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Warlords IV Q&A

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We sit down with Strategic Studies Group and discuss the next installment of the Warlords strategy series.

Strategic Studies Group first began the Warlords series more than a decade ago with a strategy game that let you explore and conquer a fantasy world. It might've seemed like a strange idea at the time, but over the years, the Warlords series has not only produced two excellent sequels, it's also given rise to the Warlords Battlecry games--two intriguing real-time strategy games that were based on the Warlords series' brand of swords, sorcery, and fantastic creatures. And over the years, the Warlords series has also seen a lot of healthy competition from other excellent fantasy-themed strategy series, including Master of Magic, Heroes of Might and Magic, Disciples, and Age of Wonders.

And fortunately for fans of turn-based strategy games, we're seeing something of a renaissance this year. We've already been favored with Disciples II and Heroes of Might and Magic IV, and we'll soon get to play Age of Wonders II--but that won't be the last great fantasy strategy game this year, because the Warlords series is back, too. Warlords IV: Heroes of Etheria will be the fourth installment of the venerable strategy series, and will make use of the colorful graphics and terrain system featured in Warlords Battlecry II.

That's not to say that Warlords IV will just be Warlords III with better graphics, because SSG is adding in a lot of intriguing new elements that will change Warlords considerably. For starters, unlike the previous Warlords games, which simply ran through battles automatically to let you focus more on exploration and managing your kingdom, Warlords IV will have an all-new tactical combat system. You'll be able to roll up your sleeves and take your armies of dwarves, elves, and orcs into the field, and attack your enemies directly with magic spells, veteran heroes, and powerful siege weaponry. And of course, this won't be the only addition that Warlords IV will make to the series, but how will all these changes affect the way Warlords is played? We checked in with producer Gregor Whiley to find out.

GameSpot: Thanks for taking the time for this interview. Could you please introduce yourself and explain what sort of work you're doing on Warlords IV?

Gregor Whiley: I'm Gregor Whiley, producer for the Warlords series.

GS: We were surprised to hear that Warlords IV will be based on the Warlords Battlecry II graphics engine. What specific additions to the engine will you be making?

GW: Warlords IV doesn't really use the Battlecry II engine, although it does borrow some of its elements. These include its terrain tile-handling system, particle effects, sound, and networking code. Otherwise, the Warlords IV code is an entirely new system. Just as importantly, Chris Proctor, the artist who did the Battlecry II terrain, is working on the Warlords IV terrain and doing a great job.

GS: It seems that Warlords IV's most important new feature will be tactical combat. Why did you decide to include this new feature?

GW: All the previous Warlords games used an abstracted combat system. We wanted to do something new with combat, and quickly came to the conclusion that there was no middle ground for combat, and that it should either be highly abstract or totally tactical, so we went with a detailed and exciting tactical system.

GS: Could you give us a rundown on Warlords IV's tactical combat? What sort of features can we expect to see--magic spells, terrain advantages, morale, siege weapons?

GW: Tactical combat will be an exciting and fast-moving affair. Units will be making or receiving charges, some might surrender, others will take prisoners, and of course there will be plenty of bloodthirsty combat, with many units having special attacks or skills. Heroes will be using magic, and siege weapons will be absolutely required to batter down the walls of enemy citadels.

2 Comments

  • campbell_todd

    Posted Jul 26, 2007 6:18 am GMT

    I must admit to being rather disappointed that this tactical combat never made it into the final game.

    While its true that the final combat system was pretty fast paced, it was a bit boring - all you had to do was guess how many crappy units you wanted to waste first before you sent one of the big guns in to finish the rest off.


    Just imagine the first UFO game having come out without its tactical combat, instead using some superficial mostly luck based system. It would not have been anywhere near the success it turned out to be...

  • jakeboudville

    Posted Sep 13, 2006 12:49 am GMT

    looks good

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