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#131 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2006
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![]() The system is that hand-to-hand combat always has two phases, skirmish and melee. If neither attacker or defender has a skirmish rating the first phase is bypassed, but the good thing about skirmishers is that they inflict damage and supress before melee units can respond. Alternatively if you equip a melee unit with a magical weapon that gives it a skirmish rating, it gets much more effective against other melee units since it gets to weaken it somewhat (the skirmish rating will be little) before the definitve melee phase. Also Legionarii for instance have a skirmish rating. Right now I'm not sure as to whether air units can't be engaged in skirmish and bypass that phase.
At the beginning when both are unexperienced melee units can deal much more damage than skirmishers, and that remains true to a lesser extent until the end, only that melee always has more casualties on the other hand. Rookie skirmishers inflict only 0, 1 or 2 damage on the initially more powerful melee units, but you should use them as much as necessary to make them gain experience, and research them. Once they're upgraded and experienced, they can really cut any melee unit to pieces without any possibility for it to respond. Try and you'll see, only at the beginning you have to baby-sit skirmishers because they're puny with no experience and can be easily killed, but afterwards they're the best assault troops and infantry lines supported by archers are more suitable for containment and so are much slower advancing even relative to their movement rating. Also the attacker gets the initiative but only for each phase, so if a melee unit without skirmish rating attacks a skirmisher (i.e. skirmisher proper or light cavalry), it would get to attack first but it doesn't since it can't skirmish; then the skirmisher applies its skirmish rating; and then during the melee phase the attacker is too weakened to cause any damage. When the skirmisher is not experienced its first skirmish counterattack is not enough to save it from the subsequent pounding during the melee phase. But I've seen rookie enemy units that got themselves killed by attacking my elite skirmishers! I wouldn't do without skyhunters, that's making your life too difficult if not impossible. You must get enough of them to always have aerial suppremacy, and as experienced as possible, so it's good to purchase them even before they're needed for them to gain experience in the meantime. Once you've killed all enemy air units they're very nice to disrupt the enemy at his weakest point or to crush archers hidden behind enemy melee, and if they get damaged they can retreat most easily. Plus even after you've killed all enemy air units, the enemy will recruit more in his remaining towns. This game is nice but too repetitive in the end for me. I played it more than PG but the latter has a richer strategy, there are tons of things you must consider, terrain, entrenchment, close defense, rugged defence, hard, soft, etc. In FG it all comes down to melee and skirmish, missile (especially when alone not supporting) and of course magical attacks are secondary, anyway the system is really simple in comparison.
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Life starts every day anew. Prospects not so good... |
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#132 | ||
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![]() <div class='quotetop'>QUOTE(Japofran @ Sep 11 2007, 09:28 AM) [snapback]310160[/snapback]</div>
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hvy infantry with force march can pas with force march even two montain hexes in one round, or any other hex that absorbs all movement when to use force march (at start f round or not) depend also if it uses road. if it use road then before, marching through heavy terrain first move normal then forcemarch. what you said about skirmish and melee ("missile" attack needs also to be mentioned, which missile is even before skirmisch) is correct. well, sure the game may be repetitive. i guess PG is also repetitive stil there is the option to make arena battles, and test armies (in the last year i never played any SCN only multiplayer with a friend via LAN, and we made something like ARENA (with certain umber of points and using custom MAPS and edited equip-Files (PG2)) and that was pretty fun. PG is surely a lot of fun. i must see if i can get PG 1 someday again and then play it also again. |
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#133 | ||
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![]() I am playing the game from my original CD bought 10 Years ago and I am experiencing problems when I finish a continent. The game basically freezes when it tries to show the pictures of the continents.
I am running from Dos-Box and the rest of the game works quite fine. Including the superb music :-). But playing only the first 3 Scenarios is actually quite boring. |
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#134 | ||
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![]() i can imagine that
becasue continent 1 is the most easy, thats for sure. the other have their own problems. For example continent 3 tends to be easier than 2 since on continent 3 you will have realy powerhouse units and your army is in egneral much more epierienced, so the enemy "expierience" kicks way less in. in continent 2 you may have get a slightly better army via specialized research, but your troops are not that much expierienced and the enemy units will have a lot of expierience. btw, its really worth to serach the internet about information about Fabntasy General - i will post some here. to solve your problem i suggest just to try the version available here at Abadonis. play the Music from an external programm the soundtrack is also available in the internet, btw |
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#135 | ||
![]() ![]() ![]() ![]() ![]() Join Date: Sep 2007
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![]() Hi, its me "the Guest"
finally i decided to register btw, after playing a bit PG1 again i must say that PG1 is old and slow. if you know what to do its easy. FG is newer and its combat system is deeper as you think. this becomes important when playing other players i recommend read this expert forum http://p208.ezboard.com/Archived-FG-Messag...tasygeneralfrm3 (this archive contains tons of useful information) http://p208.ezboard.com/Fantasy-General-Me...tasygeneralfrm1 (actual board) but there are so many more things you may not realize when just play campaign against ai. special abilities like "heroic" or magic items as "amulett of resistance" get much more important. "cloak of invisibility" for archers .... here is a FG league (and of course other PG leagues and stuff): http://fantasygeneral.generalsguild.com/ A little Strategy Guide (along with the Information form the Expert Forum) it should offer some help getting started: Quote:
btw, there is also an extra SCN add on (official, i will add this, as it is easy to install) it adds another CAMPAIGN to play (completely new campaign) so , here the official addon campaign. its just a ZIP, and it support the cracked Version (and the good thing: its legal) its an exe and you simply put it into your FG Folder and run it. lool - muck - its too big. will dig out a link |
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#136 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2006
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Posts: 4,615
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![]() <div class='quotetop'>QUOTE(Mabuse @ Sep 14 2007, 10:01 AM) [snapback]310845[/snapback]</div>
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Life starts every day anew. Prospects not so good... |
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#137 | ||
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![]() --------------------------------------------------------------------------
OK. HERE YOU GET IT: http://www.geocities.com/pevelg/addonII.zip its a zip containing an exe. ------------------------------------------------------------------------------- ok, another INFO that may be interesting: in the File "MAGEQUIP.DAT" in the DAT Folder there are the Unit Information. you can alter them (and perhaps even ADD new Units and stuff). to get help started, i found in the expert Forum some Information about it. also search for "Fred Chlanda's shp editor" in the internet (google) as this may be helpful if you want to exchange graphics and stuff. the most obvious change you can do first is to alter the starting armies of the generals of course dont cheat Quote:
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#138 | ||
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![]() ----------------------------------------
as a last Bonus here are some USER-SCN's dug out: (note about user SCN. i searched a long time for a SCN-Editor, there dont seem to exist one. what DOES exist is a prgramm named GEMPOLISH that enables you to edit SAVE games. the USER-SCN arre made the following way: you set up an Arena game, and set uints and stuff. in the first round you SAVE the arena-Game with gempolish you may edit this save game and alter hexes to victory hexes (which dont exist in normal arena game) and change ownership of cities (and whatever i dont know yet), also alter units give expierience or items or whatever (but that can be also done while stting up the troops) so this is how custom-SCN in Fantasy General can be made. here are some of them so these are savegames, you need to alter the XX in the name as one SLOT-number you can afford. read more in the descriptions these SCN were part of an ARCHIVED site, i would upload the ZIP of the whole File, but its too big , and i cannot find the link atm |
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#139 | ||
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![]() --------------------------------------------------------------------------------------------------------------
THE LOST SCROLLS Quote:
make a picture on your own |
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#140 | ||
![]() ![]() ![]() ![]() ![]() Join Date: Sep 2007
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![]() btw, the official addon is definately worth playing and a lot of fun,
maps are good and a good level of difficulty. thumbs up for this (ok, i am only at second SCN of the campaign, definately its not too easy about the user SCN: well, do not expect too much of it. for example "braveheart" is a disappointment, others also dont give a good feeling. there maybe exceptions, but i feel it could be done much better. one disappointment also about gempolish: it doesnt let you alter victory hexes, so no "pseudo"-SCN will never have Victory Hexes. big minus ---------------------------------------------------------------------------------------- Editing: i changed the starting armies. worked amazingly good. from technical side and what the "editing" guide says i calculated the cost of the old one and then bought from that money a new one. used only as much grade 1 units as already used (usually only 1, only Krell uses 2) and usually it stays simply the same (true for all, but Krell keep one and change one other), as this is usually a good choice (and also it helps to get an individual look for the army). looks and feels much better now. simply straighter (not nessessarily stronger). not such a weird mix of "everything", mainly (mortal) Cavalry, HeavyInfantry and Slingers are used as Base Army. still its mportant to buy whatever you feel you need at start of the campaign, if you want add archers or lt infantry. but oyu are not forced to have it. Calis: 1 Heavy Cav 1 LtCav 3 Squires 2 Warbands Marcas: 1 Swordsman 3 Warbands 2 Slingers Krell: 2 Treeman 3 Squires 2 Slingers Mordra: 1 Barbarian 1 Warbands 3 Squires 3 Slingers for mordra and krell is the question if they want to renounce on beast and magical units (only the leading level 1 units are still beast/magical), as baest and magical are somewhat stronger (but cannot be upgraded). if they want some more, they should buy them as mentioned. the main core army is now mainly mortal and can be easily upgraded through putting cavalry and/or heavyinfantry and/or skirmishers to 15%. that makes it more easy to plan, and i need not to bother having a non-upgraded archer as a burden - as mentioned if i want to add archers i simply buy some at start - but i may buy siege or whatever as well. or more inf, or more cav .. whatever |
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