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I know some TBS games have turn-limits built into them, which I dislike because it forces me to move quickly. If I wanted to rush, I'd buy an RTS. TBS is supposed to be slow and methodical.

So does Fantasy Wars have tun-limits or not? If it does, can they be turned off or ignored (i.e. you get a bonus if you finish within the specified number of turns, but you don't lose if you end up going beyond the turn-limit).

Thanks ahead of time!
This question / problem has been solved by DeMignonimage
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DeadPoolX: ...So does Fantasy Wars have tun-limits or not?...
Yes, Fantasy Wars uses turn limits. The succeed in x turns or loose the scenario type, thus you're racing against the clock. If I remember correctly, it can't be turned off.
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DeadPoolX: ...So does Fantasy Wars have tun-limits or not?...
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DeMignon: Yes, Fantasy Wars uses turn limits. The succeed in x turns or loose the scenario type, thus you're racing against the clock. If I remember correctly, it can't be turned off.
Thanks for the reply. I guess I'll avoid this title, which is too bad since I love TBS. I just can't stand racing against the clock.
This is the thing that ruined Fantasy General for me too: why make a great game and then make sure everyone has to play each mission over and over?
If you switch to "easy" difficulty level then the main difference (from "Normal") is that the Bronze level of victory has no turn limit and you get double the gold reward that you would have had.
IMO this fixes the game, as you can then actually roam the map and fight stuff, rather than having to go A->B with no deviation, avoiding combat if possible, just in order to complete the mission on time. The double gold then puts you in a comparable financial position to a standard "Gold" victory ready for the next game in the campaign.
You can switch difficulty level before each campaign battle.
Even on normal difficulty, there are a number of missions with no time limit expiry. Usually avoiding a certain trigger will prolong the mission indefinitely.

For example, there is a mission with a few eagles only..... i take my time with that one, avoiding the end mission trigger until i have given my birds full experience, then i end the mission.

I will usually do two or three other non ending missions if i feel i don't need the reward, i use them to boost the experience of my hero's and useful troops as much as possible.... the only limiting factor is how long you can keep the enemy units alive and contain the amount of damage they can inflict on you. Any units that are capable of full healing both yours and the enemy are most valuable in these missions.

You just have to study whatever is the reward for the mission.... Firstly money or unit rewards can be occasionally sacrificed, with no ill effect at all because the glass ceiling in this game is strongly the unit limit allowed in each battle.

Not many of the item rewards are all that useful either, and some are totally worthless. But make sure you get the good ones, they are significant to your game.
The limits bothered me too at first, but after playing this game longer, I realised that it would be completely pointless without them. If you are really good, you can do everything and still get gold, if you are not so good, you have to choose between rushing for gold, or taking your time and clean the whole map. It is a strategic decision, cleaning the map and taking bronze can be more useful than gold because troops get more XP.
Anyway, it is perfectly playable with not caring about the limit and always going for bronze, there is more than enough time with bronze.
No, there is clearly an out of game agenda that leads to diminishing player satisfaction by making him race against the clock rather than setting the player free. The whole issue is ambiguous, I am still annoyed I had to replay the first mission to pass it in bronze after spending the best of my playing day time not rushing into a decreed defeat. I do not see how you can win gold without the game turning into a _job_. I see another similar defect: forcing a full-turn recovery rest as if it was an RPG crawler instead of allowing rest after move. Like there were several engine pieces already there so the game was not well integrated? I find very annoying you cannot turn pieces to face events correctly, not even after attacking, also the symbolically ambiguous red(?)-green two dot status indicators, the inability to order pieces in the list roster and maybe some other defects of not following tactics games convenctions (I am barely starting the third mission). This is way behind some average DSi tactics! Unfortunately pictorically the game is superior and perspective changes are super so you have a lot to Contemplate and many ways to see the same scene.
an out of game agenda? lmao
The only agenda is that these games would be way too easy without turn limits. Which isn't really an agenda, just an AI programming problem.
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jamotide: an out of game agenda? lmao
The only agenda is that these games would be way too easy without turn limits. Which isn't really an agenda, just an AI programming problem.
Nope. It is called the projection mechanism. **Tell me little girl, point at the doll and tell me where...**. The hidden agenda is to not let players have maximum fun with a game. You can blah a lot about it, but in the end it is the objective and is unexpressed in words but expressed in the thing itself. Guys doing videogames cannot always avoid projecting their selves in-to the games. Incidentally... I am still in the third scenario but I still do not find the **fantasy** in the game; other than using as Orcs (aliens) a few typical NYC faces, all units are very down to earth and even eagles seem to be within reality terms. But we ll see... I did manage to finish the second scenario in bronze and did not feel very hindered, but if I try to finish in gold it would not be GAME but a JOB.
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syntotic: Nope. It is called the projection mechanism. **Tell me little girl, point at the doll and tell me where...**. The hidden agenda is to not let players have maximum fun with a game. You can blah a lot about it, but in the end it is the objective and is unexpressed in words but expressed in the thing itself. Guys doing videogames cannot always avoid projecting their selves in-to the games.
of course, obviously they were trying to limit the fun (wtf)

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syntotic: Incidentally... I am still in the third scenario but I still do not find the **fantasy** in the game; other than using as Orcs (aliens) a few typical NYC faces, all units are very down to earth and even eagles seem to be within reality terms. But we ll see... I did manage to finish the second scenario in bronze and did not feel very hindered, but if I try to finish in gold it would not be GAME but a JOB.
Yeah exactly,bronze isn't really much of a turn limit, so there is no problem.