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- These are the docs for Fantasy Empires from SSI. Date 10-18-93
-
- Overview: Fantasy Empires is a strategic wargame very similar to
- Cyber Empires also by SSI. Combat resolution can be resolved by either
- an arcade style mode featuring two player split screen or by a poorly
- represented simulated style. The graphics and sound are well done although
- some of the sounds come from Darksun also from SSI. The Gravis p.c. gamepad
- is a wonderful joystick to use with the "Gauntlet(Atari)/Siege(Mindcraft)"
- arcade combat resolution. The game centers around empire building by seizing
- territories and then improving those territories in order to increase the
- capacity to build troops and to allow the production of the magic using Heros.
- Each territory grants a certain amount of income for each turn that it is
- held. This income can be used to conscript military units, construct new
- buildings, send aid to an ally, or keep enemies from attacking you. One of the
- better features of the game versus other wargames is that there are enough
- alternative strategies during game play and enough room to be creative that
- it allows players to adopt different play styles. In other words you can use
- your favorite hero/army types and adopt the strategy to them so that you can
- play with your favorite types and do just as well against players who always
- go for "only the best". One very important thing to remember (that can make
- you dislike the game early on) is controlling a group of regular units
- in combat. These are often better controlled by the computer and are sluggish
- because the regular types are the weakest (level 1) troops. I feel the game
- was designed for the players to work the heros into the battle plan and then
- control them arcade style instead of endlessly "Questing" with them so that
- they eventually get killed in the process. A mere level 1 mage hero is
- a good example of just how much differnce a hero makes in combat. A mage with
- the fireball (his weapon type) can raise castles, by knocking holes in the
- walls to allow the hoards of regular troop types to enter and take control
- of the battle. Although a mage is very slow moving, the fireball more than
- makes up for the disadvantage. The magic items found by questing can be
- cleverly combined with a troop type to make thier intrinsic powers much more
- devastating. To continue with the example of the mage, Boots of speed
- (found on Noble Quests) can turn the fireball tossing tortise into a
- hellraising olympic sprinter. The first thing you will do when starting
- the game is create "YOU". Your character is the ruler and general of your
- empire. Understand that when you create your character, you should come
- to a decision which types of troops you like the most. If you like mages,
- like I prefer, you should choose your character to be a mage. The reason for
- this is because since you are of the same class, you train these troops
- better, and they perform better for you. Your character is never actually
- in the game or on the field of battle. It represents you and allows a method
- of keeping track of your statistics on wins/losses/campaigns etc. This
- is a permanent character in the sense that after one campaign is completed,
- you can then start another with the same character and the statistics will
- be built upon. This gives a long term rating system of how you do as a
- ruler. One final note to remember, just because you have the biggest, baddest,
- empire in the realm, doesn't mean that the the underdog empire can't uncover
- a valuable magic item and reduce your empire in a devastating way. You must
- equally fear and utilize magic, and the items that posses it, to conquer all
- of your enemies. Diplomacy is also a very big part of the game. Turn 4
- enemies against you and suddenly you have an empire of 4 rulers and thier
- individual magical abilites campaigning for your destruction. Thier magic
- abilites alone in concert (no matter what thier combined size) can ruin your
- chances of conquring and ruling the realm.
-
- -MAIN MENU-
-
- View Intro - View beginning intro
- Load Game - Load saved game
- Campaign - Select campaign play
- Scenarios - Select a preset conflict
- exit to D.O.S. - need I say more :)
-
- SCENARIOS:
-
- Again, straight forward. Ten scenarios give a basic introduction to the game.
- I didn't particaularly enjoy these because of the preset characters and
- positioning (which is what a scenario is). But I feel it detracts from the
- enjoyment of using your own ruler and starting from scratch. There is a
- complete description of each scenario as you select it.
-
- CAMPAIGN:
-
- This is the meat and potatoes of the game. You start with your ruler, a small
- castle, two armories, and some troops, and 1 of each hero type. It allows
- you to select which opponents you want in the game as well as how many (leave
- the windows blank for less players). You can have up to 5 total players
- either computer or human controlled. Make sure the NPC (Non Player Character)
- title is under any characters that you wish the computer to control. I
- reccomend first viewing all the characters available because they vary in
- class/alignment/and level. The way to select a more skilled opponent is to
- a NPC that is of higher level. They cycle in order of lowest to highest to
- ease the selection process. The shield below each portrait square will be
- the actual color and icon representing your occupied territories.
-
- CHARACTER CREATION:
-
- Choose an iconized portrait for your character and then follow the buttons
- through the creation process. This is very straight forward so I will not
- spend much time focusing on this. The only unseen ability is by adjusting
- your Strength, Intelligence, Dexterity, Constitution, Wisdom and Charisma by
- clicking on the actul number on the character display during the "reroll"
- process. This will allow you to set them to whatever you wish. For those not
- familiar with what attributes determine what in Dungeons and Dragons
- characters, I will list the applicable ones now:
-
- Strength - Higher strength increases your chance to score a hit on an
- opponent as well as the additional strength damage inflicted.
- (Fighter prime attribute)
-
- Dexterity - This determines how well you use missile weapons as well as
- making you harder to hit.
-
- Constitution - This is the physical grade applied to your body in general.
- higher constitution can grant additional hit points to
- be awarded to each level gained above and beyond the regular
- hit point points gained. Hit points are the numerical
- representation of how much damage can be taken.
-
- Intelligence - Higher intelligence allows better use of magic by getting
- more spells and in this game, most likely mage spell points.
- This also determines weather you can learn the higher level
- spells and how many total spells you can learn.
- (Mage prime attribute)
-
- Wisdom - Higher wisdom allows bonus resistance to magic additional spells for
- Clerics. In the game it most likely affects spell points.
- (Cleric/Druid prime attribute)
-
- Charisma - Determines your ability to affect others in a positive manner.
- Most likely affects the diplomacy involved in the game. May
- give bonuses to dealing with other rulers.
-
-
- CAMPAIGN SETTINGS:
-
- The two options on the campain menu are weather to have a historical or
- random world and the ability to see all troops or evoke the fog of war.
- The historical map is the same every time you play much like a board game.
- The Random world option will allow the territories, the amount of income they
- produce, the units the produce, and thier location to be randomly scrambled
- and relocated. Unfortunately this does not "CREATE" a new map like
- Civilization and other wargames. The geography of the map will remain
- the exact same which unfortunately allows for experienced players to learn
- the best way to approach the map (Like taking Austrailia in RISK). But
- fortunately the random starting location of all the players helps counter
- this and the lack of random terrain and boundries.
- The SEE ALL allows every player to see each and every other players occupied
- territories. This is also like playing a board game. The good thing is that
- the FOG OF WAR option will allow the computer to hide all the enemy occupied
- territories. The only enemy territories visible will be ones that are
- adjacent or adjoining your occupied territories.
-
- MAIN GAME INTERFACE:
-
- You will see the main map, 4 different "gauges" above the map, the DM or
- Dungeon Master above the map, an end turn button at the top of the main map,
- a mini map below the main map, and a row of buttons below the main map.
-
- The main map is where all strategic planning, production, troop movements,
- and most spell casting will be executed. In unison with the buttons below the
- main map and information gained from both the gauges and the DM above the map,
- a course of action can be decided upon and put into motion.
-
- GAUGES:
-
- There are three crystal balls and a money plate above the main map. The
- money plate will always reflect exactly how much money you have at any given
- time. The three crystal balls will display how much power in a certain
- spell catagory you have to cast spells. Each ball will glow with a different
- color. The colors represent the class of spells the points go to i.e. Mage,
- Cleric, and Druid. The more the ball each individual ball glows, the more
- spell points you have in that class. The colors are GREEN for MAGE,
- RED for CLERIC, and BLUE for DRUID. To obtain a Druid in the game, you must
- work a Cleric up to level 9 by sending him/her on quests at which time he/she
- will be given the option to change to the Druid Class.
- Spells are determined by the highest level of your heros for each class.
- In other words if you have 3 1st level mages, a 2nd level mage, and a 5th
- level mage, then you will be able to cast what a 5th level mage can cast.
- Spell point capacity and the rate of recovery may be determined the same way
- but it's entirely possible that some formula such as the combined magic
- or even an average of the mages levels and numbers may have an effect on this.
- I am still expirementing with this. I do know that I had one 9th level Cleric
- and was regaining spell points quickly and casting high level spells but also
- had 7 mages levels 1-4 and my spell points almost never grew. My character
- is a mage as well so I know this has little or no effect directly on spell
- point recovery.
-
- END TURN BUTTON:
-
- Just press this button whenever you have finished making all moves, buys,
- etc.. Turn order is random. You may be the last to move one turn and then the
- first to move the next. This is something to be wary of or something you
- may incorporate into a desperate strategy hoping to get lucky enough to go
- before another player. Unfortunately there is no indicator of wether your at
- the end, beginning or middle of a turn so to speak. So it's is very hard to
- "plan" with this in mind.
-
- MINI MAP:
-
- This map allows you to point and hold the left mouse button down and scroll
- alot around the map faster than by just moving the mouse pointer to a map
- edge. Unfortunately this does not display or do anything else.
-
- BUTTONS:
-
- The buttons and thier functions are explained below and are also covered
- individually as they appear from left to right on the bottom of the map
- screen. (NOTE: Any time a button is active, the shields that represent your
- occupation of a territory will be outlined with a blue glow if you can
- perform that particular function in that particular territory. When NO
- button is pushed and you click on a territory, you will get the general
- public information for that territory. It will include the the amount of
- income collected per turn if occupied, the name of the territory, and most
- importantly the types of forces that can be built in that territory. If you
- have a button pushed and want to look at an unoccupied territory, click on
- the shield button, and then click on the check mark. This effectively resets
- the buttons so that none are active.
-
- ------------------------------------------------------------------------------
- FUNCTION | ICON | DESCRIPTION
- ------------------------------------------------------------------------------
- BUILD (Building) Build various buildings in order to improve your
- territories. To build, click on the button, choose
- the type of building, and then click on the
- territory.
-
-
- Keeps - You must put a keep in every newly
- conquered territory else your forces in that
- territory will suffer casualties from raids.
-
- Castles - Defend your forces and buildings
- in combat. Good for protection from melee types
- like Fighters, Orcs, Dwarves, Undead etc..
- The bigger your castle, the more buildings that
- can be placed within.
-
- Armoury - Needed to produce forces. You can
- train up to 3 regular armies OR 3 non-magic Heros
- per armoury. Armies are actually in groups
- of 20 so you can build 60 soldiers per armoury.
-
- Wizard's Tower - This allows the production of
- 1 Mage Hero. Takes up as much castle space as an
- armoury. Territory MUST support mages.
-
- Clerist Temple - This allows the production of
- 1 Cleric Hero. Also takes up as much space as an
- armoury. Territory MUST support clerics.
-
-
- QUEST (Horse and Rider) By sending your Heros on quests, they can gain
- levels of experience and find valuable magic.
- The magic items may be equipable by that hero
- only or may be placed in the vault. Use vaulted
- items with the use magic items button. There are
- 5 levels of quests that are listed in order from
- easiest to hardest or should I say deadliest.
- To send a hero on a quest, click the button.
- chose the territory containing the hero, click on
- the quest type, and then left click the on the hero
- on the forces scroll. A word of warning, if you
- a hero on a quest it will take time and you cannot
- recall them once they are sent. The Veteran Quests
- take a turn or two the others get longer and longer
- with increasing difficulty.
-
-
- Veteran Quest - This quest is used to get your
- new 1st level heros started on thier way to
- bigger and better uses. You should also use this
- as the quest for 1-5 level characters. Mainly
- +1 and basic magic hero use only items are found
- on these quests.
-
- Noble Quest - This is where quests start to
- pay off. Your hero can find +2 items and more
- advanced personal hero use items. But the best
- things are the vault items such as the rod
- of trueseeing.
-
- Daring Quests - These are still being explored.
- Mainly +3 items and more advanced personal hero
- items. Rod of Lightning is niiiiiice!
-
- Dangerous Quests - Most likely +4 items.
- There is a nice vault item called
- the mirror of reflection obtained which
- prevents all opponents from using trueseeing
- on any of your territories.
- very potent items. VERY DANGEROUS
-
- Forbidden Quests - I am speculating that these
- are rewarded with ARTIFACTS. If you are not
- familiar with AD&D then let me explain.
- Artifacts are weapons and magic items of
- such immense power that they are one of a kind
- e.g. Moljenor a.k.a. Thor's mighty hammer
- or Excalibur a.k.a. King Arthur's sword.
- Since +5 weapons are artifacts in AD&D and
- the progressin of the bonus is equal to the
- catagories of quests. This is very likely.
- But these of course will not be limited to
- weapons. SO, Do you feel lucky?
-
- CONSCRIPT (3 heads and +) This button is used to "buy" new troops.
- TROOPS Keep in mind that when you buy troops, that
- you will also have to pay an upkeep cost per
- turn. To buy troops click the conscript button,
- click a territory to build in, click the type,
- click the coin for each set of 20 you want to
- buy. Remember 3 sets per armoury. To remove an
- army in training, RIGHT CLICK on the army to
- be removed in the double column disply. To
- access the double column display, click on
- the button that looks like a square with a
- vertical line through it. This toggles
- between portrait/info and the double column
- display. Turns mean how many turns it takes
- to build a paricular unit.
-
- VIEW (Magnifying Glass) This gives a very detailed view of one of your
- occupied territories. This cannot be used on any
- other territory. To use simply click on the button,
- and then click on one of your occupied territories.
-
- MOVE This is the command to move units that have been
- conscripted. To use click on the button, click on
- the territory you want to MOVE FROM and then click
- on the territory you want to MOVE TO. You will
- notice after clicking on the territory to move
- from, you will see a new set of highlighted
- territories that are the only ones you can move to.
- The general rule is that you can only move one
- adjacent territory per army per turn. The only
- exception to the distance is by sea. You can move
- from a coastal territory to another coastal
- territory ANYWERE. It takes atleast 2 turns to move
- in this fashion.
-
- INFO SHIELD (Shield) There are many different info shields available.
- I find that I keep mine set on the display
- buildings shield. The reason for this is when you
- lose a keep from a spell or you gain a territory
- then you will see that the keep is missing on the
- shield and can put one down to prevent attrition
- and loss of that territory. The rest can be
- learned quickly and are self explanitory.
-
- DIPLOMACY (Scroll and ->) This is used to send messages, aid or even form
- and alliance. All of these will be read by the
- recipient on his/her next turn. You should recieve
- a reply on your next turn in most cases provided
- one was sent. Aid is for softening up opponents
- to stay off thier hit list, often in response to
- a request for aid. Forming an alliance with an
- opponent can garauntee a term of peace. Be
- careful about making pacts with chaotic characters
- because they are not required to keep thier word.
- if you are neutral or lawful, and break your
- agreement with an opponent, the DM gets very angry
- and does something very nasty to you....
-
- MAGIC ITEMS (Grail [cup]) This button is used to access the vaulted magic
- items. These items often have a limited number of
- uses and often cast spells exactly like the spells
- available to the magical heros but at no cost of
- magic points. You can use tham as much as you want
- on any given turn until they are used up. Some are
- permanent items that automatically augment your
- realm. When a charged item runs out of charges you
- will not know that it is about to "crumble to
- dust". It disintegrates when you attempt to use it.
-
- DISK OPTIONS (Disk) Save and load games. Very self explanitory.
- You can also "exit" to the main menu.
-
- SPELLS (Rune) This will activate the spellbook. You can select
- the spell of the type you want to cast which will
- then make the book disappear. You are still is
- SPELL MODE. The territory you click on with the
- pointer will be immediately affected by the spell.
- You can continue to cast the spell until you run
- out of points. If you do not have enough points
- to cast any spells you will get a message to that
- effect. When looking at the spell book, notice the
- crystal ball on the left page. It represents what
- class of spells and what color of magic points you
- will use to cast it.
-
- GAME (3 slide bars) This is where you tune the game to your
- SETTINGS preference. All of these are quite important.
-
- DM Effects - Toggles the animation that slows
- down access to areas like the spell book and
- the buildings book. Also stops alot of the wait
- time on other animated effects. Turn this off
- after your sick of waiting.
-
- DM Advice - This has got to be the most annoying
- feature of this great game. After you have heard
- all that there is to hear, shut him up! :)
-
- Simulate - NEVER means you will fight arcade.
- ALWAYS means a LAME no report battle
- resolution.
- PROMPT means you will always get an
- annoying prompt before every
- combat to sim or play.
-
- Detail Level - This has got to be the most
- important option in the setting list minus
- the control settings. This determines wether
- you have 1 man representing 20 on a battlefield,
- 1 man representing every 10 on a battlefield,
- 1 man representing every 5 on a battlefield,
- or 1 man for every 1 man which is the best way
- to play with faster computers. If you want
- HOARDS of men figting like in SIEGE then set
- this 1:1. If you have 1000 troops and can't
- fit em all on the battlefield then set this to
- 1:5 or 1:10. 1:20 is gotta be for 10000 troops
- or extremly slow machines.
-
- View Character - This allows you to view your
- character and all the others. You can see how
- your doing statistically and what level you are.
-
- Messages On - I assume you turn the messages off
- like troop builds and other prompts....WHY?
-
- Sound - Toggle sound on/off
-
- Music - Toggle music on/off
-
- Slide Bar - This adjust the music so you can hear
- the DM speak. I keep mine at 2/3rds up.
-
- ATT Control - This is what will control the
- attackers forces in combat. JOYSTICK RECCOMENDED.
-
- DEF Control - This is what will control the
- defenders forces in combat. "" ""
-
- Config Keys - This allows you to define all the
- keys used in the game. If you have a joystick
- then you only need to pay attention to the F1,F2,
- F9,F10, and P. These are controls that are used
- in unison with joysticks. Keyboard users need to
- review all of them. besides the direction keys,
- the other two like spacebar and left shift
- control the use weapon and block repectively for
- the attacker. Joystick users can use button 1 and
- 2 respectively. The defender keys are also
- listed. Mages might use the block key for spells
- that are selected just before combat is
- initiated. I haven't tried this so expirement.
-
- Calibrate Joysticks - This one was tough! :)
-
- VIEW (Flag) This allows a complete overview of your entire
- EMPIRE empire. Includes a complete list of forces.
-
-