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Nice work, grats. I never understand the Blue Byte why can't make some good ballance the loot and army lose in adventures or why can't give some extra loot on hard adventure (similar too than White Castle in SFTR). This will be popular thing and much people would effort to start these not popular adventures.
Bye:)
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Today I'm on a Dark Brotherhood aventure. A lvl42 player on the testserver made me a favor, and started it so I can try some longblocks.
I made 5 longblocks, 4 were successful, 1 wasn't but it was my mistake, I sent the blocking general with wrong garrison settings. I'll put the pictures tomorrow.
I want to do one more longblock, hope it will be successful.
Here is the picture:
http://kepkezelo.com/images/0vpfbjz2cw8o94ed9p.png
So the plan is really easy:
Attack camp 19 with G1, then camp 21 with G2, then camp 17 with G3, then camp 18 with G4. When G1 reaches the gates, attack camp 20 with G5. When G2 reaches camp 21 (1-2 secs before the fight starts) attack camp 22 with G6. When G3 leaves the gates attack camp 23 with G7 (BH general) and G8 (veteran).
Settings (all the settings were calculated by a program which counts with the smoking, so if you see that a setting is only 4 rounds, it's because all 4 rounds-variants are winning, so the fights are actually 6 rounds long.
G1 (to camp 19)
1R 127S (rechecked by Andelar: 123S 10C)
G2 (to camp 21)
1R 160C 37S
G3 (to camp 17)
4R 16B 12C 97S
G4 (to camp 18)
22R 169C 9S
G5 (to camp camp 20)
1R 183C 16S
G6 (to camp 22)
174C 26S
G7 and G8 (to camp 23)
50C; 80S 170XB [50C, 77S]
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The timing was bad a little, so I lost my army :D G6 was too slow, camp 22 intercepted my BH general and veteran. So all we need is a little change in the sequence. Start the whole attack with G2, and wait with the main attack until G6 reaches the gates.
And there is an other strange thing:
http://kepkezelo.com/images/e2mejbt5pw63b3j9o87.png
Hehe. So only one camp left with 0 enemy. And this is why the attack on camp 19 wasn't enough long. 5 rounds is fine, because the program I use thinks it is a winning setting, so we can count 2 more rounds, while the camp is smoking.
Does anybody know what's the best setting on this camp with 0 enemy?
http://kepkezelo.com/images/e8q4i0mhqqae2ydaz4.png
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Ok, so as I said earlier, I tried some blocks on The Dark Brotherhood. Most of them was successful, when wasn't, it was my fault (bad settings, bad timing, etc).
http://siedler-vision.de/wp-content/...uderschaft.jpg
This is the whole map. This adventure isn't easy, but has a great loot and a really interesting map.
Attention! These blocks works only on the testserver atm, because of the different pathfinding of the generals.
I also must mention I used a program for the block settings which counts with the smoking part too. So if you see on the simulator that the worst case 4 rounds, it probably an always win setting, so actually counts as a 6 rounds long setting.
So start from the green landing zone, as most of the tactical maps.
http://kepkezelo.com/images/hf6jsunqhnoujth78i7.png
Attack camp 1 (green) with G1, when he arrives to the red circle, attack camp 2 (green) with your veteran.
Settings:
Camp 1 (green), 100CU 100FA
G1: 40S 154C 5R
http://settlersonlinesimulator.com/d...2_9-4-2_10-1-0
It means, that the fight is minimum 5 rounds (but it's very unlikely) and max. 12 rounds (with smoking part). Most in the cases it will be 7 rounds long (5+2).
Camp 2 (green), 100CU 100SS
V: 60R 190S [59R]
This was a successful and easy block.
(...)
Well, I screwed up the next block, sorry for that. I sent the blocking general with wrong settings, so the fight was only 3 rounds long.
http://kepkezelo.com/images/ouwm5nwwbiatr0qrhu18.png
First of all, I sent my veteran too late. You can send your 3-4 secs earlier then the blocking general reaches the red circle.
The pink circle indicates when was my veteran, when the 3-rounds-fight was over.
So with a better timing and with the right garrison settings I think it can be done.
Settings:
Camp 3 (green), 80CU 80FA 40SS
G1: 29S 164C 2R
http://settlersonlinesimulator.com/d...0_7-23-6_8-2-3
There is a really little chance for a 5-rounds fight, 7 rounds is the most likely.
Camp 4 (green), 80CU 40SS 40DP 40FA
V: 155R 95S [155R]
Update: I tried this block again (not on the testserver) and I failed again :)
So the fight was 4 rounds long, and the camp started smoking when the main attack reached camp 4... If the fight 5 rounds long (and after that the camp starts smoking) it can be successful :)
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Solution for SotV is really simple: Make it 3 players adv, remove tit ore from dropping in the loot and put more granite like 1100/1300... it would make totally different adventure even with the current losses.
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So I finished a Dark Brotherhood a few days ago, I tried some blocks so... here are the pictures (again).
http://siedler-vision.de/wp-content/...uderschaft.jpg
I'll follow the numbering of this map, I'll start from the green landing zone (northwest). DO NOT invite anybody until you don't finished these blocks.
The first sector:
http://kepkezelo.com/images/2adxmk6kd7cl5dyvg0vs.png
Attack camp 1 (green) with G1, and right after that attack camp 2 (green) with your veteran.
Settings:
Camp 1 (green), 100CU 100FA
G1: 40S 154C 5R (block)
http://kepkezelo.com/images/eh9zf2k8hqvcc41e6sbr.png
It means, that the fight is minimum 5 rounds (but it's very unlikely) and max. 12 rounds (with smoking part). Most in the cases it will be 7 rounds long (5+2).
Camp 2 (green), 100CU 100SS
V: 60R 190S [59R] or: 58R 192ES [58R]
The second sector:
This remains on the old fashioned way: attack camp 3 to clear the road to the middle, and leave the leader out.
Camp 3 (green), 80CU 80FA 40SS
V: 147R 103ES [147R]
OR:
MMA: 1R, V: 44R 1E 165C 40K
The third sector:
http://kepkezelo.com/images/vmkjfy6nqc66rvb3fbl.png
Attack camp 5 (green) with your normal general, when he reaches the red X, attack camp 6 (green) with your veteran.
Camp 5 (green), 200CU
G1: 9S 15C 176R (block)
http://kepkezelo.com/images/gopq9tki0q412hlwbqi.png
Camp 6 (green), 120CU 80DP
V: 114R 1ES 135C [114R]
DO NOT try to attack sector with camp 11-12-13. You will get intercepted when you try attack camp 12 or camp 10 (blue) by camp 6 (blue).
Sector with camp 14-15-16:
http://kepkezelo.com/images/hg2r1a7nmjprjgggq6wu.png
Attack camp 14 with G1, when he reaches the red X, attack camp 15 with your Veteran. And yes, I took this picture after the battles, so you can't see the attacked camps.
Camp 14, 200CU
G1: 9S 15C 176R (block)
http://kepkezelo.com/images/gopq9tki0q412hlwbqi.png
Camp 15, 120CU 80FA
V: 114R 1ES 135C [114R]
AND NOW YOU CAN ATTACK the middle. You must destroy camp 17, 22, 21 to reach the witchtower. Place your veteran (and the other generas) between camp 16 and camp 10 (red) on sector(14-15-16). Like this:
http://kepkezelo.com/images/doxmo58fp26y8ja7kfsh.png
Camp 17, 75DP 125SS
V: 85R 165ES [85R]
Camp 22, 50CU 50FD 100SS
V: 100R 1S 149ES [100R, and a really small chance to loose the S]
Camp 21, 140DP 60CU (attack camp 24, and after the veteran finishes with camp 21, retreat!)
V: G1: 128B; V: 250C [128B]
You've cleared the way in the middle, there is only one more camp: #25
Camp 25, 66CU 66DP 66SS
V: 120R 130ES [120R]
OR:
MMA: 1R, V: 24R 1R 225C
Now you can attack the witchtower:
Send your generals with 200C-200C-200C-200C-200C
If some Dancing Dervish remained, send an other general with (DD*13)C. For every Dancing Dervish send 13C.
Killing the 2 Nightspawns:
150S 100ES [150S] or: 80M 170K [80M] - That was the short version.
BUT Before you kill the tower, you can get more xp from clearing some sectors.
You can directly attack camps on the red sector: camp 9, 6, 4, 2.
Camp 9 (red), 50CU 150DP
G1: 122B, V: 250C [122B]
Camp 6 (red), 80DP 120CU
V: 114R 1ES 135C [114R]
Camp 4 (red), 80CU 40DP 40SS 40FA
V: 156R 94ES [156R]
Camp 2 (red), 100CU 100SS
V: 58R 192ES [58R]
But you can't attack the blue sector, because you will be intercepted in the middle.
So first kill camp 27 (3142xp, G1: 160B, V: 87R 163XB [160B, 86R]), which give you great xp, and then from its sector you can clear the blue zone.
Camp 10 (blue), 100DP 100SS - 3700 xp
V: 110R 140ES [110R]
Camp 7 (blue), 70CU 70SS 60DP - 2710xp
V: 120R 130ES [120R]
And there is another block now (you can do it when you defeated camp 7 (blue)).
http://kepkezelo.com/images/9q085r10kqnjhvwf403v.png
Send G1 to camp 11, and when he reaches the red X (makes his first turn), attack camp 12 with your veteran.
Camp 13, 200CU
G1: 9S 15C 176R (block)
http://kepkezelo.com/images/gopq9tki0q412hlwbqi.png
Camp 12, 100CU 100FA - 2100xp
V: 114R 1ES 135C [114R]
Camp 4 (blue), 80CU 40DP 40SS 40FA - 2000xp
V: 156R 94ES [156R]
Camp 2 (blue), 100CU 100SS - 1800xp
V: 58R 192ES [58R]
or: G: 61R 1M 138K [61R 1M]
With this guide you will skip the following camps:
Camp 4 (green); Camp 7 (green); Camp 10 (red); Camp 18; Camp 19; Camp 20; Camp 23; Camp 24 (1900xp); Camp 26 (1650xp, V: 195R 1ES 54C [195R]).
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great work, i will check it soon
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Total losses in the quick version:
738R 128B 1000+C 151S or: 738R 128B 1000+C 1S 80M
Units needed:
1000+C 738R 128B 151S 192ES or: 1000+C 738R 128B 40S 192ES 80M 170K
Total losses in the more-xp version:
1510R 250B 1000+C 151S or: 1510R 250B 1000+C 1S 80M
Units needed:
1150+C 1510R 250B 160S 192ES or: 1150+C 1510R 250B 40S 192ES 80M 170K
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Fast version only S
Camp 1 (green), 100CU 100FA
G1: 40S 154C 5R (5-11 rounds)
Camp 2 (green), 100CU 100SS
V: 60R 190S [59R]
Camp 3 (green), 80CU 80FA 40SS
V: 148R 102S [148R]
Camp 5 (green), 200CU
G1: 9S 15C 176R (6-11 rounds)
Camp 6 (green), 120CU 80DP
V: 114R 1S 135C [114R]
Camp 14, 200CU
G1: 9S 15C 176R (6-11 rounds)
Camp 15, 120CU 80FA
V: 114R 1S 135C [114R]
Camp 17, 75DP 125SS
V: 86R 164S [86R]
Camp 22, 50CU 50FD 100SS
V: 101R 149S [101R]
Camp 21, 140DP 60CU (attack camp 24, and after the veteran finishes with camp 21, retreat!)
G1: 128B; V: 250C [128B]
Camp 25, 66CU 66DP 66SS
V: 121R 129S [121R]
Now you can attack the witchtower:
Send your generals with 200C-200C-200C-200C-200C
If some Dancing Dervish remained, send an other general with (DD*13)C. For every Dancing Dervish send 13C.
Killing the 2 Nightspawns:
250S [160S]
Needs: 743R 128B 1000+C 250S
Losses: 743R 128B 1000+C 160S
Kills: 1296CU 361DP 260FA 497SS 116FD 66DD 2NS
XP: 3888+2888+1560+2982+1624+1320+1000=15262xp
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Fast version with ES
Camp 1 (green), 100CU 100FA
G1: 40S 154C 5R (5-11 rounds)
Camp 2 (green), 100CU 100SS
58R 192ES [58R]
Camp 3 (green), 80CU 80FA 40SS
V: 147R 103ES [147R]
Camp 5 (green), 200CU
G1: 9S 15C 176R (6-11 rounds)
Camp 6 (green), 120CU 80DP
V: 114R 1ES 135C [114R]
Camp 14, 200CU
G1: 9S 15C 176R (6-11 rounds)
Camp 15, 120CU 80FA
V: 114R 1ES 135C [114R]
Camp 17, 75DP 125SS
V: 85R 165ES [85R]
Camp 22, 50CU 50FD 100SS
V: 101R 149ES [101R]
Camp 21, 140DP 60CU (attack camp 24, and after the veteran finishes with camp 21, retreat!)
G1: 128B; V: 250C [128B]
Camp 25, 66CU 66DP 66SS
V: 120R 130ES [120R]
Now you can attack the witchtower:
Send your generals with 200C-200C-200C-200C-200C
If some Dancing Dervish remained, send an other general with (DD*13)C. For every Dancing Dervish send 13C.
Killing the 2 Nightspawns:
150S 100ES [150S]
Needs: 739R 128B 1000+C 150S 192ES
Losses: 739R 128B 1000+C 150S
Kills: 1296CU 361DP 260FA 497SS 116FD 66DD 2NS
XP: 3888+2888+1560+2982+1624+1320+1000=15262xp