Wouldn't even be that unlikely, he also released the sources for Warlords Battlecry 3 (under NDA). Which is how all the mods and fan patches were created.Well sure, all that and the fact that it's no longer for sale outside of eBay, and source code for the full patched DR exe was lost.
Dunno, petition Steve Faulkner for a release I guess.
I remember playing demo of original Warlords 3, came in a videogame mag. Cool game, took me a good while until I "got" it.
Downloaded it full once, but didn't play much.
Adding to my list.
Then again, I guess they need to feed some mouths...
Define mainstream gamers.I think that for a long time there was this idea that turn based games are either like Civ or like HoMM. And to be honest this perception probably still exists among mainstream gamers.
The first two Warlords games reminded me of the old Empire game.
The problem with these games was that the combat is so simplistic, just one unit against another with no modifiers, which was just too boring for me.
Did later Warlord games make combat more interesting?
Ha! I remember this blew my mind when I first saw it. Wait, the AI surrendered? This can happen? Why don't other games have this?once you conquered enough of the map to have a basically insurmountable lead, the other factions would all surrender to you, which you could accept or decline. This needs to be in more games. By far the worst part of any 4X game is that final slog - when you've reached the point where your victory is a foregone conclusion, but you have to play out until it actually happens anyway. Warlords just cut that straight out, and said "Hey, if you enjoy the mop-up? Keep going! Otherwise, congratulations! You've won!"
It is very simplistic in the way that it's always 1 unit vs 1 unit until one side is dead, yes, but there's a lot of modifiers that different units give to your or opponent's army so you can't just take armies composed of the best unit you have (well, you can but it can get countered very hard with right debuffs, there are also units with banding that get better the more of them you have in one army), there are some units like dragons or elementals that can destroy multiple "mid-tier good stuff" armies because of their high attack but they in turn might get countered by assassination from cheap gnolls. Composition is important. Plus it makes the game a lot faster than something like HoMM. Warlords 4 had a branching leveling system for all units that was pretty nice even if the game itself wasn't as good as 3.The first two Warlords games reminded me of the old Empire game.
The problem with these games was that the combat is so simplistic, just one unit against another with no modifiers, which was just too boring for me.
Did later Warlord games make combat more interesting?
When I was a kid I favoured Lord Bane because its castles looked badass, but they were obviously rubbish for being so isolated.One of my first game jobs was writing publicity fiction for Warlords IV, but to tell the truth, I thought the series was at its best in WL1 and maybe WL2. The changed graphical style and increased complexity of the third lost some of the charm of the earlier ones. I played WL1 to death -- both vs. AI and vs. friends -- and its simplicity and imbalance was part of the charm. It had all these features that, even when I was a kid and especially once I became a designer myself, spoke to me of a new developer who didn't really think everything through. Like the whole mechanic of dwarves getting a bonus on hills proved to be totally meaningless because the hills were so slow to cross (even for dwarves) that there were almost never any fights on them.
Anyway, the short version is Storm Giants on sped-up mode were GOAT.