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Old 10-31-2012, 12:14 PM
Fatt_Shade Fatt_Shade is offline
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Join Date: Nov 2010
Location: Serbia
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@Zechnofobe
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Point Number 3: With level 3 in Rune Magic, your Rune Mages start with 2 Defense runes. A Mage can cast Runic Word twice on them in the first turn to give them 4 more, for a total of 6. You can then phantom jarls or paladins, have them give the Rune Mage another turn, and repeat until you've used them all up. All on the first turn. That's right, you could phantom 6 times (7 with wanderer scroll) on a single turn! Those 7 stacks could each be 60% of a single stack, giving you 430% of a single stacks worth of troops! That's almost a full extra army of guys!
It doesnt work this way my friend : units play in order or initiative, so first play runemage then paladin OR jarl give them second wind and so on to lowest initiative unit, then second turns go in reverse order, from lower to high initiative so runemage will play last in that turn with second wind from pala/jarl. It`s still to much to 1 units cast 60% phantom of whole stack but it cant act more then 2 times/turn (only goblin is able to do that I`m not sure if things changed in WotN but in AP/CW it worked this way, order of units is decided on initiative from high to low, then in reverse and then turn ended, next turn same . . .

As for fixing their basic initiative go to game folder/data/data.kfs and find runemage.atom open it set initiative from 20 to any value you think appropriate (i chose 25 ) close file save it in data.kfs and try game, new init value will be implemented right away in game.

Last edited by Fatt_Shade; 10-31-2012 at 12:20 PM.
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