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I always assume I'm a bit slow when it comes to following other peoples instructions so;

1. Download and install "Eador: Genesis" from GoG.
2. Download and install "patch_eador_-_genesis_2.0.2.7" from GoG.
3. Lunch the game and start a new {several players/ one computer game} with these setting "Expert, 7 random expert opponents, large map, disabled diplomacy, default generation settings".

http://social.bioware.com//uploads_user/728000/727254/271938.jpg[/img]

4. Exit the game and copy/paste your map and save file into my save game folder allowing it to override any files of the same name.
5. Play the game for ten turns or so taking notes and then upload my save file to dropbox for someone else.
Does that sound about right?
avatar
ussnorway: I always assume I'm a bit slow when it comes to following other peoples instructions so;

1. Download and install "Eador: Genesis" from GoG.
2. Download and install "patch_eador_-_genesis_2.0.2.7" from GoG.
3. Lunch the game and start a new {several players/ one computer game} with these setting "Expert, 7 random expert opponents, large map, disabled diplomacy, default generation settings".

http://social.bioware.com//uploads_user/728000/727254/271938.jpg[/img]

4. Exit the game and copy/paste your map and save file into my save game folder allowing it to override any files of the same name.
5. Play the game for ten turns or so taking notes and then upload my save file to dropbox for someone else.
Does that sound about right?
To 1. and 2...yes, but you dont need to start a new Map...because you have to download the Map from the 1. Post.
Otherwise you will crash the game because there different Infos at the base Map and the actual turn X Map ;)

Instead of starting a new game..you have to create a "Player" for Profile 1, if just create them..the 1. will be Player o(and his date called Campgain o, Map o, Game o,...etc.) and the 2. Player 1.

Then download the Map from the first Post and place it at the save directory, then download the actual save and place it there to...now you should be able to "contiue" the game via Eador->Singleplayer->continue

Aside from this, you can play up to 15 turns because it's a large Map.
Post edited August 25, 2013 by DF1871
I am playing this atm, last 5 turns..
Post edited August 25, 2013 by Gremlion
https://www.dropbox.com/s/28fh7x1g5dqrnep/game1-66.zip

https://www.dropbox.com/s/dlf0lyfhgb6m0n8/Screen24.jpg
55. Wizard - explore, deleted 2 slingers, militiaman - into castle. scout - to tannerside.
56. wizard found 3 slugs. explore. scout - attack undead.
57. wizard - nothing, explore, scout - riveted gloves, going to demsne.
58. wizard found 3 centaurs. explore. scout - attack medusas. granary.
59. wizard found 6 demons(with T2 units), explore. Scout - hood of incarnation. armory, bought new arrows. attack demons. Wizard got complete wall.
60. wizard - nothing, explore, scout found mithril bracers - attack medusas. Bought school of wizardry, enchanted coffer on Daerdun +84 gold.. (we NEED to convert crystals to gold) Adventurer found silver arrows and traveling staff + 100 gold.
61. wizard found pool, goblins, basilisks, slug. explore. Scout level (archery 4), silver ring and monk's belt. attack goblins. Farmer's market, mill in reaper's burgh.
62. wizard - nothing. explore. Scout - quest completed, healer got meditation, enchanted crossbow in loot. Site with brigands appeared in Lartia swamps.
63. wizard found treasure - 150 gold, magic arrow spell(sold). scout - completes quest for 394 gold. School of sorcery. Scout attacks goblin lands under fair wind. Mage attacks free settlement.
64. mage level, thaumaturgy. explore enchanted coffer in tannerside(110 gold). Inn. scout attacks druids.
65. mage found 2 trolls. explore. scout - longbow(sold), commander helmet. Market, storehouse to scout, attack orcs. extravaganza in forest of shadows.
66. mage - nothing, scout - heavy crossbow and poisoned arrows.
Oo...:) this time the Matchprogress is fast and you'vre beaten the Troll/Slug/Basilisk-Combo :)

Taked it and play it now
Post edited August 25, 2013 by DF1871
Ok I have it sorted now thanks.
1. Download and install "Eador: Genesis" from GoG.
2. Download and install "patch_eador_-_genesis_2.0.2.7" from GoG.
3. Download the map1.map and game1.sav from the top post.
4. Lurch the game and make a player profile {not expert} if you already have a campaign then skip this step.
5. Create another player profile {expert}.
6. Exit the game and copy/paste your map and save file into my save game folder.
7. Log back into the game and pick the second i.e. expert profile... pick single player and press continue.

http://social.bioware.com//uploads_user/728000/727254/272034.jpg[/img]
You are almost there:)
We play from last available save.
If you want, you can pick game after DF1871.
Post edited August 25, 2013 by Gremlion
https://www.dropbox.com/s/2ds5slh2mlnnbno/Game1-80.zip

This map is really hard^^and we seem to lack some luck with Events&Sites :)

Turn 66
-Foundry build at capital
-Sawmill build at Snakeroot
-Wizard moved to Capital
-Scout attacked demonside, Lev. Reaction III, 700 Gold :) Boots of Valor&Cyclopsguard

Turn 67
-Pottery build at capital
-Sawmill build at Forest of Shadow
-Wizard visited Crystal,get kill Gobosquest
-Scout moved to Lartia Swamps
-A Peon found a treasure, we robbed it +380 Gold


Turn 68
-Foresters Guild build at Capital
-Wizard moved back to forest of Shadow
-Scout attacked brigand Site, 800 Gold, Butchers Cleaver&Rangerboots&Scroll White magic, lost a Healer :(
-Earthquake damge+help -324 Gold

Turn 69
-Herbalist Guild build at capital
-Scout moved to capital, replace lost Healer
-Wizard explored and found nothing
-Used Enchanted Coffer at Forest of Shadows, there Hatefull anyway +78 Gold

Turn 70
-Crossbowman School build at capital
-Scout hired 1 Healer&1 Crossbowman, Slugsite attacked +230Gold Leather Hat&Gloves
-Wizard explored&found Undead...hmm..6 where a bit to much..lost 1 Swordman, Lev. 2+Widsom I, 125 Gold&Scroll Cure

-Bad Omens at Tannerside, Dispel failed

Turn 71
-Show Booth build at Capital
-Scout moved to Forest of Shadows
-Wizard explored and found nothing

Turn 72
-Workshop build at capital
-Wizard moved to Capital
-Scout attacked Trollsite, 370 Gold Flamesphere/leather Bracers

Vagabounds at Ghostlight, gave then work&Barraks -100%
Drainage at Deadly Bogs income +3 Gold -1 Crystal

Turn 73
-Sorcery Store build
-Wizard equipped, hired Swordman, moved to Forest of Shdow
-Scout attacked Necro Site, 240 Gold, Nomad Bow&Scroll Sleep
-Scout->Lev 14 Reaction IV we got new spellslots
-Uldagan is defeated

Turn 74
-Sphere of Winds build at Capital
-Scout move to capital...getting new Spells
-Wizard explored&found nothing

Rebellion at Forest of Shadow, Wizard victorys

Turn 75
-Stonemansons Guild build
-Scout conquered Guardian Ridge
-Wizard explored and found nothing

Turn 76
-Slingers School build
-Mine build at Guardian Ridge
-Wizard explored&found nothing
-Scout explored&found nothing

Turn 77
-Watchtower build at capital
-Wizard explored&found nothing
-Scout explored&found nothing

Turn 78
-Craft Shop build
-Wizard explored&found nothing
-Scout explored&nothing

Turn 79
-Scout explored&found nothing
-Wizard explored&found a Ruin with 2 Medusa

Turn 80
-Entchanted Coffer used at Demese
-Shipbuilders Guild build at Guardian Ridge


Seems we're trapped...hope theres something usefull across the Sea
For enchanted coffer sort provinces by "population", use on highest level, with "quiet" or higher mood.

https://www.dropbox.com/s/azovjbyv2mqiqfu/game1-95.zip

80. both to swamp country.
81. scout - explore, mage going. Adventurer - arrows and flag, sold. Enchanted grove, storehouse to scout, repair.
82. Nothing. +23% to horse cost :(. Magic well.
83. mage found mandrake, 4 goblins. M - level, thaumaturgy, going to hilly province. scout ->*FoS *EC for 68
84. crypt in tannerside. Scout Suppressed riot attacks medusas.
85. Malachite amulet(trophies), summon fiend and Ogre guard. Mage -explore. Fair wind on scout-> mage.
86. explore. extravaganza to tannerside.
87. M found knightly order, leave to scout. Undead have vamp and ghost.
88. Scout->knightly order, swapped troops, better for mage, M - nothing
89. M - nothing, S - ranger's cap. Explore
90. Mage found orcs(7), win, fire blade, round shield. EC for 112. Scout takes fireblade, going to demesne, mage -> heather range.
91. Spend 200 gold on assasins. Stables. Scout-> Reaper's Burgh. M - explore.
92. 59 gold from winemaker. scout - attack undeads. M - nothing.
93. Scout - hero's chainmail, level (pathfinding 4)->tannerside. Pathfinder's guild.
94. FoS rioted, -250 from ambush event.
95. Scout found goblins with slugs, healing staff, Tannerside rioted, scout suppressed, mage found goblins, level(wisdom), quest completed

*FoS - forest of shadows.
*EC enchanted coffer.

Scout will find strong ambush soon in this province, repair him. Mage should finish quest, I think we need to make enchanter from him (mage/com dual), so take spell duration/wisdom/thaumaturgy only.
Or, even better - fire him, hire warrior. Build T2 necromancy.

We should ally lizardmen for ticket from this wet hole.
Post edited August 25, 2013 by Gremlion
Got it.
Yes..i fear hiring the Mage was a fault...my fault to be honest :)
It seemed usefull first, we had a large Pile of Crystals and more Crystal income then Gold...but 10/Turn is not enough to support him, he started with Necro :(..and we found several usefull Items that should allow a warrior to be independent early and spare us Gold.

For the Alliance...i allready thought about it too...but wasn't Diplo III needed to start a bargain with the Liazrds?
Post edited August 26, 2013 by DF1871
https://www.dropbox.com/s/fwo4unmlevtdfiy/game1.sav
I'm new to drop box so let me know if this link has issues.
I can't bring myself to kill off our Mage rp reasons;

96. archer =repairs and explores, mage capital
Swamp country – Granary, cap builds lookout tower
Archer ambushed = losses 1 healer- 381 gold loot and knights shield
A mage runs off with 57g

97. archer returns capital
Mage swapped hats- added astral energy, web & magic weapon= quest (443 gold)
Build drivers guild

98. archer hires new healer- considered more troops but decided not yet- visit lizards need 6 slugs
Mage gets new quest- needs 9 goblins
Latia swamp – Granary

99. archer explores- enchanted pool with 3 trolls (chickened out)
Mage moves (fs) spoils = 12 g
Build stable in lartina swamps
Build brewery in capital

100. archer explores – finds ancient crypt –spoils 130gold 8 gems and iron ring
Mage moves towards mossy swamps
Build granary in ghostlights
Set up a mine in stagnat waters -70 gold returns 102 gold

101. deadly bogs = Granary
Mage repairs

102. archer moves towards snakeroot (has slugs)
Stagnant waters builds Granary
Infirmary in capital

103. archer takes on 9 slugs… they have 40+ health each/ I killed 4 before dying
Mage retreats from trolls
Granary in snakeroot

104. Hired bowman in capital & mage moves towards tannerside

105. mage enters building retreats from vampires and ghosts
Build Granary at viper bogs

106. tannerside & (fs) rebells
Mage takes tannerside back (losses 1 swordman) loot 71 gold- levels +1 spellpower
Remaining swordsman gets (will for victory)
Local healer in heatherrange opens infirmary

107. mage moves towards (fs)
Ruler Doh-gor is defeated
Picks up bowman from capital and hires new healer

108. takes back (fs) loot 18 gold
Swordsman gets parry
I resurrect archer

109. mage returns capital and archer explores

110. swampcountry finds new well of healing and I build cravfish a Granary
I'm stopping here
Current gold = 60 and 985 gems [income is +59] but archer has no troops and needs repairs… not my finest hour, sorry guys!


(fs)= forrest of shadows
Don't worry, "No Masters dropp from the Sky as we say" ;)
Taked it

https://www.dropbox.com/s/s6xjarm7121e23a/Game1-125.zip

Turn 112
-Executed the Mage because he's a vile Necromancer ;)
-dismissed the mercanary Bowman and moved the remaining troops to the Scout
-Hired two swordman
-Scout visited Crystal and get kill Goboquest

Turn 113
-Entchanted Coffer used at Demese +72 Gold
-Hired two more swordsman
-Scout moved to Lartian Swamps

Turn 114
-Scout attacked Trollsite, +150 Gold/Crytal and some Crap, played a bit with the last Troll but no medals :(

Turn 115
-Scout move to Demese

Turn 116
-Scout repaired his stuff -120 Gold&hired a Healer
-Scout attacked Centaursite, +260 Gold&Firewand
-Militia raised themselves at Tannerside, dismissed

Turn 117
-Warrior hired, equipped, stuff repaired -170G, Healers&Swordman hired
-Warrior moved to FS
-Scout moved to tannerside

Turn 118
-Used Entchanted Coffer at Demese +102 Gold
-Warrior explored and found nothing
-Scout explored and found Trollsite, +280 Gold Ranges Cape..again..played with the last Troll..healed like Hell but..:(
-Tannerside rebelled, supressed by Scout
-FS rebelled, supressed by Warrior, Lev. 2 Armor Master I

Turn 119
-Urgs...missclick, practice Hall build at capital...at least we need it later for Guards&Arena :(
-Warrior explored
-Scout explored
-Earthquake at Swamp Lands, Well&Stable destroyed :(

Turn 120
-Warrior explored and found a Ruins with 3 Ogres, retreat
-Scout explored
-Lizardman spotted at a Ruin at Reapers Burgh

Turn 121
-Warrior explored and found Imps, Lost Healer/Swordsman, Lev. 3 Athletics +150 Gold Scroll&Fireblade
-Scout explored and meet Gargoyles&Battlemages, +350 Gold&Warm Cloak&Protectors Sword

Turn 122
-Warrior moved to Demese
-Scout explored & found 150 Gold

Turn 123
-School of Necromany build
-Warrior, repair&hire Swordman&Healer&Crossbow, move back to fs
-Scout explored and found a crypt...with 11 Undead Skelis->Ghosts...hmm..hmm..retreat

Turn 124
-Scout explored and found a Temple of Light, got Quest banish Demons
-Warrior explored

Turn 125
-Scout explored and found a Monolith with Lizardman&Basilisks, +270 Gold&Scroll Illsionary Battle&Crap
-Warrior explored and found a Temple with 6 Fairy/Healer/Pegasi, retreat

We have 877 Gold&1244 Crystal, income is +5/+18.
Be carefull...buildingplan is activated i don't know how to deactivate it^^...i can only change the goal

A pity we didn't have a Slugsite we can beat :(
Post edited August 26, 2013 by DF1871
Uhh what was the problem with the mage?
1. Bad Luck, he started with Nekro..while we're going more towards good/lawfull

2.We missed to "talk" about our plan for the wizard...i aimed for a pure Mage DD, Gremilon for a Mage/Com Supporter...so..together with Nekro we had allready 2 "wasted" Skillpoints at Lev 5..slowing his progress..but we miss the spells for a Pure Mage DD anyway...and the Gold for Mage/Com Supporter :(

2.We found several good Items for a Warrior, allowing him to become independent early and save us the Gold for a 2. Army

3.There are places where we could progress with a Warrior after minor effort/time but not with the Mage for a long time