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en:games:warlords_1 [2025-01-25-00-04] – [Defence Value of Cities] 7saturnen: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 for DOS, 1.01, 2.00 and 2.10. The latter two have a few more features regarding production and unit management. For example, there is a view of the ruins/temples where you can see which ones have already been visited and which have not. Also the game was ported to the Amiga. However, the saved games are not compatible with each other. So you should decide on a version before you play. Meanwhile you can even find the DOSBox based version 2.00 for DOS directly playable in the browser. So if you just want to have a first hand look at the game, this is probably not a bad choice. Also know, that for certain map editors a very special version 2.10 is required, that you can get at [[https://sombre-sleep.com/warlords/warlords1_maps_howto]]. Just a fitting version number 2.10 is not enough for this use-case.+There are at least three different versions of the game, 1.01, 2.00 and 2.10. The latter two have a few more features regarding production and unit management. For example, there is a view of the ruins/temples where you can see which ones have already been visited and which have not. Also the game was ported to the Amiga. However, the saved games are not compatible with each other. So you should decide on a version before you play. Meanwhile you can even find the DOSBox based version 2.00 for DOS directly playable in the browser. So if you just want to have a first hand look at the game, this is probably not a bad choice. Also know, that for certain map editors a very special version 2.10 is required, that you can get at [[https://sombre-sleep.com/warlords/warlords1_maps_howto]]. Just a fitting version number 2.10 is not enough for this use-case.
  
 ===== 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 is the only unit that benefits from the air unit abilities. They can ride dragons and other air units. Other units cannot do this.+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 (but air unit bonuses are applied to all kinds of units accompanying an air unit)Heroes can ride dragons and other air units. Other units cannot do this.
  
 ==== 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 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.+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 //Ctr//-button may be useful to quickly return to the currently selected unit. You can also keep the mouse pressed while moving over the map. Then the focus moves live in the main view of the detailed view of the map. On the right hand side is the minimap, where you can jump directly to a location with the mouse. Therefore the //Ctr//-button may be useful to quickly return to the currently selected unit. You can also keep the mouse pressed while moving over the map. Then the focus moves live in the main view of the detailed view of the map.
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 ==== Knights/Heroes ==== ==== Knights/Heroes ====
-Knights are called Heroes in //Warlords// and are generally important for the game-play. At the beginning of each game each player (incl. PC opponents) receives exactly one hero. This knight is relatively strong for a starting unit and can become stronger or weaker over time. It is also suitable for attacking castles. But this is actually not its most important task. **Only** heroes can search ruins and temples for items and carry these items. When searching a place with a hero you can find hostile units that will attack (and possibly kill) you, friendly units that will join you, or items that give you bonuses in battle.+Knights are called Heroes in //Warlords// and are generally important for the game-play. At the beginning of each game each player (incl. PC opponents) receives exactly one hero. This hero is relatively strong for a starting unit and can become stronger or weaker over time. It is also suitable for attacking castles. But this is actually not its most important task. **Only** heroes can search ruins and temples for items and carry these items. When searching a place with a hero you can find hostile units that will attack (and possibly kill) you, friendly units that will join you, or items that give you bonuses in battle.
  
 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, heroes behave like all other ground units, except for the ability to ride flying units. If you have lost your hero it can take a while until you get another one again. But basically you have the chance to get another new hero each round. The more gold you have, the more likely it gets that a new hero offers to join you. 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, heroes behave like all other ground units, except for the ability to ride flying units. If you have lost your hero it can take a while until you get another one again. But basically you have the chance to get another new hero each round. The more gold you have, the more likely it gets that a new hero offers to join you.
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 ==== Unit Composition/Attacking ==== ==== Unit Composition/Attacking ====
-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 and their carried items. So it is not just a matter of looking at the strength points.+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 and their carried items. So it is not just a matter of looking at the strength points.
  
 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 with an item, a flying unit and two special units (e.g. demons). Even a single dragon and knight can cause a tremendous amount of damage, because you bring the flying unit bonus and the special unit bonus (and maybe even an item bonus) with you, and the dragon itself is already very strong and the two can fly together(!) and the knight gets the moves of the dragon this way (although he would definitely be the slower unit). Such combinations are much stronger than, for example, a group of eight heavy infantry. Defending a castle may make the whole thing become even more intense or if the opponent attacks with units that fight badly on the terrain (dwarves in a swamp for example).+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 with a hero can cause a tremendous amount of damage, because you bring the flying unit bonus and the special unit bonus (and maybe even an item bonus) with you, and the dragon itself is already very strong and the two can fly together(!) and the hero gets the moves of the dragon this way (although he would definitely be the slower unit). Such combinations are much stronger than, for example, a group of eight heavy infantry. Defending a castle may make the whole thing become even more intense or if the opponent attacks with units that fight badly on the terrain (dwarves in a swamp for example).
  
-==== Defence Value of Cities ==== +==== Defence Value of Cities and Towers ==== 
-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 the defence value, you must have a unit in the castle. Then you can use the menu //Orders// -> //Build// or the <key>B</key> key to issue the command. You will then be told the costs and you have to confirm that you want to upgrade the castle. You can also tear it down (//Orders// -> //Raze// or <key>R</key> key). This can be useful if you know that your opponent is about to take it and you want to get ahead of him this way. Once a castle has been torn down, it cannot be rebuilt!+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 <key>B</key> key to issue the command. You will then be told the costs and you have to confirm that you want to upgrade the castle. You can also tear it down (//Orders// -> //Raze// or <key>R</key> key). This can be useful if you know that your opponent is about to take it and you want to get ahead of him this way. Once a castle has been torn down, it cannot be rebuilt!
 +
 +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 [[..:Publishers:Strategic Studies Group]] (SSG). It was the first game he published with commercial intent. Special attention was paid to the AI, which at times shows almost human play behaviour. The first version of Warlords was developed by Steven Fawkner in 1989 and published through the Publisher [[..:Publishers:Strategic Studies Group]] (SSG). It was the first game he published with commercial intent. Special attention was paid to the AI, which at times shows almost human play behaviour.
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 Here are some elements, that are known: Here are some elements, that are known:
  
-^ Number ^ Code + Number   Type  ^  Tile  
-| 00 00 | Graslands +| 00 00 | Grasslands | {{ en:games:warlords_1:map_tiles:tile_00_00.png?nolink |}} 
-| 07 A4 Water +| 07 80 Grasslands with way point | {{ en:games:warlords_1:map_tiles:tile_07_80.png?nolink |}} 
-| 07 80 Coast water left +| 07 8A Temple | {{ en:games:warlords_1:map_tiles:tile_07_8a.png?nolink |}} | 
-| 07 8E | Street +| 07 8B | Library | {{ :en:games:warlords_1:map_tiles:tile_07_8b.png?nolink |}} | 
-| 07 9D | Coast water left and top  +| 07 8C | Ruin | {{ :en:games:warlords_1:map_tiles:tile_07_8c.png?nolink |}} | 
-| 07 9E | Coast water on top side +| 07 8D | Swamp | {{ :en:games:warlords_1:map_tiles:tile_07_8d.png?nolink |}} 
-| 07 9F | Coast water right and top +| 07 8E | Road East-West | {{ :en:games:warlords_1:map_tiles:tile_07_8e.png?nolink |}} | 
-| 07 A5 | Coast water right +| 07 8F | Road North-South | {{ :en:games:warlords_1:map_tiles:tile_07_8f.png?nolink |}} | 
-| 07 FC | Bridge water right | +| 07 90 | Cross Roads | {{ :en:games:warlords_1:map_tiles:tile_07_90.png?nolink |}} | 
-| 07 FD | Bridge water left |+| 07 91 | Intersection South | {{ :en:games:warlords_1:map_tiles:tile_07_91.png?nolink |}} | 
 +| 07 92 | Intersection West | {{ :en:games:warlords_1:map_tiles:tile_07_92.png?nolink |}} | 
 +| 07 93 | Intersection North | {{ :en:games:warlords_1:map_tiles:tile_07_93.png?nolink |}} | 
 +| 07 94 | Intersection East | {{ :en:games:warlords_1:map_tiles:tile_07_94.png?nolink |}} | 
 +| 07 95 | Turn West and South | {{ :en:games:warlords_1:map_tiles:tile_07_95.png?nolink |}} | 
 +| 07 96 | Turn West and North | {{ :en:games:warlords_1:map_tiles:tile_07_96.png?nolink |}} | 
 +| 07 97 | Turn North and East | {{ :en:games:warlords_1:map_tiles:tile_07_97.png?nolink |}} | 
 +| 07 98 | Turn East and South | {{ :en:games:warlords_1:map_tiles:tile_07_98.png?nolink |}} | 
 +| 07 99 | Dead End East | {{ :en:games:warlords_1:map_tiles:tile_07_99.png?nolink |}} | 
 +| 07 9A | Dead End North | {{ :en:games:warlords_1:map_tiles:tile_07_9a.png?nolink |}} | 
 +| 07 9B | Dead End West | {{ :en:games:warlords_1:map_tiles:tile_07_9b.png?nolink |}} | 
 +| 07 9C | Dead End South | {{ :en:games:warlords_1:map_tiles:tile_07_9c.png?nolink |}} 
 +| 07 9D | Coast North-West | {{ :en:games:warlords_1:map_tiles:tile_07_9d.png?nolink |}} 
 +| 07 9E | Coast North | {{ :en:games:warlords_1:map_tiles:tile_07_9e.png?nolink |}} 
 +| 07 9F | Coast North-East | {{ :en:games:warlords_1:map_tiles:tile_07_9f.png?nolink |}} | 
 +| 07 A0 | Coast South-East | {{ :en:games:warlords_1:map_tiles:tile_07_a0.png?nolink |}} | 
 +| 07 A1 | Coast South | {{ :en:games:warlords_1:map_tiles:tile_07_a1.png?nolink |}} | 
 +| 07 A2 | Coast South-West | {{ :en:games:warlords_1:map_tiles:tile_07_a2.png?nolink |}} | 
 +| 07 A3 | Coast West | {{ :en:games:warlords_1:map_tiles:tile_07_a3.png?nolink |}} | 
 +| 07 A4 | Water | {{ :en:games:warlords_1:map_tiles:tile_07_a4.png?nolink |}} 
 +| 07 A5 | Coast West | {{ :en:games:warlords_1:map_tiles:tile_07_a5.png?nolink |}} | 
 +| 07 A6 | Cove South-East | {{ :en:games:warlords_1:map_tiles:tile_07_a6.png?nolink |}} | 
 +| 07 A7 | Cove South-West | {{ :en:games:warlords_1:map_tiles:tile_07_a7.png?nolink |}} | 
 +| 07 A8 | Cove North-East | {{ :en:games:warlords_1:map_tiles:tile_07_a8.png?nolink |}} | 
 +| 07 A9 | Coast North-West  | {{ :en:games:warlords_1:map_tiles:tile_07_a9.png?nolink |}} | 
 +| 07 AA | Eddy | {{ :en:games:warlords_1:map_tiles:tile_07_aa.png?nolink |}} | 
 +| 07 AB | Forest Edge North-West | {{ :en:games:warlords_1:map_tiles:tile_07_ab.png?nolink |}} | 
 +| 07 AC | Forest Edge North | {{ :en:games:warlords_1:map_tiles:tile_07_ac.png?nolink |}} | 
 +| 07 AD | Forest Edge North-East | {{ :en:games:warlords_1:map_tiles:tile_07_ad.png?nolink |}} | 
 +| 07 AE | Forest Edge South-West | {{ :en:games:warlords_1:map_tiles:tile_07_ae.png?nolink |}} | 
 +| 07 AF | Forest Edge South | {{ :en:games:warlords_1:map_tiles:tile_07_af.png?nolink |}} | 
 +| 07 B0 | Forest Edge South-East | {{ :en:games:warlords_1:map_tiles:tile_07_b0.png?nolink |}} | 
 +| 07 B1 | Forest Edge West | {{ :en:games:warlords_1:map_tiles:tile_07_b1.png?nolink |}} | 
 +| 07 B2 | Forest Center | {{ :en:games:warlords_1:map_tiles:tile_07_b2.png?nolink |}} | 
 +| 07 B3 | Forest Edge East | {{ :en:games:warlords_1:map_tiles:tile_07_b3.png?nolink |}} | 
 +| 07 B4 | Forest Inner Edge South-East | {{ :en:games:warlords_1:map_tiles:tile_07_b4.png?nolink |}} | 
 +| 07 B5 | Forest Inner Edge South-West | {{ :en:games:warlords_1:map_tiles:tile_07_b5.png?nolink |}} | 
 +| 07 B6 | Forest Inner Edge North-East | {{ :en:games:warlords_1:map_tiles:tile_07_b6.png?nolink |}} | 
 +| 07 B7 | Forest Inner Edge North-West | {{ :en:games:warlords_1:map_tiles:tile_07_b7.png?nolink |}} | 
 +| 07 B8 | Forest Patch | {{ :en:games:warlords_1:map_tiles:tile_07_b8.png?nolink |}} | 
 +| 07 B9 | Hills Inner Edge North-West 1 | {{ :en:games:warlords_1:map_tiles:tile_07_b9.png?nolink |}} | 
 +| 07 BA | Hills | {{ :en:games:warlords_1:map_tiles:tile_07_ba.png?nolink |}} | 
 +| 07 BB | Hills Inner Edge North-East 1 | {{ :en:games:warlords_1:map_tiles:tile_07_bb.png?nolink |}} | 
 +| 07 BC | Hills Inner Edge North-West 2 | {{ :en:games:warlords_1:map_tiles:tile_07_bc.png?nolink |}} | 
 +| 07 BD | Hills Edge South | {{ :en:games:warlords_1:map_tiles:tile_07_bd.png?nolink |}} | 
 +| 07 BE | Hills Inner Edge North-East 2 | {{ :en:games:warlords_1:map_tiles:tile_07_be.png?nolink |}} | 
 +| 07 BF | Hills Inner Edge North-West 3 | {{ :en:games:warlords_1:map_tiles:tile_07_bf.png?nolink |}} 
 +| 07 FC | Bridge water right |  
 +| 07 FD | Bridge water left |
 ===== Videos ===== ===== Videos =====
   * [[https://www.youtube.com/watch?v=NBUjzOsLQb8|Let's Play]]   * [[https://www.youtube.com/watch?v=NBUjzOsLQb8|Let's Play]]
en/games/warlords_1.1737763482.txt.gz · Last modified: 2025-01-25-00-04 by 7saturn

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