Players can also construct Shipyards, which can produce both combat ships and Oil Tankers. Both buildings can be upgraded twice, each increasing usable resources per load from the workers. The Human Town Hall and Orc Great Hall produce basic workers that dig gold from mines and chop wood from forests and then deliver them to their Halls. Warcraft II requires players to collect resources, and to produce buildings and units in order to defeat an opponent in combat. Blizzard quickly released a facility to connect with Kali, which allows programs to access the Web by means of IPX.
The DOS version initially provided multiplayer games by null modem cable, modem or IPX, and Mac players could also play via TCP/IP or AppleTalk. The scenarios can be played against the AI or in multiplayer games with up to eight players participating.
The editor runs under the Mac and also under either Windows 95 or, if the WinG library was installed, under Windows 3. The game's map editor allows players to develop scenarios for use in multiplayer contests and against AI opponents. However, some have other objectives, such as rescuing troops or forts, or escorting important characters through enemy territory. Most of the campaign missions follow the pattern "collect resources, build buildings and units, destroy opponents". Warcraft II allows players to play AI opponents in separate Human and Orc campaigns, and in stand-alone scenarios. The game is played in a medieval setting with fantasy elements, where both sides have melee, ranged, naval and aerial units, and spellcasters. Each side tries to destroy the other by collecting resources and creating an army. In Warcraft II one side represents the human inhabitants of Lordaeron and allied races, and the other controls the invading orcs and their allied races. Warcraft II is a real-time strategy game. Warcraft III: Reign of Chaos, released in 2002, used parts of Warcraft Adventures' characters and storyline, but extended the gameplay used in Warcraft II. In 1996, Blizzard announced Warcraft Adventures: Lord of the Clans, an adventure game in the Warcraft universe, but canceled the project in 1998. The game strongly influenced the company's next successful RTS, the futuristic StarCraft (1998) in gameplay, and in attention to personality and storyline. Warcraft II was a commercial hit, with global sales above 3 million units by 2001 roughly two-thirds were sold in the United States. Buildings remain displayed as the player last saw them, and do not register unobserved changes such as being built, damaged, or repaired, etc. The fog of war completely hides all territory (appears black) which the player has not explored: terrain that has been explored is always visible in gray tones, but enemy units remain visible only so long as they stay within a friendly unit's visual radius. The majority of the display screen shows the part of the territory on which the player is currently operating, and, using the small minimap, the player can select another location to view and operate on. Players gain access to more advanced units upon construction of tech buildings and research. In Warcraft II, as in many real-time strategy (RTS) games, players collect resources to produce buildings and units in order to defeat an opponent in combat. The edition, released in 1999, included Warcraft II: Beyond the Dark Portal, provided Blizzard's online gaming service, and replaced the MS-DOS version with a Windows one. In 1996, Blizzard released an expansion pack, Warcraft II: Beyond the Dark Portal, for DOS and Mac OS, and a compilation, Warcraft II: The Dark Saga, for the PlayStation and Sega Saturn.
A sequel to Warcraft: Orcs & Humans, the game was met with positive reviews and won most of the major PC gaming awards in 1996.
Warcraft II: Tides of Darkness is a fantasy real-time strategy computer game developed by Blizzard Entertainment and released for DOS in 1995 and Mac OS in 1996 by Blizzard's parent, Davidson & Associates.