![]() |
|
|||||||
| Tactics discussions and solutions All you need to win the battle. |
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
#1
|
|||
|
|||
|
Stonewall is awsome, finished the game once already on impossible with a warrior, but there is a drawback = stone wall starts to be effective once it gets about 2000 hp, I remember that once my stone wall had 5000 hp, it could hold 250 veteran orcs for a few turns, and that is awsome for ranged units.
But what I mean by using stone wall is once the enemy army is destroyed completely, and has 1 unit left, then block it with stone wall and weaken it as much as you can, so for instance lets say 25 bears blocked by a stone wall with 5000 hp = infinite number of turns, and you can ress/sacricife all you want, so lets say you lost 80% of your army, you will be able to ress them all, although it will take some turns, the most important thing is to keep the rage/mana flowing with calm rage/the +rage from inquisitors, the good thing about that is you can phantom 1 inquisitor and he will have like 3x +rage spell Also, I think mana accelerator in my opinion is a dragon leveler, although I do not know the equasion which gives exp per rage used, but If for instance I use 1x dragon dive which has 2 turns rest, and 2x mana accelerator which has 1 turn rest, shouldn't the exp be more or less the same ? or the mana accelerator exp gain is totally low ? Edit: Found a post with: Quote:
Last edited by Amidamaru86; 12-19-2009 at 08:42 PM. |
|
#2
|
||||
|
||||
|
Can't help you, sorry. I can win on Impossible with zero losses, but I am on day 20 already and only about 2/3 of the way through the game.
|
|
#3
|
|||
|
|||
|
I am on impossible in day 12 with 2/3game cleared but i did a lot re- traveling to fight only undead stacks to free moro .. i could get down these number by few days for sure
and amidamaru : you cant realy rely on this calculation as far as i rember damage skills alos give exp for l kiling damging i think. I just know that treasure and mana accelerator abusing realy sucks for leveling. I just played like that and got miserable lvl 35 .. Last edited by Elwin; 12-20-2009 at 10:55 AM. |
|
#4
|
|||
|
|||
|
One of the reasons those skills suck for leveling is that the other part of the formula is "X (enemy total leadership / your total leadership.)" With your strategy, the main abuse phase comes when your opponent has almost no troops, hence almost no leadership. Meaning each time you spam it, you'll get less than 1 exp. If the game rounds up, you'll get 1.
|
|
#5
|
|||
|
|||
|
Ohh, thanks for the info - now I get it
|
|
#6
|
|||
|
|||
|
But idea finding the shortest way to do all is nice. Calinda did in 10 but said it was first run so can be done better at all. We did it in TL so think we can for AP too
I am thinking about such way, but there are so many quest traveling that it makes hard .. some realy stupid and pointles .. like the meteor one on elon ... iwas day 14 almost at the end of game but such stupid quest made me day 17 in the end ... The first thing hmm one run island would be tekron an umkas so i would go there only if i have necrocall spell for owl, and glasses quest from dersu thats sure. Shettera is also one run. rest is ruinning back.. First i think we need gather all required traveling info so I traveling times no need for ontero at all, going from verona save 1-5 hours. Debir-scarlet 3H Debir-bolo 6H Debir-rusty anchor 7h debir verona - 9h debir shettera 7h debir dersu 9h debir elon 12h debir uzala 12h debir tekron 9h debir unkas 13h debir nameless 16h debir reha 16h tthe time for scarlet isnt realy debir -3 so needs also mention. scarlet debir 3 scarlet bolo 4 scarlet rusty 4 scarlet - dersu,tekron,shettera 7 scarlet uzala 10 scarlet elon 11 scarlet verona 6 scarlet umkas 10 scarlet rea 13 scarlet nameless 14 bolo debir 6 bolo scarlet 4 bolo - dersu,shettera,verona 4h bolo - rusty 5h bolo - uzala,elon 7 bolo tekron 9 bolo umkas 9 bolo reha 10 bolo nameless 11 rusty - verona,scarlet,tekron 4 rusty bolo 5 rusty - umkas debir dersu 7 rusty uzala shettera 9 rusty - reha elon 11 rysty nameless 13 tekron rusty 4 tekron montero 5 (this one is much faster from montero) tekron verona 8 tekron scarlet 7h tekron - bolo debir umkas 9h tekron dersu 12 tekron uzala shettera 13 tekron reha 14 tekron elon 16 tekron nameless 17 dersu uzala 3 dersu - elon shettera bolo verona 4 dersu - scarlet,rusty,nameless 7 dersu - umkas,reha 8 dersu debir 9 dersu tekron 12 elon - dersu,uzala 4 elon - shettera nameless 5 elon - verona bolo 7 elon reha 9 elon umkas 10 elon rusty,scarlet 11 elon debir 12 elon tekron 16 uzala nameless 4 uzala reha 5 uzala umkas 6 uzala shettera 7 umkas reha 5 umkas nameless 9 umkas shettera 11 nameless reha 5 nameless shettera 10 shettera reha 12h II Quests debir amulet of ilumination to bolo revenge on lady magnet to verona scarlet contraband sercher to rusty bolo,tekron,umkas,shettera none rusty swil antidote to Elon sohaty - wherever you find them .. on my last game i had all on verona but on prevoius needed 3 island to that so that differs. verona beer - montero but it isnt realy traveling kings bride to debir demenion secret - to dersu dersu glases - tekron pearls - uzala temple of joy - uzala uzala defeat frog to dersu elon lew klisan soul to shettera metoerite jelopi to montero shenobis burial to dersu nameless treasure of jack albatross to scarlet message from the dead to verona grimiore odf darkness to elon reha a massage from shionis to verona and then to elon hmm now just to make some reasonable way from that ;P Last edited by Elwin; 12-21-2009 at 11:35 AM. |
|
#7
|
|||
|
|||
|
Quote:
|
|
#8
|
|||
|
|||
|
Having a lazy day at the office, I gave this a try. It's a well known mathematical problem called "The Traveling Salesman". Unfortunately, I'm no mathematician and can only use my common sense.
"KBAP travel quest" is a breakdown of what Elwin wrote. I'm not sure I have all the quest items correct (1=start, 2=task, 3=collect reward, but not always). I think that the challenge of the Island and the location of the navigational charts are things to be taken into account here. "KBAP travel time" is my solution to for least amount of travel time. It's 93 hours. No fancy pictures, just excel. Feel free to comment and I will update. If someone can make better looking attachments, feel free to do so. |
|
#9
|
|||
|
|||
|
Great work Elwin +1 for you
I was finnaly able to get/make up/use the ultimate no loss strategy for a mage with the dragon experience working as I intended so here it goes: With this strategy you CAN TAKE EVERYTHING (doesn't matter if it is lethal/invincible) PRE-REQUISITES: - Inquisitors (at least 1 unit) - Tanking unit (Royal Griffins work the best, will use them as the example, red dragons work fine too but will get you lower dragon experience *will explain later, other high hp unit - your choice really but it all triggers your dragon experience gain) - Turn Back Time spell - Phantom spell - Sacrifice spell (optional, but saves a lot of time) - Calm rage spell (optional, but can save a reload of a battle) - at least 30 mana - a bit of logical thinking - only use units which can be ressurected by the inquisitor (no thorns), undeads can be ressurected by a speciffic spell, but don't know if it works on bone dragons. - Mana accelerator - Higher Magic (optional, but helps a lot) - At least 3 ranged units - Stone Wall (the strenght of stone wall depends on your level, but from 1000 HP is gets the job done) STRATEGY 1) Turn 1 - (cast magic spring - the spell which gives +5 mana when the unit is stuck on griffins and stone skin, if the army isnt too overpowered - won't destroy your griffins in turn 1, magic spring/stone skin may be skipped) the enemy may attack you first with a spell/arches, don't worry, just send your griffins to their army trying to block enemy archers, but not far enough to end the Royal Griffin turn (leave 1 action point left), and use the Royal Griffin ability - Summon Angelic Guards (the name of the spell is probbably different, but the spell summons a unit) 2) Turn 1 - the enemy may move, depending on their initiative - they will always choose the closest way of attacking your army, so they will go for the tank if there is enough space. You on the other use your ranged units to attack theirs (starting with enemy archers/melee units which skipped your tank and went for the ranged units = furious goblins tend to do so, because they have a very high initiative), don't worry if they do that. With the last unit in your army (if you have enough rage, use a attacking ability, the ones with 1 turn rest are preffered if you have a low mana pool = 30-40 mana) 3) Turn 2 - the enemy may cast their spells/attack the tank/move their high initiative units towards your ranged army). Look how many Royal Griffins are left, if the amount is less then half, and you know they will die when the enemy attack them cast Turn Back Time on them (try to maximize the time when they are closer to the enemy, so if you know they wont die unless 4 units attack them, and after the 3rd unit will attack them your unit will move, then use Turn Back Time when your unit will be moving). If you know they wont die at turn 2, just press wait on one of your units and let the enemy units move, then cast Turn back time. 3) Turn 2 - Depending on your mana pool/rage use either Mana accelerator (have at least 30 mana for Turn Back Time) or a offensive ability, and attack with a ranged unit (remember that 1 unit of your army may have to 'wait' for the enemy to move first. 4) Turn 3 - starting from now the enemy should be weakened a lot, this is the time where you either replenish your mana with magic spring/mana accelerator, and send your Royal Griffins at the enemy (just repeat the previous steps) or start to ressurect your army if any other unit then Royal griffins were killed by the enemy, and the enemy is pretty much dead. 5) RESSURECTION: Turn 3+ - the way to ressurect your army: let your enemy if he is a hero use all their mana, kill everything except 1 stack of units - lower the number of units in that stack to like 10 or 1 even (the lowest number you can get), and block them with Stone Wall, if that unit is a ranged unit, lets say 1 bowman, you don't need the wall 6) RESSURECTION: Turn 3+ - once the unit is pretty much dissabled, use phantom on your Inquisitors, and with them use the +rage ability/ressurection. Convert the rage into mana by mana accelerator if you do not have enough mana to cast phantoms again. Repeat, repeat and repeat untill the army is fully ressurected, you can add sacrifice to restock your army without buying units here. 7) CALIBRATION - you have to know what each unit can do - for instance a brack dragon can fly straight to your archers, demoness can teleport your inquisitor etc. try to prevent that by magic/good placement of units. So lets say a demoness will cast teleport on your inquisitors, cast magic shackeles on them before they have a chance (mass shackes are great when the enemy army consists of demoness and imps), main enemy damager does too much damage to your tank - place a trap between your Tank and the enemy or slow him as much as you can, or add an archmage to your army and shield the tank, or other example - enemy assasin's - put a trap behind your tank. Having problems with dragons ? - try positioning your units (not the tank) close to each other an enclose them with stone wall (in other words cluster them together, so 2 sides will be facing a edge of the screen and place a Stone Wall so it will block the neighbouring cells - the dragons will attack your tank and wont attack the Stone Wall) 8 ) TANK DIES - it can happen, don't worry its not that scary if you think for a while and have inquisitors. Basically what happens when a tank dies is, that enemy melee units go for your archers. What you need to do is - look which unit of the enemy army is the most dangerous/troublesome, and block it with everything you got (trap/slow/summon animal etc), and ressurect the tank with inquisitors (even when he will die again, just do it so the most dangerous unit won't move too close to your ranged dps). Repeat the steps with ressurecting the tank and try to put traps between him (the tank) and the enemy units - this will save you a couple of turns, which helps a lot, and your ranged units are still doing damage to the enemy. Remeber to to use mana accelerator/phantomed inquisitors + rage ability, its a life saver, and also remember that a phantomed unit can serve as a tank (even if just for a turn or two) The plus side of this that your tank is getting most of the damage while ranged units do the damage, even if he dies - he can be ressurected later. What is important in this strategy: - You used a offensive ability with the dragon at turn 1-3 - why is that ? you had plenty of rage cause of Royal Griffin counterattack ability which is basically a enemy killer/rage builder and it gives the best possible dragon experience gain. - Ressurected the whole army - You never will have to buy new units (sacrifice) - Can be time consuming if you only ressurect with a inquisitor, so it is a good idea to put a paladin also - while your tank is getting pretty much most of the damage, the ranged units are constantly attacking the enemy, - you can take invincible and don't worry about the losses (but don't let the inquisitors die) - This strategy starts to be effective at level 12+, provided you have found the necessary spells already. Last edited by Amidamaru86; 12-22-2009 at 10:57 PM. Reason: Added calibration and tank dies |
![]() |
|
|