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

  1. #1281
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    Aosta, Italy
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    Newfoundland
    TEMPORARY POST

    ---

    The stolen sleight guide coming soon, just need to check a few blocks.

    MAX LOSSES: 285R 224C 128B 50S (veteran with crossbows).
    MAX LOSSES (with cannoneers): ~400R 40C

    I'm not sure at the 100% about the 400R since I have to try the new blocks with cannoneers, but if this is true, then this adventure will give you about 19k experience for 400R and 40C lost, which is a quite good ratio, to be honest!
    Last edited by bri0sheje; 18.11.13 at 11:54.

  2. #1282
    Pathfinder
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    Aug 2013
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    Newfoundland
    I'd like to point a small fix to Tage's guide on Horseback:

    In the very start, there is the double round block from G1 to first Raiders Leader (camp 20 on guide). The guide suggests that in the block, you'll send generals A and B right after each other. This can (will) however cause your block to fail if you are a fast clicker (happened to me).
    What fails is that General B gets intercepted by General A's camp (19) because A won't make to camp in time. I did few rough timings and I observed that the march time from general A to camp 19 is about 20 seconds. I also timed that the moment general B gets intercepted by camp 19 is 23,5 seconds. So if general B leaves within 3,5s (again, a rough estimate) of general A, the block fails.

    Solution: Wait for general A to appear outside his camp before sending out general B. At least this did the trick for me, though I'm not guaranteeing on this one. :)
    Last edited by Ryazan; 18.11.13 at 11:54. Reason: Fixed dem typos

  3. #1283
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    Quote Originally Posted by Ryazan View Post
    I'd like to point a small fix to Tage's guide on Horseback:

    In the very start, there is the double round block from G1 to first Raiders Leader (camp 20 on guide). The guide suggests that in the block, you'll send generals A and B right after each other. This can (will) however cause your block to fail if you are a fast clicker (happened to me).
    What fails is that General B gets intercepted by General A's camp (19) because A won't make to camp in time. I did few rough timings and I observed that the march time from general A to camp 19 is about 20 seconds. I also timed that the moment general B gets intercepted by camp 19 is 23,5 seconds. So if general B leaves within 3,5s (again, a rough estimate) of general A, the block fails.

    Solution: Wait for general A to appear outside his camp before sending out general B. At least this did the trick for me, though I'm not guaranteeing on this one.
    In every round block you're actually supposed to wait until the general comes out before sending the next one, as far as I know. Take care that the general you're going to send will take 3.3 seconds to engage the fight with the bandit camp / whatever camp. That's why you need to wait until the general comes out (the general takes about 3 seconds to come out).

  4. #1284
    Aunt Irma’s Favourite Writer
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    Dec 2011
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    Mariehamn
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    Newfoundland
    Quote Originally Posted by Ryazan View Post
    I'd like to point a small fix to Tage's guide on Horseback:

    In the very start, there is the double round block from G1 to first Raiders Leader (camp 20 on guide). The guide suggests that in the block, you'll send generals A and B right after each other. This can (will) however cause your block to fail if you are a fast clicker (happened to me).
    What fails is that General B gets intercepted by General A's camp (19) because A won't make to camp in time. I did few rough timings and I observed that the march time from general A to camp 19 is about 20 seconds. I also timed that the moment general B gets intercepted by camp 19 is 23,5 seconds. So if general B leaves within 3,5s (again, a rough estimate) of general A, the block fails.

    Solution: Wait for general A to appear outside his camp before sending out general B. At least this did the trick for me, though I'm not guaranteeing on this one.
    Thanks Ryazan!

    I was aware of that risk, and did add the delay into the guide quite a while ago.
    Unfortunately I made a mistake myself and added the delay for general C instead of general B...
    It's now corrected and at the same time I've added links to all block timing graphs (from Asipak's simulator).

  5. #1285
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    Newfoundland
    Just wondering with Traitors camp 11 with Vet, wouldn't 1: 200r, 2: 125r 125s [78r - 125r 5s] work better?

    And for the discerning player if they kill more in the first attack (a chance of killing half of the longbowman deserters) they could substitute more soldiers in.

    And worst case scenario the loss is only 5s, for the same number of r total.

    Just wondering why you decided to go with 175 instead, which seems like a weird amount.
    Last edited by CMHSE; 21.11.13 at 20:52. Reason: Specifying which adventure would be helpful

  6. #1286
    Erudite Pioneer
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    Northisle
    Anyone planning on doing an Heroic Little Tailor guide for just 1 Veteran? Im pretty sure I am not the only one needing it

  7. #1287
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by CMHSE View Post
    Just wondering with Traitors camp 11 with Vet, wouldn't 1: 200r, 2: 125r 125s [78r - 125r 5s] work better?
    The differences aren't huge, but when I did those, I did run a few setups and chose the one that had minimal average losses.
    • Using 1: 200R, 2: 125R 125S you'd have an average loss of 200+110 = 310R
    • Using 1: 175R, 2: 150R 100S you'd have an average loss of 175+128 = 303R
    • Using 1: 150R, 2: 175R 75S you'd have an average loss of 150+154 = 304R
    I might actually even lower the number of recruits in the first wave next time I update the guide.
    Doing a more detailed analysis would actually suggest using only 160R in the first wave:
    • Using 1: 180R, 2: 145R 105S you'd have an average loss of 180+125 = 305R
    • Using 1: 175R, 2: 150R 100S you'd have an average loss of 175+128 = 303R
    • Using 1: 170R, 2: 155R 95S you'd have an average loss of 170+131 = 301R
    • Using 1: 165R, 2: 160R 90S you'd have an average loss of 165+135 = 300R
    • Using 1: 160R, 2: 165R 85S you'd have an average loss of 160+138 = 298R
    • Using 1: 155R, 2: 170R 80S you'd have an average loss of 160+145 = 305R
    • Using 1: 150R, 2: 175R 75S you'd have an average loss of 150+154 = 304R


    Quote Originally Posted by CMHSE View Post
    And for the discerning player if they kill more in the first attack (a chance of killing half of the longbowman deserters) they could substitute more soldiers in.
    Naw, that is seldom the truth... you'd have to run all kinds of combinations to really find the optimal setup.
    It's all very much dependent on the number of rounds that your troops are fighting, both in the first, and in the second wave.



    Quote Originally Posted by CMHSE View Post
    And worst case scenario the loss is only 5s, for the same number of r total.
    Seems like my maximum loss of 16S must be an error... I have a rough chance of 1/10,000 of having 27 soldier deserters alive after round 1, and after that a similar chance of maybe 1/10,000 to lose 5 soldiers. All-in-all a chance of 1/100,000,000 to lose 5 soldiers...

  8. #1288
    Pathfinder
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    Dec 2012
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    Sandycove
    No it cannot and if you try with the setup above you will ,lose LOTS of elite

  9. #1289
    Skilled Student
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    Oct 2013
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    Aosta, Italy
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    Newfoundland
    WARNING:

    For my guide for the adventure "more secluded experiments" that will come out soon some changes has to be made.

    Perhaps some developpers felt a little bit sad about the last camp and decided to REMOVE the dancing dervishes (WHICH IS GOOD, [ removed ] ).

    So, I'll have to redo the last sector and maybe also other parts of it (need to check the other changes).
    Last edited by Fexno; 01.12.13 at 08:03.

  10. #1290
    Erudite Pioneer
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    Northisle
    Regarding Sons of the Little Tailor guide:

    Sector 7

    It is mentioned that the block is very thight and I have never tried but i leave here a possible setup the responsibles for the guide want to put into it. This is part os Corona88 guide and i think its easier that the actual one, same losses basically. I use the guide you have posted but in this part I use this one cause theres no tight block.



    G1 and G2 normal general, G3 veteran

    G3 to camp 1: 50 wolf 80 bear
    185B 65K (185B)

    block, send all generals right after each other:
    G1 to camp 2: 70 wolf packleader 30 fox
    7S 22ES 164C

    G2 to camp 4: will be intercepted by camp 3 (60 fox 40 boar 50 giant)
    60S 80ES 30C 20K

    G3 to camp 4 leader: (100 guard dog 100 roughneck)
    100R 1ES 139K (100R)

    max loses in sector 2: 100R 185B

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