en:games:warlords_1
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en:games:warlords_1 [2020-05-03-09-53] – [Weblinks] 7saturn | en:games:warlords_1 [2025-03-08-21-06] (current) – [Tactical Map] 7saturn | ||
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- | ====== Warlords | + | ====== Warlords ====== |
<block classes right info> | <block classes right info> | ||
{{ : | {{ : | ||
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* Lobby search: no | * Lobby search: no | ||
* Direct IP: no | * Direct IP: no | ||
- | * Play via [[GameRanger]]: no | + | * Play via [[..: |
- | * [[Coop]]: yes | + | * [[..: |
* Singleplayer campaign: yes | * Singleplayer campaign: yes | ||
* Hotseat: yes | * Hotseat: yes | ||
</ | </ | ||
- | ===== Downloads ===== | ||
- | {{page> | ||
- | * {{: | ||
===== Infos ===== | ===== Infos ===== | ||
- | Warlords is a rather old game from the early 90s. It is therefore also a candidate for [[:en:games: | + | //Warlords// is a turn based strategy |
===== Buying ===== | ===== Buying ===== | ||
- | + | The game has not been distributed commercially for a long time, but there is a combined version available on [[https:// | |
- | The game has not been distributed commercially for a long time. When searching for it, please note that the game has nothing to do with "Warlords Battlecry". But you can also find the game with a little googling on various abandonware sites… But in different | + | |
===== Installation ===== | ===== Installation ===== | ||
- | + | In the traditional sense, you can install the game using the //install.bat// file, that comes with the game (originally it came on floppy disks). However, no installation is necessary, just a simple copy or unpacking. The GOG installer gives you a typical installer experience. | |
- | In the traditional sense, you can install the game using the '' | + | |
==== DOS ==== | ==== DOS ==== | ||
- | + | There is nothing special to do under DOS. The game is a full-screen | |
- | There is nothing special to do under DOS. The game is a fullscreen | + | |
==== DOSBox ==== | ==== DOSBox ==== | ||
- | + | DOSBox already comes with a mouse driver, so an extra driver is not necessary. Also full-screen | |
- | DOSBox already comes with a mouse driver, so an extra driver is not necessary. Also fullscreen | + | |
==== FreeDOS ==== | ==== FreeDOS ==== | ||
- | |||
Under FreeDOS 1.2 the game does not run properly. It will start, but relatively quickly you will get to the point where an error message appears and then no more input is recognized. After that a restart is required. | Under FreeDOS 1.2 the game does not run properly. It will start, but relatively quickly you will get to the point where an error message appears and then no more input is recognized. After that a restart is required. | ||
==== Windows ==== | ==== Windows ==== | ||
- | |||
=== x86 === | === x86 === | ||
- | |||
Under DOS or Win 9x/ME there is usually nothing special to do. Under Windows you may have to change the game's properties to start it in full screen mode, or for the more persistent cases, in DOS mode. | Under DOS or Win 9x/ME there is usually nothing special to do. Under Windows you may have to change the game's properties to start it in full screen mode, or for the more persistent cases, in DOS mode. | ||
=== x64 === | === x64 === | ||
- | + | Under Windows x64 the game can no longer be run because it is 16 bit, and the 16 bit subsystem is no longer part of 64 bit Windows. This basically also rules out Windows 11 or newer, as none of them are available as a 32 bit edition any longer. The only thing that helps here is to boot with a DOS startup disk (the game should already be on the disk) or using [[en:tools: | |
- | Under Windows x64 the game can no longer be run because it is 16 bit, and the 16 bit subsystem is no longer part of 64 bit Windows. The only thing that helps here is to boot with a DOS startup disk (the game should already be on the disk) or using [[:en:games: | + | |
===== Versions ===== | ===== Versions ===== | ||
- | + | There are at least three different versions | |
- | There are at least three different versions | + | |
===== Game Play Concept ===== | ===== Game Play Concept ===== | ||
- | |||
==== Complete Manual ==== | ==== Complete Manual ==== | ||
- | |||
Here is only a brief outline of how the game works. Since all the information about the game results in a manual with more than 40 pages, you can find it as a PDF file in the [[# | Here is only a brief outline of how the game works. Since all the information about the game results in a manual with more than 40 pages, you can find it as a PDF file in the [[# | ||
==== Basic Concept ==== | ==== Basic Concept ==== | ||
+ | The basic concept is actually quite simple: On the map (there is only **this** one) there are eight starting castles, from which you first head off to take neutral castles, search temples and ruins and of course to fight the enemies at some point. Each party has certain advantages and disadvantages. //Lord Bane//, for example, is surrounded by four castles in the upper right corner, but then he has to go through the mountains to reach the rest of the map. //Sirians// on the other hand have only one very remote castle at the beginning, but a lot of gold, etc… Which faction is better for you is a matter of taste, but //Sirians// are definitely at a disadvantage compared to the rest. | ||
- | The basic concept | + | The winner |
- | The winner is the one who has taken all the castles | + | Each of the castles |
- | Each of the castles brings a certain income in gold. Gold is needed | + | And with your own troops you can form groups |
- | And with your own troops you can form groups of up to eight units or send them out alone to attack/take castles or attack units (groups) in the open. The result of an attack basically depends on the strength of the units involved, their type and combination, | + | 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. |
- | ==== Control ==== | + | 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 ==== | ||
=== Basics === | === Basics === | ||
+ | The controls are mainly limited to the mouse. Basically, left clicks are used, but many things can also be activated or triggered with right clicks. There is also a menu, which can be used to display information and to give further commands, e.g. save and load games. This is achieved by moving the mouse pointer **to the very top** of the screen and left-clicking. The commands in it contain a letter after the command text. You can also use these keys to issue commands directly without having to enter the menu. E.g. with < | ||
- | The control is mainly limited to the mouse. Basically, left clicks are used, but many things can also be activated or triggered with right clicks. There is also a menu, which can be used to display information and to give further commands, e.g. save and load games. | + | {{ en:games: |
- | {{ :games:warlords_mainscreen.png | + | * //Ctr//: Center screen on the currently active unit |
+ | * //Nxt//: Switch to the next unit (group) | ||
+ | * //Quit//: Switch to the next unit (group) and do not select the current one again until the next round | ||
+ | * //Def//: Switch to the next unit (group) and do not select the current one again automatically at all. | ||
- | * '' | + | 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. |
- | * '' | + | |
- | * '' | + | |
- | * '' | + | |
- | In the picture a knight | + | |
- | 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 //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. |
=== Moving === | === Moving === | ||
- | |||
If you click on a free space in the state in which the unit is currently in, the unit will move directly there, usually(!) by the shortest route. Sometimes the unit will get lost, so it might be a good idea to click on the path the unit should take. If the moves are not enough, it will stop as soon as the next step would cost more moves than the unit has left. The unit will then also be demarked automatically. If the end of the turn is not the end of the move points, it may be necessary to make one more click away. Then the unit is automatically unmarked (unless it can still run on a road with the last remaining move, for example). | If you click on a free space in the state in which the unit is currently in, the unit will move directly there, usually(!) by the shortest route. Sometimes the unit will get lost, so it might be a good idea to click on the path the unit should take. If the moves are not enough, it will stop as soon as the next step would cost more moves than the unit has left. The unit will then also be demarked automatically. If the end of the turn is not the end of the move points, it may be necessary to make one more click away. Then the unit is automatically unmarked (unless it can still run on a road with the last remaining move, for example). | ||
You sometimes have to be careful with the mouse to avoid the button bouncing, because while moving the detailed map is always carried along, so the unit is always centered. So if you now click once more after the unit has reached its target and it still has enough moves left, it will continue to move. So pay attention when clicking. | You sometimes have to be careful with the mouse to avoid the button bouncing, because while moving the detailed map is always carried along, so the unit is always centered. So if you now click once more after the unit has reached its target and it still has enough moves left, it will continue to move. So pay attention when clicking. | ||
- | To unmark | + | To unselect |
=== Selecting a City === | === Selecting a City === | ||
- | + | To deselect the current unit, either right-click on it or click on the crossed-out flag at the top. Then you can use the mouse pointer, now shaped as a question mark, to click on the terrain and get information. You can also click on a city. Then //Defence//: will be displayed at the bottom, with the current defence value of the castle and its income: the income of the castle in gold per round (//gp// = Gold pieces). | |
- | To deselect the current unit, either right-click on it or click on the crossed-out flag at the top. Then you can use the mouse pointer, now shaped as a question mark, to click on the terrain and get information. You can also click on a city. Then '' | + | |
If you first click on the shield with sword (second button from above), you can stop the castle production: | If you first click on the shield with sword (second button from above), you can stop the castle production: | ||
- | {{ : | + | {{ |
- | Now you can set the production to this unit either with the F-keys or by clicking on the unit pictures. The numbers next to the units mean production time / production costs. The maintenance costs per round are half of the production costs once the unit is finished. Another click on the same unit displays its properties (Moves, Strength). Click on '' | + | Now you can set the production to this unit either with the F-keys or by clicking on the unit pictures. The numbers next to the units mean production time / production costs. The maintenance costs per round are half of the production costs once the unit is finished. Another click on the same unit displays its properties (Moves, Strength). Click on //Prod// to confirm the production. Caution: If a unit is already in production, but not yet finished (e.g. it takes two rounds, but only one has passed) the production progress already made is lost. Also when issuing a (new) build the cost is taken immediately. So avoid switching between units during a round. If you click //Stop//, nothing will be produced anymore. Clicking on //Exit// will take you out of the production menu (this also allows you to cancel messed up commands). |
==== Economy ==== | ==== Economy ==== | ||
- | + | In a sense, every city produces a small amount of gold. Besides the stolen gold from successful city attacks and treasures in ruins, this is the only source of gold. This gold is in turn used to produce troops or to hire offered units. The latter are always relatively expensive but also usually relatively strong and cannot be produced in castles. Likewise, every self-produced unit on the field costs maintenance costs. You have to keep this in mind, because producing units and not losing any can make you broke pretty fast. (That' | |
- | In a sense, every castle | + | |
The production possibilities depend on the castle on the one hand. Every castle has a certain set of units that it can produce. Even with the same unit types (e.g. horsemen), the values for Attack and Moves may vary in the different castles. The production time and costs can also vary. It is therefore advisable to think carefully about where you produce what and what overall strategy you want to follow, or how you want to face the enemy. Everything has its advantages and disadvantages, | The production possibilities depend on the castle on the one hand. Every castle has a certain set of units that it can produce. Even with the same unit types (e.g. horsemen), the values for Attack and Moves may vary in the different castles. The production time and costs can also vary. It is therefore advisable to think carefully about where you produce what and what overall strategy you want to follow, or how you want to face the enemy. Everything has its advantages and disadvantages, | ||
- | Towards the end of the game the supply lines become longer and longer and especially the manual transport of the produced troops towards the frontline feels like an eternity and gets on your nerves (especially for the other players who are not on their turn). That's why there is also the possibility to select a target castle via the LOC button in the castle production, to which it will be sent automatically. An additional bonus is that units that are transferred always need two rounds after completion to reach their destination and do not appear on the map (i.e. are not attackable). This is especially advantageous for distant target | + | Towards the end of the game the supply lines become longer and longer and especially the manual transport of the produced troops towards the frontline feels like an eternity and gets on your nerves (especially for the other players who are not on their turn). That's why there is also the possibility to select a target castle via the LOC button in the castle production, to which it will be sent automatically. An additional bonus is that units that are transferred always need two rounds after completion to reach their destination and do not appear on the map (i.e. cannot be attacked). This is especially advantageous for distant target |
==== Knights/ | ==== Knights/ | ||
+ | Knights are called Heroes in // | ||
- | Knights are generally important for the gameplay. At the beginning of each game each player (also PC opponents) receives exactly one knight. 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 knights can search ruins and temples for items. Depending on the type of item, you will find hostile units that can attack (and 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 |
- | ==== Unit Combinations/ | + | Especially in the beginning it is advisable to send him off with other units. Because especially at the beginning, when you are taking the still neutral castles, loosing him it is a severe setback in terms of fighting strength and thus for further expansion. |
- | 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 | + | ==== 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 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. | ||
Line 124: | Line 110: | ||
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 |
- | ===== Videos ===== | + | 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 [[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 [[..: |
- | After the first submission of Warlords to SSG, they rejected it for the time being because they had no interest in fantasy games. Ian Trout (SSG employee) passed the game on to his ten-year-old son, who was enthusiastic about the game. After that SSG was also convinced. Even though the game was already well developed at that time, a few months were invested with Fawkner and the AI specialist Roger Keating to further improve the AI before the game was released. Originally it was also planned that there should be a [[Fog of war|]]. But this did not come until 1993 in [[Warlords 2|]]. | + | After the first submission of Warlords to SSG, they rejected it for the time being because they had no interest in fantasy games. Ian Trout (SSG employee) passed the game on to his ten-year-old son, who was enthusiastic about the game. After that SSG was also convinced. Even though the game was already well developed at that time, a few months were invested with Fawkner and the AI specialist Roger Keating to further improve the AI before the game was released. Originally it was also planned that there should be a [[..: |
- | Fawkner stated that he was mainly influenced by games such as [[Dungeons and Dragons|]] and the board game [[Dragons of Glory|]], especially in terms of the visual design of the manual and graphics, but also the story. The strategy game [[Empire|]] by Mark Baldwin (1988) was a model for the complex possibilities of the game but at the same time easy to learn. The change between top view maps and 2.5D battles is inspired by Mike Singleton' | + | Fawkner stated that he was mainly influenced by games such as [[Dungeons and Dragons]] and the board game [[Dragons of Glory]], especially in terms of the visual design of the manual and graphics, but also the story. The strategy game [[Empire]] by Mark Baldwin (1988) was a model for the complex possibilities of the game but at the same time easy to learn. The change between top view maps and 2.5D battles is inspired by Mike Singleton' |
- | Warlords | + | //Warlords// was the start of a whole PC game series, followed by [[Warlords 2]] (1993, expanded with more and partly hidden maps, new and different units, alliances, the Fog of war and an editor), [[Warlords 2 Deluxe]] (1995, expandable with own tiles), [[Warlords 3]] (1998, now also playable over the internet) and [[Warlords 4]] (2003). |
([[http:// | ([[http:// | ||
Line 152: | Line 147: | ||
* Game Testing: Janeen Andrews, Richard Simpson, Mark Hill, Tim Wakeman, Karl-Peter Baum, Andrew Taubman, Rowan Keating, Tim Reichelt, Alex Shaw, Anthony Pearson and Ian " | * Game Testing: Janeen Andrews, Richard Simpson, Mark Hill, Tim Wakeman, Karl-Peter Baum, Andrew Taubman, Rowan Keating, Tim Reichelt, Alex Shaw, Anthony Pearson and Ian " | ||
+ | ===== Technical Information About Maps ===== | ||
+ | Warlords contains two maps, that (although representing technically the same map) are, from a technical point of view, not connected at all. One is the tactical map information (shown on the left), where units are commanded. The strategic map (on the right) is basically only a graphic, used to give an overview and for navigating the view port of the tactical map. These files can of course be altered, to create new map layouts. | ||
+ | |||
+ | The easiest way to edit the stock map is with map editors. See [[en: | ||
+ | ==== Strategic Map ==== | ||
+ | The strategic map consists of two files, // | ||
+ | |||
+ | ==== Tactical Map ==== | ||
+ | The tactical map is defined by file // | ||
+ | |||
+ | Here are some elements, that are known: | ||
+ | |||
+ | ^ Number | ||
+ | | 00 00 | Grasslands | {{ en: | ||
+ | | 07 80 | Grasslands with way point | {{ en: | ||
+ | | 07 8A | Temple | {{ en: | ||
+ | | 07 8B | Library | {{ : | ||
+ | | 07 8C | Ruin | {{ : | ||
+ | | 07 8D | Swamp | {{ : | ||
+ | | 07 8E | Road East-West | {{ : | ||
+ | | 07 8F | Road North-South | {{ : | ||
+ | | 07 90 | Cross Roads | {{ : | ||
+ | | 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 ===== | ||
+ | * [[https:// | ||
===== Weblinks ===== | ===== Weblinks ===== | ||
* [[http:// | * [[http:// | ||
* [[https:// | * [[https:// | ||
* [[https:// | * [[https:// | ||
+ | * [[http:// | ||
+ | * [[https:// | ||
+ | ===== Downloads ===== | ||
+ | * {{: | ||
+ | * [[http:// | ||
+ | * [[http:// | ||
+ | * [[http:// | ||
+ | |||
===== See also ===== | ===== See also ===== | ||
* [[Warlords Series]] | * [[Warlords Series]] | ||
- | [[games database|Back to the games database]] | + | [[..: |
en/games/warlords_1.1588499585.txt.gz · Last modified: by 7saturn