Scourge Of War - RemasteredNorb Software Development LLC
Welcome to Scourge of War, a real-time 3D computer game/simulation developed by NorbSoftDev, the company headed by renowned game designer Norb Timpko, designer of Mad Minute Games' acclaimed Take Command series. Scourge of War is the epitome of historical command simulations.Steam: Click HereTheatre: Napoleonic/American Cival War/and.....
Unit Scale: Division, Regiment, Corps
Single player: Yes
Multiplayer: Yes
AI: Yes
PBEM: No
ABOUT THIS GAMEWelcome to Scourge of War. We hope you are ready for a fight. This game places you in command of the units of armies and allows you to refight the many historical bloody clashes during the age of regimental base warfare. This is a type of wargame that we call real time command simulation. Real time command simulation combat begins with Sid—as in Sid Meier, who released the now legendary wargame Sid Meier’s Gettysburg (SMG) in 1997. This game established a new genre, freeing players from the confines of the earlier wargame conventions of the hex grid and dice roll. It placed the units on a 3D battlefield and lets the player/commander move units around. There were no turns—combat happened in real time and could be interrupted only by putting the entire game on pause. It also included a multi-player (MP) feature that is still in use today. Then came Sid Meier’s Antietam in 1998, an evolutionary release that introduced players to the deceptively rolling terrain outside of Sharpsburg and included other battles in the Antietam Campaign at South Mountain and Crampton’s Gap. The next step in the evolution of the genre was Breakaway Games’ transfer of the game engine to the Napoleonic Wars with the release of Waterloo: Napoleon’s Last Battle, in 2001. The final chapter for the Sid Meier engine was Austerlitz: Napoleon’s Greatest Victory, released in 2002. A new chapter in black powder era combat simulation opened in 2005 with the release of Civil War: Bull Run by Mad Minute Games. This game is built on the traditions of the Sid Meier games but was an entirely new generation. It was noted for its highly capable Artificial Intelligence (AI) opponent and careful attention to historical detail. The second and final game from this very small company was Take Command: 2nd Manassas, appearing in 2006. This release also included the battles of Cedar Mountain and Chantilly, the bookends of the campaign. Both games received multiple awards reflecting the historical accuracy and intensity of the real time command experience.
Then came the start of the Scourge of War series. Recreating Gettysburg and Waterloo in the same fashion. It's been many years since those initial releases and old men need something to do in their twilight years. So, we figured we'd take our time and fix some issues, rebrand the game, get on Steam, upgrade the art, and see what we can do to improve performance. There are improvements to the graphics engine and a large number of next generation art assets. The AI has improvements that build on the experience from previous games. The AI is smarter, meaner, and more likely to run you off the battlefield unless you are a skilled wargamer. This game now uses the Steam multi-Player features to allow you to match your skills against human opponents anywhere in the world the AI or both at once. So, make sure your guns are clean, your powder is dry, and get ready for battle on the legendary battlegrounds of history!
Features (work in progress)- Huge armies marching and fighting across enormous historical maps.
- A great amount of content.
- A Sandbox campaign mode adding a strategic layer to your tactical battles
- Units can now take cover in buildings!
- New and improved interface for easier command and control
- Highly accurate historical battlefield maps and general purpose battle maps.
- Realistic weather.
- Courier system for dispatches.
- Extensively researched historical orders of battle.
- Real time combat command of a brigade, division or corps
- Random play mode to generate battles.
- Multiplayer play.
- Multiplayer online combat in several modes, including: Standard opposite sides, cooperative play versus the AI ,play embedded- within historical battle scenarios.
- Random play mode to generate battles of brigade, division, or corps size on any of the included maps.
- Extensive option set to tailor the game experience to the players preference and to allow good game performance on a wide range of systems.
- Full modding support including a moddable AI.Sounds and Smoke effects to bring the battles to life.
"The idea is to have just one program serve all the content. That is our 'hope'. WL will be first, but we are working on the GB content as well."