View Full Version : Last blocks on Traitors
Recently done traitors a couple of times. Using Tages and CEmpire.org blocking methods of camp 9 for attacking the Castle the 1r blocks never last long enough and the general attacking the castle gets intercepted. :confused: The two guides have different garrison placements.
I was wondering if this was down to new paths since guides written, or lag, or...any suggestions? Thanks People. CC.
Might seem a daft question, but you are using the original 'slow' generals for the block, and not a fast one?
Seen that happen before.
Might seem a daft question, but you are using the original 'slow' generals for the block, and not a fast one?
Seen that happen before.
I was under the impression that all generals marched at the same rate, do they not???
I do use normal generals for the 1r blocks, yes. So using a BH gen would make a difference? Can't sacrifice my vet really.
They do march at the same speed, but BHG/Veterans finish a fight faster. And if you want to keep a camp busy to let the others pass, that's just what you dont want to do. So for the block, the normal generals are often the best.
MuffinMule
09.05.13, 21:27
They do march at the same speed, but BHG/Veterans finish a fight faster. And if you want to keep a camp busy to let the others pass, that's just what you dont want to do. So for the block, the normal generals are often the best.
Unfortunately, they don't march at the same speed. The Grim Reaper and Vet are both known to overtake others on occasion, and the GR and sometimes the Stronghelmet generals can also pass even the Vet when travelling between maps.
Travelling between maps is a whole different subject. The veteran/BH/Grim take just 15 minutes, while it takes the normal general 30 minutes to get to a different island. But for blocking that's not imporant.
While marching to a camp to attack, they do walk at the same speed. A while back there was the 'skipping generals' phenomenon. Lots of lag caused generals to do all kind of weird things and suddenly overtake generals. But that's not the game-mechanics, and I thin doesn't happen anymore since a fix came out.
Thank you for your informed replies.
It would seem that the BHG fighting faster than a regular general would explain why the round block I am having trouble with could have failed. Thanks for that, I didn't realise they fought quicker.
For the 1r block, it must just simply be a timing issue as I have been using regular generals. I am going to try placing the normal generals garrison 1 position further away from the enemy camp to give the main attack general just a little bit longer.
Any other ideas/comments of course very welcome. CC.
Maybe check out this blocking calculation tool (http://forum.thesettlersonline.com/threads/23721-Excel-tool-for-block-time-calculation) that has been made, means you can manually work out when you need to send the blocks
Did it yesterday, worked fine for me.
Travelling between maps is a whole different subject. The veteran/BH/Grim take just 15 minutes, while it takes the normal general 30 minutes to get to a different island. But for blocking that's not imporant.
While marching to a camp to attack, they do walk at the same speed. A while back there was the 'skipping generals' phenomenon. Lots of lag caused generals to do all kind of weird things and suddenly overtake generals. But that's not the game-mechanics, and I thin doesn't happen anymore since a fix came out.
Yes, it is a different although related subject.
But it still remains that the GR even if sent several minutes after the Vet will still arrive up to 2 minutes earlier which is bizarre. I really must get the stopwatch on these to see if the Vet is travelling slow, or if the GR is just on steroids!
Unfortunately, when marching to a camp, there are certain advs where they clearly do not march at the same speed.
Two advs in particular are very prone to this, Isle of Pirates and Black Knights can be chaotic if you don't take this into account. The trouble is, it doesn't always happen so you often have to plan for the worst, and be ready to hit that retreat button.
On IoP, using Tage's guide, when you send the 3 generals off for the final conflict, if you send them all at the same time the Vet quite often overtakes the 2nd general, so I usually count to 5 before releasing him, then watch closely in case he does the opposite, and becomes too far detached from the other 2.
On BK, it's that very first block, the random nature of the walking time makes it very prone to going disastrously wrong.
I've done some where everything goes to plan, then other times like last Tuesday night, it went absolutely haywire and almost stuffed the entire adventure, I finished it with 5 'dead' generals out of 7, and fortunately had enough reserves to call up to cover for the losses incurred.
In brief, what happened was: the 1st block started, the 2nd intercept was just going off when it became apparent that generals 3 and 4 had caught up, and both of those got pulled into intercepts, which then turned into something out of Monty Python as the 2nd block began, they headed off to other camps, and the 1st block finished rather quicker than anticipated. I just managed to retreat them, but the other two were already lost and had the lag been worse, I probably couldn't have saved them either.
I had trouble with the last Traitors block with normal general (1R) and vet.
I had to have three goes before I managed to get the vet to the White Castle without getting intercepted. Either he was too early or too late. Very frustrating. It was a rather "laggy" day. The generals did lots of moonwalking, skipping, jumping, and teleporting.
Dear Settlers
The above mentioned space/spot [ garrison position to block C9 ] and indicated in the division/part "spoiler" sub Garr 03 - using cannoneers - is not available [ light green flash color sub transfer ] - so I tested the nearest availabe spot on the line/trajectory towards C09 and that does not damage the quality of the final attack upon leader L11 - maybe the spoiler in the genuine guide [ sub forum.thesettlersonline.com/threads/16332?p=192371&viewfull=1#post192371 ] can add a little line of/to comfort each and all. Thank you for all tremendous efforts to make any element of TSO open to each and every settler !!
Gamla
Thejollyone
04.05.15, 17:48
there are a number of "no longer available spots" ive noticed. In particular other guides for SE and also Invasion of the Nords.
Whilst this is annoying, I think its good because I have had to use my own initiative to get around the problem..
However, if this continues to be a problem on the many guides that players follow, I can see this thread growing with unhappy people.
Yes, it is a different although related subject.
But it still remains that the GR even if sent several minutes after the Vet will still arrive up to 2 minutes earlier which is bizarre.
Is this to do with the locaation of the generals on your island?
Each General has to walk to a storehouse or your base camp (Mayors House) before it can leave your island. So if you have 1 general close to a storehouse (but sent 2nd) and another general far away (but sent 1st) then the general you send 2nd will leave your island earlier and get to the adventure earlier.
I follow this guide for Traitors, and I haven't had any problems with the blocks (other guides I've looked at have the same positioning for the last camps as far as I know)
http://www.settlersonlinewiki.eu/adventures/traitors-general-mma-with-elite-soldiers/
This is the first I've heard about generals walking at different speeds - I've never noticed that and also have never specifically timed them while walking - I rely on 3 seconds per marker when looking at the combat preview. I sure hope this was a bug that has come and gone.
I run a timer program during all blocks to track how long the battle has lasted in the blocking camp. On those times I've lost I've checked the battle calculator and sure enough in all cases the low-end possible battle time is below the time my block ran... sometimes the numbers are marginal and you come in just below the range. So far I have corrected for this by re-adjusting the soldiers, or normally by sending in a slightly different order (sending the general that doesn't always have enough time last for example) just to trim a second or two off the necessary time. Outlaws gave me such a problem on the last fight and changing the send order has taken care of it, never lost it since then.
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