 00 00 | Grasslands | {{ en: |
- | | 07 A4 | Water | | + | | 07 80 | Grasslands with way point | {{ en: |
- | | 07 80 | Coast water left | | + | | 07 8A | Temple | {{ en: |
- | | 07 8E | Street | + | | 07 8B | Library | {{ : |
- | | 07 9D | Coast water left and top | + | | 07 8C | Ruin | {{ : |
- | | 07 9E | Coast water on top side | | + | | 07 8D | Swamp | {{ : |
- | | 07 9F | Coast water right and top | | + | | 07 8E | Road East-West | {{ : |
- | | 07 A5 | Coast water right | | + | | 07 8F | Road North-South | {{ : |
- | | 07 FC | Bridge water right | | + | | 07 90 | Cross Roads | {{ : |
- | | 07 FD | Bridge water left | | + | | 07 91 | Intersection South | {{ : |
+ | | 07 92 | Intersection West | {{ : | ||
+ | | 07 93 | Intersection North | {{ : | ||
+ | | 07 94 | Intersection East | {{ : | ||
+ | | 07 95 | Turn West and South | {{ : | ||
+ | | 07 96 | Turn West and North | {{ : | ||
+ | | 07 97 | Turn North and East | {{ : | ||
+ | | 07 98 | Turn East and South | {{ : | ||
+ | | 07 99 | Dead End East | {{ : | ||
+ | | 07 9A | Dead End North | {{ : | ||
+ | | 07 9B | Dead End West | {{ : | ||
+ | | 07 9C | Dead End South | {{ : | ||
+ | | 07 9D | Coast North-West | {{ : | ||
+ | | 07 9E | Coast North | {{ : | ||
+ | | 07 9F | Coast North-East | {{ : | ||
+ | | 07 A0 | Coast South-East | {{ : | ||
+ | | 07 A1 | Coast South | {{ : | ||
+ | | 07 A2 | Coast South-West | {{ : | ||
+ | | 07 A3 | Coast West | {{ : | ||
+ | | 07 A4 | Water | {{ : | ||
+ | | 07 A5 | Coast West | {{ : | ||
+ | | 07 A6 | Cove South-East | {{ : | ||
+ | | 07 A7 | Cove South-West | {{ : | ||
+ | | 07 A8 | Cove North-East | {{ : | ||
+ | | 07 A9 | Coast North-West | ||
+ | | 07 AA | Eddy | {{ : | ||
+ | | 07 AB | Forest Edge North-West | {{ : | ||
+ | | 07 AC | Forest Edge North | {{ : | ||
+ | | 07 AD | Forest Edge North-East | {{ : | ||
+ | | 07 AE | Forest Edge South-West | {{ : | ||
+ | | 07 AF | Forest Edge South | {{ : | ||
+ | | 07 B0 | Forest Edge South-East | {{ : | ||
+ | | 07 B1 | Forest Edge West | {{ : | ||
+ | | 07 B2 | Forest Center | {{ : | ||
+ | | 07 B3 | Forest Edge East | {{ : | ||
+ | | 07 B4 | Forest Inner Edge South-East | {{ : | ||
+ | | 07 B5 | Forest Inner Edge South-West | {{ : | ||
+ | | 07 B6 | Forest Inner Edge North-East | {{ : | ||
+ | | 07 B7 | Forest Inner Edge North-West | {{ : | ||
+ | | 07 B8 | Forest Patch | {{ : | ||
+ | | 07 B9 | Hills Inner Edge North-West 1 | {{ : | ||
+ | | 07 BA | Hills | {{ : | ||
+ | | 07 BB | Hills Inner Edge North-East 1 | {{ : | ||
+ | | 07 BC | Hills Inner Edge North-West 2 | {{ : | ||
+ | | 07 BD | Hills Edge South | {{ : | ||
+ | | 07 BE | Hills Inner Edge North-East 2 | {{ : | ||
+ | | 07 BF | Hills Inner Edge North-West 3 | {{ : | ||
+ | | 07 FC | Bridge water right | | ||
+ | | 07 FD | Bridge water left | | | ||
===== Videos ===== | ===== Videos ===== | ||
* [[https:// | * [[https:// |
en/games/warlords_1.1737763482.txt.gz · Last modified: 2025-01-25-00-04 by 7saturn