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Tips and Hints Different solutions, tips and hints.

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  #1  
Old 03-25-2009, 08:20 PM
Vulture Vulture is offline
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As I stated before, I can't get zombie Rina anymore. Do undeads make sense without her ?
And as well stated before, there were no ancient vamps in Marshan Swamp. I mentioned Castle Kormag and I said I cleared every tomb and sacrophagus. And I said there were none with the Dwarven Necromancer in Ardent's Peaks.

As for the pull back and turn tactics I am used to it. If not so I wouldn't have explored and grabbed every item and shop in Demonis and Ellinia without a fight. The problem about lotd is that the hero guy is at the very start. Only like half a screen away from the portal on the slim path. With the Portal in my back I can't drag anything anywhere I suppose.

I drew his attention by mistake and escaped though the exit which animates slowly what gave him the chance to stand directly next to me and I'm afraid he is now directly in front of the Portal when I return. Bu I'll try, maybe he is reset now.

Last edited by Vulture; 03-25-2009 at 08:27 PM.
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  #2  
Old 03-25-2009, 09:46 PM
Vulture Vulture is offline
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Little update from my side here. Hero was reset and I could go through the land of the dead. Managed to find available troops: Blackies (+Eggs), Ancient Vamps and Black Knights. Am still angry about myself not having picked up tolerance and dark commander on my way to this point and about having cured Rina giving out the magic formula to Hake :/
Yet I don't know how to put a team together that can take and deal likewise on a decent level
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  #3  
Old 03-25-2009, 11:23 PM
Zonc Zonc is offline
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Well, all I can say is that next time you play you'll be able to test some of the tactics you thought of previous time. The game is so flexible, that I'm currently going through it 4th time in a row
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  #4  
Old 03-26-2009, 12:09 AM
Vulture Vulture is offline
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Yes, for sure this is what I will be doing, too. I see myself a few months from now posting about impossible no-buy-no-loss-playthroughs with no-nukes mages ^^. If I like a game - and frankly I DO like KB:TL - I always play it really intensively over and over.

Provided the new creatures I might go with Demons, Blackies, Skellie Archers, Necros and Ancient Vamps. Using Demon retaliation,target, timeback vamps target w/ Blackies nuking lines and dragon arrow skellies. Dunno if this works out w/o Rina and Dark Commander though ? Can someone please say yes or no please ?
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  #5  
Old 03-26-2009, 12:53 AM
Zonc Zonc is offline
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Total bonus from zombie wife and DC is +1 speed (useful for every undead unit) +3 initiative (VERY useful when fighting dragons, allows archers to move before any dragon) and +7 attack (this is huge especially for a mage). I would say it would work without Rina (yes I like the demon wife double weapon slot ) but Dark Commander has a bonus too big to skip.
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  #6  
Old 03-26-2009, 01:56 AM
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Ryastar Ryastar is offline
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@jwallstone. Yeah I did make a math error, at some point in there a two crept in as a multiplier, I'm not sure how. Thank you for keeping me honest. Agreed then, that the difference between them when both +damage items are in use is small (though sprites are still on top!), Vulture doesn't have those, and Sprites are clearly superior when those items are not in use. My problem here is my mage game where I used both S and L and found that S was way more effective (no whip or daggar) is waaaaaaaay more recent than my last warrior game where i used both WITH the whip and daggar, so I bow to your more recent experience. P.S. where are you getting those critical strike figures? I have never noticed that stat in-game.


@Vulture. Ok, I am starting to figure out what is going on here. 1. you have no ranged troops in your army. Range units are the best way to minimize losses, as I saw somewhere "distance is the only armor I need". A dead enemy doesn't do any damage (not counting the UNdead, which isn't what I am talking about). A key thing for you is to get yourself some range units. Two stacks is usually enough, and sometimes three, though by the end of the game, you do need a majority of melee troops. I would recommend hunters and elves. Yes, their damage is not as high, but this is compensated for by their lower likelihood of being in danger and therefore their ability to do damage and not receive any in return. 2. Use your abilities better. THe primary one I want to talk about is lullaby. This is perhaps the most powerful ability in the game, and you have been treating it like a small thing of little interest. With lullaby you can ensure that all non-mind immune level 1-3 enemy stacks are out of the battle for the first two turns or more (more if you are willing to use a spell to extend that). The other important dryad ability is summon thorns, but more about that a little later. 3. Change your use of timeback. They way you have been using it is to replenish the number of your tank stack after it has been damaged ie. the stack that dies the least. I use timeback on the unit that dies the most, namely sprites, at least how I use them. They are my primary strike troops. This is due to the way the AI works. It usually chooses its target based on two factors: 1. whatever is closest. 2. whatever stack will be damaged the most by its attack. I take advantage of this by moving my sprites right up into their faces. I send them after whichever troop is most likely to be able to do damage to my other troops, and they will heavily damage if not kill it. That troop is now most likely to go after my sprites without any encouragement, and the other enemies are as well. By presenting my sprites up there as a target, they end up taking most of the damage. Right before the end of turn two, all that damage is neutralized by timeback. By this time, my range unit should have decimated much of their troops with support from no-retal units like lake fairies (send them in at the end of turn one, and then out again at the beginning of turn two, though be sure to leave one movement so you can cast timeback). Also towards the end of turn two, your dryads swoop in and summon some thorns and then swoop out next turn. These thorns then replace the sprites as the focus of enemy attacks, and you don't care if they die. 4. Get your basic stats higher. Most of your stats should end up soming from items. Try to get your attack and int up to between 15 and 20. Defense is thew least useful of the three stats, so change some items around. Go looking for better ones if you have to. There should be some around. Do you have a wife? Does she have kids? If you answered no to the first, get one. Even if her innate bonus sucks you still have four more slots for items. Don't have kids. Most of them are useless and the item slot they fill is more valuable. The only kids that are useful as the ones that give % bonuses to leadership, att, int, or mana or the ones that give +5 to any of the three primary stats (and maybe a few others, I forget), but these are few and far between. IF your current wife has kids and they aren't the good kind, spend as much of your money as possible, divorce her, and marry someone else.

With these suggestions, there is absolutely no reason why you should take any losses from that fight you decribed. 3 stacks of 300-500 sprites or lake fairies each, 2 stacks of 10-23 ents, 3 stacks of 3-7 ancient ents, 2 stacks of 50 unicorns, 1 stack 8 Giants and one stack of 60 random lvl 3s. Clearly there should be only one stack that causes real losses with a good application of strategy. That is the giants because they deal area damage to all your ground troops. This makes them THE early target for killing. 8 of them is 7200 hp. One sprite/lake fairy hit and sniping from your ranged units and possibly a rage spirit move or a spell like helplessness and they should be dead or practically so. Your dryads will put everything but the ents and unicorns to sleep. The ent's ranged bee attack has a range of only three squares as far as I have noticed, so they should end up shooting at your sprites. The unicorns will also attack your sprites and suffer retaliation. Your lake fairies (which waited at the beginning of the turn) zip in and damage either the ents or the unicorns, the latter have more mobility, so i choose them to be the first to go. Turn 2 lake fairies move back out of range but keeps one movement point. Sprites attack the unicorns. Dryads wait. Range units snipe. Normal ents probably use run to move and attack the sprites. Ancient ents do whatever. Level 1-3 units stop snoring (you can put them back to sleep next turn using a phantomed stack of dryads if you want). Dryads move forward and summon. Timeback on Sprites. From here strategy should be fairly obvious: stay out of the way of the ents' bee attack, snipe with range units, hit and run with lake fairies and sprites. Summon more thorns with the thorns you summoned in the first place. OWN!

Yours lengthfully,

Ryastar
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  #7  
Old 03-26-2009, 02:31 AM
jwallstone jwallstone is offline
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@ Ryastar:
Thanks for being honest about the math error, it happens to everyone. I completely agree with you that Sprites are definitely better without the two +1 damage items. With them, they're essentially the same in pure damage. I double checked the in-game damage ranges, and Sprites have better average damage (lower min but even higher max) against "vanilla" enemies, but against ones with magic resistance or high poison or fire resistance, the LF damage is slightly higher.

Critical hit percentages only show up with the Interface mod. If you hover over the Attack value of the troop or over an enemy, it'll display the % chance.

Not to dwell on this any more, since it's not related to the rest of the thread, but just to offer one final bit of information for those interested. The base % critical hits are Sprites 10%, LF's 15%. With +3 morale from Anga's Ruby and 0 rage, it becomes S: 14%, LF: 21%. With full rage (106), it becomes S: 26%, LF: 39%. The full LF critical hit % is quite impressive, and is one reason I like them.

@ Vulture
Ryastar has given you tons of good advice, which I completely agree with and if you follow it, will probably help a lot with these battles.
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  #8  
Old 03-26-2009, 03:25 AM
Vulture Vulture is offline
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Wow, thank you for your rather big list of proposals. I appreciate that will to help. Yet you seem to have skipped most of my statements. But I do post a lot I must admit. Maybe it's up to me to reduce my count of words to make more desirable posting worth being read fully

1. I said that I have sprites now. Tried them with a 3-she-elves combo as you describe using practically the tactics you describe (end of turn/first in turn double strike move) and as replacement for the lake fairies. Both ways did fine but left me with heavy losses on both fairies and sprites.

2. I do use Dryads properly and I have said that. I do use the most powerful spell ingame provided by a non end-game unit correctly. If only I had the spell turns to phantom them I would chain-sleep the 1-3s. And of course I do approach afterwards, drop thorns and leave, having a 500+ thorns stack ready to get eaten. Yet the damage is taken by Ls and Ss and not the thorns or mostly shared between the latter 2 which leaves me up to 60 mana for 2 stacks to rezz (40 if I'm lucky on the rank needed to bring em back) which is the opposite of what I want.

3. I said 2 times that I did try range units for those fights with the elven bow w/ 3 attack to archers and 15% extra physical damage on range dmg + elven crown giving me additional 1000 Ldr and +1 morale but their damage is just sucky as hell. A non-double shot kills exactly 1 ancient ent or 1 1/2. Whilst facing 25 on the field this is just a joke, I'm sorry to say that. I used both 2 Elven Archs + Sprites with dryads as well as 2 Elven archs, Bowmen, Emeralds and and inquis.

4. "Get your basic stats higher". Yeah, good advise, I can't script 'em into my game but atm I must settle with what is available (and I searched all of Demonis + land of the dead by now having everything explored except of 2 of the dragon spots in GW with 3+ dragon troops on a very very little area with no place to circle them having other 'impossible's in my back from where I came from) and that is angas ruby, sword of darkness (as said, I wanted light but fighting elves certainly denies that wish :> and of course I did NOT wear it while using the girl-combo) or elven bow or basic +3 atk + what not sucky bonus. The worst shit is my regalia slot: iron tooth, training chamber loot, woohoo. Never found a different regalia.

5. I stated on the first page that I am married to feonora since I went until Ellinia with a devastating Stack of Royal Snakes still keeping up my damage score records. In frog form of course, else makes no sense. Since I've read that Feos kids are most likely to be crappy (not only Feo's but 80% of any kids are) I don't have any, using the artifact/belt/helm slots for the stuff I have around. Few + Ldr/ Def / Int put around there. I would take atk If there was any item providing it in my game. But I still have chances since there are many shops to unlock by quests for higher levels. I would also take Xeona and I will for sure but I can't even think of facing her in battle...

6. I completely changed my setup being back from lotd as I have found blackies and ancient vamps over there. So I go with Blackies, Necros, Ancient Vamps, Skellie Archs and Demons which makes things much easier for me. I can finally spend a cast/turn for dragon arrows3 on the skellies. I still have to learn to estimate the dmg in and out for after timeback on the demons though not to lose too many vamps since I'll end up kiting turns to sacc/TB again for preserving losses. But that's a matter of ~5 fights to master. I do have black knights available, too. Maybe I'll give them a shot.

7. Thanks again for taking the time to analyse my situation. Much appreciated over here.

Few qs: Didn't try yet but do demons suffer from the plague spell from the necro ? If so I will exchange em with black knights or blue vamps.

Vamps in Bat form only drain life out of living creatures. As I've seen, plants don't count as living, is that correct ? Since I've wondered vamp bats not draining life out of hitting ents.

@jwallstone: I agree on these advice, too. Yet except for the description about 'aggro gain' I was familiar with all of them. I was wondering how the AI chooses targets if range/turns till strike is/are equal for 2 of my units back then. Now I seem to get it from my own estimation and Ryastar's clear statement. i used to think of something like 'AI seems to go for both, lower level if it has to choose and for dmg out weakening on enemy units per estimated own dmg done'. Wonder if this is understandable ^^

Last edited by Vulture; 03-26-2009 at 03:38 AM.
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