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Operating System: Windows 2000 Server Current System Time: 05:21 PM Last Reboot: 31 days 13 hours 11 minutes 49 seconds Up Since: Wednesday. April 9th, 2008. 04:10 am Network Statistics: 549.42 MB RECEIVED 1338.59 MB SENT
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.Falcon's Eye Strategy Guide By Justin VerduynJust what exactly is Falcon's Eye? Set in a medieval world, Falcon's Eye gives you extensive control over a feudal state. You must learn to balance the various needs of your empire, while competing with other states to acheive greatness. The game is designed around one basic premise. It is that an online game must emphasize interaction between the players. The opportunity that online games offer of competing with other, human opponents must be utilized. Because of that, Falcon's Eye offers interaction in every possible way, including warfare, trade, magic, and diplomacy, and communication. This tends to bring out the most competitive spirit and a strong dedication from the you, immensely adding to its entertainment value. Falcon's Eye takes this interaction to an even higher level. Through InterBBS warfare, Falcon's Eye allows you to interact with people throughout the world. Choosing a Race A very important decision indeed. This will greaty affect the rest of your game. If you would like to experiment for awhile, then download a copy of Falcon's Eye and set it up on your computer, and play every race. Then see which race does the best for your particular strategy. Here is a description of each race, and then a comment on each: Humans Humans - Humans are often described as the jacks-of-all-trades. While they are not particularly inefficient in any area, they are not noticably skilled either. Humans are used as the standard by which all other races are measured. Diplomatically skilled, people of other counties tend to approve of the human race. The Paladin provides pride and honor to the human race, symbolizing the good in the world, through virtues such as honesty and honor. The Cleric gives the human army the benefit of healing wounds in war. Clerics, while not particularly effective fighters, are able to revive many other fighters which normally would have been lost in combat. Adjustments: Adjustments prior to .910: My personal opinion of the humans is that they aren't too good. Unless you like the Falcon's Eye (see The Falcon's Eye) I wouldn't use them. They would be a good race if you were playing in InterBBS mode and were the nation's coordinator, since having most people naturally like you is good. Barbarians Barbarians - Exceptionally strong and stupid, barbarians are a race of raw power. Their size and strength gives them additionally combat power, but their lack of wisdom causes their productivity to drop in all areas. The barbarian social upbringing also does not stress magic as highly as other races. The Monster provides a strong offensive unit with the ability to break down opposing defenses. The Mammoth serves as a complement with strong defensive capabilities and the ability to force attackers into confusion. Adjustments: Adjustments prior to .910: I like the Barbarians since their Combat effectiveness is high. Merchants are the definate choice for money makers on this one, since the Armourers are already at a disadvantage. Recommended action for magic would be making friends with someone who is either an Elf or a Solarian. This race should definately be used as one of the primary attack counties in InterBBS mode. Halflings Halfings - The Halfling is a small, but noble race. Their small size gives them the ability to create smaller structures and be more efficient in construction. However, naturally, it also reduces their combat abilities. In the Halfling education system, Magic is considered a powerful tool, and stressed highly. The Dragon provides the Halflings with a strong offensive and defense military force. It also has a special attack capable of breaking down enemy defenses. The Magician provides a worthy offensive unit whose magic can also confuse the opposing attackers. Adjustments: Adjustments prior to .910: These guys don't really have anything wrong with them, except they aren't the best in combat. However, the Druids work at a slightly higher rate than normal, so that is good. This is the race that I chose when I was first introduced to the game. Finding that I was falling behind others, I have not chosen this race again. The 140% efficiency of Builders doesn't mean a lot, since not many Builders are required in the first place except in the beginning. Dwarves Dwarves - Mountain dwellers at heart, dwarves are extremely talented constructors. Their size provides a natural disadvantage in combat, though, and their education system leaves more to be desired. The practices of alchemy and magic are lacking, while construction is stressed as the heritage of the Dwarf race. The powerful Golem, a creature of solid rock, provides the dwarves with a solid defensive and offensive unit. The rock attack is able to effectively penetrate through defenses. The Centaur also provides a solid defensive unit for a low price. Adjustments: Adjustments prior to .910: I think that I might have chosen this race once, when I was experimenting. Nothing is really fantastic about this race, except for their extremely high efficiency in their Builders. This race may be a significant help in InterBBS mode since many an opportunity is lost by not having the right building at the right time. A lot of money could be made by this race if you played the market right, and always had a large quantity of blocks for sale at a low rate. Elves Elves - A powerful race, elves are known for their impressive abilities in many aspects. Strong magic traditions, efficient Silver production techniques, and natural combat ability make the elves a dangerous race to compete against. However, elves have a natural tendency to overwork themselves, insuring every detail to be perfect. Because of this, everything they do is noticably more expensive as well. The Wizard, while not extremely powerful, has the magic ability to negate special powers of opposing units. The Griffin provides the elves with an additional offensive unit. Adjustments: Adjustments prior to .910: One of my favorites, the Elves have the ability to possess the knowledge of every Spell book. This can be done by building the Cathedral, and then destroying it and building the Temple and subsequent buildings. This race has both good Combat and Druids effectiveness. However, they require more money than normal, simply because they are performing better. This race also has a large advantage in local mode, but in InterBBS mode the advantage is not as great for Mehul Patel (author of FE) has restricted the number of InterBBS Spells that can be cast. Trolls Trolls - A race of travellers, Trolls have become excellent at warfare, but have never successfully mastered the art of advanced civilization. Silver production, and Magic ability are both lacking, but strength and size make them talented Builders. The Hammerhead gives the Trolls a strong defensive force to protect their cities. The War Troll, while not quite as strong, has the unique capability of combatting Knights extremely effectively. Adjustments: 110% Combat effectiveness Adjustments prior to .910: The Trolls are a slightly higher than mediocare race. I wouldn't necessarily pick them, except for their Builder's and Combat effectiveness is somewhat high. They have no real outstanding attibutes that I would consider important in the overall scheme when compared to other races. Orcs Orcs - The most evil of all races, Orcs have no honor whatsoever. This however, gives the Orc race extra military might, by improving their internal morale as well as through using unorthodox fighting methods. The lack of honor, however, causes Silver production to drop as Orcs steal from their own for personal gains. In addition, people from other counties, including other Orc counties, tend to dislike and distrust the Orcs. The Minotaur provides an adequate offensive unit with the additional ability to penetrate enemy defenses more effectively. The Orc Lord, while not very powerful, is capable of cutting through Foot Soldier forces extremely effectively. Adjustments: 125% Combat effectiveness Adjustments prior to .910: Some people will swear by this race, myself, I don't. While their combat effectiveness is really good, their inability concerning their Spells probably offsets their Combat effectiveness. This decision is something that you will have to make. Solarians Solarians - The race of the unknown. No one really knows too much about the history of Solarian people; they are perhaps the most unique of all the races. Strong fighters, the Solarian military structure not only develops combat skills, but also provides a sense of honor which creates strong internal morale. Magic is regarded as one of the greatest powers a Solarian can achieve, and every Solarian Druid strives to be the greatest in the land. Their one flaw is money. While not as efficient in Silver production, the Solarian people demand extremely high wages, causing problems to every Solarian government. The Champion provides a worthy multipurpose fighting unit, while the Unicorn provides a magic attack capable of weakening opposing defenses and serves as a healer to revive otherwise lost units. Adjustments: 125% Combat effectiveness Adjustments prior to .910: When the above says their wages cause problems to Solarian governments, it's not kidding. Immediately after registering FE I created a County of Solarians thinking that their wages wouldn't really matter much. I was wrong, it matters a lot more than one thinks. It is really crippling in the beginning, especially if your SysOp or League Coordinator has set the wages to high. Other than that, they are a really good race. Think of them like you would a jumbo jet, slow to start but when it gets moving, it gets moving. Overall, I chose the Barbarians or the Elves as my race depending on which strategy I would like to play for the game. Though strongly discouraged by SysOps, a duplicate account could be setup with the other race being played. The only way this might slide is if the FE game is in InterBBS mode and the SysOp is active. I don't encourage this, but it a possible solution to your problem of which race to pick. The Main Menu (-) Take Turn? (.) Pay Maintenance (1) Labor (2) Defense (3)City Improvements (4)Mystic Circle (5)Commerce (6)Foreign Affairs (7)Communications (8)War Room (C)Council Room (I)International Room (P)Presidential Court (T)Technology (*)Private Chambers (0)Quit |