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Warlords 1 & 2 features missing from DLR
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TOPIC: Warlords 1 & 2 features missing from DLR
Warlords 1 & 2 features missing from DLR 11 years, 11 months ago #800
I need some help compiling a list of features or aspects from Warlords and Warlords 2 and Warlords 2 Deluxe that did not make it into Warlords 3: Dark Lords Rising. It would also be nice if some veterans could point out which of these features that would have improved upon DLR.
I will start: Warlords Building boats Multiple blessings Production given by city Warlords 2 Talking head Sign posts on map Plant rally points on map? (can't remember) City adjacent to water works as a port |
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Last Edit: 11 years, 11 months ago by Onslaught.
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Re: Warlords 1 & 2 features missing from DLR 11 years, 11 months ago #802
Building towers?
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Winter is coming.
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Re: Warlords 1 & 2 features missing from DLR 11 years, 11 months ago #805
Warlords:
You could not build towers. Warlords 1 had towers but they were in fixed locations. All Armies had names that listed where they were from (like 2nd Jessarton Lt Infantry) Side (race) based bonus's. For example all Grey Dwarves and Storm Giant armies fought at +1 in hills due to a racial bonus. Orcs at +1 in a swamp, Selentines at +1 on the water etc. Warlords 2: The plant rally points was the 'plant flag' option that allowed a hero to plant his standard (an +1 command item you got on turn 1) and then vector armies to that standard. ROH had a talking head. It was removed in DLR because Steve said reviewers told him it was a joke. Ironically it's something all players seem to love to quote. KGB |
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Re: Warlords 1 & 2 features missing from DLR 11 years, 11 months ago #810
I miss Zog the Graffiti-Troll.
Comments on other changes: - Building boats: I like the idea of building boats, but I think the wl1 model would be broken for some types of maps, like island maps. - Multiple blessings: Broken because of hits. - Fixed production: For me, this is about some cities being more valuable than others. I'n warlords 2 only special cities could make allies. In warlords 3 you got mana and sites. Each game solve it diffrently. With that said, I prefer at least some degree of build production. - Sign posts: So much fun editing them in random+hidden map multiplayer. Zarrethol 8 leagues northwest? Let's make that 20 leagues SOUTHwest. - Rally point/battle standard: Never used much. We got teleport and summoning spells now. - City as port: I like wl3 solving boats being too useful by requiring ports instead of wl2's blunt movement penalty. - Side bonuses (wl1): Now we got completly unique sides instead. This was the one thing wl2 was lacking. - Towers: Tower and feature defence (ruins etc wl2) was an ok feature, but didn't seem have much impact on the game other than temple denial. On second thought, it could be cool with city terrain +1 fortify sites/ruins... or? |
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Last Edit: 11 years, 11 months ago by Asgeir.
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Re: Warlords 1 & 2 features missing from DLR 11 years, 11 months ago #811
Warlords 1 had towers but they were in fixed locations. It was possible to build towers in Warlords 1. By clicking "B". The easiest way to spend all your money. =) |
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Winter is coming.
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Re: Warlords 1 & 2 features missing from DLR 11 years, 11 months ago #813
Guess I should have bought the game for a manual instead of pirating it.
I had no idea you could build new towers. KGB |
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Re: Warlords 1 & 2 features missing from DLR 11 years, 10 months ago #828
there's a vage bug in DLR, sometimes you can see +1 fortify in the stack bonuses window, when you stay on ruins.
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Darklords players, you are welcomed here: lastcitadel.ru
Last Edit: 11 years, 10 months ago by Molotov.
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