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- Fantasy General Demo
-
- Hi! We know you're anxious to begin Fantasy General, but before you do,
- please be sure that your system meets the following minimum system
- requirements:
-
- 486/33 Mhz IBM PC
- 8 Megabytes of RAM
- MS-DOS 5.0, 6.0, 6.2x or DR-DOS 6.0
- **** Windows '95 users should restart in MS-DOS mode. ****
- An Uncompressed hard drive with at least 30 MB free
- An SVGA graphics card with a color VGA monitor
- A 100% Microsoft (or Logitech) Compatible Mouse
- Microsoft mouse driver version 8.20+ (Microsoft Bus Mouse
- users should use the most current version of the
- mouse driver 9.01) or Logitech mouse driver version
- 6.24+
- CD-ROM drive
-
-
- NOTE: THERE IS NO MIDI MUSIC IN THIS DEMO. THERE ARE DIGITAL SOUND EFFECTS.
-
- TO SKIP PAST THE CINEMATIC HIT THE SPACE BAR OR ESCAPE KEY
-
-
- RULES BRIEF
-
- After the opening animation, the strategic map is displayed showing the
- Island of Keldonia, the realm of Dragga, the Orc King. Buttons in the form of
- jewels line either side of the screen. When a button has an icon in it, moving
- the pointer over it causes a description to appear at the top of the screen.
- Left-clicking will activate that button's function. If the button has no icon,
- is not illuminated, or the caption at the top of the screen is in red, then
- that function is currently unavailable.
-
- There are three jewels illuminated when the demo begins: Manage Your Army,
- Allocate Gold, and Quit Game. The blue Save Game button is not darkened, but
- no games can be saved from this demo so it does not function.
-
- Army Management and Gold Allocation
-
- Left-clicking on Manage Your Army displays the forces of Archmage Krell,
- one of four characters that will be available in the full version. The army
- has one open slot for a new unit which can be purchased from this screen. The
- units in the army are displayed across the top of the screen, and the
- different classes of units are listed down the left side.
-
- Left-clicking on an existing unit brings up the unit's statistics at the
- bottom of the screen. Each unit has different advantages and characteristics
- above and beyond its class. For example, units of a magical nature can resist
- magic more effectively. Mortal units are able to upgrade and are not as
- vulnerable to Mechanical units.
-
- Left-clicking on a class button from the left side of the screen shows the
- units of that class that are available for purchase. Purchasing the unit is
- accomplished by left-clicking the Purchase button on the lower right side of
- the screen. The new unit is added to the army and the appropriate amount of
- gold is deducted from the treasury. Only one unit can be purchased prior to
- the first battle.
-
- After the first battle, based on gold allocation, a unit may be upgraded to
- a more advanced type if one has become available. To upgrade a unit, select
- the unit to be upgraded, then left-click on the new unit grade of that class.
- The Upgrade button will change from red lettering to gold. Left-clicking on
- the Upgrade button will convert the old unit to the new grade of unit,
- deducting the appropriate amount of gold from the treasury. Not all units may
- be upgraded; this will be indicated when a unit is selected.
-
-
- Gold allocation is handled using the Allocate Gold screen. This is where
- strategic decisions about the focus of the army are made. Each class of unit
- can have up to 15% of the monetary rewards allocated in order to research the
- next higher grade of unit.
-
- The classes are listed down the left side of the screen, with the share of
- the reward to be spent on them in the Share column. There are up and down
- arrows on either side of the Share column for each class which are used to
- adjust the amount to be spent on research for that class. Whatever remains
- determines how much will be left to purchase new units. This is shown in the
- Treasury, which appears at the bottom of the screen.
-
- To the right of that are columns entitled Mortal and Magic. Mortal starts
- at 0, and Magic starts at 100. This indicates the proportion of gold spent on
- that type of unit. This amount can be adjusted using the up and down arrows on
- either side of the Magic amount.
-
- As each type of unit is researched, the box that corresponds to that class
- fills in with the new unit's icon. At the end of each battle, a notification
- is given of the new grades of unit available. This process may take longer
- than one battle, based on the differences from one grade to the next. There
- may not be an improvement for a given type of unit during the course of this
- demo.
-
-
-
- After the unit has been purchased and gold has been allocated for research,
- the strategic map reappears showing Keldonia when the Manage Your Army and
- Allocate Gold screens are exited. Enemy held areas are darker and contain the
- icon of the Shadowlord, a gold skull on a black shield. Left-clicking on this
- icon commits your forces and begins deployment.
-
-
-
- Deployment and Unit Icons
-
- A tactical map appears showing the deployment area for the Archmage's
- forces. At the bottom of the screen are side-by-side boxes. The box on the
- left lists the current unit, the box on the right lists whichever unit the
- pointer is over. The deployment area is a group of lighter colored hexes
- surrounding a town. Left-clicking on the map in one of the lighter colored
- hexes deploys the current unit. Once deployment is complete, the battle
- begins.
-
- On the tactical map, each unit is represented by the unit icon. The number
- below the unit icon box shows the unit strength. Some units start with a
- strength of 15, others with 10. This indicates the number of hits the unit can
- take before being destroyed. As a unit goes through combat, it sustains
- casualties in the form of strength points killed or wounded. A unit can also
- suffer from morale results which influence its effectiveness in combat. For
- example, a broken unit has a red sphere to the left of the strength marker. A
- unit with a magic item has a gold sphere to the right of the strength marker.
- The strength indicator also reveals when the unit has completed its move by
- changing to a darker shade.
-
- Movement and Combat
-
- Left-click on a unit to begin its turn. Each unit can move and attack, or
- if it begins a turn next to an enemy unit, can attack then move. When a unit
- is selected, the range of movement is indicated by the lighter colored hexes
- that surround it. Left-clicking on a target hex causes the unit to attempt to
- move to that hex. If an unseen enemy unit is encountered while moving, the
- unit stops next to the enemy. An attack may be ordered whenever a unit ends
- movement next to an enemy. Some units, such as Siege Engines may even attack
- enemy units they are not adjacent to. The pointer turns into a sword when
- moved over an enemy unit that is an eligible target.
-
- When an eligible target is indicated, the projected losses for each unit is
- shown at the bottom left of the screen. The top line is the friendly unit, the
- line below is the enemy unit. The number to the left of the skull indicates
- the projected strength points killed, the number to the left of the stain
- indicates the number wounded. Wounded strength points can be recovered by
- resting the unit. Strength points that are killed can only be recovered with
- replacements or in between battles. A unit is destroyed when it has lost all
- its strength points. A unit that is surrounded and cannot retreat surrenders,
- effectively being destroyed.
-
- Left-clicking a second time on a selected unit, or left-clicking once on an
- enemy unit, shows the unit's statistics in a window with three buttons at
- the bottom. If a letter appears in any of the buttons, it may be left-clicked
- to reveal some further information about that unit such as special abilities,
- magical spells, or magical items. Left-clicking in the center of the the
- statistics shown will bring up a screen showing more detailed information
- about the unit. Right-clicking exits this screen.
-
- Buttons
-
- Many Fantasy General controls are operated by buttons visible on either
- side of the screen. When no unit is selected, the set of buttons that are
- active are referred to as the Main Menu. Once a unit has been selected, the
- Unit Menu becomes active.
-
- Main Menu
-
- The left side Main Menu buttons are:
-
- Fast Load Game
- Fast Save Game
- Cast Magic Spell (if the character possesses magic, see below)
- Toggle Animation
- Toggle Music
- Toggle Sound Effects
- Load Game Menu
- Save Game Menu
- Quit Game
- Purchase Unit Menu
- End Turn
-
- The right side Main Menu buttons are:
-
- Show/Hide Computer Move
- Spot/Hide Units
- Show Score
- Show/Hide Wounds
- Tactical/Strategic Map
- Aerial/Ground Units
- Hexsides On/Off
- Show Terrain
- View Mode On/Off
- Go To Unit
- Next Unit
-
- The left side Unit Menu buttons are:
-
- Recruit
- Rest
- Disband Unit
- Examine Unit
- Abort Move
- Cast Spell
- Take from Next List
- Exit Unit Menu
-
- The right side Unit Menu buttons remain the same.
-
- A Note About Spellcasting
-
- The Archmage Krell character can cast one powerful spell each turn. This is
- done from the Main Menu using the blue spell casting button. Left-clicking on
- this button causes four other buttons to appear which are used to choose which
- spell Krell casts that turn. The four spells are Fireball, Fear, Weakness, and
- Whirlwind.
-
- Some units can cast magical spells also. Their power is used from the Unit
- Menu by left-clicking on the red spellcasting button.
-
-