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Thread: [Guide] Killste : Collected Adventure Guides by Various Authors

  1. #1041
    Battle Hardened Contributor Jamdoggy's Avatar
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    Hi-res map of the 'Old Ruins' adventure... [HERE]
    This is for those of you who want a nice 'clean' map for editing (resizing, cutting sections, adding camp numbers, troop movement lines, etc...)

    Here's the numbers I'll be using (huge thanks to lulu10093) - losses are max losses:
    Camp 1: 60 Scavengers, 60 Stone-Throwers
    12R 1E 237C [12R]

    Camp 2: 60 Scavengers, 70 Dogs
    42R 130E [42R]

    Camp 3: 60 Scavengers, 50 Rangers
    15R 235C [12R]

    Camp 4 (Leader): 60 Rangers, 1 One-Eyed Bert
    110R 60M 80C 100XB [0]
    or 120C 130XB [0]

    attack walls with 250R each to knock them down - get 0 losses each wall
    You actually only need to attack the one wall blocking the path to Croaker. All other walls vanish when Croaker is defeated.

    Camp 5: 100 Wolves, 1 Croaker
    5R 1E 244XB [5R]
    or 250R [8R]


    Dark Camps
    NOTE: By placing your General south of camp 6, you may be able to skip past, and attack camps 8 and 7 without being intercepted
    Camp 6: 80 Shadowsneaker, 80 Fanatics
    250R [86R]

    Camp 7: 80 Cultists, 1 Swamp Witch
    100R 150E [85R]

    Camp 8: 80 Firedancers, 1 Swamp Witch
    50R 26S 150C 24XB [50R 25S]

    Camp 9 (Leader): 1 Nightspawn
    120R 130E [120R]
    or 250E [26E]

    EDIT: Just finished this adventure - my total losses were 388R 21S
    Last edited by Jamdoggy; 28.06.13 at 21:30. Reason: added losses

  2. #1042
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    Sec ago posted a guide for 200 gen and 250 Gen (no cannon) version.
    http://forum.thesettlersonline.com/t...d-Ruins-(event)

  3. #1043
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    From D to Camp 17) 1 Witch of the Swamp, 1 Mystical Shaman
    ANY general: [106R 94S (55R - 92R - 106R)]
    BATTLE HARDENED general: [106R 94S (55R - 92R - 106R)] {60-70 seconds of fighting}
    BATTLE HARDENED general: [200S (17S - 30S - 35S)] {60 seconds of fighting}
    BATTLE HARDENED general: [35S 165E (15S - 30S - 35S)] {50-60 seconds of fighting}

    The BHG option with the Recruits is one that I myself used, and it works if you have 2 BHGs, but is a bit tight if you only have one.

    EDIT: There is actually a way to skip most of the camps in Sector 3.

    When your generals arrive in the Landing Zone, there is only so much space, that some of your generals will unload and be available to be placed anywhere later (like in IOTP). Thus, you may make your Veteran arrive last if you have enough generals, and he can be placed next to the Witch Tower, allowing you to skip most of Sector 3.

    This same trick works if you have at least 9 generals in The Lost Skull. Only 8 spots are available in the Landing Zone, so your ninth General can be placed right next to Camp 4 once you take down Ruin D. This allows you to skip Camp 3 in that adventure.
    Last edited by SmogDude; 28.06.13 at 18:46.

  4. #1044
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by cookingfat View Post
    just tried the last block on shaman and the blocking gen on camp 15 won the battle about 3 seconds before my vet won.
    I used the troops you said, too.
    Could you run the battle report for the last fight on camp 17 and see how many rounds it lasted?




    Quote Originally Posted by ZkilfinG View Post
    I know roads are supposed to vanish after reloading game. I tried multiple times, in all different ways I could think (from the adventure island or not, hitting the logout button or just closing the browser, etc), also tried a different browser and clearing the cache. Didn't get it working. In the end I killed the camp instead of blocking it. After I did so, the roads were gone :-) Anyone know more about how this "feature" actually works this?
    I don't really now how soon those dirt roads disappear,
    I only know that sooner or later they are gone,
    and that it's usually sooner if you log out and back in again.




    Quote Originally Posted by SmogDude View Post
    From D to Camp 17) 1 Witch of the Swamp, 1 Mystical Shaman
    ANY general: [106R 94S (55R - 92R - 106R)]
    BATTLE HARDENED general: [106R 94S (55R - 92R - 106R)] {60-70 seconds of fighting}
    BATTLE HARDENED general: [200S (17S - 30S - 35S)] {60 seconds of fighting}
    BATTLE HARDENED general: [35S 165E (15S - 30S - 35S)] {50-60 seconds of fighting}
    Ahh, I see Asipak has updated the Shaman to have 9000 HP now.
    I'll update the guide in a while...




    Quote Originally Posted by SmogDude View Post
    EDIT: There is actually a way to skip most of the camps in Sector 3.

    When your generals arrive in the Landing Zone, there is only so much space, that some of your generals will unload and be available to be placed anywhere later (like in IOTP). Thus, you may make your Veteran arrive last if you have enough generals, and he can be placed next to the Witch Tower, allowing you to skip most of Sector 3.
    Only you cannot attack sector 3 from the north. Camp 12 is blocking the path.
    Or are you saying you actually managed to attack south from next to the witch tower?

  5. #1045
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    someone know if it is possible do a block in the last 2 camp in old ruin? i see that we need 3 round for boss and 6 round to round block..are them enough?

  6. #1046
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by ato002 View Post
    someone know if it is possible do a block in the last 2 camp in old ruin? i see that we need 3 round for boss and 6 round to round block..are them enough?
    The longest blocks for both those are in fact mostly losses (especially the latter one).
    The first of the camps (the northern one with cultists) is very easy to block.
    The soutern one (with firedancers) will be a lot tighter.

    Camp 6) 80 Cultists, 1 Witch of the Swamp
    BLOCKING NORMAL general: [93S (-)] {220 - 280 seconds of fighting, 0.1% chance of 200 seconds}
    BLOCKING NORMAL general: [78E (-)] {240 - 300 seconds of fighting, 0.1% chance of 220 seconds}

    Camp 7) 1 Witch of the Swamp, 80 Firedancers
    BLOCKING NORMAL general: [102E 98C (-)] {120 - 180 seconds of fighting, 0.3% chance of 100 seconds}
    Last edited by Tage; 28.06.13 at 21:11.

  7. #1047
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    Quote Originally Posted by Tage View Post
    Only you cannot attack sector 3 from the north. Camp 12 is blocking the path.
    Or are you saying you actually managed to attack south from next to the witch tower?
    You can attack from the north. It's like in Island of the Pirates: If you take up all the space in the landing zone, your other generals will not be able to land, and thus will be moved to your star menu to be placed later. You can then place him right next to the Witch Tower and start attacking Sector 3.

    I'm not sure how many generals this needs for The Shaman though...

    But if you have at least 9 Generals, this allows you to skip Camp 3 in The Lost Skull.

  8. #1048
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    Quote Originally Posted by Tage View Post
    The longest blocks for both those are in fact mostly losses (especially the latter one).
    The first of the camps (the northern one with cultists) is very easy to block.
    The soutern one (with firedancers) will be a lot tighter.

    Camp 6) 80 Cultists, 1 Witch of the Swamp
    BLOCKING NORMAL general: [93S (-)] {220 - 280 seconds of fighting, 0.1% chance of 200 seconds}
    BLOCKING NORMAL general: [78E (-)] {240 - 300 seconds of fighting, 0.1% chance of 220 seconds}

    Camp 7) 1 Witch of the Swamp, 80 Firedancers
    BLOCKING NORMAL general: [102E 98C (-)] {120 - 180 seconds of fighting, 0.3% chance of 100 seconds}
    and the boss camp? 3 round are enough?

  9. #1049
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by SmogDude View Post
    You can attack from the north.
    Just to be sure... did you actually do that attack?

    And why wasn't Faststriker in that case able to do the same attack?

    Quote Originally Posted by Faststriker View Post
    Just a note here Tage, you can´t attack camp 11 and 12 from next to the witch tower. Tried it myself and the leader camp blocks you from making the attacks. For some strange reason you can move your gen.

  10. #1050
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by ato002 View Post
    and the boss camp? 3 round are enough?
    Should be, yes, if your generals march in proper order (your veteran should just be about to enter the agro zones of camps 6 & 7 when the blocks on those two camps start their fightings). The marching distance from the edge of those agro zones to the middle of leader camp 8 is 11 flags. Each flag takes 3.33 seconds to march, so it shouldn't take more than 40 seconds for your veteran to march that distance.

    A 3-round veteran victory fight without cannoneers would kill the leader camp in 50 seconds.
    All-in-all, including a 10 second margin, it would take 40+50+10 = 100 seconds for you to kill the leader.
    Thus, a block of 120 seconds should in most cases be sufficient.

    Note however that there is a slight chance that the block would last just that, 100 seconds.

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