Nice job, thank you very much :-)
Nice job, thank you very much :-)
Tage - re settings for VtV. I don't think the calculation for cavalry (with elites) its correct. It doesn't seem to take into consideration the 40c suicide wave. I always end on the last block with some Cav short.
Thanks, switched them around! :)
If you mean the last block with two veterans and cannoneers, then 419C (that did read 415C before) should be enough for any of the setups... I did however also add an extra average setup with an optimised mix of S and E, which will minimise the number of cavalry needed to 401C.
If you meant the setup with one veteran and crossbowmen, then yes, the cavalry needed for the last wave on Wild Mary were indeed missing.
Once you have lost the 40c wave, you are left with 379 cav. Is that enough for the final block with cannons?
The settings are so complicated, I can't help but look at them and think there must be a simpler way of organising them. For instance I personally prefer to lose soldiers than militia, but the settings make no mention of the extra cannons needed for the 3rd block, instead using the militia setting from there instead.
Is it not possible to add maximum of each units needed against minimum, but include the VERY maximum of each unit needed? For instance, instead of having 20s as max units lost, have 20s+ the 74s for the 3rd block instead.
And for cannons, maximum of 175K instead of 137K?
Perhaps you could have prefer to lose militia/soldier settings similar to how PrincessAlly has in her RB guide?
Just a suggestion, I know its mighty complicated counting up all the settings, especially since there are so many combinations.
If you do not like to lose bowmen:
THE DARK BROTHERHOOD: FULL XP NO BOWMEN
BASED ON TAGE'S GUIDE: USE ALL BLOCKS
AND POSITIONING FROM THERE
left column indicates camp, / indicates tage's settings,
in brackets are settings, last column indicates max losses
NORTHWEST
2 / 58r
3 / 149r
4 / 149r
6 / 113r
7 / 138r
15 / 107r
9: [1:200r, 2:250c] 200r
10 / 50r
17 / 85r
CENTRAL BLOCK
23: [1:200r, 2: 33r, 19E, 198xb] 233r (BE VERY FAST SENDING)
Only use this no-bowmen option if you are sure you can send
all generals well within 15 seconds, otherwise use tage's.
EASTERN ROUTE SPECIFIED IN TAGE'S
6: [109r 130c 1s 10xb] 109r (credit to Mimori)
4 / 149r
2 / 58r
SOUTHWESTERN ROUTE SPECIFIED IN TAGE'S
12 / 112r
10 / 108r
7 / 119r
4 / 149r
2 / 58r
SOUTHEAST (24, 26, 27 optional - high losses)
24 / 233r 80c
26: [1:200r 2:57r 143e] 257r
27: [1:200r 2:94r 6e 150xb] 294r
28 / 1050c 150s
TOTAL MAX LOSSES: 2928r, 1130c, 150s
Haven't tried it myself, but the simulator doesn't lie 5,000 times :). The central block looks a little bit risky though.
Great guides, thank you very much!
A couple of requests/suggestions:
1. A Secluded Experiments guide, please? I don't mean to bash Polymer, but I don't like his guide at all, and that's the only one you link on page 1.
2. NEVER again use light blue font color on white background, please. At least for me, it's barely visible at all, and even if I mark the text, it's still impossible for me to read. The only way I'm able to read it, is to copy it to notepad first.
3. A minor one: Tage, please don't assume that just because someone have xbows, they also have elites, this is done in a couple of advs. Elites are, unless it was changed, some lvls above xbows. Maybe change "with crossbows" to "with crossbows and elites" in these advs, ie in Pirates? No biggie, though, just a suggestion ;P
Again, thanks a lot !!
I`m the only one stupid enough to repeatedly lose valuable troops on SE enough times to make a guide :)
And I take no offence, the guide was provided as is and with the 'encouragement' for others to improve it. Not much to do on it though except improving block positions, maybe come up with some blocks on the 1 or 2 sectors I kill a camp before blocking for leader. Or try the alternate route, killing sector 9 and work way to sector 12 from that position (I doubt it will save troops but just maybe).
I am working on a cannon version of it, but it`ll have to wait some time.
Yes, you need a maximum of 69 + 151 + 120 + 39 = 379:
It is indeed hard to cater for everybody's needs... I usually make too many different versions, and there's seldom any chance of knowing how different users combine them... I did enter the maximum needed soldiers and cannoneers for you though... it would be a bit stupid to combine all S/E versions and add the maximum number of both though (you'd never need that many in total)...
Quite so... using R instead of B in the main attack on camp 23 would be disastrous.
For the IotP guide with maximum blocks, that is mentioned right at start of the guide... :)
Yes, I didn't even try my recruits block and I advise against it...
One IMPORTANT thing is that the positioning for the middle block does not work there are small scenery, in this case roads, blocking spots on which to place garrisons D and F (in full 5-gen block). I would provide a screenshot if I could.
can't fault the wisdom of tage ;)
Tage I love your guides! Any chance you're working on a Secluded Experiments guide soon?
HI Tage,
I just found an interesting tactic for Dark Priests. You do not have to attack Leader camp 13 AT ALL.
Destroy camp 12 and that leaves a clear run at the castle.
I did the castle with my vet while my partner cleared the castle on left of the map and we then got the "Quest Completed" flash on screen. I rapidly recalled my gen from the 2nd wave on the leader camp and we returned home, job done :)
Regards
Richard
@ Tage. Perhaps not maximum for both, but a prefer to lose "soldier" and "elite" seperate settings would be good. That way you don't have to keep focusing on making both.
Id rather use 80% elite 20% soldier rather than 50/50 as an example and two different settings for using each would be the easiest way I can think of separating this.
@ PrincessAlly. Thought you may be interested in this:
A friend of mine has been looking in to a better way to complete the full version of RB. It involves attacking from the other side and has less total losses. You can also use this method of attack to do a fast version (which costs only a little more losses than current fast version, but 6k more exp).
Here is an example image of the changes, everything else is the same settings. The first block you send the second general to attack leader, he gets intercepted by second blocked camp and you get time to kill the leader.
The key is attacking from the other side, average losses of full version equate to around 1360R-450B compared too 1219R 724B
http://img46.imageshack.us/img46/5435/49076879.png
1st Gen (block 45s 75e)
2nd Gen (leader) (block 1s 35e 99c)
Wait 5 Secs before sending veteran genera!!
First thanks for nice guides Tage
if you have only 2 normal generals and veteran on outlaws, you can't do that triple block
but you have to destroy camp 4 separately
here's my setup for
CAMP 4:
VETERAN general: [76R 1S 129C 44X (49-62-76)]
Jerze
I have played SE using NightEye's guide myself, and as I would only have very small alterations to that, I'd recommend you use that guide instead. :)
Yep... that's more-or-less (kill camp 11, not 12) how it's done in the quick version, presented here. :)
The mixed versions with both Soldiers and Elite Soldiers are based on the best setup found for the longest lasting blocks, so the percentages of S and E can be quite different from case to case. There are of course an endless number of versions with different setups that would work just as well, but the guides would be too difficult to read if I added more than 3 (one with only soldiers, one with only elites and the optimal one with a mixed setup as I now try to include).
I can't find a mention of it anywhere else so hoping this isn't a re-post... Playing Tropical Sun and the camps are different to those in the guide. Only got as far as camp 3 so far, but all the camps are easier than in the guide. Not sure why this is or how long it has been that way, but thought I'd better mention it. If all the camps are easier this shouldn't cause any big problems, but it means the guide is inaccurate at the moment.
Edit to add - I've now played through and the final block can no longer be done either, because the camps are all within separate boundaries. It looks like it could be the end for round blocks in new adventures if they continue to do things that way. You can still keep a camp occupied while another general passes through the area, but the camp being kept occupied will not disappear when the leader camp is killed.
Updated guide - full MMA setups here
Secluded Experiments
http://cempire.org/adventures/icons/...periments2.png
Double veteran with cannons
& Major general (militia burner)
VETERAN general troops needed: 2425R, 1776B, 376M, 210C, 100XB, 51S, 184ES, 182K
VETERAN general losses: 2425R, 1763B, 367M, 40C
MAJOR general troops needed: 1659R, 14B, 1059M, 287C, 51S, 191LB, 59XB, 184ES, 181K
MAJOR general losses: 1659R, 1059M, 86C, 191LB
http://cempire.org/adventures/loot/s...xperiments.png
As was announced in News the adventure "More Secluded Experiments" has been added to loot drop (still have to see it drop though).
In case of only 1 veteran, use the silvered alternate setup.
Blocks are designed to be long and not necessarly victorious, out of all setups I chose the one giving highest average number of rounds.
Play this if you are expert level on blocks and have the right temper for it.
In the Summary , maximum losses aren`t cosmetic fitted in any way, they`re exactly that, maximum. Final results will be under that for sure.
http://www10.pic-upload.de/29.10.12/q4fh492ky6kw.jpg
Alternate image
For this adventure it is preferable you have at least:
* Major General
* 2 Veteran General
* 2 Fast General (Battle Hardened, Grim Reaper)
* 2 Normal General
* Level 3 Barracks
* Full capacity to train required troops during the 10 days this adventure lasts, i.e. weapons in storehouse and enough +625 settlers sets in star menu
Credits:
Nighteye
Legend:
block
REGULAR general
VETERAN general
MAJOR general
Notes:
1. Sectors 3, 4, 5, 6 can be skipped for a while, but sector 5 (and sector 6 to get to sector 5) has to be killed before sector 9.
2. Make sure you choose proper options on how to kill certain camps, especially if you do this adventure because a quest or you intend to sell lootspots (ex. major option on sector 12 camp 62 will kill 50C, 36C in sector 10 and possibly 40C more in sector 9, total of 126C which may be incompatible with some quests= complete SE while kill less than 100C).
3. Major general options usually kill a lot of militia, but do consider the fact that they save a lot of bowman and recruits (about 400R+B per 130M compared to veteran option)
http://static3.thesettlersonline.com...r/ornament.pngSector 1: 2050 xp
C1: 400 xp
C2: 750 xp
C3: 900 xp
C1: 100 gunmen, 100 sabrerattlers---
REGULAR general block: 36ES, 49C {5-9 rounds, avg 6} -- it is possible for the block to come short yet within demolishion time of the camp
alternate kill:
C1: 100 gunmen, 100 sabrerattlers---
25R, 225C (25R)
C2: 150caltrop, 100officer ---
REGULAR general block: 122ES, 60C --- 5-9 rounds, avg 6.5 ----regular gen {140-180 sec, avg 160 sec}
C3: 1 cook, 100 officers, 50 gunmen
FAST general w1: 8R, 144B (8R, 144B) -- BHG, 1 round {10 sec}
VETERAN general w2: 166R, 1M, 83K (166R, 1M) -- vet, 1 round, avg 1 {30 sec}[/COLOR]
MAJOR general 2R, 132M, 136K (2R, 132M) -- 2 rounds {40 sec}
MMA general 57R, 57M, 1ES, 105K (57R, 57M)
Send all generals one after the other. For use of MAJOR general, place him instead of the BHG
http://s20.postimg.org/nt29k7g0t/SE_BLOCK_S1.png
http://static3.thesettlersonline.com...r/ornament.pngSector 2: 2150 xp
C4: 800 xp
C5: 400 xp
C6: 950 xp
DOUBLE VETERAN SETUP
C4: 100 officer, 100 gunmen
optional kill: 182R, 9M, 59K (182R, 9M)
REGULAR general block: 115 ES, 50C {5-8 rounds, avg 6.3}
C5: 100 caltrop, 150 gunman
REGULAR general block: 51S, 58ES for 5-9 rounds, avg 6.57 {140-180sec, avg 180sec} --- normal gen
optional kill: 110R, 140ES
C6: 1 cook, 50 caltrop, 50 gunman, 100 officer
VETERAN general w1: 16R, 234B (16R, 234B) --- 1 round , use veteran {10 sec}
VETERAN general w2: 150R, 1M, 99K /ES (150R, 1K) --- 1 round , veteran {30 sec}
FAST general w1: 70R (70R) --- 1 round {10sec}
MAJOR general w2: 133M, 137K (133M) --- 2 rounds {40sec} , do not use soldiers to replace missing militia, enemy will take hits on cannons
MMA general w2: 45R, 66M, 109K (45R, 66M)
or
single wave: MMA general 8R, 100M, 1ES, 111K (8R, 100M)
Send the 2 regular generals to block their respective camps. Wait until the second general passed first black dot, then send the other 2 veteran generals (or fast general + Major) to attack the leader camp. Only try the block though if you have enough spare troops and the willing to gamble with them.
http://www10.pic-upload.de/27.09.13/s1g4bx1mcym7.png
http://static3.thesettlersonline.com...r/ornament.pngSector 7: 3200 xp
C19: 400 xp
C20: 600 xp
C21: 900 xp
C22: 650 xp
C23: 650 xp
Send generals in order, wait 3-5 seconds before sending general 2.
C19: 200 sabrerattler
optional kill: 64R,1ES, 93C, 92XB (64R) ---2 rounds
REGULAR general block: 1S, 71ES --- 6-11 rounds, avg 8.15 {160-220 sec, avg 200 sec}
C21: 50 decksrubber, 100 officers
REGULAR general block: 112ES, 6C --- 5-8 rounds, avg 6.31 {140-160 sec, avg 160 sec}
C22: 3 cook, 150 gunman
VETERAN general 35R, 1ES, 151C, 63K (35R) --- 2 rounds {40 sec}
MAJOR general 29R, 1ES, 148C, 92K (28R) --- 2 rounds
MMA general 20R, 1ES, 60C, 139K (20R)
http://imageshack.us/a/img202/8422/seblock3double.png
http://static3.thesettlersonline.com...r/ornament.pngSector 6: 2800 xp
C16: 800 xp
C17: 350 xp
C18: 950 xp
C32: 700 xp
Attack sector 6 leadercamp directly from garrissons placed in sector 7. Use the silvered option if you want to save one veteran.
C18:
1 cook, 50 caltrop, 50 gunman, 100 officer
VETERAN general w1: 16R, 234B (16R, 234B) --- 1 round , use veteran {10 sec}
VETERAN general w2: 150R, 1M, 99K /ES (150R, 1K) --- 1 round , veteran {30 sec}
ANY general w1: 70R (70R)
MAJOR general w2: 133M, 137K (133M) --- do not use soldiers to replace missing militia, enemy will take hits on cannons
MMA general single wave: 106M, 114K (106M)
w1: 70R (70R)
w2: 8R, 175B (8R, 175B)
w3: 150R, 1S, 99K /ES (150R, 1S) --- veteran
http://static3.thesettlersonline.com...r/ornament.pngSector 5: 2050 xp
C13: 400 xp
C14: 750 xp
C15: 900 xp
Attack sector 5 camps from garrissons placed in sector 6.
C14: 150caltrop, 100officer
REGULAR general block: 122ES, 60C --- 5-8 rounds, avg 6.5 ----regular gen {140-160 sec}
C15: 1 cook, 50 gunman, 100 officer
FAST general w1: 8R, 144B (8R, 144B) --- 1round {10 sec}
VETERAN general w2: 166R, 1M, 83K (166R, 1M) --- 1 round {30 sec}
MAJOR general 2R, 132M, 136K (2R, 132M) -- 2 rounds {40 sec}
Send all generals one after the other. For use of MAJOR general, place him instead of the BHG
http://imageshack.us/a/img705/8325/seblock10.png
http://static3.thesettlersonline.com...r/ornament.pngSector 8: 4750 xp
C24: 600 xp
C25: 550 xp
C26: 800 xp
C27: 400 xp
C28: 600 xp
C29: 750 xp
C30: 650 xp
C31: 400 xp
Attack sector 8 camps from garrissons placed in sector 7.
DOUBLE VETERAN SETUP For single veteran, block C28 twice (first time with 1R only) and attack the leader camps one at a time, use original guide here for block positions.
C27: 200 sabrerattlers
VETERAN general 64R, 1ES, 85C, 100XB (64R)
MAJOR general 60R, 1ES, 150C, 59XB (60R)
Block section starts here:
C28: 75 officers, 73 gunmen
REGULAR general block: 1M, 102ES --- 5-8 rounds, avg 6.17.
C26: 2 cook, 100 gunmen, 100 sabrerattler
VETERAN general 66R, 1ES, 100C, 42XB, 41K (66R) --- 2 rounds
MAJOR general 63R, 140C, 1ES, 66K (63R)
C30: 2 bulls, 75 officers, 100 caltrop
VETERAN general 125R, 2M,1S, 1ES, 110K (125R, 1M) --- 1 round
Allow the blocking general to exit his camp and make 2 steps before sending the veterans. Double check setups and make sure to send proper general to proper leader camp.
http://s20.postimg.org/ndqzr6u3h/se_...double_vet.png
http://static3.thesettlersonline.com...r/ornament.pngSector 12: 4500 xp
C57: 600 xp
C58: 600 xp
C59: 400 xp
C60: 450 xp
C61: 600 xp
C62: 1450 xp
C63: 400 xp
C57: 75 officers, 75 gunman
VETERAN general 143R, 107ES (143R)
MAJOR general 139R, 2M, 129ES (139R)
C61: 100 officers
VETERAN general 140R, 110ES (140R, 1ES)
C63: 200 gunman
VETERAN general 210C (0C)
C62: 3 cook, 50 gunmen, 125 officers
ANY general w1: 23R, 147B (23R, 147B)
ANY general w2: 15R, 150B (15R, 150B)
VETERAN general w3: 8R, 242B (8R, 242B)
VETERAN general w4: 145R, 105K (145R)
or
ANY general w1: 50C (50C)
VETERAN general w2: 30R, 191LB (30R, 191LB)
MAJOR general w3: 133M, 1ES, 136K (123M)
C59: 200 sabrerattlers
REGULAR general block: 72 ES, 2C --- 6-12 rounds, avg 8.21/ use regular general
C60: 2 bull, 50 gunmen, 125sabrerattlers
VETERAN general 37R, 1ES, 199C, 13K (37R) --- 3 rounds
MAJOR general 33R, 1ES, 231C, 5K (33R) --- 3 rounds
Send regular general first followed by the veteran after a 3 seconds delay.
http://imageshack.us/a/img842/1559/seblock6.png
http://static3.thesettlersonline.com...r/ornament.pngSector 11: 1850 xp
C53: 600 xp
C54: 300 xp
C55: 550 xp
C56: 400 xp
C54: 100 decksrubber, 100 sabrerattler
optional kill: 39R, 1ES, 205C, 5XB (39R)
REGULAR general block: 64ES, 9C --- 7-11 rounds, avg. 8.35 / use regular general {180-220 sec, avg. 200 sec}
C55:
REGULAR general block: 92ES --- 4-8 rounds, avg 5.8 / use regular general {120-160 sec, avg 160}
optional kill: 125R, 125ES (125R)
C56:
2 bulls, 75 sabrerattlers, 75 gunman
VETERAN general 22R, 1ES, 146C, 81K (22R) --- 1 round (thanks Aklbr for the setup)
MAJOR general 19R, 1ES, 175C, 75K (19R)
Send general 1 to block C54, wait for him to cross the border (the black line on the image), then send general 2, when general 2 is about to cross the black line (2 to no steps ahead), send general 3. This block is a bit risky and can be short (mostly on second part of the block), yet I succeeded on it.
http://s20.postimg.org/vtpr06bq5/SE_BLOCK_S11.png
http://static3.thesettlersonline.com...r/ornament.pngSector 10: 5350 xp
C46: 900 xp
C47: 350 xp
C48: 1050 xp
C49: 650 xp
C50: 700 xp
C51: 700 xp
C52: 1000 xp
Keep following attack order, block needs to be done LAST.
Move veteran in sector 7 in order to kill camp 46.
C46: 3 crazy cooks, 150 sabrerattlers
VETERAN general 95R, 1ES, 15C, 139K (95R)
MAJOR general 87R, 45C, 1ES, 137K (87R)
Attack camp 52 directly from camps placed in sector 11 or in sector 12. No block needed.
C52: 1 crazy cook, 50 caltrop, 125 officers
VETERAN general w1: 8R, 215B (8R, 215B) - veteran rests 2 hours OR w1: 8R, 150B, 42LB (8R, 150B, 42LB)
VETERAN general w2: 180R, 70K (180R)
MAJOR general 147M, 1ES, 122K (147M)
Block section starts here:
C49: 100 officers, 50 caltrop
REGULAR general block: 110ES, 4C --- 5-8 rounds, avg. 6.16 / use regular general --- {140-160 sec, avg 160sec}
C48: 1 crazy cook, 125 officers, 50 gunman
FAST general w1: 8R, 192B (8R, 192B) --- {10 sec}
VETERAN general w2: 190R, 60K (190R) --- {30 sec}
FAST general w1:36C (36C)
MAJOR general w2: 130M, 140K (130M)
http://www10.pic-upload.de/29.10.12/dx1eeu3m1bt.png
Alternate image
http://static3.thesettlersonline.com...r/ornament.pngSector 4: 1450 xp
C11: 550 xp
C12: 900 xp
C11: 100 caltrop, 75 officers
REGULAR general block: 105ES, 14B --- 5-8 rounds, avg 6; regular general {140-160 sec, avg 160 sec}
C12: 1 crazy cook, 100 officers, 50 sabrerattlers
FAST general w1: 8R, 60B (8R, 60B)
VETERAN general w2: 106R, 29M, 1ES, 114K (106R, 29M)
MAJOR general 110R, 35M, 125K (110R, 35M) --- in 4 cases out of 2200 the fight might take 2 rounds (doesn`t matter, block takes long enough) and maybe lose up to 3 cannons.
http://imagizer.imageshack.us/v2/800x600q90/24/69fu.png
http://static3.thesettlersonline.com...r/ornament.pngSector 3: 2475 xp
C7: 600 xp
C8: 400 xp
C9: 600 xp
C10: 875 xp
C9: 50 decksrubber, 75 officers, 50 gunman
REGULAR general block: 2S, 110ES --- 5-8 rounds, avg. 6.36 / regular general {140-160 sec, avg. 160 sec}
C10: 1 crazy cook, 100 officers, 75 caltrop
VETERAN general 6R, 106M, 138K (6R, 106M) ---- DO NOT replace militia with soldiers or elites or the enemy officers will hit on cannons instead of hitting on militia
MAJOR general 86R, 52M, 132K (86R, 52M)
http://imagizer.imageshack.us/v2/800...0/853/ir0o.png
Alternate image
Alternate setup --- just change the order in which you place the generals, obviously first general to place and send is the BHG and only after the veteran (used image from the guide without cannons)
FAST general w1: 100R (100R)
VETERAN general w2: 118R, 21M, 111K (118R, 21M)
http://www10.pic-upload.de/29.10.12/n5wnyq1zufv.png
http://static3.thesettlersonline.com...r/ornament.pngSector 9: 7310 xp
C33: 660 xp
C34: 800 xp
C35: 500 xp
C36: 400 xp
C37: 400 xp
C38: 400 xp
C39: 900 xp
C40: 350 xp
C41: 500 xp
C42: 500 xp
C43: 350 xp
C44: 550 xp
C45: 1000 xp
C33: 110 officers
VETERAN general 175R, 75K (155R)
MAJOR general 152R, 1M, 117K (152R, 1M)
C35: 50 officers, 100 sabrerattlers
REGULAR general block: 1R (1R)
C34: 2 cook, 50 officers, 50 gunmen
VETERAN general 13R, 68M, 1ES, 168K (13R, 68M)
MAJOR general 78R, 23M, 169K (78R, 23M)
http://www10.pic-upload.de/30.10.12/9365gtlzmry1.png
Alternate image
C38: 200 sabrerattlers
VETERAN general 64R, 1ES, 89C, 96K (64R)
MAJOR general 60R, 1ES, 150C, 59XB (60R)
MAJOR general 60R, 1ES, 140C, 69K (60R)
If attacks come from sector 6, the generals will pass right between the influence zones of enemy camps and hit directly on camp 40 and then on camp 45.
C40: 50 caltrop, 150 gunman
ANY general w1: 63R (63R)
ANY general w2: 1 ES, 149C (0C)
VETERAN general 40R, 210C (28C)
VETERAN general 87R, 2ES, 161K (87R)
MAJOR general 87R, 2ES, 181K (87R)
MAJOR general 270C (28C)
http://imagizer.imageshack.us/v2/800x600q90/40/542d.png
C45: 3 crazy cook, 50 gunman, 50 officers
ANY general w1: 40C (40C)
VETERAN general w2: 5R, 63M, 182K (5R, 63M)
MAJOR general 69R, 92M, 109K (69R, 92M)
or
ANY general w1: 40C (40C)
MAJOR general w2: 65R, 25M, 180K (65R, 25M)
Time to call in lootspotters. Have them send attacks on C35 with 1R from landing zone or from sector 5.
C42: 50 officers, 100 gunman
REGULAR general block: 3S, 89ES --- 6 rounds/ use regular general
C39: 2 crazy cook, 50 officers, 100 sabrerattlers
VETERAN general 99M, 151K (99M)
optional kill: 184R, 11M, 55K (184R, 10M)
MAJOR general 138R, 1ES, 131K (138R)
http://imageshack.us/a/img846/5258/seblock13.png
Alternate image
Yes, I know, and as soon as I've found one I'll play it and update the guide (I'm only finding Lost Skulls these days on the short searches...) :)
Yeah, I've had two reports already (from Yass and Asiastrings) about the block in TS not working, so that will be removed too when I update the guide.
Not the right guide and lot table for the Tropical sun.
Thanks for your changes to VtV Tage. Much appreciated.
Just one more error.
For the minimum required Militia with Cannoneers, it should be just 67M. As thats what you need for the last block with dual veterans. If without 2x veterans, it should be 78M.
You can avoid using militia by losing soldiers instead (according to your settings for the 3rd block).
Thanks for these guides. They have helped me a lot!
I can't have all versions of R/M/S/E in one setup, so in that case I would have to split them all up into four versions for each of the nine setups, and at the moment that is not priority one. :) Originally the version with losing militia was the only one for camp 15, and then additional versions have been added on, just like the one I've just added for ShogoK below for camp 19... I need to leave something for you guys to figure out yourself, depending on what troops you've got. :)
Added: :)
Hey guys, cAmou from siedler-vision has given me this to update here, it's the correct loot from Tropical Sun, turns out the one on the Test Server was actually changed when it hit our server, so the XP and the loot changed!
Edit: Wrong image! Correct one below!
If this loot is real, I think it's the worst of all advs compared to the troops lost.....
There's still reason to believe that loot is not yet fully correct...
- the percentages for 300 and 400 ewl are probably mixed up (the higher amount should have a lower chance).
- the percanatges for slot 3 should be 16.7% each. Otherwise the sum is only 75%...
- slot 5 should have 150 gold coins, not 15, with a chance of 23.1% (3/13).
http://i232.photobucket.com/albums/e...calSunLoot.jpg
Just started the adventure. Thanks for the gift, peck_ed! :D
Here is another update from cAmou!
http://picpick.templaworld.net/2013-...mou309_002.png
Tropical Sun is now fully updated. :)
Sons of the Veld (alternative lootspot)
Below is a modifcation to Tage's Sons of the Veld guide where I skip the camps to the far left so that a lootspot buyer can come do their attack on one of those later. Why do this? The mammoth final block is easier if you can do it on your own and don't have another player around causing extra lag!
Here's the link to Tage's original guide and some of his words of wisdom.
Garrison position G1 is identical to Tage's guide, but we have an alternative G2 position which is used for the next few attacks.
http://static3.thesettlersonline.com...r/ornament.png Garrison Position G2
Move your veteran general to garrison position G2http://xpatent.co.uk/documents/SotVBlock.jpg
- Position A: NORMAL general
- Position B: NORMAL general
- Position C: VETERAN general
In the image above, I have already taken out camp 24 so I've just put a number around where it was. Attack it with your veteran general from Position C
From C to Camp 24) 80 Thugs, 80 Rangers
VETERAN general: [60R 2S 163C 25XB (41R - 51R - 60R 1S)]
VETERAN general: [60R 1E 164C 25XB (41R - 51R - 60R)]
VETERAN general: [57R 1E 172C 20K (39R - 50R - 57R)]
Now comes the block. We are sending general A to camp 7, general B to camp 1 (which will be intercepted by camp 2) and then general C to camp 3
Send all generals right after each other.
From A to Camp 7) 200 Guard Dogs
BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}
From B to Camp 1) 80 Guard Dogs, 80 Rangers (Camp 2)
BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}
From C to Camp 3) 100 Thugs, 80 Rangers, 2 Skunks
VETERAN general: [89R 2S 102C 57XB (62R - 75R - 89R 1S)]
VETERAN general: [89R 1E 102C 58XB (62R - 75R - 89R)]
VETERAN general: [89R 1E 117C 43K (62R - 76R - 89R)]
From here on the guide is identical to Tage's original guide until the big boss camp at the end is done. Then you can invite your lootspot buyer to do a 1C kill on camp 25 before you finish off camps 25-28.
Gerontius.
G3: is garrison D on the lower or upper right of garrison C?
I'm assuming slightly lower for the block timing.