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Tips and Hints Different solutions, tips and hints.

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  #1  
Old 10-23-2009, 04:33 PM
Arilian Arilian is offline
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First of all Congratulations.

Phantomed Emerald Green Dragons are indeed soo good that it is actually bad - the game will be boring casting only this..

Resurrection 3 is a key even if you dont play no causality you dont want a LOT of causality.
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  #2  
Old 10-23-2009, 07:49 PM
loreangelicus loreangelicus is offline
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Quote:
Originally Posted by Arilian View Post
First of all Congratulations.

Phantomed Emerald Green Dragons are indeed soo good that it is actually bad - the game will be boring casting only this..

Resurrection 3 is a key even if you dont play no causality you dont want a LOT of causality.
Thanks. It should be noted though that getting used to Phantomed EGDs certainly did not prepare me for the final battle.

Sure, you could do the final battle with a single high-initiative invisible unit/rage drain/chargers, but I wanted to put my foot down and do all battles with 5 units.

Phantom EGDs were next to useless in the final battle, what with the small map, surrounded on all sides by enemies, and the EGD's mana blast ability giving back only around 6-10 mana since the enemies are high defense level 5 units. Thankfully, the Demons went on a killing spree, and even Haas seemed to know how lethal they were, what with him always casting Sheep on them (with me always casting Dispel, up until has ran out of mana, then I continually casted Resurrect on them).
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  #3  
Old 10-25-2009, 04:32 PM
Kings Bounty Hunter Kings Bounty Hunter is offline
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The no army-sacrifice thing has me puzzled. If you enter a battle with no units you automatically return to the castle with new units and money. How many times would you do this in Greenwort for example until you actually fight the enemies. Do the enemy stacks disappear if you deliberately retreat back to the castle?

The other thing is I can't be bothered to take 20/30+ turns to finish a battle which is what it sounds like you have to do to exploit the game.

I commend you on your efforts though.
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  #4  
Old 10-25-2009, 07:48 PM
loreangelicus loreangelicus is offline
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Originally Posted by Kings Bounty Hunter View Post
The no army-sacrifice thing has me puzzled. If you enter a battle with no units you automatically return to the castle with new units and money. How many times would you do this in Greenwort for example until you actually fight the enemies. Do the enemy stacks disappear if you deliberately retreat back to the castle?

The other thing is I can't be bothered to take 20/30+ turns to finish a battle which is what it sounds like you have to do to exploit the game.

I commend you on your efforts though.
The no-army-suicide trick is a time-saving trick, not something you do at the start of the game to supposedly hoard troops and gold (you could do it, but it is not worth the effort). Granted, it is an exploit, and I heard they had removed it in Armored Princess. This is a welcome change for the succeeding game, but for this game it is there and is the only way to achieve the highest possible scores.

Thanks, to each his own I guess. Only tough battles should hit the 20-40 turns range though. Most battles should be in the 5-12 turns range, even for a no casualties/max mana-rage run.

I guess you could call regenerating mana/rage/troops in-battle as an exploit, but I found regenerating mana off-battle and replenishing troops via shops to be even more time-consuming; and you can't even get back rage off-battle.

Blame it on the developers for putting a "final score" factor to this game, as well as showing the final days finished in the record. Being a typical gamer and more than a bit OC, I am "compelled" to try for the highest score possible.
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  #5  
Old 10-31-2009, 02:21 PM
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Zhuangzi Zhuangzi is offline
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Quote:
Originally Posted by loreangelicus View Post
The no-army-suicide trick is a time-saving trick, not something you do at the start of the game to supposedly hoard troops and gold (you could do it, but it is not worth the effort). Granted, it is an exploit, and I heard they had removed it in Armored Princess. This is a welcome change for the succeeding game, but for this game it is there and is the only way to achieve the highest possible scores.

Thanks, to each his own I guess. Only tough battles should hit the 20-40 turns range though. Most battles should be in the 5-12 turns range, even for a no casualties/max mana-rage run.

I guess you could call regenerating mana/rage/troops in-battle as an exploit, but I found regenerating mana off-battle and replenishing troops via shops to be even more time-consuming; and you can't even get back rage off-battle.

Blame it on the developers for putting a "final score" factor to this game, as well as showing the final days finished in the record. Being a typical gamer and more than a bit OC, I am "compelled" to try for the highest score possible.
Yeah, I just wish the score had been calculated differently so that it isn't all about how quickly you finish the game. My style of play doesn't suit that, and I doubt I hit the spacebar more than a dozen times in 250+ hours of play.
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  #6  
Old 11-02-2009, 09:15 AM
BB Shockwave BB Shockwave is offline
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My score in Armored Princess will be low then... though I have had like 3 battles with causalities so far (losing 8 Assassins, 1 Paladin and 5-10 Miners only) I often travelled between continents to pass the time to nightfall, when my Trolls regenerate... I'm with a Warrior and decided to stop the no causalities try since that'd mean I'd always have to use Paladins in battle, and I was using all-dwarven and later all-lizardmen armies. (I was around Level 30 when getting to Reahu - so there is still around 20 levels time to try out the Pangolins).

Last edited by BB Shockwave; 11-02-2009 at 09:17 AM.
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