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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series

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  #1  
Old 10-31-2012, 12:32 PM
saroumana saroumana is offline
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Yeah it work if you have one troop of runemage. You're first summon would have 40% of the initial troop, the second 26%, the third 17% etc... (because it's infinite with one of the rune's spell).
But it don't cover the case of splitting runemage. Leadership requirement would not be hard to implement.
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  #2  
Old 10-31-2012, 12:14 PM
Fatt_Shade Fatt_Shade is offline
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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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  #3  
Old 10-31-2012, 12:41 PM
redsox0717 redsox0717 is offline
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This is a single player game, you make your own challenge. If they are so broken that it makes the game too easy then don't use them?
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  #4  
Old 10-31-2012, 12:54 PM
zjazd18 zjazd18 is offline
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Originally Posted by redsox0717 View Post
This is a single player game, you make your own challenge. If they are so broken that it makes the game too easy then don't use them?
Yes i agree with you, this game doesnt need perfect balance to be enjoyable. They should focus on fixing bugs as a first priority then balance issues.
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Old 10-31-2012, 02:21 PM
Dragnipurake Dragnipurake is offline
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Originally Posted by zjazd18 View Post
Yes i agree with you, this game doesnt need perfect balance to be enjoyable. They should focus on fixing bugs as a first priority then balance issues.
I would consider this a bug though.

All other summon spells/mind control spells (basically anything that nets you a new unit) have a built in leadership cap.
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  #6  
Old 10-31-2012, 04:23 PM
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Zechnophobe Zechnophobe is offline
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Originally Posted by Fatt_Shade View Post
@Zechnofobe
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 . . .
This isn't theory craft. Rune mage goes, phantoms paladins. It's turn is over. Paladin phantom goes, second winds rune mage, and then ends its turn. Rune mage goes, phantoms paladins, it's turn is over... repeat.

You aren't 'waiting' you are literally ending their turn with an action. I have done it, and it is glorious.
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  #7  
Old 10-31-2012, 05:04 PM
gheorghe gheorghe is offline
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The big problem with Rune Mage is Runic Word ability. It can be cast indefinitely (if you dont use luck rune) that meaning infinite Phantom charges. And with paladins in army that means infinite ressurection.
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  #8  
Old 11-01-2012, 04:04 PM
sethmage sethmage is offline
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Man I love reading this board; some tricks players invent are just priceless.
I remember reading some article about the game developers who were amazed that the players invented ways of playing their game, that developers themselves didn’t know it was possible, maybe it’s the case here.

@ Zechnophobe, keep these tricks coming can’t wait to go home and try it now. lol
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