Warlords Battlecry For Mac

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Warlords Battlecry
Developer(s)Strategic Studies Group
Publisher(s)Strategic Simulations
Producer(s)Gregor Whiley
Designer(s)Steve Fawkner
Programmer(s)Steve Fawkner
Mick Robertson
Dean Farmer
Artist(s)Alister Lockhart
Steve Fawkner
Janeen Fawkner
Composer(s)Steve Fawkner
SeriesWarlords
Platform(s)Microsoft Windows
ReleaseJuly 2000
Genre(s)Real-time strategy
Mode(s)Single-player, multiplayer

Warlords Battlecry is a real-time strategyvideo game released in July 2000 for Microsoft Windows.[1] It was the first of new series of RTS games set in Steve Fawkner's Warlords franchise.[2]

Gameplay[edit]

The game introduced a hero-building system, combining real time strategy elements with roleplaying elements (hero development, stats and skills). This makes the series the first to be called 'roleplaying strategy', a term coined by its creator, Steve Fawkner. There are nine races organized in sets of three:

  • The Civilized races: Human, Dwarf and Undead
  • The Primitive races: Barbarians, Orcs and Minotaurs
  • The Elvish/Magical races: High Elf, Wood Elf and Dark Elf

There are four professions, Warrior, Wizard, Rogue, and Priest. Each profession has at least three specialties, which give access to different skills and spheres of magic.

Reception[edit]

Jim Preston reviewed the PC version of the game for Next Generation, rating it four stars out of five, and stated that 'Players who look underneath the ordinary surface will find a highly entertaining mix of strategy and role-playing.'[3]

Warlords Battlecry was commercially unsuccessful in the United States,[4][5] and journalists Mark Asher and Tom Chick noted that it 'didn't even hit PC Data's charts'.[4] Writing for CNET Gamecenter, Asher reported in September 2000 that the game's sales in the United States had reached 8,608 units, which drew revenues of $332,662.[5]

Warlords Battlecry received positive reviews. It has an average score of 78 per cent at GameRankings, based on an aggregate of 27 reviews.[6] The editors of Computer Games Magazine nominated Warlords Battlecry for their 2000 'Real-time Strategy Game of the Year' award.[7]

Sequels[edit]

Two sequels were released: Warlords Battlecry II in 2002 and Warlords Battlecry III in 2004.

Although released in different times, the three games essentially share the same 2D graphics engine, a gameplay closely resembling that of Warcraft II: Tides of Darkness or StarCraft and have a high number of playable races/sides (ranging from the 9 of WBC 1, to the 12 of WBC II and the 16 of WBC III).

The games feature a hero building system which preceded Warcraft III's own one and combine real time strategy elements with roleplaying elements (hero development, stats and skills), thus making its creator labelling the series as 'roleplaying strategy' games.

Although the games share the same basic gameplay and graphics engine, and the series is generally well received among Warlords fans and hunters, the community around them has always been small (but loyal), and no serious modding efforts have been done until the third installment was released, although all three installments ended up supported by community (Fan patches[8]) rather than developer patches and mods.

References[edit]

  1. ^http://www.ign.com/games/warlords-battlecry/pc-12054
  2. ^http://www.mobygames.com/developer/sheet/view/developerId,35177/
  3. ^Preston, Jim (October 2000). 'Finals'. Next Generation. Vol. 3 no. 10. Imagine Media. p. 125.
  4. ^ abAsher, Mark; Chick, Tom. 'The Year's Ten Best-Selling Games'. Quarter to Three. Archived from the original on February 2, 2001.
  5. ^ abAsher, Mark (September 1, 2000). 'Game Spin: RPG Madness'. CNET Gamecenter. Archived from the original on April 18, 2001.
  6. ^'Warlords Battlecry for PC'. GameRankings. CBS Interactive. Retrieved 23 February 2018.
  7. ^Staff (February 8, 2001). 'Computer Games Magazine announces nominees for annual best in computer gaming awards'. Computer Games Magazine. Archived from the original on February 9, 2005.
  8. ^Unofficial Patches om patches-scrolls.de

External links[edit]

  • Warlords Battlecry at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Warlords_Battlecry&oldid=938057643'
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  1. Warlords: Battlecry
5 / 5 - 3 votes

Description of Warlords: Battlecry Windows

Read Full Description

Warlords Battlecry is the last and undoubtedly most underrated entry in SSG’s celebrated Warlords series, long heralded as the best fantasy wargames for die-hard wargamers everywhere.

Battlecry marks a sharp departure from the previous Warlords games in two respects: real-time play, and narrow tactical-level scope. The game has more in common with Warcraft than, say, Heroes of Might and Magic which are comparable in scope and style to the earlier Warlords games.

As in previous Warlords games, the hallmark of Battlecry is the importance of heroes, unique characters who lead your armies. Heroes exert a circle of influence in which all friendly units gains combat bonuses. They can cast area spells that can also boost friendly units (or harm enemy ones) in that radius of influence. Bonus spells don't have to be cast individually on units. The 83 spells are split into 9 spheres, such as summoning and healing, with certain heroes able to 'major' in each, raising ability and spell casting chances for spells in that sphere as they go. Spells have prerequisites, so you have to learn the simpler ones first.

Warrior-focused heroes can concentrate on building their combat and command skills and abilities. Each hero has four primary stats (strength, intelligence, dexterity and charisma) and these add to the skills (common to all hero classes) and abilities (which depend on class and race) that shape the character. Certain units can cause fear, chaos, terror, awe, poison and disease. It's important to recognise these and know how to deal with them; getting your hero diseased is a big pain with no cure spell. Cheap infantry and good ranged units are often the way to deal with poison and disease-carrying enemies. The most powerful game units, such as the dragon, take a long time to build, but have strong bonuses that make them truly devastating in combat. But nothing is invulnerable, when tackled by the right tactics. The ability to pause the action to issue movement orders is most welcome when you see a horde of disease-carrying enemies swarming towards some of your best units.

So how does the gameplay feel? Surprisingly very similar in spirit to the old turn-based games, but with many nice touches. Owning the resource mines is the key to victory, just as holding cities was in the old games. The AI isn't the work of Roger Keating this time, but his influence can be felt as the computer plays much “smarter” than most other strategy games. While most designers are attempting to take RTS gaming into new 3D lands, it's a pleasant surprise to find a traditional 2D RTS that manages to offer something new to entice a jaded wargamer. The pace of the RTS gameplay is fast, thanks to an AI that can be aggressive on the harder AI settings, but turn-based gamers can slow the game speed down or use the 'pause for orders' feature to consider their tactical options more carefully. While Battlecry’s graphics are strong, its deep gameplay makes up for the lack of 3D glitz.

The bottom line: if you love fantasy wargames and don’t mind real-time play, Battlecry is a must-have. It is to real-time fantasy wargames what Fantasy General is to turn-based titles. Two thumbs up, way up!

Review By HOTUD

Captures and Snapshots

Screenshots from MobyGames.com

Comments and reviews

Sud-Ita-fan2019-08-200 point

Molto divertente! ricordo che creavo sempre un esercito di Sprite.

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