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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
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Quote:
For comparison, electricity wasn't invented, it was discovered. dictionary.reference.com/browse/invent - to originate or create as a product of one's own ingenuity |
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#2
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So I finally got to the part with rune mages, but mine have only 2 intiative, not 20, and my game is not modded...
EDIT: Not complaining, everything else is still working pretty much like described here, just the initiative that is different, and I found it odd. |
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#3
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Rune Mages + Royal Griffins is really ridiculous, imo. By turn two I have a whole bunch of phantomed Royal Griffins and Celestial Guards running around absorbing hits. Deadly stacks aren't so hard at all - just beat Constantine the Vampire to get the fourth Valkryrie without too much problem.
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#4
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I guess that means that 2 is its intended initiative? |
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#5
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They could drop the initiative to 0 for all it matters. As long as 1 rune mage can create several thousand leadership worth of units the only difference will be that after the battle is over you might need to phantom your paladin stack a second time for more resurrection.
For now my self-imposed rule is only 1 rune mage stack, no using phantom more than twice. Quote:
Last edited by Loopy; 11-02-2012 at 11:00 PM. |
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#6
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Ugh, that's hard to believe. Rune Mages in AP didn't have 20 initiative, certainly, but they had significantly higher than 2. Forget the exact number. But they should have somewhere in the 5-8 range, imo.
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#7
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