View Full Version : Now that jumping generals are fixed...
Dialecticus
03.02.15, 16:21
Now that jumping generals are fixed is it painless again to play adventures using blocks? Several months ago I heard that there were some problems, so I stopped playing adventures altogether. Don't even know what the problems are. Anyway, are the problems gone now? If not I would be grateful for a brief description, or a link that describes them.
Jumping generals forwards were only a visiual bug on client side - could be ignored.
Dialecticus
04.02.15, 17:15
Thanks. So are there problems remained with adventures? Is blocking hampered in some way? Do players still block? How is their gameplay different from the time when blocking was without problems?
I guess most important question would be if I follow any old guide from a sticky thread (Killste, Mimori) that worked a few months ago, would I have problems where blocks do not work as described in the guide?
I've been blocking all the time, though needed to adapt to the changed conditions 25/11.
It seems like the confusing "jumping generals" issue is solved (by now), but because of camps' "mouse-over" info you'll probably still struggle a little to get all generals attacking as you like - tweak zoom level to better suit mouse handling.
Dialecticus
04.02.15, 23:27
I just started a Dark Brotherhood. Following killste's guide. My first block in south-west zone (http://forum.thesettlersonline.com/threads/16332-Guide-Killste-Collected-Adventure-Guides-by-Various-Authors?p=208709&viewfull=1#G1) did not end well. Sent 23E 170C with normal general, and 110R 110S with MMA. Block ended at nearly the same time MMA reached the leader. This is exactly what I had feared. My gens went from exact same spots as they were depicted in the guide. Why did this happen? What is happening with blocks?
Dialecticus
04.02.15, 23:33
I have the impression that the camp's destruction progress bar went down quicker than I remember, but can't be sure as last time I played an adventure was some three months ago.
EDIT: and that was what happened. Chose the wrong general, because now the letters obscure the images, and names of my veteran generals don't exactly give information that they are veterans. My bad, but I blame the higher powers...
Dialecticus
23.04.15, 21:17
Reusing my own thread.
So, I'm in Roaring Bull now, and attacked central zone, also known as WT1 in Evil_J's guide (http://i.imgur.com/5BJPZRS.png), only using VET 144R 1S 105E instead of Evil_J's major gen. Simulator says that both Evil_J's major and my veteran (actually setup from PrincessAlly's guide (http://forum.thesettlersonline.com/threads/16332-Guide-Killste-Collected-Adventure-Guides-by-Various-Authors?p=210837&viewfull=1#post210837)) complete the fight in 2 rounds. So there should be no problem...
When progress bar appeared on leader camp I left the adventure. When I returned shortly after I discovered that regular general on block attack actually have won the fight before the veteran finished attack on the leader. How did this happen, did I do something wrong? The report shows that it took 6 rounds to win this fight, which simulator shows as maximum duration. Can't be just some lag.
Lost a big lot of damascene swords on this accident.
I've found that leaving the adventure during an attack is a bad idea - it seems Flash gets completely confused and can't get itself back together, causing troop changes on generals, changes of position, etc. Only leave an adventure when relocating or when the general is returning to his garrison after a fight. At least for me that solved the problems.
Dialecticus
23.04.15, 22:14
Tried next attack on WT2, did not leave the island, and same thing happened again. 4 rounds for normal block was not enough against veteran's 1 round. My regular generals behave like fast generals, and can't hold the block long enough.
In battle report I noticed that both regular and fast generals have skill "is specialist". This seems suspicious. No blocks for me until someone tells me what in the world is going on...
is it possible you used a bhg ?
and what guide did you use, because there are 2x 1 rec blocks in both guides
Dialecticus
24.04.15, 10:14
For blocks I used my regular generals. Checked that more than once. I used Evil_J's guide (link given in post #7) for placement and block setup, but instead of major general I used veterans. I believe using vets instead of MG should not be a problem, because the simulator showed that number of rounds to win is identical in both cases.
So, I'm in Roaring Bull now, and attacked central zone, also known as WT1 in Evil_J's guide (http://i.imgur.com/5BJPZRS.png), only using VET 144R 1S 105E instead of Evil_J's major gen. Simulator says that both Evil_J's major and my veteran (actually setup from PrincessAlly's guide (http://forum.thesettlersonline.com/threads/16332-Guide-Killste-Collected-Adventure-Guides-by-Various-Authors?p=210837&viewfull=1#post210837)) complete the fight in 2 rounds. So there should be no problem...
Unfortunately that is not the case, because you are using Elites instead of Cannons.
Killing the troops is only part of the battle and while that part lasts the same number of rounds for both troop configurations, it takes Elites a lot longer to destroy a Witch Tower than it does Cannons (because they have a specific bonus in this regard).
So, whilst both Evil J's Major + Cannons set up and your Veteran + Elites set up take the same length of time to kill the troops, the entire length of the fight is much longer for the Veteran when you take into account the camp destruction time. A quick check in a combat simulator tells me that the difference is 40-60 seconds.
Run these sims and check the 'Battleduration' column for yourself:
144R 1S 105E 1V vs. 70N 100Lr 30Cat 1UB (http://www.settlerscombatsimulator.com/uk#/adventure=RoaringBull/campe=WitchTower/RaidersBoss1=1/RaidersCavalryCrossbow=30/RaidersCavalry=100/RaidersRecruit=70/0_EasterGeneral=1/0_EliteSoldier=105/0_Soldier=1/0_Recruit=144)
126R 1E 143Can 1MG vs. 70N 100Lr 30Cat 1UB (http://www.settlerscombatsimulator.com/uk#/adventure=RoaringBull/campe=WitchTower/RaidersBoss1=1/RaidersCavalryCrossbow=30/RaidersCavalry=100/RaidersRecruit=70/0_MajorGeneral=1/0_Cannoneer=143/0_EliteSoldier=1/0_Recruit=126)
Dialecticus
24.04.15, 12:23
Right, this explains the first attack. I should have used 143R 1E 106Can 1V vs. 70N 100Lr 30Cat 1UB (http://www.settlerscombatsimulator.com/uk#/adventure=RoaringBull/campe=WitchTower/RaidersBoss1=1/RaidersCavalryCrossbow=30/RaidersCavalry=100/RaidersRecruit=70/0_EasterGeneral=1/0_Cannoneer=106/0_EliteSoldier=1/0_Recruit=143). So I guess, if I stayed on the island for the whole attack I would see progress bar on blocked camp appearing and progressing faster than on leader, and finishing first.
This also explains the fail with my second attack. With block 132C 65E 1G vs. 70Cu 80Fi 50Sh (http://www.settlerscombatsimulator.com/uk#/adventure=RoaringBull/campe=BanditsLvl2_dark/CultCavalry=50/CultCrossbowman=80/CultRecruit=70/0_General=1/0_EliteSoldier=65/0_Cavalry=132) I should have used 54R 91B 62CB 13Can 1MMA vs. 80Cu 120Fi (http://www.settlerscombatsimulator.com/uk#/adventure=RoaringBull/campe=WitchTower/CultCrossbowman=120/CultRecruit=80/0_StarGeneral3=1/0_Cannoneer=13/0_Crossbowman=62/0_Bowman=91/0_Recruit=54), instead of what I was using.
Thanks for the explanation.
Dialecticus
24.04.15, 12:28
Actually, maybe even these "improved" setups could fail. Didn't properly count in the time between blocker reaching its destination camp, and main general reaching the leader.
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