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Hints and Tips by Anonymous
Some HINTS FOR Falcon's Eye (FE) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Here's some hints, enjoy!! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Falcon's Eye Basic Hints & Tips -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -=Introduction=- Okay... so... you've played BRE... and you play BRE. SRE and BRE were quite similar. You could generaly guess which one was ment to be the missile base, and which the trooper.(in SRE that is). Now mehul releases another smashing hit and there is nothing that resembles the old combat type. Except the menus which are quite kewl. So... how the hell are you gonna start. Always loosing battles. Always running out of food in the beginning of a game? Well... some hints on getting the edge of Falcon's Eye. -=Startup tactic=- Race Each race has its advantages and disadvantages. For a wizard type realm that will depend on its wizards to a large extent... i would go with the ELVES, whereas for a normal game i go for HUMANs since they are an allround type race. :) People When you start the game, the one thing that you need the most of is money. Train half of your populace to ALCHEMIST, and the other half split between BUILDERS and FARMERS. I recomend you follow this for at least two days, then you stop with builders (you only need a few at the beginning of the game since most of the improvements are relativly cheap.) The next most important is ARMORORS and then DRUIDS. Dont buy blacksmiths until you have a smithy. The armorors make more weapons, and if you are gonna get the edge... you are gonna want weapons. Improvements There are soo many improvements that in order to get the edge, you will have to make them quickly, and make the right ones. For active games I find the FARM the most important one to build immediately, then the SMITHY, that will increase your Blacksmith's output. The next thing I do is that I max out on land. Purchase as much land as possible. That way you will get more people. Thus more income and production. Defense Okay... just a word of warning - *** DONT USE YOUR WEAPONS UNTIL YOU ARE ABOUT TO LEAVE PROTECTION!!! This is the main cause of loss of money. YOu spend too much money on maintainance of all those people... so what happens... you fall behind. Only spend them before your protection ends. Read on until you get to the WAR section. Very important you dont buy the wrong military. Relations Once again I find relations more of major factor in this game. Try and keep as many Free Trade agreements as possible... usualy 3, but only use 2 of your cultural alliances. Keep the one for when you wage war on another person(local of coarse). This keeps up your realm support, and the more that the realms like each other... the more likely you are gonna be able to get the falcon's eye. -=WAR=- Intimidator Okay... so you got your first 4 days quite well... you could either attack on your last turn and become an intimidator... To attack on your last turn would be quite good... except you must make sure that your target has a networth of less than yours. Attack using CAPTURE PEOPLE. You *HAVE* to winn this otherwise you are at a disadvantage the next round. If you do win this combat... immediately put ALL of the people onto ARMORORS or BLACKSMITH(if you have the smithy). That way you are ahead of the weapons race. BTW: I suggest that you log on after midnight to follow up on your attacks... otherwise you are gonna be attacked, and *WILL* loose this early in the game. Normal Combat There are three types of combat. CAPTURE LAND, CAPTURE PEOPLE and CAPTURE RESOURCES. Each have their advantages and disadvantages. 1) Capture Land This is only usefull if the person you are attacking has a lot of land. This land is usefull everyturn when you automaticaly get more people. Attacking a person for a few land clusters is not giving you a great enough return for your attack... UNLESS you get lard ammounts of land. 2) Capture People I find this as the most important of the three attackforms. When you win an attack of this type, it is important that you place most of your new people into the BLACKSMITH/ARMOROR catagory. Weapons give you the edge over the other person... If he has more military than you... youve had it. 3) Capture Resources This is probably only usefull when your opponent has a large number of resources... like stone(especialy usefull when you are trying to build monstrosities). I dont use this very often. nobody has much when there is a war. When to attack Well... assuming that the game is using the defaults. Attack on your third turn. You want to have built up as many weapons as possible so that you have more chances of winning. Attack as late as possible in your turns. It helps drasticaly when you are producing large amounts of weapons. If possible, always follow your attack up after midnight. What forces to get Now this is an important one... Many people like buying 50% nights, 25% bowmen, and 25% soldiers, leaving the small peasant out of sight. Well if you do some calculations, the pesant is the most powerfull unit to buy in large masses. This little table helps to show what is more usefull. 1000 weapons buy: # | ATT | DEF --------------------- Peasants 500 | 1000 | 1000 Swordsman 166 | 1000 | 500 < Spells enhance Bowman 166 | 500 | 830 < Spells enhance Knight 100 | 800 | 600 | | So... if you can read a table, I am sure that you would get more out of your Peasants. So... what the hell is so good bout the rest if peasants are soo good. Well... I like to see the peasants AND bowmen as the building blocks of combat. You see... once you have the FIGHTERs GUILD and TRAINING GROUND improvements, your peasants get changed to Swordsmen at 1% a turn(your fighters guild does this) and they in turn get changed at 1% a turn into Knights. This is a good investment in the long run. The peasants get better in the long run, so in the end your attack and defense points go up automaticaly. Swordsmen have the advantage of sword strike, and Bowmen, flaming arrows. Bowmen are a bit unique. There is nothing that upgrades their effectiveness like Peasants, except they do get the advantage of the tower. -=People/Labor=- --- FMail/386 1.02 * Origin: Whitsunday Waves BBS +61-79-42-4328 28.8k 2.8gig (3:640/771) Ä Solar Realm Games (1:153/950) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ SRGAMES Ä Msg : 457 of 472 From : Chris Lally 3:640/771 Fri 15 Sep 95 09:02 To : Justin Eckblad Sun 17 Sep 95 10:26 Subj : 2 FALCON'S EYE!!!!!!!!! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Okay... so there are a couple of different types of people, and what on earth are you gonna get? Money Money is a necesaty that every realm needs. The more money you make,the better things on a whole are. Alchemists and Merchants are the labor that make silver. Do not get too many Merchants as the prices drift as you get more merchants... since they all can sell stuff to the same people. Weapons At the beginning of the game, armorors are the ultimate thing to go for. Forget about blacksmiths until such time as you have a SMITHY imprvemnt Blacksmiths are very productive with the MINE improvement. Always have a few armorors... in case some earthquake just happens to be in your vicinity. Runes, Stone and Scientists Druids are the only labor that produce runes.This is fueled by the WIZ TOWER. Stone is a necesity you need to build some big structures.Always have a few stone on you. Scientists are used to boost your technology. * NEVER be afraid to fire all your guys in these catagory and shunt them to money production and weapon production. I follow a simple ratio of the following people. FABASDMB < That is the first letters of the labor on the lists. 53252447 < That is about the ratios of what I would have my labor at. This gives you an all round realms production which is very usefull. In war, simply move everything from your druids, builders and scientests to armourors or blacksmiths. Dont forget that you need food for your population. -=Improvements=- Something about the improvements is very important that you should take note of. In order to get hold of the palace, castle and war college... you MUST NOT get the churce improvement. This blocks the temple... and in order for one to get the Pyramid for the dungeons... you need the Temple. I find that from the beginning of the game I work towards a few goals immediately. Especialy if you are gonna try get the edge over people. 1-> Farm 2-> Smithy 3-> Barracks <-- Halt Weapon decay 4-> Fighters Guild <-- Convert peasants to swordsmen. 5-> Training Grounds <-- Convert swordsmen to knights. 6-> Irrigation 7-> Fairy Garden <-- I am trying to work out what this does. 8-> Waterwheel 9-> Temple 10-> Granary <-- Halt food decay 11-> Pyramid 12-> Dungeons <-- Usefull for war, very good. That is the rough order that I would purchase my improvements for various reasons. That order gives you a good mix of things, and in turn, it gives you a good base in which you can build improvements. I do not suggest that you go for the church. It will dissallow everything from dungeons onwards... that means no town walls, no castle no better imrovements. Going via the temple does get you the Wizards tower... If your sysop registers (which is *DEFINATELY* worth it). -=Spells=- So... you are the wizard type... what better than a few spells now and then... which spheres of magic are you gonna take? There are a couple of ways you can go. There is : Sorcery Spells - A definate must. Gives you the spell called sword strike which ends up being the best spell that I find usefull. Nature Spells - These spells are usefull... except if your sysop has registered (which is a *MUST*), then i would suggest you take this. The Earthquake makes your enemy tremble... (excuse the pun). Earthquake is the only thing that can easily destroy an improvement. Life Spells - They have the nice spells of protection. Pretty nice for those chaotic guys theat like all those spells that cause death and like effects. The protection spell is *VERY* nice for combat. Gives you a slight edge in combat. Death Spells - These are very evil spells... as such... very good. I find them only usefull when the sysop has registered. I like the Black Wind. Tends to put a kink in things for the next 3 days/years. Chaos Spells - These are some of the prefered spells. It contains the flaming arrow spell which in turn is quite good for your bowmen. The Invisible magic spell is usefull for when you are gonna be backstabbing your favorite ally :) -=Covert Ops=- Well... just a pity there arnt any. The closest thing is probably the spells, and the treaty called DENOUNCE COUNTRY from the relations menu. -=Technology=- Once again, technology plays an important roll... especially when you have large numbers of scientests. Try keep the scientests at about 20% of your total realms population.