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FANTASY GENERAL V1.0 Edited on 2/17/96 I. Install. II. Windows95 Users. III. Sound Card Disc Composers. IV.

Game Clarifications. V. Rule Clarifications or changes. VI. Last minute strategy. I. Install. When you installed the game, if your computer said that you didn't have a VESA driver, then you must use the generic one supplied with Fantasy General. Go to the FG directory and enter the subdirectory called EXE. From here, type UVCONFIG. This will detect what type of video card you have and create a VESA driver for your system. Once you have done this, you will have to go back to the FG directory and type FGVESA to start the game. Keep in mind that the UVCONFIG will take up memory and may cause you to need a boot disk. If this is the case then you will most likely get the error mentioned below. See the data card on how to create a boot disk. If you get the "failed to init heap" error when you begin the game, then you must create a boot disk. What this error means is that your computer doesn't have enough EMS/XMS to run the game. II. Windows95 users. Though Fantasy General is a DOS game, we have tried to make it run in Windows95. We strongly suggest that your run Fantasy General in Dos mode. If you decide to run in Window95, then you may notice the game's speed is reduced, and has random freezes when playing. We have also noticed that if Screensavers are being used then the above problems are more likely to occur, thus we also suggest that you turn your screensavers off. III. Sound Card Disc Composers. If you are playing the game and you are getting no music, make sure your speakers are hooked up correctly. If there is still no music, then try plugging headphones into your CD-ROM. If you still don't get music, then try the MIXER software that comes with your sound card. This will allow you to raise the volume of your CD-ROM. Below is a list of some Mixer software out on the market. 1.Jazzmix 2.Mixerset 3.Pmix IV. Game Clarifications. When you conquer a region, your units are made full strength, just as if you did a recruit for each unit. This is done at not cost. If you change your research percentages, they will not take effect until the next battle. When you activate a siege unit, a button will appear on the lower left of the screen with a cannon icon. This button will allow you to shoot the siege unit before moving. The reason for this button is that any unit may enter a hex with a flying unit, and there will be times when you don't want to go into the hex of a enemy unit, but just shoot it.

V. Rule Clarifications or Changes. Below is a list of Shadowlord heroes that didn't make it to the rule book. Witch of Icethorn The Witch of Icethorn has long coveted the dark powers and has recently risen in favor with the Shadowlord. She can cast Charm on an enemy unit within three hexes. Lt. Infantry, Mortal Life/Atk: 10 Armor: 17 MR: 80 Move: 4, Open Spot: 4 Melee 18M Skirmish: 0 Range: 8M Spell: Charm Specials: Hero, Individual, Mystic Fighting Pale Marshal of Barrow's End The Pale Marshal is the field commander for Maloch of Blacklance whose name strikes fear into the hearts of the people of Pothia, for he often rides out of the night to destroy whole villages and never leaves any survivors. He may cast Death Wounds on any adjacent friendly unit. Cavalry, Mortal Life/Atk: 10 Armor: 27 MR: 100 Move: 5, Cavalry Spot: 5 Melee: 26P Skirmish: 0 Range: 0 Spell: Death Wounds Specials: Hero, Individual, Invulnerable to Magic Kraekvar the Demonspawn Kraekvar is a demonic servant summoned from the netherworld by Alecar the Shadow Wizard. Kraekvar guards Aelcar's fortress and spreads terror across the Isle of Four Winds. He has the ability to cast Fear once per turn. Hvy. Infantry, Magic Life/Atk: 10 Armor: 20 MR: 90 Move: 4, Open Spot: 3 Melee: 22P Skirmish: 0 Range: 0 Spell: Fear Specials: Hero, Individual, Vulnerable to Mech Claw the Assassin Claw the Assassin was the key to Ssazikar the Snake's rise to power, eliminating rivals for the sorcerer and sabotaging opponents' plans. Rumor has it that Claw still serves Ssazikar, though nothing is known of his whereabouts. He has the ability to cast Invisibility once per turn. Skirmisher, Beast

Life/Atk: Armor: MR: Move: Spot: Melee: Skirmish: Range: Spell: Specials:

10 14 80 5, Open 5 4 18 0 Invisibility Hero, Individual, Mystic Fighting

Grimal the Rat Lord Grimal the Rat Lord has raised himself and his army into a position of great power by controlling the often overlooked bureaucracies of the Shadowlord's rule with ruthless aggression. He may cast Death Wounds once per turn. Life/Atk: 10 Armor: 17 MR: 80 Move: 4, Open Spot: 4 Melee 20P Skirmish: 0 Range: 0 Spell: Death Wounds Specials: Hero, Individual, Battle Lust Malkin Nightwing Malkin Nightwing escaped the netherworld during the Shadowlord's rise to power and has been terrorizing Aer ever since with her furious attacks. She has the ability to cast Berserk once per turn. Fighter, Magic Life/Atk: 10 Armor: 22 MR: 90 Move: 7 Spot: 5 Melee: 21M Skirmish: 0 Range: 0 Spell: Berserk Specials: Hero, Individual, Vulnerable to Mech Morg the Lasher Morg the Lasher is the Shadowlord's henchman, the hand which carries out the despot's unspeakable acts. Rarely challenged in battle, Morg the Lasher is a formidable foe who takes great pride in his ability to destroy. He may cast Armor on any adjacent friendly unit. Hvy. Infantry, Mortal Life/Atk: 10 Armor: 30 MR: 80 Move: 4, Open Spot: 3 Melee: 32P Skirmish: 0 Range: 0 Spell: Armor Specials: Hero, Individual, Battle Lust

Deathlord Rapax Deathlord Rapax is a seeker of souls with an insatiable hunger for death. In the employ of the Shadowlord, he finds ample opportunities to indulge his appetite. He has the ability to cast Fear once per turn. Cavalry, Mortal Life/Atk: 10 Armor: 30 MR: 90 Move: 5, Cavalry Spot: 5 Melee: 28M Skirmish: 0 Range: 0 Spell: Fear Specials: Hero, Individual, Undead Leech King The Leech King rose from the swamps of Avernion during the dark days of the Shadowlord's conquest and has recently been preying on the unwary with increasing boldness. The Leech King has the ability to cast Berserk once per turn. Lt. Infantry, Mortal Life/Atk: 10 Armor: 22 MR: 90 Move: 4, Open Spot: 4 Melee: 19P Skirmish: 0 Range: 0 Spell: Berserk Specials: Hero, Individual, Regeneration Goat King The Goat King is a capricious creature whose avarice is matched only by his overweening pride. He may cast Pathmaster on any adjacent friendly unit. Lt. Cavalry, Beast Life/Atk: 10 Armor: 20 MR: 80 Move: 6, Cavalry Spot: 6 Melee: 8P Skirmish: 22M Range: 0 Spell: Pathmaster Specials: Hero, Individual, Negate Cavalry Bonus VI. Last minute strategy. Make sure to keep a balanced army. This means don't have your army consist of only three unit types. The AI checks to see if you have a specialized army and then builds higher grade units with more experience. When moving, make sure to move your units that are farther away from the enemy first. This will allow you to create a constant wave attack going against your enemy. You will also move quickly across the map, and you won't bottleneck.

Don't leave troops unprotected or isolated near the enemy. Change the percentage of spending to 35% on continent two, this will allow you to buy new units and increase your limit army. Try to rest your units when possible, this will reduce your chances of retreating and being destroyed in one attack. Good luck and don't forget to save often.

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