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

  1. #1351
    Original Serf
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    Sandycove
    ??????

  2. #1352
    Original Serf
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    Sandycove
    These advetures are awsome!!!!!!!!!!!!!!!!!!
    i wish i could play them.....
    but i am afraid i need cannons.....

  3. #1353
    Original Serf
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    Sandycove
    This map.....
    is similar to me.....
    I wonder.....
    Oh of course the map is the same like the second version of the Nords.....
    Oh by the way good job for the team that worked on that.....

    And of course many many bravos to killste......

  4. #1354
    Original Serf
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    Sandycove
    Nice adveture i played it and i am amazed.....

  5. #1355
    Original Serf
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    Sandycove
    I afraid this adveture from the point of the losses.....
    :{

  6. #1356
    Original Serf
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    Sandycove
    what is there not to understand not all 1 rec blocks works some 1 rec blocks if you have not got the timing exactly right you will fail that block and in some guides i find that the 1 rec block as not been worked out right as its not allowing the time needed for your attacking gen to get throw the affected area so if some one wants to play it a bit more safer rather than just put 1 rec in a gen you put 10 recs allowing the extra time for your other attacking gen to pass throw the effective area you will find it is better to put 10 recs to inshore that you have plenty of time for your attacking gen to get throw the affected area on some one rec blocks were timing is critical so if you want to play a 1 rec block safe use 10 recs not one if you want to live life on the edge then follow the guide and use 1 rec now if you can not understand this then i don't know what else i can say or do to make you understand
    Quote Originally Posted by Polymer View Post
    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:

  7. #1357
    Erudite Pioneer DUNJAI's Avatar
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    will the skipped camp(camp#3 on poriginal guide) be safe to pass with remaining generals. looks iffy and just want to be sure b4 i commit to the adv.
    many thanks to any1 that replies or can assist me with my question ^_^
    ps. that is with regards to the updated additional info for sector 7 on SotLT Polymer guide
    He who speaks often, knows little;
    Those that know, speak rarely.

  8. #1358
    Treasure Hunter Polymer's Avatar
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    Quote Originally Posted by kingblue View Post
    what is there not to understand not all 1 rec blocks works some 1 rec blocks if you have not got the timing exactly right you will fail that block and in some guides i find that the 1 rec block as not been worked out right as its not allowing the time needed for your attacking gen to get throw the affected area so if some one wants to play it a bit more safer rather than just put 1 rec in a gen you put 10 recs allowing the extra time for your other attacking gen to pass throw the effective area you will find it is better to put 10 recs to inshore that you have plenty of time for your attacking gen to get throw the affected area on some one rec blocks were timing is critical so if you want to play a 1 rec block safe use 10 recs not one if you want to live life on the edge then follow the guide and use 1 rec now if you can not understand this then i don't know what else i can say or do to make you understand
    A 10 recruit block lasting 1 round is exactly as safe as a 1 recruit block lasting 1 round, you`re just wasting 9 recruits and you gain nothing, no extra time involved, that is what I try to make you understand (simplified):
    1. my troops fire on the enemy, the enemy troops fire on me, all at same time, all at once (well, in order of initiative);
    2. if the troops dead are all the troops I have, the fight takes 1 round;
    3. if I have live troops remaining, then we go to round 2; in case of 10 recruits you don`t have live troops remaining, so fight won`t go to round 2;
    4. 1 round lasts 20 seconds.

    Quote Originally Posted by DeathWalkerGT View Post
    I afraid this adveture from the point of the losses.....
    :{
    Specify adventures you play DeathWalkerGT, we can`t be sure what you mean, your new posts go to the last page of this discussion, not after the guide of the adventure you reply to.

    Quote Originally Posted by DUNJAI View Post
    will the skipped camp(camp#3 on poriginal guide) be safe to pass with remaining generals. looks iffy and just want to be sure b4 i commit to the adv.
    many thanks to any1 that replies or can assist me with my question ^_^
    ps. that is with regards to the updated additional info for sector 7 on SotLT Polymer guide
    according to my guide that camp gets killed during that block

    Take in consideration Athlan`s way of clearing this sector (numbered in his guide as s5): http://settlers.athlan.net/sons/s5.png

    and

    Quote Originally Posted by bakum4tsu View Post
    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
    Last edited by Polymer; 30.01.14 at 05:15.

  9. #1359
    Ruler of the Land
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    Newfoundland
    Quote Originally Posted by DUNJAI View Post
    will the skipped camp(camp#3 on poriginal guide) be safe to pass with remaining generals. looks iffy and just want to be sure b4 i commit to the adv.
    many thanks to any1 that replies or can assist me with my question ^_^
    ps. that is with regards to the updated additional info for sector 7 on SotLT Polymer guide
    If you want more options for sector 7, you can check this version of Polymer's guide . It's been tested and well played by guildmates of mine - typos from original version has been corrected (troops at the trap) - I've no idea why Killste don't want to list it. I think it contributes a lot more than the other "modified versions".

  10. #1360
    Raving Rabbid matie2506's Avatar
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    Quote Originally Posted by PrincessAlly View Post
    Roaring Bull


    Average losses (Veteran with crossbows and elite) Full Version 1219R 724B 15M 50S
    Average losses (Veteran with crossbows and elite) Short Version 834R 217B

    Adventure Info:
    Player Level: 42+
    Difficulty: 9/10
    Number of Players: 3
    Duration: 5 days
    Where to get?: Trader (Shop) for 300 map fragments
    Max XP: 41K XP [actual max 38k long, 17k short approx]

    This guide is based on the Genesis guide guide but the blocks on that seem to be a bit unreliable.

    The goal of this adventure is to destroy all Witch Towers (camps 6, 8 and 21). This can be achieved by attacking from positions G1, G2 and G7 for the short version. The long version gives more experience but also incurs a lot more losses.








    This guide has not been checked for typos, please make sure you use a simulator to check the camp setups. The short and long xp amounts are only approximate
    Once I have got a few people to test the guide I will remove the spoiler.

    Short Version approximately 17000 xp

    One VETERAN general with Crossbows and Elite - prefer to lose recruits
    At least two, four if possible NORMAL general, using round blocks and 1R blocks
    Optional general ANY general
    • Units needed: 883R 220B 1S 107E 50C 194XB
    • Units lost, average: 834R 217B
    • Units lost, maximum: 862R 220B 1S

    One VETERAN general with Crossbows and Elite - prefer to lose bowmen
    At least two, four if possible NORMAL general, using round blocks and 1R blocks
    Optional general ANY general
    • Units needed: 504R 579B 1S 107E 249C 99XB
    • Units lost, average: 465R 576B
    • Units lost, maximum: 485R 579B 1S

    One VETERAN general with Crossbows and Elite and Cannon
    At least two, four if possible NORMAL general, using round blocks and 1R blocks
    Optional general ANY general
    • Units needed: 646R 467B 1S 107E 56C 194XB 85K
    • Units lost, average: 609R 464B
    • Units lost, maximum: 637R 467B 1S


    Long Version approximately 38000 xp
    This version gets nearly full XP. There is one leader in the south that is not worth killing.

    One VETERAN general with Crossbows and Elite - prefer to lose recruits
    At least two, four if possible NORMAL general, using round blocks and 1r blocks
    Optional general ANY general
    • Units needed: 1655R 376B 25M 145S 205E 152C 194XB
    • Units lost, average: 1568R 364B 15M 50S
    • Units lost, maximum: 1629R 376B 20M 52S 2E

    One VETERAN general with Crossbows and Elite - prefer to lose bowmen
    At least two, four if possible NORMAL general, using round blocks and 1R blocks
    Optional general ANY general
    • Units needed: 1296R 736B 25M 145S 205E 152C 90XB
    • Units lost, average: 1219R 724B 15M 50S
    • Units lost, maximum: 1272R 736B 20M 52S 2E


    Garrison Position G1 (Camps 1-6)

    As the walks are quite long on the first few camps you can place your VETERAN general at Position A for camps 1-4 and then move to Position C.
    Position A: VETERAN general optional position for camps 1-4.
    Position B: NORMAL general for Block
    Position C: VETERAN general
    Position D: ANY general this general will lose the battle and is optional





    From A or C to Camp 1) 120 Bowmen, 80 Composite
    VETERAN general: 47R 107E 96XB (45R - 45R - 47R)

    From A or C to Camp 2) 90 Nomad, 60 Lance rider, 50 Cataphract
    VETERAN general: 162R 3E 85K (150R - 150R - 161R)
    VETERAN general: 174R 76E (153R - 153R - 165R)

    From A or C to Camp 3) 100 Cultist, 100 Firedancer
    VETERAN general: 50R 101B 99XB (50R 99B - 50R 99B - 50R 101B)


    There are a couple of options for camp 4. It can be taken with one wave or with less total losses in 2 waves.

    From A or C to Camp 4) 40 Cultist, 60 Dark Priest, 100 Firedancer
    VETERAN general: 20R 160B 70XB (20R 158B - 20R 160B - 20R 160B)
    VETERAN general: 200R 50C (185R - 185R - 197R)

    -- OR --

    Camp 4a) 40 Cultist, 60 Dark Priest, 100 Firedancer
    From D ANY general: 159B (159B 1G)
    Camp 4b) 66-46 Firedancer
    From A or C VETERAN general: 1E 249C (0 - 0 - 0)

    If your VETERAN general was at Position A move to Position C.

    For this 1R block the timing is critical. I have shown 2 points where you can check the spacing of your generals. If they are very different due to lag then retreat and try again. After sending the 1R do a slow count to 3 before sending the second general. The generals can be a little bit further apart than I have shown but not by much. They should walk through the gates near the tower pretty simultaneously or the block will fail.



    From B to Camp 5) 70 Cultist, 50 Shadowsneaker, 80 Firedancer
    BLOCKING NORMAL general: 1R

    Count to 3 seconds and then attack with the second general.

    From C to Camp 6) 80 Cultist, 120 Firedancer
    VETERAN general: 41R 119B 90XB (41R 115B - 41R 118B - 41R 119B)
    One VETERAN general with Crossbows and Elite - prefer to lose bowmen
    At least two, four if possible NORMAL general, using round blocks and 1R blocks
    Optional general ANY general
    • Units needed: 1296R 736B 25M 145S 205E 152C 90XB
    • Units lost, average: 1219R 724B 15M 50S
    • Units lost, maximum: 1272R 736B 20M 52S 2E

    here it say you need 90 XB but to take the first camp down you need 96 XP

    From A or C to Camp 1) 120 Bowmen, 80 Composite
    VETERAN general: 47R 107E 96XB (45R - 45R - 47R)

    and i just started ...
    Last edited by matie2506; 31.01.14 at 15:54.
    Retired settler, may 2012 - oktober 2017

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