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

  1. #1341
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    just want to say thank you

  2. #1342
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    Quote Originally Posted by PrincessAlly View Post
    Surprise Attack


    From D to Camp 20) 120 Jomviking, 80 Berserk
    VETERAN general: 20R 25M 24S 1E 180XB (20R 25M 14S - 20R 25M 19S - 20R 25M 23S) {maximum 190 seconds to end of battle}



    All garrison setups have been tested using this simulator.
    Don't be too quick sending your generals in the blocks the biggest risk is getting intercepted by the camp you are trying to bypass. All blocks have lots of time.

    I have tried to be as accurate as possible so please send me a message if there are any corrections required.
    One of my guild mate used this setup for the last camp and actually lost the battle (0.04% of the case).

    Moreover, in many cases, I've heard about people losing up to 52XB using the above setup, that can be even proved by the simulator, from what I've seen (simulating 99999 times).

    Therefore, for those who want to be even more safer, use this setup:

    48S 1E 201XB

  3. #1343
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    a

  4. #1344
    Treasure Hunter Polymer's Avatar
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    Valiant Little Tailor


    3 Player/12 Days/76790 XP
    Double veteran setups, round blocks, cannons
    Major setups

    Troops needed:
    VETERAN: 1738R, 1646B, 280M, 139C, 318LB, 141S, 223ES, 181XB, 178K
    MAJOR: 2190R, 719B, 347M, 185C, 138LB, 186S, 196ES, 210XB, 153K
    Maximum loss:
    VETERAN: 1738R, 1646B, 280M, 318LB, 63S, 28ES
    MAJOR: 2190R, 719B, 347M, 138LB, 122S

    Needed: 4 regular generals, 2 veterans



    Credits:
    Evil_J
    Athlan
    Nighteye

    Legend:
    block
    REGULAR general
    VETERAN general
    MAJOR general


    Sector1:



    c1: 100 boar, 30 fox
    VETERAN general: 124R, 1ES, 125K (124R)

    c2: 120 wolf
    VETERAN general: 92R, 1ES, 132C, 18K (92R)
    MAJOR general: 83R, 1ES, 183C, 3K (83R)

    c3: 130 boar, 30 wolf

    w1:ANY general: 61B (61B)
    w2: VETERAN general: 112R, 32B, 106K (112R, 32B)

    w1:ANY general: 38B (38B)
    w2: MAJOR general: 142R, 1ES, 127K (142R)

    c4: 90 wolf, 90 fox

    w1: ANY general: 150B (150B)
    w2: VETERAN general: 139R, 1ES, 110K (139R)

    MAJOR general: 181R, 24M, 1ES, 64K (181R, 24M)




    c5: 120 boar, 30 fox
    REGULAR general: block: [99S, 50ES, 50C] --- [6-11 rounds, avg 7]

    c6: 80 boar, 60 fox, 1 Giant Bogor, 1 Giant Gogor

    w1: VETERAN general: 60B, 180LB (60B, 180LB)--- 2 rounds
    w2: VETERAN general: 29M, 41S, 2ES, 178K (29M, 41S) --- 8 rounds

    MAJOR general: 29M, 87S, 1ES, 153K (29M, 87S) --- 10 rounds


    Sector 2 :



    c7: 170 boar

    w1: ANY general: 110B (110B)
    w2: VETERAN general: 131R, 1ES, 118K (131R)

    MAJOR general: 194R, 11S, 1ES, 64K (194R, 11S)

    c8: 90 boar, 60 wolf
    VETERAN general: 60R, 130B, 60K (60R, 130B)
    MAJOR general: 147R, 1ES, 122K (147R)



    The next 6 hits all belong to one continuous multiple (round) block. Send all generals in order one after the other to the proper camps as listed and as fast as possible. It is risky and as such it needs maximum attention.

    REG 1 c9: 180 boar block: [1R]
    REGULAR 2 c10 100 boar, 60 fox block: [60S, 109ES, 31B]
    REG 3 c9: 180 boar block: [1R]
    VET 1 c11: 50 boar, 80 wolf, 60 fox, 1 Unicorn [250B]
    REG 4 c9: 180 boar block: [1R]
    VET 2 c11: 50 boar, 80 wolf, 60 fox, 1 Unicorn [126R, 9S, 1ES, 114K (126R, 9S)]

    or

    REG 1 c9: 180 boar block: [1R]
    REGULAR 2 c10 100 boar, 60 fox block: [60S, 109ES, 31B]
    REG 3 c9: 180 boarblock: [1R]
    BHG /VET 1 c11: 50 boar, 80 wolf, 60 fox, 1 Unicorn [198B]
    REG 4 c9: 180 boar block: [1R]
    MAJOR c11: 50 boar, 80 wolf, 60 fox, 1 Unicorn [150R, 23M, 1ES, 96K (150R, 23M)]


    Sector 3:



    c12: 60 wolf, 140 fox
    VETERAN general: 150M, 100K (150M)
    MAJOR general: 136M, 1ES, 133K (136M)

    c13: 40 bear, 60 fox
    VETERAN general: 99R, 1ES, 130K (99R)

    c14: 50 bear, 80 wolf
    VETERAN general: 133B, 117K (113B)
    MAJOR general: 129R, 1ES, 140K (129R)



    Troop composition for blocks is the same for both veteran option and major option. Send all 5 generals immediately one after the other. Watch them closely and be prepared to retreat if the 1R block fails.
    Note: I actually prefer 2nd position for REGULAR general REG1: (the one in an orange circle in the picture below).
    REGULAR general REG1: c15: 160 fox block 1R (1R)
    REGULAR general REG2: c16: 190 wolf block 105ES, 95C
    REGULAR general REG3: c15: 160 fox block 90ES, 110B

    c17: 50 bear, 69 wolf, 80 fox, 1 Furious Boar

    Veteran option
    VETERAN general VET1: 80B, 138LB (80B, 138LB)
    VETERAN general VET2: 82M, 28ES, 140K (82M, 28ES)

    or

    Major option
    VETERAN general VET1: 80B, 138LB (80B, 138LB)
    MAJOR general: 117M, 13S, 1ES, 139K (117M)




    Sector 4:



    c18: 80 royal recruits, 60 royal bowmen
    VETERAN general: 144R, 1ES, 105K (144R)
    MAJOR general: 129R, 1ES, 38C, 102K (129R)

    c19: 50 royal militia, 60 royal longbows
    VETERAN general: 110R, 140K (110R)

    c20: 60 royal militia, 30 royal cannons
    VETERAN general: 68R, 1ES, 181XB (68R)
    MAJOR general: 59R, 1ES, 210XB (59R)

    c21: 120 royal longbows
    VETERAN general: 109R, 1ES, 85C, 55K (109R)
    MAJOR general: 105R, 1ES, 114C, 50K (105R)

    c22: 170 royal recruits

    w1: ANY general: 100B (100B)
    w2: VETERAN general: 133R, 1ES, 116K (133R)
    or
    w1: ANY general: 52B (52B)
    w2: MAJOR general: 164R, 1ES, 105K (164R)


    You can invite lootspotters now, the can hit with small catapult on camp 23 or camp 24, with ranged support on the Royal Residence or they can send 1R to the camp between the pirate ships.

    c23: 150 royal bowmen, 30 royal cavalry
    VETERAN general: 10R, 170B, 70K (10R, 170B)
    MAJOR general: 79R, 101B, 90K (79R, 101B)

    c24: 30 royal militia, 80 royal longbows, 40 royal cavalry

    VETERAN general: 40B, 157LB, 53XB (40B, 157LB)
    MAJOR general: 150R, 18M, 102K (150R, 18M)

    or
    w1: ANY general: 120B (120B)
    w2: VETERAN general: 140R, 110K (140R)

    Time to finish it:
    c25: 60 royal militia, 80 royal longbow, 40 royal cavalry, 1 Evil King
    w1: VETERAN general: 250B (250B)
    w2: VETERAN general: 137R, 19M, 13S, 1ES, 80K (137R, 19M, 13S)

    w1: VETERAN general: 250B (250B)
    w2: MAJOR general: 141R, 11S, 118K (141R, 11S)
    Last edited by Polymer; 24.03.14 at 17:38.

  5. #1345
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    Hoooooray!

    The Black Knights
    short version, using briosheje's little mind


    Hello,

    This version of "the black knights" is only aimed for players owning at least a VETERAN general with CANNONEERS.
    It often happens, at least to me, that a guild mission requires to do the adventure "the black knight", which is of course a good epic adventure (having a quite good loot and a quite high amount of experience per losses) but it also happens that it requires an average of 900 recruits if you want to do it fully.

    Expecially, when you're at level 50, you don't really care much anymore about experience (if you do, you would rather do surprise attack to gather 41k experience almost for free, rather than doing the black knights), that's why I tried to come out with a newer way to do this (annoying to me) adventure.

    Moreover, if you're at level 50 and you're actually doing fairytales adventure, you will probably know how sad is losing 900R for an adventure that you actually don't want to do.

    Using this version, so, we will run through a pretty new way to fastly reach all the castles, allowing us to complete the whole adventure losing, in the worst case, 650R and, by average, about 570-590 recruits earning an amount of about 16700 experience, which gives us, in the WORST case, a ratio of 25.7 experience / loss.

    Before starting, I want to point out that, as some of other my guides, you should ALWAYS simulate every battle before using my blocks. I don't obviously take any responsability and I will try to be as clear as possible by attaching pictures and videos to some of the blocks that may be quite hard to accomplish.

    Anyway, let's start:

    Generals needed:

    At least 3 NORMAL GENERALS
    At least 1 VETERAN GENERAL WITH CANNONEERS

    Troups needed:

    650R 52M 99E 50XB 285C 125K

    MAX TROUPS LOST:

    650R (check below for details).

    -- Garrisons Position 1
    Spoiler

    Instead of starting from west, like we usually do, we will do a quite risky block starting south.

    This block may not be safe at the 100%, since the first general will have to keep blocking for a lot of time.
    Further informations about the block will be written below.

    First of all, place your generals in this way:



    A - NORMAL (ROUND) BLOCKING GENERAL - 51M 145C (5-11 rounds [6.78 avg]) (3.4% 5 rounds + battle lost)
    B - NORMAL (ROUND) BLOCKING GENERAL - 1M 50E 140C (6-14 rounds [8.24 avg]) (97.4% victory)
    C - NORMAL (ROUND) BLOCKING GENERAL - 51S 49E 50XB (7-17 rounds [8.32 avg]) (99.6% victory)
    D - VETERAN GENERAL - 124R 1E 125K (1-2 rounds [1.09 avg]) (if you get 2 rounds battle you're really unlucky) [124R max losses]

    For this block I've decided to make a video showing how safe it can be, by delaying A LOT every general, showing that even with a 10 seconds delay the block still works.
    Don't do this block if you have invited a friend, just DON'T INVITE ANYONE UNTIL YOU HAVE MADE THIS BLOCK.

    In a nutshell, the block is about doing this:

    1) sending A.
    2) waiting until A reaches the big rock.
    3) sending B.
    4) sending C.
    5) waiting until C reaches the sign.
    6) sending D.

    D will take about 110 seconds to reach the leader of the sector and won't take more than 25 seconds to take it down (usually it takes 15 seconds).
    The problem is: Will A last enough?
    Answer: In the 96.6% of the cases it will, because if general A wins the battle, the battle will last AT LEAST 6 rounds (check the simulator if you don't believe me, I wasn't able to find a 5 round winning battle) and if the general wins you still have about 25 seconds to see the bar of the camp going down. In a nutshell, again, in the 96.6% of the cases this block will last AT LEAST ABOUT 145 seconds.

    I've tried this block four times and it NEVER failed, the worst case I had was on the video I'll put below where the block lasted for 6 rounds + 25 seconds of the bar, where my veteran general won the battle when 2 pieces of the bar were missing.

    More considerations:

    If the block will fail, you will lose 51M and 145C (in the worst case), which doesn't include any very valuable troup (like elite soldiers, crossbowmen or cannoneers) so, to me, it is worth risking.

    If you don't want to risk, feel free to lose 95 more recruits to take down this camp.

    The picture resuming what you have to do:



    And the video (check the video, it's important. If you wan't to be faster, send the generals earlier than what I did. First one right when he passed the entrance next to the rock and second one exactly after the normal general has passed the sign):




    If you don't like double 1R blocks, check the above spoiler. If you do, there is a pretty easy way to skip sector one to run directly from sector 2 without needing a round block:

    For this block, my guild leader, luk77 found out that from the landing zone it's actually quite easy to reach sector 2's leader by only needing to block, for about 12 seconds, a camp of the first sector. That's why we are going to procede in this way, which may result a lot easier rather than doing a (quite tight but not that risky) round block.



    Generals, setups and what to do is indicated into the above picture (I'll soon add a video too).

    This block is quite easy to do, to me at least, since I was able even to do it with hard lags.

    Since positioning is hard, there you have how to position the generals:






    -- Garrisons Position 2

    We are now able to reach the first castle.
    To do this, place your generals in this way:



    A - NORMAL (ROUND) BLOCKING GENERAL - 1M 4E 192C (check tage's post to see how safe this is)
    B - VETERAN GENERAL - 134R 1E 115K [134R max losses]

    Send generals right after each other:



    And now.... LOOTSPOT TIME!!!
    LOOTSPOT TIME!!!
    LOOTSPOT TIME!!!
    LOOTSPOT TIME!!!
    LOOTSPOT TIME!!!
    LOOTSPOT SPAM!!!

    Invite two lootspotters now, and ask them to bring 1R.

    Differently from every other black knights guide, they won't have to move their generals once landed! they can easily attack the first camp on the landing zone:



    -- Garrisons Position 3

    To reach the other castle, there isn't much more to do rather than doing exactly like every other guide.
    Instead, however, place your generals in this way:



    For instance, you will only need B, which is a veteran general with cannonners.

    You will have to take out these camps:



    C5 : 64R 1E 131C 54K [64R max losses]
    C6 : 120R 107E [120R max losses]
    C7 : 87R 1E 96C 66K [87R max losses]

    While your lootspotters are coming, defeat the above camps, then wait until they have attacked the loot camp.

    Once they have done such, get ready for the last block:

    Using the positions chosen above (where you placed a normal general A that you didn't yet use), setup general A and B in these ways:

    A - NORMAL (ROUND) BLOCKING GENERAL - 1M 53E 146C (check tage's post to see how safe this is)
    B - VETERAN GENERAL - 133R 1M 116K [133R max losses]

    Send generals right after each other. To be safer, however, count to 5 after general A has been sent:



    Don't be too fast, even if it may not look safe, this block is absolutely safe, lasting a MINIMUM amount of 7 rounds (140 seconds), even if I've pretty much found out that the veteran will not need more than 120 seconds to win the battle

    Max losses: 650R
    Average losses: 580-590R
    Exp/losses ratio: BEST: 29.55 | AVERAGE: 28.55 | WORST: 25.69

    Loot:



    Every battle has been simulated OVER 99999 times using settlersonlinetools.com battle simulator.

    I'll someday add setups for MAJOR general.
    Last edited by bri0sheje; 27.01.14 at 11:28. Reason: Added an alternative to the first block

  6. #1346
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    Thanks everyone for all these great guides!

    I am looking forward to an updated guide for Return to the Bandit's Nest with vet+XB+ES.

    Also, is there anyone willing to add guides for Sleepy Reef and Pirate Life?

  7. #1347
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    Quote Originally Posted by vveerraak View Post
    Thanks everyone for all these great guides!

    I am looking forward to an updated guide for Return to the Bandit's Nest with vet+XB+ES.

    Also, is there anyone willing to add guides for Sleepy Reef and Pirate Life?
    Hi, I will be doing an updated guide for Return for the bandit's nest soon! Max losses are about 375R and 36S, if I remember correctly

    For the sleepy reef and Pirate life.. Well... I don't think these are some pretty diffused adventures.. I'll take a shot in any case!

  8. #1348
    Treasure Hunter Polymer's Avatar
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    Updated SE guide with double veterans and cannons to include major general setups

  9. #1349
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    if you can not figurer that one out your self then god help you it is simple a 1 rec block finishes a lot quicker than if you put 10 recs in the gen allowing extra time if your attacking gen on the leader camp is 1 or 2 seconds late

    Quote Originally Posted by NightEye View Post
    how is a gen with 10 rec ever a good idea ? not following the idea

  10. #1350
    Treasure Hunter Polymer's Avatar
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    Quote Originally Posted by kingblue View Post
    if you can not figurer that one out your self then god help you it is simple a 1 rec block finishes a lot quicker than if you put 10 recs in the gen allowing extra time if your attacking gen on the leader camp is 1 or 2 seconds late
    That`s just wrong, either I don`t understand what you are saying or you do not understand blocks (1 round is exactly 1 round, regardless you fight it with 1, 10 or 100 recruits).

    Follow this link = How to adventure and read it carefully and completely if you want to better understand blocks:
    Quote Originally Posted by Killste View Post
    Blocking time per round



    The battle can be split up into three parts...




    1) The time from the moment when the general disappears till the time when the battle starts

    Regardless of the type of general this is always 5 seconds.
    Part of those 5 seconds is probably the 3.3 seconds it takes for the general to walk to the center of the camp.

    The remaining (or preceeding) 1.7 seconds may well be the time that has to elapse till the camp is considered busy engaging the attackers.
    If another general is walking into the same camp's influence area after those 1.7 seconds, that general will not be intercepted.




    2) The time for the battle itself

    This is dependent on the number of rounds, but is independent on the number of phases (first strike, normal and last strike units).
    • For a fast general (bhg or veteran) this is 10 seconds per round of fighting
    • For a normal general this is 20 seconds per round of fighting



    3) The time for the countdown if you are victorious

    This is the part where the camp starts smoking and the countdown bar is going from green to red.
    This part only occurs if you're winning the battle. If you lost, the time for this part is 0 seconds.

    The duration of this part is likewise dependent on the type of general.
    However, in addition to that, it is also dependent on the type of camp:
    • For a fast general killing a trap it is 10 (2+8) seconds
    • For a normal general killing a trap it is 20 (4+16) seconds
    • For a fast general killing a camp it is 20 (2+18) seconds
    • For a normal general killing a camp it is 40 (4+36) seconds
    • For a fast general killing a watch tower it is 80 (2+78) seconds
    • For a normal general killing a watch tower it is 160 (4+156) seconds
    • For a fast general killing a fortified watch tower it is 120 (2+118) seconds
    • For a normal general killing a fortified watch tower it is 240 (4+236) seconds
    The countdown will visually not start until 4 seconds (2 seconds for a fast general) have elapsed.
    That is the time indicated in brackets above.
    Last edited by Polymer; 29.01.14 at 16:10.

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