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Crossworlds Campaigns Questions, strategies, hints and other info about campaigns in KB: Crossworlds. |
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#81
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Same thing happens to me. No idea why? There's probably an easy solution, so hopefully someone knows.
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#82
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You do have to go into the Saved Game Folder and look for a folder called Screenshots. You won't see it in the clipboard. (This makes me think KB:Crossworlds intercepts the keystroke and does its own magic; Windows by itself cannot see the screenshot). This will vary per OS, and I omitted my username piece, but you'll get the idea. My Documents\My Games\Kings Bounty Princess\screenshots How the heck are you reviving units with that build? ![]() If you are going to go orc, I HIGHLY recommend you try the Orc Veteran out and get the Moldok hero. In fact, it sort of puts the Ogre/Orc Chieftain/Troll army to shame. With Onslaught 3, Tactics 2, Moldok (+1 speed +1 init), USUALLY, your Orc Veterans will have at least enough to cast "Potion of Rage" (the speed ability). You will almost always go first, and will be able to engage in the enemy in round 1 and deal Terrible Terrible Damage. Have him use the Potion of Rage (if he needs it) so he can hit at least one guy from the other side of the screen, but before you hit him, cast Phantom. Now you should have one Orc Veteran ready to attack, and another Phantom adjacent to him to attack another unit. Now, tell your original Orc Veteran to attack. Orc Veterans do sooo much damage in the initial hit, because they counter the counter attacks. Once, your Orc Veterans reach Adrenaline Level 3, they gain evasion AND they can hit with NO counterattack if their speed is higher than the enemy. (Almost definitely, since you will be sporting around speed 6 at this time). Orc Trackers are surprisingly good tanks and their summons draw tons of aggro. Orcs and Paladins synergize with the Goblins soooo well... ah. If only the game play wasn't so similar to my old ranged build... Or if you really want to keep pressing with the Orc Veterans, have Paladins Second Wind the Veterans, and Orcs "Goblin Commandeer" the Goblins. Last edited by ckdamascus; 10-18-2010 at 09:35 PM. |
#83
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Thank u for the screenshot folder tip. That's where all my screens were saved CDamascus
![]() Not having any luck with the Orc army. I am not trying a no loss against Scoundrel. Just minimum losses, still to no avail. Sooner or later they special my level 5 units and the damage is done ![]() I can't try the Orc veteran counter ability because I am using the ghost no retaliation set, so no counter to counter. I tried the all goblin-2 order giving Orc units like veterans or Orcs, but the goblins couldn't deal any significant damage, compared at least to my big bangers. I prb should substitute shamans with Paladins. ![]() Uploaded with ImageShack.us Last edited by shqiponja_hayabusa; 10-18-2010 at 10:39 PM. |
#84
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Eek, I wouldn't use the ghost retaliation set. You aren't worried about their retaliations... you are worried about their normal attacks! For Goblins to work, you need to get around 88% critical hit rate BASE. You also need Tactics 2, Moldok, Onslaught, Quick Draw, and Frenzy. They need to survive a couple of rounds before they really start to shine (due to Zeroing in). Seems like you got all of that though. Against Scrounger, probably not a great idea (sorry, I meant to use the goblins as a general army unit, not necessarily against Scrounger). You should use Rune Mages, since they can revive your level 5s. |
#85
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Yeah, i'd recomend rune mage too againts scrounger, in my opinion, if you plan to bring lv 5 unit againts scrounger, rune mage is a must, you'll always lose lv 5 unit, because of those double drain from double ogres (i hate them) and probably astral attack too (if you don't disable her shamans).
As for dancing axe, yeah, seems you're right, dancing axe seems to bypass defense, probably since the legend, because i have bad moments againts orc shaman in KB TL, i forgot because of what, though i think it's because of dancing axe. But not all abilities bypass defence, seems it's only for orc. |
#86
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My army is Inq, R griffins, paladins, rune and arch mages, engineers and trolls. I have finally got lvl 3 ressurect so I no longer need Paladins, they don't fight too much tbh
Phantom and Dragon eggs are my preferred method, physical damage mostly, sometimes the ancient phoenix. I'm struggling to think how the Paladin is better than Mage and Warrior tbh |
#87
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Simple, Holy armor 3 and resurrection 3 (boost inquisitor and paladin resurection capabilities), also the +40% medal of inquisitor and paladin. The fastest class to get voice of dragon 3 (if you like dragons) and adrenaline 3.
Indeed most of the time paladins don't fight much, but in hardest battles, they fight much, and also they eat demons alive (boosted with 40% dmg, add inq sword if you want). And they're the only option right now for mass resurrection. The only thing paladin envy about warrior is the ability to start with rage. Paladin has many things that compensate for the double cast of mage. |
#88
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Thankfully with the Gift Bag items such as the Crown of Chaos, Shaman were no longer to be feared, even if they did bypass. It was fairly easy to stack close to85%+ magic resistance, or 95% even. Who would have guessed they would replace the terror with two more units. Haha. ![]() Regarding Paladin, yes, Paladins are EXCELLENT IF you use Paladin and Inquisitor. I do envy Holy Armor a lot too haha. Yeah, it seems that with the right unit mixture, the Paladin can get around the double-cast issue. However, the Paladin seems forced into a set of units since it synergizes too well with paladins and inquisitors and you will require supplemental units to augment your disabling capabilities. The Paladin Unit is one of those units I hate/love. They seem to be the only way for me to roll well with a Warrior class, since it is far more efficient to mass resurrect via Turn Back Time + Prayer than Phantom. |
#89
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Not sure why you recommend rune mages; I left mine home for this fight. Did him with a stack of green dragons; black knight and paladin (mage impossible). Fight wasn't that hard but I did suffer the loss of green dragons (could restore the paladins/knight at end). I did not use counter attack on the knights and I suspect some other unit such as regular knights might be just as good (maybe better since I'm summing paladins at the end to restore the stack). The problem I had with rune mages is that the stack is completely wiped out on first move (strangely no matter what I chose; I could never get my initiative high enough to move before all his). I did think about trying arch mages since they tend to be astral resistant. Hum.
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#90
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I probably did double phantom with the rune mages early on (and/or I experimented with phantom + black hole) for that very reason. They can blow through my phantoms and deal damage to my real rune mages. I don't believe any unit has natural astral resistance. The Rune mage "MIGHT" but it wouldn't be anything to write home about. The translated AP manual is wrong. It calls "magic resistance" as "astral resistance". Not to mention, orcs tend to bypass the Defense statistics with their abilities. To win the initiative war, I use black dragons, so the double phantoms come up before the enemy can act. I might have onslaught 1 as well. But, unless you are in "control" of the battle to prevent a black dragon loss in a single volley of hits (you aren't, since the enemy clearly overpowers us), to avoid a loss with black dragons, they MUST be paired with rune mages Or shaman (rune mages are better, since they can revive black dragons, shaman can heal a black dragon via dancing axes). High physical resistance units is definitely a good idea though. |
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