View Full Version : [FWB] Hasmirs's adventure blog for Veteran fighters
To the guide users, the thread starter hasn't updated the map to take into acount
the new pathings of the general. Your general may be intercepted and blocks may
not work
When thread starter comes back and starts update map(s) to new pathfinding system,
this message can deleted.
Best
Killste Forum Moderator
I decided to start making my own adventure maps, specialising in Veteran battles.
With the help of my awsome guild Friends with benefits [FWB] I managed to do those so far:
http://www7.pic-upload.de/12.05.12/x9km9mlcnnl2.png EURO event (http://forum.thesettlersonline.com/threads/17261-FWB-Hasmirs-s-adventure-blog-for-Veteran-fighters?p=185575&viewfull=1#post185575) [1 Player/80650 XP]
http://www.siedlertools.de/w/images/0/06/Island_of_the_pirates2.png The Island of the Pirates (http://forum.thesettlersonline.com/threads/17261-Hasmirs-s-adventure-blog-for-Veteran-fighters?p=180065&viewfull=1#post180065) [1 Player/2 Days/2752 XP]
http://www.siedlertools.de/w/images/d/dd/Witch_of_the_swamp2.png Witch of the Swamp (http://forum.thesettlersonline.com/threads/17261-FWB-Hasmirs-s-adventure-blog-for-Veteran-fighters?p=180070&viewfull=1#post180070) [1 Player/2 Days/5663XP]
http://www.siedlertools.de/w/images/2/21/Old_friends2.png Old Friends (http://forum.thesettlersonline.com/threads/17261-FWB-Hasmirs-s-adventure-blog-for-Veteran-fighters?p=180071&viewfull=1#post180071) [1 Player/2 Days/6810XP]
http://www.siedlertools.de/w/images/f/fe/Outlaws2.png Outlaws (http://forum.thesettlersonline.com/threads/17261-Hasmirs-s-adventure-blog-for-Veteran-fighters?p=180055&viewfull=1#post180055) [1 Player/4 Days/14020 XP]
http://www.siedlertools.de/w/images/7/78/The-dark-priests2.png The Dark Priest (http://forum.thesettlersonline.com/threads/17261-Hasmirs-s-adventure-blog-for-Veteran-fighters?p=180064&viewfull=1#post180064) [2 Player/2 Days/5975 XP]
http://www.siedlertools.de/w/images/9/99/Stealing_from_the_rich2.png Stealing from the Rich (http://forum.thesettlersonline.com/threads/17261-Hasmirs-s-adventure-blog-for-Veteran-fighters?p=180066&viewfull=1#post180066) [2 Player/4 Days/11870XP]
http://www.siedlertools.de/w/images/a/a7/Motherlove2.png Motherly Love (http://forum.thesettlersonline.com/threads/17261-FWB-Hasmirs-s-adventure-blog-for-Veteran-fighters?p=180069&viewfull=1#post180069) [2 Player/2 Days/3030XP]
http://www.siedlertools.de/w/images/f/f2/The_nords2.png The Nords (http://forum.thesettlersonline.com/threads/17261-Hasmirs-s-adventure-blog-for-Veteran-fighters?p=180062&viewfull=1#post180062) [2 Player/8 Days/27530 XP]
http://www.siedlertools.de/w/images/5/5b/Surprise_attack2.png Surprise attack (http://forum.thesettlersonline.com/threads/17261-FWB-Hasmirs-s-adventure-blog-for-Veteran-fighters?p=180068&viewfull=1#post180068) [2 Player/4 Days/41820XP]
http://www.siedlertools.de/w/images/f/f1/Victor_the_vicious2.png Victor the Vicious (http://forum.thesettlersonline.com/threads/17261-FWB-Hasmirs-s-adventure-blog-for-Veteran-fighters?p=180067&viewfull=1#post180067) [3 Player/8 Days/27482XP]
http://www.siedlertools.de/w/images/6/6c/The_black_knights2.png The Black Knights (http://forum.thesettlersonline.com/threads/17261-Hasmirs-s-adventure-blog-for-Veteran-fighters?p=180063&viewfull=1#post180063) [3 Player/9 Days/28175 XP]
"How to block" guide is available here (http://forum.thesettlersonline.com/threads/17261-FWB-Hasmirs-s-adventure-blog-for-Veteran-fighters?p=180785&viewfull=1#post180785)
I couldn't have done it without the great guild of FWB for their support and help, Scarman specificly, SidV for making his original guide, Shandrogar for his extraordinary maps and other guide makers all around the globe of TSO.
If you find my guides a bit too advance, you can check out Grow's version of some adventures here (http://forum.thesettlersonline.com/threads/16467-Why-am-i-always-short-on-goldcoin).
Good luck with it. I completed BK last night full map, but be warned the blocks are very buggy
http://www.siedlertools.de/w/images/f/fe/Outlaws2.png
With the introduction of Veteran general, Outlaws become a very interesting adventure. Low cost in troops, nice XP and compelling loot.
This version uses 2 double blocks and 1 triple block, but they are all tested multiple times and work like a charm.
Units need: 775 Recruits, 20 Militia, 174 Soldiers, 384 Cavalary, 100 Crossbows
Units lost max: 689 Recruits, 20 Militia, 4 Soldiers
Tactical map (click to enlarge)
http://img259.imageshack.us/img259/4552/outlaws7thumb.jpg (http://img201.imageshack.us/img201/34/outlaws10.jpg)
Reward:
http://img830.imageshack.us/img830/7686/outlawsrewardchances.jpg
I know this version of Outlaws is not the easiest, but it sure is most efficient. If you never tried blocks before, I suggest you dont try this first.
http://www.siedlertools.de/w/images/f/f2/The_nords2.png
Veteran general made The Nords the most efficient adventure for gaining a lot of XP per lost troop.
This is currently the fastest way to level up, specialy for players under lvl 42.
Units need: 127 Recruits, 121 Militia, 2 Elite Soldiers, 200 Cavalary, 200 Crossbows
Units lost max: 117 Recruits, 119 Militia
On tactical map there is also a version which uses only Militia. That one has 198 max losses.
Tactical map (click to enlarge)
http://img820.imageshack.us/img820/1375/nords2thumb.jpg (http://img684.imageshack.us/img684/1013/nords5.png)
Reward:
http://img338.imageshack.us/img338/1756/sidvnordslootchance.jpg
Fast leveling to all of you!
http://www.siedlertools.de/w/images/6/6c/The_black_knights2.png
The Black Knights was a month ago an adventure almost impossible to do, but now it's a piece of cake.
Includes 2 double blocks, but they are tested and work without a problem.
Units need: 960 Recruits, 109 Militia, 170 Bowmen 237 Elite Soldiers, 130 Cavalary, 126 Crossbows
Units lost max: 960 Recruits, 107 Militia, 170 Bowmen
Tactical map includes also a version for all of you without Elite Soldiers. Recruits loss is a bit higher since Soldiers bring less damage.
Tactical map (click to enlarge)
http://img526.imageshack.us/img526/5337/blackknights4thumb.jpg (http://img17.imageshack.us/img17/6784/blackknights211.png)
Reward:
http://img88.imageshack.us/img88/2204/sidvknightsloot.jpg
I have to give big thanks to Scarman for his help with this map. His garrison setup is just beautiful.
This was my first map, and I couldn't complete it without him.
http://www.siedlertools.de/w/images/7/78/The-dark-priests2.png
The Dark Priest is a really simple adventure. XP are not that bad for the losses, but loot is really basic.
Despite everything, if you have this adventure lying around, grab it and do it.
Units need: 500 Recruits, 250 Cavalary, 200 Crossbows
Units lost max: 405 Recruits, 18 Cavalary
Tactical map (click to enlarge)
http://img194.imageshack.us/img194/8201/dp1thumb.jpg (http://img705.imageshack.us/img705/4780/71271525.png)
Reward:
http://img717.imageshack.us/img717/8756/priestrewardchances.jpg
So from now on, all maps will have this size of troops
http://www.siedlertools.de/w/images/0/06/Island_of_the_pirates2.png
Island of the Pirates is a great adventure to get a very nice loot.
XP to troops loss ratio isn't the best, but Veteran general and some blocks make it at least a bit better.
Units need: 439 Recruits, 246 Elite Soldiers, 249 Cavalary, 66 Crossbows
Units lost max: 416 Recruits
In tactical map there is also a version with Soldiers for everyone without Elites.
For that there is only one block, because Soldiers arent safe enough to use.
Tactical map (click to enlarge):
http://img29.imageshack.us/img29/4773/piratesthumb.png (http://img341.imageshack.us/img341/83/islandofpirates2.png)
Reward:
http://img841.imageshack.us/img841/6861/piratesrewardchances.jpg
Quick way to get nice loot isn't allways the cheapest one. But definetely worth a try.
http://www.siedlertools.de/w/images/9/99/Stealing_from_the_rich2.png
Stealin become a real nice adventure when you do it with Veteran. Similar losses as Outlaws, but without any complicated blocks.
The best thing? Its for two players, so loot is times two.
Units need: 762 Recruits, 165 Elite Soldiers, 250 Cavalary
Units lost max: 760 Recruits
The version with Soldiers which is included in tactical map has only 2 Recruits loss more.
Tactical map (click to enlarge)
http://img204.imageshack.us/img204/889/stealin2thumg.jpg (http://img856.imageshack.us/img856/9978/stealinfromtherich4.jpg)
Reward:
http://img594.imageshack.us/img594/1582/stealingrewardchance.jpg
Searching for Sir Robins Castle continues. With this guide is just made easier.
http://www.siedlertools.de/w/images/f/f1/Victor_the_vicious2.png
The best way to score some crossbows in the loot just become much, much more interesting. With Veteran all losses are down a lot.
Try this setup for a real nice XP and a great loot.
Units need: 1450 Recruits, 155 Soldiers, 160 Elite Soldiers, 245 Cavalary, 20 Militia, 170 Crossbowman
Units lost max: 1358 Recruits, 153 Soldiers, 165 Cavalary
The version with Soldiers which is included in tactical map has only 70 Recruits loss more.
Tactical map (click to enlarge)
http://img10.imageshack.us/img10/4490/51369383.png (http://img28.imageshack.us/img28/9238/vtv3.jpg)
Reward:
http://img220.imageshack.us/img220/6310/lootz.jpg
You are not lvl42 yet, but would like to play an epic adventure? Victor the Vicious is here for you.
If you dont have any XB than I suggest you check out Grow's version of VtV with LB here (http://forum.thesettlersonline.com/threads/16467-Why-am-i-always-short-on-goldcoin?p=175200&viewfull=1#post175200)
http://www.siedlertools.de/w/images/5/5b/Surprise_attack2.png
Surprise attack is one of the most interesting adventures right now. With Scarman's block, this is the craziest map guide ever made.
Definetely not for the faint hearted.
Units need: 452 Soldiers, 287 Elite Soldiers, 222 Cavalary, 203 Militia, 202 Crossbowman
Units lost max: 202 Militia, 101 Soldiers
The version without Elite Soldiers is included in tactical map. Since not all blocks are possible without ES, that version has more M losses.
Tactical map (click to enlarge)
http://img205.imageshack.us/img205/2255/sathumb.png (http://img641.imageshack.us/img641/4885/surpriseattack2.png)
Link for YouTube video of quadro block is here (http://www.youtube.com/watch?v=v3KFDYZNUDM)
Reward:
http://img694.imageshack.us/img694/9325/lootal.jpg
Great thanks for Scarman's dedication to make all blocks possible, and all FWB that helped in the process of getting enough map fragments to test everything out and crunch the numbers.
The craziest block map ever would not be possible without all of you.
http://www.siedlertools.de/w/images/a/a7/Motherlove2.png
You played Islands of Pirates a lot and got Mothery Love drop? Than you sure want to get those gold bars from her.
This is quick and easy guide of this adventure.
Units need: 480 Recruits, 331 Cavalary, 50 Soldiers 200 Crossbows
Units lost max: 312 Recruits, 331 Cavalary, 48 Soldiers
Tactical map (click to enlarge)
http://img534.imageshack.us/img534/4031/mlthumb.png (http://img31.imageshack.us/img31/6954/motherlylove.png)
Reward:
http://img15.imageshack.us/img15/9219/sidvmotherlylootchance.jpg
Fast and easy play, nice reward, but quite big losses are leaving mixed feelings about this adventure
http://www.siedlertools.de/w/images/d/dd/Witch_of_the_swamp2.png
Witch become very popular with introdution of Veteran general.
This version tries to optimise the losses with introduction of bows and removing cavalary losses.
Units need: 370 Recruits, 205 Soldiers, 250 Cavalary, 23 Crossbows, 132 Bowmen
Units lost max: 365 Recruits, 8 Soldiers, 132 Bowmen
You can also play this with Elite Soldiers, just make sure to bring those 8 Soldiers for the losses
Tactical map (click to enlarge):
http://img13.imageshack.us/img13/46/witchthumb.png (http://img818.imageshack.us/img818/7619/witch2y.png)
Reward:
http://img848.imageshack.us/img848/3528/swampwitchrewardchances.jpg
Interesting loot, medium XP and medium losses. Nice and fast play.
Check Grow's version of this adventure here (http://forum.thesettlersonline.com/threads/16467-Why-am-i-always-short-on-goldcoin?p=179489&viewfull=1#post179489)
http://www.siedlertools.de/w/images/2/21/Old_friends2.png
You play Witch of the swamp a lot? Than you must have quite a few Old friends.
Its a fast easy adventure with interesting loot, where you can get building resources in first 2 slots.
Units need: 299 Recruits, 40 Soldiers, 64 Cavalary, 81 Crossbows
Units lost max: 289 Recruits, 40 Soldiers
Tactical map (click to enlarge):
http://img845.imageshack.us/img845/1975/oldfriendsthumb.png (http://img152.imageshack.us/img152/8599/oldfriends3.png)
Reward:
http://img707.imageshack.us/img707/747/sidvoldfriendslootchanc.jpg
Interesting loot, medium XP and medium losses. Nice and fast play.
Check Grow's version of this adventure here (http://forum.thesettlersonline.com/threads/16467-Why-am-i-always-short-on-goldcoin?p=180606&viewfull=1#post180606)
wow, those are excellent maps! :)
You have used only normal generals in outlaws to block? I have never seen those kinds of blocks, great work! :)
Nice maps :)
When blocking are you using normal generals or BH generals?
block generals are always normal generals, and attacking generals are bh or in this case veteran.
Xandathrii
18.04.12, 23:49
very nice maps :) gj! Looking forward to see more from you :)
I noticed that after reading the outlaws map, the other 2 maps are very pixalated when trying to read the amount of troops.
Allways love to see new maps - and the use of the vet general is nice
But in outlaws i think that attacking the lower sector first is wrong (attack 1-3 ). Attack the top sector first ( 8-14 ) or at least before 1-3
The top sector is the ONLY attack that need 3 blocks the rest can be done with 2 blocks.
First I'm glad you guys like my maps.
Second, I am aware of the problem with the size of the troops in maps. Its all work in progress, and in the beggining I wasnt sure how to do it anyway. I'm learning from mistakes, and hopefuly future maps will improve. (Ofcourse I'll fix those that I already did too, but can't say how soon).
Third: ALL GENERALS THAT BLOCK HAVE TO BE NORMAL. On next maps I will write this with big letters.
And fourth, you can play Outlaws in so many ways, that there is no map big enough to put them all in. You are welcomed to play it your way Burger, I just wanted to do it in some order.
Thanks for the first feedback guys.
It was a friendly advise my point is.
For taking out the top sector you will need 4 generals ( 3 normal blocking and one for the leader camp ). When that is done the rest off the map can be done with 3
generals ( 2 normal blocking and one for the leader camp ) - you will need a total of 3+1 for the map - but after taking out the one sector that needs 3+1 you can easly put one to recover and get on with the rest off the map since you no longer need him - and when the map is done a general that is recovering is reset and returns just as fast as the rest of the Generals.
I'm glad to hear your point Burger, dont get me wrong.
But all the blocks (except for the first one that uses 1R) are done without any generals that need to recover. So you can play the map in any order. But if you want to do that first block, its better to do it first, and you can continue on the map as written, and at the and (after 4 hours) you do that last triple block. You see my point?
oh... so the blocking generals don't use 1R, instead they use full army? and the veteran general is faster to win the battle so blocking general win their battles without losing any men while they are still attacking?
so, for example in outlaws in 5-6-7camp you would need almost 400cavalry to make that block? :s
Yes Dazzler.
There are two types of blocks. 1st use just one R when you just need a bit of time to pass the red zone around the camp to the leader, and the second one makes camp (or camps) busy long enough for leader camp to be destroyed (and to clear the zone without additional losses).
And yes, you need exactly 384 cavalary for that block.
But its fun :)
My camp 4-5-6 blocking in outlaws failed :( both G4&G5 attacked camp5 and G3 started attackin camp6 and I lost about 200cavalry. Could R be used for blocking instead of C ?
Camp 4 is not a part of a block. You have to destroy that one first. Thats probably why your general got intercepted on the way to camp 5 and your block failed. I'm sorry it did, I thought I made map clear enough. Will look into it, if I can make it better.
And no, R dont work in that block. Not as far I tested at least.
I hope you recover fast.
Sorry man, I meant 5-6-7.
I think that I maybe sent G5 1-2seconds too early, but I wonder is the timeframe so tight in block position 2. Meaning what is the last position with G4 to send G5. Maybe I'll try to test it in test server :)
All positions are exact. Normaly with double or triple blocks there is almost no "time window". There is maybe +/- 1 second, but that is covered by lag most of the time. I suggest you try to zoom out your map so much, that you can see your garrisons and bandit camps at the same time. First send out 1st block general, and when he is on the way, select your second block general's garrison. Put the cursor on the camp he is suppose to attack, and than wait for 1st general to come on the right spot. Do the same for third or leader attack. This way you ensure you are allways on the right time frame for all attacks.
Hope this helps.
Outlaws
Tested your block method to block camp 5 and 6, while attacking camp 7 and it worked. You need really good timing, since camp 7 takes 3 rounds and camp 5 block can fail before camp 7 is destroyed. If timing is right blocks work 100%. I start using your block method blocking camp 5 and 6, because its reduce losses from miltia :)
Iv'e played Outlaws 3 times in a row now and except my own mistakes (sending wrong troops) everything have worked 100%, the blocks have always worked, your only enemy is lag.
Blebekblebek
22.04.12, 15:53
I don't mean to critics but, the garrison setup is really hard to read
I fixed the resolution of some maps that had numbers too small. I think the problem is fixed now. Enjoy following the maps further.
http://img838.imageshack.us/img838/8114/islandofpirates1.png
What are you supposed to send to camp 5 when you want to use the block method ? I think you are only showing the setting when you are not blocking.. 45r 155s
Do I send 52S like with the camp 2 ?
There are two rows of garrison settings. First one for Elite soldiers and second one for Soldiers. If you are using Elite soldiers you can do the block, but block with just Soldiers is very tricky. Failed me and some other players. Its not 100% so I didnt put it inside my guide. If you still want to try it, you can do it with 52S.
Well done Hasmir!
With a single post, you doubled Outlaws price :)
Really waiting for that VtV Vet-Block guide you're working now
I made a simple "How to block" explanation that was made for triple block in Outlaws, but can be used in any my adventure guide. Just different garrison position and general settings. I hope this will help you succeed in your blocks
(click to enlarge)
http://img696.imageshack.us/img696/1891/blockthumb.png (http://img338.imageshack.us/img338/3123/blockus.png)
Your Click to enlarge doesnt work.
Your forget : behind http
The Nords
camp 3: 180A 60c 10m (losses 0)
and 5 + 6 seperatly will save you 5 more Militia
camp 9: 4 m 246 A = no losses
camp 12: 221A 29m = 24 M loss instead of your 28;)
Thanks for your input Wetterd. Will definetly consider this with the next round of updates on maps.
And Orca45, that http problem is fixed.
The Nords
camp 3: 180A 60c 10m (losses 0)
and 5 + 6 seperatly will save you 5 more Militia
camp 9: 4 m 246 A = no losses
camp 12: 221A 29m = 24 M loss instead of your 28;)
Apparently you forgot that loses presented on map are MAX and will occur at rare occasions, but when it happen M will be wiped, nothing else. Of course if you want push the limits and count on your luck it's up to you, but don't expect such tactics on map for everyone. This setup is considered safe, no risk losing valuable troops.
camp 3: In most cases there are 0 loses
camp 5+6: Actually I gave Hasmir setup for separate attack, but he did splendid job tuning it up, MAX loses are 1 Militia less for separate attack
camp 9: You have exactly 20% (when XB do the fail attack - they have 80% hit chance) of losing 1 or 2 Militia there
camp 12: Don't see your 24M loss: click (http://settlersonlinesimulator.com/dso_kampfsimulator/en/?m=29&a=221&u_2032=150&adventure_id=6&limit-trigger=true)
To Hasmr: Remove please this lonely 1 ES in right column under 250XB.
thanks for these sadly like a few i dont have xbows or elites yet so no good to me
well hades we can still use them for garrison placement and paths to leaders, i did nords using this guide but a dc and lag made me lose 110C and 182LB because i could not retreat my vet in time after some attacks so i have only part of the camp setups correctly without xbows and ES. For up to camp 6 (after that things got messed up) i lost 91R, 14M and 45 B which is a really small loss.
Legend: Camp no.: Army used (max losses)
1: 150C (0)
2: 30C 1M 12S 207LB (1M)
3: 60C 13M 1S 176LB (13M)
4: 39R 4S 207LB (39R)
5: 3R 60C 1S 186LB (3R)
6A: 45B (45B)
6B: 49R 60C 1S 140LB (49R)
Hasmir, camp 14 on your nords map is wrong, there are 120 housecarls, and your version to defeat the camp with recruits would fail miserably, killing someones precious crossbows
Hades: this is guide for Veteran fighters. If you spend few thounds coins to get eggs for Veteran general, than I hope you can afford to buy few crossbows ;) Plus in the head of my guide there is a link to Grow's version of adventures that mostly use LB and other "non fancy" troops. Feel free to check it out, maybe you find something for you.
Bhoycey: since I played Nords by my map twice and few other friends too, all without a problem there is no worries that any XB would be killed. That camp needs Militia and thats what I wrote there, but I am sorry for the typo of those 100 instead 120H. Will fix it asap. You can test it yourself if you dont trust me or the map.
Hasmir, camp 14 on your nords map is wrong, there are 120 housecarls, and your version to defeat the camp with recruits would fail miserably, killing someones precious crossbows
Well spotted, that was a misprint i'm sure as it should be M used not R.
didnt spend any coins at all to get the vet trading for eggs was easy... even at most basic rate 200 crossbow men will cost me 2000 coins which is alot but could live with iit if i could find ppl selling lol
Hades: this is guide for Veteran fighters. If you spend few thounds coins to get eggs for Veteran general, than I hope you can afford to buy few crossbows ;) Plus in the head of my guide there is a link to Grow's version of adventures that mostly use LB and other "non fancy" troops. Feel free to check it out, maybe you find something for you.
Bhoycey: since I played Nords by my map twice and few other friends too, all without a problem there is no worries that any XB would be killed. That camp needs Militia and thats what I wrote there, but I am sorry for the typo of those 100 instead 120H. Will fix it asap. You can test it yourself if you dont trust me or the map.
Dragons_Breath
27.04.12, 16:31
Just about to try your Outlaws map but I'm confused over camps 1 and 2 - Camp 1 says to attack camp 2 and don't retreat? If we don't retreat will he not go on to camp 2 ??? If so he won't have the proper troops?? Can you please explain - sorry if I'm being a muppet but I can't work it out??
The opposing bandits in those camps can be taken out in one go. So yes after trashing Camp1 you continue to camp2 and trash that one as well.
So its just to make it a bit faster.
Dragons_Breath
27.04.12, 22:24
The opposing bandits in those camps can be taken out in one go. So yes after trashing Camp1 you continue to camp2 and trash that one as well.
So its just to make it a bit faster.
Thank for the reply Nukar - but if you go on to trash camp 2, why is the next job to block it to get to 3??? if you trash it there is no need to block it is there????
Im sorry i didnt make it clear enough.
Attack 1 hits 2 camps in 1 go. Camp 1 and the one before that. I should have used 1st and 2nd.
The camp marked number 2 on the guide you can chose to either block or take out. If you block you will have to wait for a general to recover. If you take it out it wil cost you 16R max. Hasmir provides a choice ;)
I am afraid of using this blocking method. I rather recommend the blocking method with "Sending the troops ASAP" because they all the same time if your laggy. Sorry not for me..
Dragons_Breath
28.04.12, 17:46
ah ok thanks Nukar - it says attack camp 2 which i took to be camp marked 2 but i see that was a mistake - thank you
Dragons_Breath: I realised I made a mistake in the writting. It should say: send to camp 1 and will get intercepted by one camp before. I see that it makes confusion with other camp 2. Will fix it.
EvilDog: Everyone has their preferred style of play. I dont like those "sending the troops asap" because it can get wrong if the positions are not 100% bullet proof. Like Nukar states: I like and I provide choices. You can still go and use doctor-bobs version. I choose this one and made map out of it. Too each their own :)
I am afraid of using this blocking method. I rather recommend the blocking method with "Sending the troops ASAP" because they all the same time if your laggy. Sorry not for me..
And how hard is it to look and see how laggy the server is at the time of your Attack/Block.
And don't forget there is a Retreat Button if the timing is out.
Sorry man, I meant 5-6-7.
I think that I maybe sent G5 1-2seconds too early, but I wonder is the timeframe so tight in block position 2. Meaning what is the last position with G4 to send G5. Maybe I'll try to test it in test server :)
You are right. It seems like its either lag issue or there is a need to send Gen to camp 6 a bit later. It was the same with me G4+G5 went to C5 (obviously 1st wave is totally down + part of 2nd) G3 in that situation was intercepted by camp 6. Fortunately I had spare horses to rebuild cav's needed for further blocks.
If its lag then we can't do anything about it, still recommending to test this block with 1R everywhere (G3,4,5) to observe if the timing is right. I would rather wait 4 hours than loose over 200 cav due to stupid mistake.
Btw if you use this simulator (http://settlersonlinesimulator.com/dso_kampfsimulator/en/#sim-result) you can still save some troops if you check best option for few camps
Ra_v_en its definetely the lag problem. I do all blocks in the morning when the lag is low or none. Dont do any blocks (for this or any other adventure) in afternoon or evening, since the lag will prevent you from being successful.
And I can assure you the blocks are optimal, I myself played Outlaws with my map 6 times without a problem (except twice the lag killed my cav), and other people reported also no issue at all (again, when there is no lag).
can u post yr blocking on youtube? i cant believe general can pass through full red area. while other blocking. i was trying many times such as blocking B7 (outlaw), B2 (pirate), B1 (victor)
anyway thanks for yr post
Hasmir,
On your pirates map ES version:
Total ES needed = 230, not 200.
Block camp2 = 45 and att camp3 = 185
:)
The maps are work in progress Nukar :D
This and some other minors fixes are coming soon. All maps are updated as soon as any error is found to ensure bullet proof fighting and prevent any unnecessary general trips.
vinJr i'm sorry but there is already so much work with just regular maps and guides. To make those into youtube videos would be a nightmare. But I can assure you those blocks work. Ask anyone that did them. Or just try them, you might be surprised :D (just dont do them when there is lag!)
Pirates, S version also needs more troops. 230 S for blocking camp 2 + attacking camp 3. 255 S if ignoring your warning and trying the block at camp 5 ;-)
Ra_v_en its definetely the lag problem. I do all blocks in the morning when the lag is low or none. Dont do any blocks (for this or any other adventure) in afternoon or evening, since the lag will prevent you from being successful.
And I can assure you the blocks are optimal, I myself played Outlaws with my map 6 times without a problem (except twice the lag killed my cav), and other people reported also no issue at all (again, when there is no lag).
You are probably right, I did it in the afternoon. Next time will remember to test the lag before final fight, on the other hand the other blocks was perfect. I was even surprised with triple block, I thought I sent the main general to late, but it seems like there is enough time for such mistakes (the rest of the camps didn't even show battle progress bar before main camp was destroyed)
Btw do you have any idea how to convert fighting rounds into fighting time or its all based rather on test and trials then pure math?
I'm asking because obviously knowledge of how long block can last in seconds is crucial to invent blocks on the other maps.
As a last word I wish to thank you for the maps, very decent job indeed and for now its the best English version hints for adventures known for me.
can u post yr blocking on youtube? i cant believe general can pass through full red area. while other blocking. i was trying many times such as blocking B7 (outlaw), B2 (pirate), B1 (victor)
anyway thanks for yr post
I don't think yt will help more, since the general start positions is far more important then showing the whole movement, I didn't have any problems except of the camps 5,6,7 and even I loosed over 200 cav on this one I put trust in the rest of the blocks, but if you fail with some blocks just send it with 1R and watch whats going on + lag hint and it should be no problem ;)
Btw, I've changed most of the main attacks on the map since I've got only LB's so as far as simulation shows the same amount of rounds needed for the fight its all covered, blocks was 1:1 on the other hand (I've compared with other solutions for this map and min + avg blocks rounds was the best of all so another applause for this tweaks)
Scarman help me understand my problem why i cant do that , this is capture he blocking . it is so great :)).thank you
youtube.com/watch?v=v3KFDYZNUDM
Btw do you have any idea how to convert fighting rounds into fighting time or its all based rather on test and trials then pure math?
I'm asking because obviously knowledge of how long block can last in seconds is crucial to invent blocks on the other maps.
Actually it's pure math. Distributed damage on amount of hitpoints/ round.
To save yourself complex calculations, you best use Asipak's simulator.
For my blockingscripts i am used to write:
block-attack fights for x~x+ rounds
leader-attack vanquished in y~y+ rounds
This could be handy if you need to find a slightly different set-up for your own garrisons.
Angua_Whisper
03.05.12, 20:02
Tutorials are usually for those who do not have a whole lot of experience.
So it might be an idea not to assume they have elite soldiers, crossbows or Veteran generals.
Tutorials are usually for those who do not have a whole lot of experience.
So it might be an idea not to assume they have elite soldiers, crossbows or Veteran generals.
[FWB] Hasmirs's adventure blog for Veteran fighters... is the title of the thread, this is not a Tutorial. And the Adventures have a choice between using elites and soldiers.
Also the name of the thread suggests Veteran Fighters , not only players with veteran generals, but those also experienced enough to play this style.
As Scarman said, this is guide for Veteran fighters. Its still a guide, but for people who like or want to do some more a bit advance fights. There are gazillion other map makers that do simple, no blocks, no "elite units", not full XP type of guides, but I choose to do them a bit more complex.
My guides do and will provide the most efficient play, as best as possible XP/loss ratio and the best experience of the adventure itself.
I don't know if somebody mentioned it but on Stealing From The Rich map u forgot about 200 wolfs near camp 6 (its not on the list), there is now way to miss that wolfs camp whatever the garrison position is ;) I will remember that one for a long time since I loosed once cav's there due to my distraction (12R 198S [12R] or 212R [14R] for this trap)
-Nords-
Hasmer you will get intercepted when you attacking the G3:7-8camp!
Ra_v_en: I didnt forget about that one. If the garrison placement is right, and you follow the camps as you are suppose too, there is a way to avoid those wolfs. I did it, and bunch of other people too. But I'm sorry for your losses.
EvilDog: "Garrison 3 location is good, despite the shown way of general" is my comment next to those 2 camps. Even if the game shows you that general will go one way, his actual way is different, and he doesnt get intercepted. Tested many times and it works like a charm. If I ever put something on my map, I allways test it first.
With Scarman's block, this is the craziest map guide ever made.
Definetely not for the faint hearted.
Great thanks for Scarman's dedication to make all blocks possible, and all people who helped in the process of getting enough map fragments to test everything out.
The craziest block map ever would not be possible without all of you.
:) Many thanks Scarman for a great show of blocking class. I imagine the setting of those generals in the right positions was a nightmare. Also a big thanks to all who helped you to get the fragments together at 500 a time, not for the faint-hearted....
:) Many thanks Scarman for a great show of blocking class. I imagine the setting of those generals in the right positions was a nightmare. Also a big thanks to all who helped you to get the fragments together at 500 a time, not for the faint-hearted....
Thankyou for your kind words. My aim was to make a feasible Guide for the most expensive adventure currently available, and i feel that we (FWB) have done just that.
This adventure has been the most enjoyable as it is relatively fast to gain a huge amount of xp for a relatively small number of Losses.
I will also add that all general positions have been calculated so that regardless of any server lag, all blocks will work every time. :)
I do hope players will enjoy using the guide to experience the thrill of the 'Quad Block'
It realy is an awsome way of blocking in the new SA guide!
Even with today server issues i had no problems what so ever. So im happy :)
Just finnished Outlaws. The blockings are working perfectly according to strategy map. I wasn't so happy about using 384 cav for blocking, but everything went smooth. No cav looses. Great!!! :)
Thanx for a great strategy map with "Outlaws", Keep up the good work.. Love it...:D
Just finnished Outlaws. The blockings are working perfectly according to strategy map. I wasn't so happy about using 384 cav for blocking, but everything went smooth. No cav looses. Great!!! :)
Thanx for a great strategy map with "Outlaws", Keep up the good work.. Love it...:D
I worked out a new block there on Bert and the 180 Thugs, requiring 350C max.
Tested it succesfully too.
I liked this better since you need those 350C on the other side on skunk too.
Ra_v_en: I didnt forget about that one. If the garrison placement is right, and you follow the camps as you are suppose too, there is a way to avoid those wolfs. I did it, and bunch of other people too. But I'm sorry for your losses.
Lol I was surprised twice doing this map again, 1st you are right it seems like from the right side of the map to camps 6,7,8 generals are going next to this 200gw trap, and second surprise was when i send 1 normal gen to camp 6 and veteran with the same garrison setup to camp 7 at the same time. Veteran did the job in a half time of normal general... until this time i didn't actually realize there is any difference in fighting time (1 round, here and there still not the same real time O.o)
I'm glad you were surprised positively :D If the garrison placement is important I allways put close-up for them in my maps.
And yes, one of the advantages of Veteran is, that he fights faster, which made some blocks much easier :D
PapiFiveNine
07.05.12, 17:53
Dont know what changed, but from G2 on sftr you get intercepted by other 2 towers when attacking the castle. Last 3 i done i tried various positions, and the general seems to turn a few secs later and gets in the range of the tower to get intercepted. This wasnt happening before, id like some feedback..
EDIT: If it helps, he used to approach from the right side, now he goes in between the towers and to the left from the castle. He should turn right after boulders but he doesnt.
The position of the garrison is critical. If you put your general where I made a close up of garrison you shouldnt encounter any problems. At least I and other people didnt. If you still get intercepted, try to put garrison even higher to the right. Might help.
Dont know what changed, but from G2 on sftr you get intercepted by other 2 towers when attacking the castle. Last 3 i done i tried various positions, and the general seems to turn a few secs later and gets in the range of the tower to get intercepted. This wasnt happening before, id like some feedback..
EDIT: If it helps, he used to approach from the right side, now he goes in between the towers and to the left from the castle. He should turn right after boulders but he doesnt.
I finished it today, i put on g2 normal general and a bit higher (still next to the mountains) Veteran, even so, if you watch on walking path it seems like general is getting to camp 8 rather from right then from top, anyways he was out of range of another 2 towers (range of the towers crosses camp 8 exactly in the center 45 degree arc)
So basically confirmed working but from a bit different position, still it seems like id doesn't matter, the walking paths seems to be exactly the same from certain point.
Btw testing VTV map, hope to not get to much losses in failed blocks lol
All known errors and miscounts have been fixed plus some maps updated with the help from Katia_.
The blog is lookin pretty neat right now :D (so Ra_V_en please check new VtV map, count of needed S was wrong)
Well I'm using calc every time since I got only lb's atm... tho blocks was done just fine... still found some minor tweaks for block 3:
http://img718.imageshack.us/img718/2410/vtv1y.th.jpg (http://img718.imageshack.us/i/vtv1y.jpg/)
I'm aware that block 3 can be upgraded. The current still works without a problem if the timing is right, but I know there can be some improvement to increase the timeframe for general sending. The fix is already in the progress of making, but wasnt implemented in this round of updates.
Thanks for those extra 2R addition :D
PapiFiveNine
08.05.12, 21:02
First picture garison position, others tried out aswell along the mountain. Second picture u see where the gen comes, then gets intercepted and pulled by the towers... Now i dont mind sending cav to the castle, gettin intercepted then retreating after, im just confused coz this used to work and the general wouldnt get intercepted...
http://img209.imageshack.us/img209/1902/94219453.png
This is where he comes, tried along the mountain and from the normal garison position like in the guide and like in the 1st pic.
http://img525.imageshack.us/img525/5034/90688364.png
If you check closely at the picture of my garrison placement in closeup of my map, you will see that its positioned just a bit higher than yours middle garrison (somewhere in the trees near mountain). Now I dont know, if the positions that you have arent working since I only used min, and was allways succesful. I suggest you try my position and let me know if it doesnt work (than maybe for some players it doesnt, since you are the first one to notice it).
PapiFiveNine
08.05.12, 21:17
Covered every position in between the top one and the bottom one, same thing happens... I understand what ur sayin lol, and i always did it like this too, and it worked fine.. It just started to not work all of a sudden xD I must be bugged or something
All those garrison positions in PapiFiveNine's image should work.
The path for the general would first go straight south from those positions, and then turn to the SW, once he's lined up with the White Castle, however avoiding all obstacles en route, e.g. the water and the boulders mentioned earlier.
The only thing I could think of that could cause the general to walk straight in through the middle of that gate (after passing the boulders), is if the right-most tower was still standing when you sent off the general attacking the White Castle. I suspect that tower is taken into account when the path is calculated (at the moment you send him off), even if the tower would happen to become demolished while the general is marching, long before he actually arrives to the gate.
Both towers must be destroyed before you send last attack to castle. If you send your last general when those towers are still standing and those towers are destroyed before your general arrive in to the area, general still use same route what was, when you sended general to attack. (Route is never changed, even camps are destroyed from path. Your general never do shortcuts.)
So both towers must be destroyed before sending last attack. I allways make sure that route is safe. I wait, that my generals that I ordered destroy those towers comes back to theyre garrisons.
Still not get it how should that change anything, i will test it today on test server, maybe its somehow random accident.
Still not get it how should that change anything, i will test it today on test server, maybe its somehow random accident.
Not sure if you're referring to the attack on the White Castle in Stealing from the Rich,
but here's a picture I snapped yesterday when I was playing it myself:
http://i232.photobucket.com/albums/ee198/RippleJet/SRattackingcamp14.jpg
This shows how the general is avoiding the red influence area of the nearest tower.
And he's doing that by walking through the spot where there used to be another tower.
If that tower was still standing and still fighting when the general was sent off,
his approaching path would have been one tile further to the left, and thus inside the red area.
sk_setttler
09.05.12, 11:46
Hi guys...I think Tage is right...BUT isn't this kind of pointless? You're talking about watchtowers with 0 losses...just send your general on the lower watchtower on Tage's picture, he'll be intercepted by other three and you can send your veteran when the selected watchtower starts going down ;)
http://img515.imageshack.us/img515/2775/stealingwhitecastle.th.jpg (http://img515.imageshack.us/i/stealingwhitecastle.jpg/)
That shows everything, btw if u have clicked on the main garrison and waited for attack before the camps was destroyed it still shows the last path, so you have to chose the main general right after the most to the right tower is done to provide space to go there.
Btw its good to know when to do something, every such mistake (distraction or afk) will give u quite looses on that one, so i don't think its pointless at all ;)
Another thing is with 17 - 20 camps, if you send gen to 20 it will be intercepted by all camps before, but if you choose every tower one by one, you could easily end up with no cav returning if you put gen in mistaken position of garrison.
Edit: Finished VTV, everything just fine, 3x500xbows everyone was super lucky :D
Hi guys...I think Tage is right...BUT isn't this kind of pointless? You're talking about watchtowers with 0 losses...just send your general on the lower watchtower on Tage's picture, he'll be intercepted by other three and you can send your veteran when the selected watchtower starts going down ;)
No Tages way is the safest way.
The path finding can avoid a tower if you try that. And dont forget the wolftrap above it will hurt your cav if your army moves to the left side of the white castle. So just kill those 2 towers and then go after the white castle.
And dont forget the wolftrap above it will hurt your cav if your army moves to the left side of the white castle.
Here's another picture from yesterday, showing that wolf trap:
http://i232.photobucket.com/albums/ee198/RippleJet/SRattackingtowers13.jpg
Any attack sent on any of the two towers on the left, would be intercepted by that trap (T15).
sk_setttler
09.05.12, 15:27
OK...I didn't read all your comments, so I didn't know that you're trying to avoid the trap...sorry.
I'm glad everything worked okey with VtV Ra_V_en :D
And to conclude Stfr discousion, I suggest using the route explained by me and other players to succeed. If this doesnt work, than it must be something with server. Lately I've seen some strange things happend during adventures...
Doing another VTV, this time with xbows from last loot ;D ..... and again watching carefully camp 13 ... are you aware that ES setup is incorrect? 180R, 5S, 65ES (180R, 5S, 2ES). I've found 182R, 6M, 1S, 61ES (182R 6M 1S) for this one, still its tricky since u got 6 rounds instead of 2x2 (soldier version) and losses are hardly any different (6M+1s ~ 20r in value). So basically 2 general attack is probably even safer then 1 general on this one.
Hiya!
Played the "Surprise attack" adventure and used your map for it.
Everything went smoothly and got that nice adrenaline rush on quadra-block ;)
Aaah, amazing adventure indeed!
Anyways - few errors found and told em to Scarman in-game.
But for the real everyone should try that map, it is absolutely fantastic!
Cheers.
Ps. pay attention what you are doing on blocks - they are hard and funny :)
Problem fixed!
Just so everyone knows its safe to play SA again ^ ^.
hello
just played the "Outlaws" and all the blocks are working just perfect.
Hasmire - god bless you, my fellow country men :)
because of your maps i have so much less losses in adventures.
I made a simple "How to block" explanation that was made for triple block in Outlaws, but can be used in any my adventure guide. Just different garrison position and general settings. I hope this will help you succeed in your blocks
Hey Hasmir, I like your guides, but as a fairly new player I couldn't really find out what the principle around blocking is and I personally don't like using something risky as blocking without really understanding what it does.
From what I gathered you attack a camp and while that camp is busy another general can walk past it and kill the zone to avoid losses in the first battle. Could you (or anyone else) confirm that this is indeed the idea behind blocking and if you know give an guideline for how long a fight takes with respect to type of general en number of rounds, unless that's some sort of guide-makers trade-secret? :P
Also as a related question. Can a camp intercept more than one general: i.e. if you want to get get a general past a camp by blocking it, do you have to make sure your good general doesn'nt enter the red zone untill the fight starts, or is it also ok if he enters the red zone just after the first general enters it and is intercepted?
There are 2 types of blocks: first will use just 1R for a block camp, since the main general has a small route through the red zone, and the second one is like you mentioned the one where your blocking general fight longer than main general. There is a lot of try and error in this field. Lots of positioning of generals and finding the time needed and everything. The time the battle lasts depend on the troops involved in it, so it actualy isnt that easy to time it. Plus each block needs different time to pass and suceed. But if you are interested, you can time your battle replay msgs.
The camp can intercept more than one general. Thats why its important that block lasts long enough for general to pass it. Otherwise there can be mayhem :D
I hope this explains a bit, for more, dont hesitate to ask.
Just to let you know I think that the VTV map with soldiers is incorrect on the first block setup. You need to put your first wave in G1 and 2nd in G1*? Unless you send out G1* and then G1 but that bit is unclear!!!
You are suppose to send out G1 first and G1* second. I dont know how this was missed in the round of updates. Will fix asap. Thanks for noticing.
Ah thanks for the explanation Hasmir. So the time that an attack takes is the same as the time the replay takes, at least for normal generals? If so would it help to use more different types of units in blocks because each group of units is attacked seperately in the replay?
Correct Obliwan. And as far as for the type of units goes, it depends on the enemy units. In my blocks I try to achieve the longest fights (minimum rounds and average rounds count) with mixing different troops, but in some occasions, it just doesnt matter.
thomas1978
13.05.12, 22:02
Cant really excuse myself for beeing a newb, but got a question for TBK blocks. If i understand both correctly, i send G1 (97ES) to camp 2, it will get intercepted by camp 1. Now I am surpose to send both G2 & G3 ASAP. after G1 hits the point you showed in the map?
Just out of curiosity, how much delay time can be accepted if im a bit slow on sending both generals fast enough? 1-3 secs from your "start point "?
Exactly like you described it. When G1 hits the spot on the map you send out G2 and G3. Since the first wave general fights some time in this particular block the timing is not so crucial. I would say to send it as fast as possible, but I think that 1 or 2 seconds cant fail you. But try few times without the block to get the feeling on how to do it as possible.
well, i just finished outlaws with blocking althought i lost 192 C for first blocking in this map. my experience u should start all genaral late 3-5s to instruction coz it is still long enough for G to atk and safer for u.
one more thanks for Hasmir and all yr friend :)
i feel so cool when i saw dust around camps haha
That 3-5s is lag. No blocks are safe in lag environment. Do critical blocks in the morning or midday latest.
On the Outlaws tactical map at the "Block Position 6" picture you exchanged G8 and G9. G9 is the upper one. The right version is in the "How to block" tutorial.
Outlaws, camp 7 setup doesn`t seem right. camp 7 simulation (http://settlersonlinesimulator.com/dso_kampfsimulator/us/?r=155&m=20&s=4&a=71&u_12=180&u_17=1&adventure_id=12&limit-trigger=true) -- you can lose also maximum 23 crossbowmen
it is more likely: 155R, 20M, 14S, 61XB , no crossbowmen lost
Thanks for your input Polymer. But you should know, that aftern 1k callculations the lickliness of loosing 1 XB was under 1%, thats why i still put it inside the guide. I and other played it 20 plus times without any S losses, so XB was out of question. But just to make sure, i will put this in my next round of upgrades.
Pirates:
camp 5:
40C
40S
40G
You use 45ES here for a longblock. It lasts 4-8 rounds. If you use 100C the fight will be 4-7 rounds long. It's basically the same. I will try it :)
But I dont understand, why don't you use 52S here too. 4-7 rounds too... (or 50S 5C; 47S 10C, 50S 4B...)
I dont use S because I tried once and I failed. But I'm a proces of putting the third block in pirates and update the rest. Might even but S back in. After the patch some garrison positions are not working, so I'm updating the maps.
Sticky for some good guides :)
sk_setttler
24.05.12, 11:03
Hi...I've just finished the BK...I've used your map, but different numbers...here's the setup. (https://docs.google.com/spreadsheet/ccc?key=0AlZSJyOEmArFdE5teFFxZkFaNjV5dGVSU09pRjZQU 0E#gid=5)
I've tried and succeeded blocking camp 5: Generals - positions (http://www.lanet.sk/tso/black_knights_1_block_camp_5_p1.png) + proof after the fight ;) (http://www.lanet.sk/tso/black_knights_1_block_camp_5_p2.png).
You send the generals in this order:
1) G5.1 (tavern)
2) G5.2 (tavern) - right after the G5.1 appears (11s in my case)
3) G6a (battlehardened) - right after the G5.2 appears (11s in my case / 22s after G5.1)
4) G6b (veteran) right after G6a
Hope this helps to lower the losses.
Haai,
When you use the link from googledocs to: Newfoundland trade sheets [FWB] and you follow the VET adventure to The nords: The nords Hasmirs version. You get this map: http://img100.imageshack.us/img100/7030/38325221.png...
Unfortunatly if you look at camp 14, you'll see that the guide says to use 82R... This is a garanteed death of your general and your 167 Crossbow... This should be 82M.
I've learned this the hard way.... snif snif :-(
Gr MP
sk_setttler
24.05.12, 12:46
Haai,
When you use the link from googledocs to: Newfoundland trade sheets [FWB] and you follow the VET adventure to The nords: The nords Hasmirs version. You get this map: http://img100.imageshack.us/img100/7030/38325221.png...
Unfortunatly if you look at camp 14, you'll see that the guide says to use 82R... This is a garanteed death of your general and your 167 Crossbow... This should be 82M.
I've learned this the hard way.... snif snif :-(
Gr MP
It's too late now and I'm sorry for your loss, but no matter matter what guides you're using, you ALWAYS should calculate every battle!
It's too late now and I'm sorry for your loss, but no matter matter what guides you're using, you ALWAYS should calculate every battle!
Nords are the typical example of why you should use simulators on your own every time, you will notice that u can finish the map if u use R instead of M on few camps and B on the last camp (1: 50B 2: 50M 2S 198A (V) ), my losses this ways is always below 50M...
Morpeth i'm sorry but you are using an old version of map. There is allways room for errors in this business, and I allways update the maps when error is found. But I cant be guilty for not using the latest map available. Thats why you should allways look for the most recent map here on forum.
And ra_v_en, whats helping you if you loose 50B, 50M and R (or M) for camp 12? The best way is to attack camp 14 from g5 position and get intercepted to camp11 without losses. I will put this as soon as possible into forum map.
Well sorry to drop this on you but most probably all this hard work will be rendered useless thanks to BB's latest modifications(according to the test server) :
"Path finding : the general now takes a straight way to his destination"
Just great...
sk_setttler
25.05.12, 06:03
Well sorry to drop this on you but most probably all this hard work will be rendered useless thanks to BB's latest modifications(according to the test server) :
"Path finding : the general now takes a straight way to his destination"
Just great...
Well that's unfornute. If they're serious, and it will be implemented in all adventures...I don't know about you gyus, but I never liked doing my "homework" twice, this will probably the end for me.
I wouldn't mind if they introduce like 10-20 new adventures and there can be a new, straight way of path finding, but I think BB should leave the old adventures at peace...OR better said, if BB wants something to change I would recommend to concentrate more on removing bugs (like in Traitors) IMHO.
I found a great setting for outlaws (lvl41+):
Camp 14 (1 metal toothed, 2 skunks)
1ES 249XB - no losses :)
And ra_v_en, whats helping you if you loose 50B, 50M and R (or M) for camp 12? The best way is to attack camp 14 from g5 position and get intercepted to camp11 without losses. I will put this as soon as possible into forum map.
Don't know about your server but on our u can get bows for almost free... its hard even to sell 400lbs for 30 gc nowadays + I personally don't produce bows and swords except of bronze, so obviously from my point of view i would rather waste 5x more R or B than M... just saying.
Anyways another useful tip i didn't see anywhere is not to make blocks or use "last second" retreats with someone else than you on the adventure (even invitations), it puts additions time/lag (probably some kind of synchronization). General is walking away from the garrison at least 5-6 seconds later (walking horse animation), retreat take longer to activate as well. The starting positions can be compromised in such conditions.
Sure bows are almost free in our server too, but I had in mind R you need for camp 12. You can avoid that.
And about not inviting people before blocks are done, I put it inside BK and VtV, and wrote on this thread on various occasions. I hope that was clear enough for players to know, to not invite before all blocks are done. But I must say I dont understand the physics behind this lag :D
Thanks Lisztes, setup noted, will think about putting it inside.
Still setups for camp 5,9,10 and the 13 on VtV is basically messed up with losses, example camp 13 180R 5S 65ES losses is 180R, 5S, 2ES ..not 180R,1S. Fortunately just started with ES so checking all setups just in case. 181R 69ES (181R, 3ES) would be best 1 wave attack... still prefer not to loose any ES.
Ra_V_en the chance of loosing ES is only few percant and since VtV is a very expensive adventure already I decided to take a "chance" and put this setup inside. In Outlaws where you can loose 4S I lost 2 times 1S and played it 20+ times. And in outlaws the chance of loosing S is much higher. VtV is a big adventure with many camps and there are many options how to play it, this is my version.
I also updated With and Pirates with new garrison positions, since patch changed them. Pirates also have a 3rd block which reduces losses by 50R.
There is also new Nords map, which by the help of sk_settler avoids camps12 and 13 and drop down losses by 30% for R.
peanut1944
29.05.12, 10:35
Hasmir. just done Nords or rather I was doing it, sent in 167XB, 82M & 1ES to camp 12 being intercepted by 11. Battle sim first and I won but when doing it on map I lost leaving 13 Housecarl and 30 Berserk in camp. Not sure why as I had a friend actually take out 5 bandits from 11 as well so should not have had a problem. Any ideas?
Like we discussed, all simulatiors give the same result (win), and nobady else playing it didnt suffer from this problem, so there must be a game change/error or you maybe sent R instead of M. I hope that support ticket will help to solve the mistery of this problem. :D
I'm testing the new pathfinding system on the testserver on my favourite adventure, Outlaws.
First:
You can skip camp2 while you attack camp3, which is a good thing :)
http://kepkezelo.com/images/sdfj6rjqud148hwvg6pz.png
You can attack directly camp16 (for a longblock)
http://kepkezelo.com/images/mniwc6skipc8zoz66n5d.png
V=veteran, G=normal general
Attack camp16 with normal general, when he reaches the red X, attack camp17 with your veteran.
Bad news:
You can't skip this camp anymore:
http://kepkezelo.com/images/dtni4u4jpdofxmplkur.png
Which means your losses will be bigger with ~100R...
Now I have to work, I'll update this post.
Update #1
New blocking method needed on the west:
http://kepkezelo.com/images/0e1bky3t9ttn966cddc9.png
Attack camp18 with G1, when he reaches the red X attack camp19 with G2, when he reaches the pink X, attack camp 20 with veteran. Do not hurry with the attacks, you have enough time.
Update #2
New blocking method needed on the east:
http://kepkezelo.com/images/d7mguqvjfvfde5og0ng.png
Attack camp6 with G1, when he reaches the red X, attack camp5 with G2. When G1 leaves the pink X attack camp7 with your veteran.
Update #3
New blocking method needed in the middle:
http://kepkezelo.com/images/mslkco693hfmx3mbh4a2.png
Attack camp11 with G1, when he reaches the red X, attack camp12 with G2 and camp13 with G3. When they leaves the pink X (the borderline) attack camp13 with your veteran.
Finally I finished it. The old longblocks still work, all we need is to defeat one more camp (+max losses: 100R), and we can skip an easy one.
Island of Pirates, camp 3. Looks like your troop setup (65R 185 ES) is a little too tight, 2 ES lost. Interestingly that's more than the simulator predicts, which only expects a max of 1 ES lost after 2000 runs.
Lymond thanks for noticing that. Will fix to 72R 178ES asap.
Edited: I changed troops to 72R 17ES.
http://www7.pic-upload.de/12.05.12/x9km9mlcnnl2.png
EURO event is here! There is no map needed for this one, since you just follow the camps, so you
can use the sheetspread that me and Grow made for the event.
Battle setups for ES, XB, C and R (https://docs.google.com/spreadsheet/ccc?key=0Ait84OXc3XzNdHFMdzM4LUtGZGRWTF8xQ19uR2VRS nc#gid=6)
Reward: 80650XP and 540 Footballs
....
Setups for lvl 36+ obviously
True... ES and XB are kind of lvl36+ arent they? ;)
SFTR G3 position can vary a bit so +150 wo to consider, I think its due to fact that now buildings in the area where leader is killed don't disappear now or i just got bugged map.
Here's my small contribution for The Dark Brotherhood if someone is bored with the other guides already, I've add one fancy block:
http://img513.imageshack.us/img513/638/tdbraven2.th.jpg (http://img513.imageshack.us/i/tdbraven2.jpg/)
https://docs.google.com/spreadsheet/lv?key=0Ah1IROAYO155dGQwRFN6LWN2WkcwaGdZY1dHUWpQUk E&rm=full#gid=0
Thanks for your input Polymer. But you should know, that aftern 1k callculations the lickliness of loosing 1 XB was under 1%, thats why i still put it inside the guide. I and other played it 20 plus times without any S losses, so XB was out of question. But just to make sure, i will put this in my next round of upgrades.
Well, I just lost my 6 XBmen on Outlaws. Maybe because I played it more than 30... But it hurts :D
Well, I just lost my 6 XBmen on Outlaws. Maybe because I played it more than 30... But it hurts :D
Since Killste seems to have gone inactive, my version of Outlaws also seems to have lost attention (he never posted a link to it on his front page).
However, in there I have a version that won't risk losing any crossbows, and still won't require sacrifying militia (you will lose some 215-220 recruits though)...
And if you do own one veteran general and one battle hardened general, and don't want to lose militia,
you might consider this optional way of defeating camp 15 (note that it is more risky, due to the longer fighting):
From C to Camp 15) 1 One-Eyed Bert, 180 Thugs
BATTLE HARDENED general: [121R (121R)] {1 round of fighting}
From D to Camp 15) 1 One-Eyed Bert, 123-134 Thugs
VETERAN general: [100R 8S 33C 109LB (80R - 97R - 100R 7S)] {2 rounds of fighting}
VETERAN general XB: [100R 8S 54C 88XB (80R - 96R - 100R 7S)] {2 rounds of fighting}
The total length of these two battles is 3 rounds, same as Hasmirs's 155R 20M 4S 71XB.
But I don't have BH general unfortunately, and the losses are pretty high there...
My setup:
152R 20M 7S 71XB
After 1400 simulations the worst case: [152R 20M 6S]. After 2000: [152R 20M 7S].
152R 20M 7S 71XB
After 1400 simulations the worst case: [152R 20M 6S]. After 2000: [152R 20M 7S].
And up to and over 20XB after 99,999 simulations... lol
Yeah, I know, the risk is so small, it doesn't really exist... :o
Yet, it's bound to happen some time...
Replacing even more recruits with soldiers can make the setup as close to 100% as you can get though (on not losing crossbows),
without really risking any significant amount of extra soldiers (even after 99,999 simulations)...
E.g. 148R 20M 10S 2E 70XB, average losses: [148R 18-20M 0-1S], worst case: [148R 20M 10S]
Since Killste seems to have gone inactive, my version of Outlaws also seems to have lost attention (he never posted a link to it on his front page).
However, in there I have a version that won't risk losing any crossbows, and still won't require sacrifying militia (you will lose some 215-220 recruits though)...
The total length of these two battles is 3 rounds, same as Hasmirs's 155R 20M 4S 71XB.
Sorry about Tage my inactive, I was in vacation, well Im back :)
well Im back :)
Welcome back, mate!!! :)
TIoP: camp 5 (40Ca, 40Gm, 40Sr)
The best setup I found (without ES) witha a program is: 54S 2R 3B, minimum 5 rounds (counting with the smoking part). I hope it will help, I'll try it soon.
for camp 2 (50ca, 100Ds)
51S 4R 5B
Update:
I tried both, they worked.
I have to make you a compliment Hasmir :) Im currently playing BK and your map is precise and very clear, blocks worked fine even when there's a slight lag now. But looks very promising for rest of adv. Keep up the good work!
The island of pirates:
9 camps block when attack 10 camps with first and second wave: u can use 61 soldier instead of 54 ES for the block.
Try one time, work me (min block round 5 then win my 61 soldier, max round 12 with lose).
speedydust
30.06.12, 11:36
VTV
I am using your tactical map for VTV and block 1 position failed for 2nd time! I lost xbows and did my best for this block to succeed, but something is messed up...
@speedydust
I did it succesfully. Have you noticed any lag? Have you sent the attacks in the right order?? (camp from the back meaning one in G3 position blocks camp 3, camp in G2 position blocks camp 4 and camp/-s in G1+G1* position attacks camp 5) Also remembered not to send them one after another but to wait till each general reaches that particular position on the map
Maybe you should try killing one camp (camp 3) and try blocking only the other (camp 4) untill you feel secure enough on yourself to try double-blocking on this particular adventure. Thats what I did couple of times (see picture) before I tried (and succeeded) the doubles.
http://i45.tinypic.com/29m11mh.png
Original map (http://www.dso-karten.de/images/articles-pics/244_1335952050.jpg) from which Hasmir used the garrison positions,
and time to launch the subsequent general.
These are the best guides and trust me I seen a lot. Thank you very much for this
VTV
I am using your tactical map for VTV and block 1 position failed for 2nd time! I lost xbows and did my best for this block to succeed, but something is messed up...
I did this adventure more than 10 times and none block was any problem to me, even once I've did it with another person attached, ofc the timing was different due to "out of garrison" lag but still if u are clever enough u can adjust it in no time with some stopwatch.
Since now there's the path thing it is to late to speculate about that until new maps are here.
Btw this very first block was really close one time tho... the first blocking camp started to flash with the progress bar to quick but fortunately veteran made it quicker.
Oh and yeah Polimer I see someone attached to your adventure ... thats really risky, keep in mind that the starting positions is done for one player only... the generals are going out from the garrisons almost 5-6 seconds longer then on solo play.... but you've cleared the first camp so in that case that had to be good enough.
sk_setttler
02.08.12, 16:00
Hi Hasmir , hi settlers :)
After a 6 weeks vacation from playing adventures I've played VtV yesterday with the new pathing and some new blocks and the result: my personal record for minimum losses.
Here's the garrison setup (https://docs.google.com/spreadsheet/ccc?key=0AlZSJyOEmArFdE5teFFxZkFaNjV5dGVSU09pRjZQU 0E#gid=7)!
Tactical map (http://dso-karten.de/index.php?site=articles&action=show&articlesID=672)
Note: I don't have pictures for blocking camp 2+3+4 and camp 18, because I experienced 12-15sec lag, so it would be pointless and also it's a setup for 48+ lvl players with cannoneers and two veterans (for blocking camp 18), so maybe next time :) ... I hope some setups, will be usefull....bye 4 now.
Hasmir your BK map isn't visible anymore.
Hasmirs has quit playing, so not very likely he's going to reupload it.
Besides, he never updated his maps for the new pathinding.
Regardless, his full size BK map is still available here (http://img17.imageshack.us/img17/6784/blackknights211.png). :)
it doesn't work, you get intercepted on the first attack...
The path finding is not working like the drawing in the picture , the general goes from left and the center of the map not from right and across the shore :((
please guys, allways check first posts on adventure guides threads;
To the guide users, the thread starter hasn't updated the map to take into acount
the new pathings of the general. Your general may be intercepted and blocks may
not work
When thread starter comes back and starts update map(s) to new pathfinding system,
this message can deleted.
Best
Killste Forum Moderator
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