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

  1. #81
    Jolly Advisor
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    Good luck Tage

    I think it's fair to say, that the last one is depending on going to the max rounds and if the server calculates avg (or god forbid the min), you can loose pretty much valuable ES troops...but if you're like me, up for trying new things, or keeping the things interesting, you'll try it
    Last edited by sk_setttler; 01.05.12 at 09:57.

  2. #82
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    Here is my latest Victor the Victorious (VtV)

    I've played VtV for the first time a looooong time ago, when I didn't even know about blocking and my losses with other two players were: 3456 = 2630R+360B+176M+220C+70LB.

    So after I've got the new general - Veteran - I've started to prepare a new tactic when I stumbled upon a new german tactical map, so I've tried it a here is my setup with a few changes (rows with italic are original numbers from the tactical map, I've calculated and used the alternatives):



    PS - There is a note in the map that you can attack camp 18 directly but it didn't work for me, so I had to attack 19 and then retreat the general.

    PS2 - You can find camp 6 three times on the map...the first one is numbered as camp 5, maybe because of the block...however I think it's better this way, because it's better to use another tactic for block (less rounds hence a safer block), and another on the other two with direct attacks.

    PS3 - Green attack (camp 2) and blue attack (camp 18) were performed by other two players (lootspots ), I did the rest myself

    PS4 - Camp 18 should be 74R+1ES+120C+55A -> R: 50-60,07-74 (2-2,53-3Ru)
    Last edited by sk_setttler; 01.05.12 at 10:25.

  3. #83
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by sk_setttler View Post
    PS - There is a note in the map that you can attack camp 18 directly but it didn't work for me, so I had to attack 19 and then retreat the general.
    You need to attack camp 18 from the south (e.g. garrison location G5).
    In that case your general will walk through the opening in the mountain (south of camp 17),
    and won't be intercepted by camp 16, which he will be if he's attacking from G6.

    PS.
    Check Mimori's map here to see where her attack on camp 18 goes from.

  4. #84
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    THNX ... I'll try this position next time ....btw I was reffering to the direct attack position the map was showing.
    Last edited by sk_setttler; 02.05.12 at 07:08.

  5. #85
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    Hi again...I've played Sons of the Veld (SotV) recently, so I want to share the results.
    I've used this tactical map, with two more blocks - camps 2,3,4,5 and camps 27,28.

    The first one is a bit harder because I've used 2 tavern generals + 2 veterans -> 1 mine veteran + 1 veteran from the second player...I do have a screen for positioning the generals, but the numbering is based on an older map by MrBlunt.

    Attack in order (according to my screen) is: G2 -> Camp 2 // G4 -> Camp 4 // G5 -> Camp 5 // G3 -> Camp 3 (2nd player)
    Attack in order (according to MrBlunt tactical map) is: G4 -> Camp 4 // G2 -> Camp 2 // G3 -> Camp 3 // G5 -> Camp 5 (2nd player)

    You have to time the generals yourself if you're up to this , becasuse if the servers are slow generals are starting longer (in my case 10-15sec = lag) so the starting position is different. For me it worked 30sec after G2 I've started G3 and second player started G5 for the first time I've tried this block and second time 40sec after G2 (MrBlunt numbering).

    I will change/unite the numbering, but I have to play SotV again to take new pictures!

    The second block includes blocking the camp 27 with nomal (tavern) general (use the veteran position in the map) and the veteran was attacking camp 28 from the second landingzone - the second camp 1 must be destroyed before, but it's cheaper in comparison attacking the camp 27 and then camp 28.

    I've also used another setup (7a/b , 13a/b , 21a/b , 26a/b) to minimize the Cavalery losses + Soldiers/Militia troops in the second wave.

    Here are the troops I've used:



    PS - 13b - the losses should be in Militia column
    Last edited by sk_setttler; 03.05.12 at 15:49.

  6. #86
    Forum Explorer Killste's Avatar
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    FAQ ABOUT ADVENTURES

    To reduce spam, all questions about the adventures will be posted and answered here. Before you ask any question please read first thread. There's a good chance that the answer you're looking for is there or your question has already been answered here.


    "How do i get adventures?"
    There are 3 way's to get adventures: a) over the gem-shop b) the adventure seek with your explorer or scout and c) by trading with friends or other players.

    A)
    Go to gem Shop. Choose category Adventures and Select adventure what you want to buy. You can buy adventure with gems or map fragment.
    (Adventures, Wild Mary, Gunpowder, Roaring Bull, Bandit and Surprise Attack are adventures that you can't find with explorer and only way to get them, is buy them for gem shop)

    B)
    Choose explorer -> Find Adventure -> Choose how long Adventure search your explorer start to search
    The costs for adventure searches are:

    Short adventure search:
    24 hours – 10 coins 50 sausage
    36 hours – 30 coins 150 sausages
    48 hours - 60 coins 350 sausages



    The Maps your Explorer might discover and the chance of finding them.
    Here is the list of adventures and % chance of them being found, in short medium and long searches, by your explorer or scout:



    C)

    Use the trading channel ( /joinchat global-3 ) or the forum ( Server Forums -> (Server where you play) -> ( Market place ) to get info about adventure sellers or if you want sell your adventures.

    You could trade adventures like other items directly with your friends. Choose your friend, click on his avatar or name in the chat and choose trading. Then choose adventure in the trading window and send trade.

    Once you have traded the adventure, you can find it under ‘items’.

    Starting and adventure

    To start an Adventure, click on an adventure map in the starmenu. There you can see what exactly the objective is and how long the adventure will take. The adventure difficulty is also listed here, marked by a colourscheme. Click on ‘start adventure’ to begin your journey towards the goal. The details of the adventure can be seen at any time, by clicking on the adventure in the friendslist and selecting ‘details’.

    The colors of the "flower" in the logo reflects the approximate level of difficulty:
    = easy = lvl1-4
    = medium = lvl4-6
    = difficult = 6-9
    = very difficult = 9


    Sending armies and visiting zones

    Once the adventure is in your friendslist, you can click on it and visit the adventure zone to have a look around. If you want to take your army to battle, click on ‘Send army’, but make sure to first allocate units to your general on your home zone, as usual. Once you get a list with units to send, you chose your general and his units, so he can get on his way to the adventure map. You can send multiple generals to one adventure map.


    Moving general in adventure

    When your general first arrive in to area. It will position to landing zone. You can move general to another area, without him getting intercepted. You can see green area, where you can move your general.


    Recalling your General and reinforcement units
    Sometimes its necessary to get reinforcements in order to complete the adventure map objectives, but this does mean your general needs to travel back to your home zone. To do this, you first need to visit the adventure map. Once there, click on yourself in the friendslist, and select ‘send army’. Chose the general you want to send back home

    Note though, that you can send units between generals on the adventure zone. If you leave units on the adventure zone while your general is getting new units, they will wait for their general to return.


    Co –op adventures and inviting friends

    There are single and multiplayer adventure's at the moment available (1 Player, 2 or 3 Player). You could only invite people from your friendlist or guildmembers of your guild. Open the quest book, click on the adventure and then "invite friends".
    When you invite a friend into you'r adventure, be sure he is online and could accept immediately. After you invite your friend, a mail go's forward to him and he has 8 hours time to accept. If he would not accept, there is no way to stop the invitation. So you have to wait 8 hours. After the 8 hours you should get an automatically denial-mail.

    Adventure rewards

    After you have successfully completed an adventure, you will find your reward in your mailbox.

    Breaking off adventures and time-exceeded adventures

    In the cases where the adventure has exceeded the time limit, or you had to break the adventure off, your general will automatically travel back to your home zone. Units that were left behind, specifically units without a general at that point, travel back to your home zone and are then placed in your Storehouse. You won’t get any reward in your mailbox, but you will get the experience points of the bandit camps that you have defeated till that point.

    Adventure ends.
    All troops assigned to a general come back with him after the adventure finished. Troops without a general come back per "Troops Transport". You could see it in your starmenu:


    Assign troops to empty generals before you start you're last attack. So you save time for the troop transport. Without general, it takes 90 min to troops come back.

    How to Block

    Allways use your block general, as normal general.


    Block Method 1




    As you can see our destination is leader camp number 2, destroying this camp, camp 1, will disappear. We cant atack camp 2, because we got intercepted camp 1 (see the red zone) and we must fight or block it, to reach leader camp.

    Normal camp and traps have red zone
    Leader camp have not red zone.

    We take A general and send it with 1R, and atack bandit camp number 1.
    When A general is fighting, red zone will disappear, and you can send B general to Leader camp, number 2.
    Block gives 3-5 second to time, before general will loose battle. Normal general gives more time, than Battle hardned general.
    You can send 2 or more general to camp 2, and if they reach destination, before red zone appear :
    1. First general, who arrive start fighting in camp.
    2. Second and third general is waiting in camp, and will not intercepted, when red zone appear.
    3. Second and third general wait until First general is finished battle. 1. If first general wins, all generals return in own camps. 2. If first general loose, second general that arrive in camp, start fighting next. Third general fight if second loose, or return with second general.

    If general wins and there is still bandit camp with redzone, general is not intercept, because general is allready reached destination and is returning.

    As you can see, our block is going to fail, because general B cant reach Leader camp, number 2, in 3-5 second. General A will loose battle. Camp 1 got red zone back, General B got intercepted and atack camp 1.






    Atack general A to block camp 1, (blue circle)
    Send general B to camp when blocked 1 (lilac circle), when general A reach inside red circle.
    Assing both your general 1 Recruit and send them like in picture. You loose battles and you need recover 4 hours and loose 2 recruits.
    (A general must bee normal general)
    (B general can bee normal, battle hardened or veteran general)
    Your block is succesfull, when your both generals reach difference camp and fight in short time, same time.



    Your both generals fight in difference camps.
    When you have practiced this enough, you can atack next time seriously.



    General A lost his battle, and is retreating. Camp 1 is still left.
    General B is still fighinting in camp 2 and is winning battle, camp 1 is removed, when B general wins battle.



    BLOCK METHOD 2

    We atack General A to Camp 1. When general A is fighting, we send General B to Camp 2. B general start fighting and fight faster and destroy camp 2, before blocking general A loose or wins battle. When leader camp is defeated, bandit camp is automatically removed, and your block general A is not going loose any troops. Technically, block general A fights never finished so is same that it never started.



    Some of those blocking method can do with both normal general, but there is high risk to fail block.
    For example, pirates blocking method 3.
    Player A used normal generals and was succesfull with blocking.
    Player B used normal generals, and used same timing with A, but fails block

    Some of those atack(s) general can be normal general, but you have chance fail block, in worst case scenario.
    For example: The Island of the Pirates blocking method 3, (last block)


    Player A used normal generals and was succesfull with blocking.
    Player B used normal generals, and used same timing with A, but fails block

    If you didnt understand text, please watch pictures:


    Block general is fighting while another general is travelling to a bandit leader camp.


    Both generals are fighting in different camps


    Both generals are fighting, but general that atacks leader camp is faster and start destroying leader camp.


    General destroyed leader camp, before block general looses battle or wins battle.
    After leader camp was destroyed, both generals return back to garrisons. You see in middle that normal general battle still continue but hi does not loose any troops.


    How to loot spots



    1) lootspot "selling" (less losses / fast ending):
    The easiest way to sell a lootspot:
    - Buyer need normally a minimum losses: 1-5R
    - Buyer sends the trade (coins/resources whatever ^^) to the seller
    - Seller invite the Buyer
    - Buyer kills one enemy unit (one wolf, one scavenger, 1 enemy is enough)
    - Finishing adventure should be immediately after the attack of the buyer (normally around 1 hour)

    "On adventures is there any benefit to taking out all of the camps?"
    You will get only the XP (experience points) for defeating camps. So the benefit to taking out all of the camps is, that you will get the whole, possible XP from an adventure.

    It is possible to skip some camps and get also all possible XP! If you defeat the camp leader of a sector, you will get the XP for the whole sector (inkl. the skiped camps).


    Combat System


    As you can see by watching combat replay from battle reports, all units with the same initiative are attacking in the same phase, for clarity the attacks of your units are displayed first (but its still the same phase).

    a) first phase
    (cavalry, dogs, wolves, shadowsneakers, most of the amazon type of units) - attack in the first phase, since they can damage units before those can strike back - their damage is usually decreased.

    b) second phase - normal initiative (most units)

    c) last strike - cannons, most of the viking type of units, most of the bosses




    Special abilities:


    a) first strike - causes units to be able to attack in the first phase

    b) attacks weakest target - obvious. In fights against any units with this ability it is highly advised to not use cavalry/ archers of any kind, as it usually comes with first strike and will eliminate all your weak units before they can fight back; there are however few tactical exceptions from this rule - you can sometimes add bowmen to your footmen/LB/crossbowmen army to draw enemy cavalry attacks, so that bowmen are killed instead of more valuable ranged units.; units: cavalry, shadowsneakers, guard dogs, like half of the amazon units, some bosses.

    c) splash damage - causes unit to deal the damage that exceeds the amount of hp of the target to be applied to the next target. IE a boss that deals up to 800 damage would normally deal 800 damage to a recruit, effectively killing it. With splash damage, he will kill up to 20 recruits instead (as excessive damage will be dealt to the second one, third etc..) ; units with this ability - boss creatures, some of the pirates

    d) tower bonus - this applies to archer units that are in towers and therefore harder to kill, tower takes longer to destroy


    Additional mechanics (apart from splash damage):


    a) hit chance - this is confirmed by some sources that are unrelated to BB as the chance to deal maximum damage. If the hit is not successful, minimum damage is dealt instead.

    Eg. 200 roughnecks against 200 soldiers, you have 100% chance of winning the fight as roughnecks have only 60% hit chance (meaning they will only deal half their damage 40% of the time).



    Principles of army composition:


    a) Use recruits. These are the fastest produced units, using the least materials that are the easiest to get (as producing them requires only basic structures, cheapest mines and technically the least number of buildings).

    b) Attack twice whenever you can. Its always better to weaken the camp and then finish it with cavalry/archers than to engage in a fight that you win with barely any units left.

    c) militia/soldiers do more damage than recruits, in a well calculated fight they can replace archers as extra damage dealers long as you dont lose them

    d) bosses are attacked first. This is quite important, since there is plenty of fights where even throwing 200 soldiers to die will leave you with no units killed. Normally a way to avoid that is sacrificing cavalry to clear some of the units hiding behind the boss (attacks weakest units first -> rings a bell ?) up to a point when you can engage boss with a combination of footmen and archers (or just footmen if boss attacks weakest units aswell).



    Important links


    The Settlers Online Combat simulator

    Adventure Guides, not yet link

  7. #87
    Forum Explorer Killste's Avatar
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    gratz sk_setttle for completing son of the veld. Is our schedule with Tage to play son of the veld, when finally this event is over. If you don't mind we use perhaps some of your garrison setting if we find them usefull

  8. #88
    Pathfinder
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    Quote Originally Posted by Killste View Post
    Outlaws

    Adventure Infos:
    Player Level: 36+
    Difficulty: 4/10
    Number of Players: 1
    Duration: 4 days
    Where to get?: Adventure seek with explorer or ?












    Tactical map



    Garrison Settings with normal method without block:
    Units need: ?
    Units lost max: 1569R 150B 33M or 1584R 100B 33M (with A units)

    Garrison Settings with block method:
    Units need: ?
    Units lost: 533R 72S (need A units to succes all blocks)


    Tactical map with veteran



    Garrison Settings with normal method without block:
    Units need: ?
    Units lost max: ?

    Garrison Settings with block method:
    Units need: ?
    Units lost: 496R 62S or 496R 95M

    Tip. If you have only 3 normal generals and you use all block method. Block first 2, 3 and 4. After that block 1 and then block 5.


    Map need little fixing.
    What are units labeled "X" in this map and when it says that a camp is a block camp, ex 2A says 28s 162C does that mean those are the troops needed to block? Has anyone tested all the blocks? How accurate are they all? If they are all sent within each other is it confirmed that blocks will be successful on all camps?

  9. #89
    Aunt Irma’s Favourite Writer Nukar's Avatar
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    On that map he mixed up X and A. In both cases it means Crossbowmen.
    In general blocks are tested on guides, but do note ingame lag can and will mess up timed blocks.
    Nevermind I give up

  10. #90
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    Understood on the Xbow, the timing are for the blocks on section 2 on outlaw are pretty tested? and in each of those camps for the blocking troops used are the ones listed in that section? or are they all intended for 1r ea blocks and in that section depicts the alternative for killing the camps instead of blocking?

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