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

  1. #871
    Skilled Student
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    Newfoundland
    Quote Originally Posted by Tage View Post
    The Lost Skull
    Average Losses (best version): 131R or 123R 3S

    One VETERAN general with Elite Soldiers
    • Units needed, average: 123R 197E 244C (564 units)
    • Units needed, maximum: 136R 197E 244C (577 units)
    • Units lost, minimum: 106R
    • Units lost, average: 123R 3S
    • Units lost, maximum: 136R 3S
    How can you lose soldiers when you're not supposed to bring them?

    Otherwise a great guide, as always!

  2. #872
    Skilled Student
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    Quote Originally Posted by Nimurian View Post
    Hi Tage!

    First of all let me thank you for all the work you have put into making these wonderful guides for all of us! I can't tell you how much they have helped me (and now many of my fellow guildies!) to successfully complete Settlers Online adventures! A Big Thank You for that!


    I would like to ask you something in regards to the G3 Double Round Block in Stealing From The Rich.

    One of my fellow guildies used the following setup in regards to G3 on 2103 04 08:
    normal gen 140C for camp6
    normal gen 104C for camp7
    Vet gen 86R 164S for camp 8

    He says he waited until the general disappeared behind the tree and did the rest of the attack as instructed.But his problem was that BOTH attacks on camp6 and 7 were much shorter than what was on the guide - something like 30 secs only, he said.

    So, my question is: do you think that, during one of the latest maintenances some changes to this adventure have been introduced? Or do you think this is simply a lag problem? (this guilder is in Asia I believe)

    Has anyone else experienced this problem?! If so, please come forward as more input into this would be greatly appreciated!

    Thanks again!
    nim.
    Well, today we've finally figured out what was happening wrong... the round blocks were happening too fast because my friend was using Battle Hardened Generals to do the round blocks instead of the guide advised NORMAL Generals...

    He did not know that ALL special generals (Veteran, BHG and Grim Reaper - if memory serves...) fight faster than Normal Generals, thus effectively making the round blocks a lot shorter!



    So, thanks again Tage, for superb guides and ceaseless support!
    Thanks!
    nim.

  3. #873
    Pathfinder
    Join Date
    Aug 2012
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    1
    World
    Newfoundland
    In the adventure horseback

    If you forgot to bring C or are short on them, you can still do a block your first attack use 44S 59B instead (in the attack that is from B to camp 18)

    This means you dont have to bring C at all (block camp 3 w/o the 1 c)

    From B to Camp 18) 70 Nomads, 40 Riding Amazonian Guards
    BLOCKING NORMAL general: [26S 76C (-)] {4 - 4.6 - 9 rounds of fighting}
    BLOCKING NORMAL general: [25E 67C (-)] {4 - 5.1 - 9 rounds of fighting}

    Spoiler

    Quote Originally Posted by Tage View Post
    Horseback
    Average Losses (best version): 266R 90B

    Adventure Info:
    Player Level: 26+
    Difficulty: 2/10
    Number of Players: 1
    Duration: 2 days
    Where to get?: Adventure seek with Explorer or Trader (Shop) for 100 map fragments







    You need to send troops 4-5 times.


    This guide contains several optional setups, so all combinations of versions cannot be listed with needed and lost troops.
    Below are a few versions, with the following minimum number of generals:

    One NORMAL general, no blocks
    • Units needed, average: 657R 92B 132LB (881 units)
    • Units needed, maximum: 720R 92B 132LB (944 units)
    • Units lost, minimum: 489R 90B
    • Units lost, average: 569R 90B
    • Units lost, maximum: 652R 92B

    One NORMAL general, no blocks
    • Units needed, average: 547R 158S 90B 125LB (920 units)
    • Units needed, maximum: 574R 161S 91B 125LB (951 units)
    • Units lost, minimum: 464R 90B
    • Units lost, average: 534R 90B
    • Units lost, maximum: 574R 91B 7S

    One NORMAL general, sacrificing bowmen, no blocks (based on Haggarth's version here)
    • Units needed, average: 378R 158S 259B 125LB (920 units)
    • Units needed, maximum: 402R 161S 259B 125LB (947 units)
    • Units lost, minimum: 295R 256B
    • Units lost, average: 365R 259B
    • Units lost, maximum: 402R 259B 7S

    Two NORMAL generals, using three 1R blocks
    • Units needed, average: 392R 162S 91B 60LB (705 units)
    • Units needed, maximum: 415R 168S 91B 77XB (751 units)
    • Units lost, minimum: 324R 90B
    • Units lost, average: 379R 90B
    • Units lost, maximum: 415R 91B 6S

    One BATTLE HARDENED general with Longbows
    Two NORMAL general, using one 1R block and two round blocks
    • Units needed, average: 390R 162S 1C 91B 65LB (709 units)
    • Units needed, maximum: 413R 168S 1C 91B 65LB (738 units)
    • Units lost, minimum: 321R 90B
    • Units lost, average: 377R 90B
    • Units lost, maximum: 413R 91B 6S

    One BATTLE HARDENED general with Crossbows
    Two NORMAL general, using one 1R block and two round blocks
    • Units needed, average: 382R 162S 1C 90B 77XB (712 units)
    • Units needed, maximum: 402R 168S 1C 90B 77XB (738 units)
    • Units lost, minimum: 311R 90B
    • Units lost, average: 369R 90B
    • Units lost, maximum: 402R 90B 6S

    One BATTLE HARDENED general with Cannoneers
    Two NORMAL general, using three round blocks
    • Units needed, average: 421R 162S 83C 83K (749 units)
    • Units needed, maximum: 440R 167S 83C 83K (773 units)
    • Units lost, minimum: 358R
    • Units lost, average: 408R
    • Units lost, maximum: 440R 5S

    One VETERAN general with Longbows
    Two NORMAL generals, using three round blocks
    • Units needed, average: 276R 231S 83C 90B 133LB (813 units)
    • Units needed, maximum: 282R 234S 83C 90B 133LB (822 units)
    • Units lost, minimum: 238R 90B
    • Units lost, average: 270R 90B
    • Units lost, maximum: 282R 90B 4S

    One VETERAN general with Crossbows
    Two NORMAL generals, using three round blocks
    • Units needed, average: 272R 231S 83C 90B 138XB (814 units)
    • Units needed, maximum: 279R 233S 83C 90B 138XB (823 units)
    • Units lost, minimum: 235R 90B
    • Units lost, average: 266R 90B
    • Units lost, maximum: 279R 90B 4S

    One VETERAN general with Cannoneers
    Two NORMAL generals, using three round blocks
    • Units needed, average: 358R 231S 83C 142K (814 units)
    • Units needed, maximum: 366R 233S 83C 142K (824 units)
    • Units lost, minimum: 323R
    • Units lost, average: 352R
    • Units lost, maximum: 366R 4S

    This guide includes three blocks, which can be either method 1 or method 2.
    If you opt to use any of the 1R blocks, do watch your main general and be prepared to recall him, if he gets intercepted.




    Game flow, garrison settings and losses (minimum - average - maximum):




    Garrison Position G1 (Camps 18-20, BLOCK)

    Move your best general and two normal generals (for the block) to garrision position G1:
    • Position A: NORMAL general (needed for the optional block if you have a veteran general)
    • Position B: NORMAL general (needed for the block)
    • Position C: VETERAN general or BATTLE HARDENED general or ANY general



    The following round block is recommended if you do have a veteran general.
    Send all three generals right after each other:

    From A to Camp 19) 40 Lance Riders, 70 Nomads
    BLOCKING NORMAL general: [53S 7C (-)] {4 - 5.4 - 10 rounds of fighting}
    BLOCKING NORMAL general: [47E 3C (-)] {4 - 5.8 - 11 rounds of fighting}
    BLOCKING NORMAL general: [50S 25B (-)] {4 - 5.6 - 11 rounds of fighting}
    BLOCKING NORMAL general: [46E 10B (-)] {4 - 6.0 - 11 rounds of fighting}

    From B to Camp 18) 70 Nomads, 40 Riding Amazonian Guards
    BLOCKING NORMAL general: [26S 76C (-)] {4 - 4.6 - 9 rounds of fighting}
    BLOCKING NORMAL general: [25E 67C (-)] {4 - 5.1 - 9 rounds of fighting}

    From C to Camp 20) 90 Riding Amazonian Guards, 10 Uproarious Bulls
    BATTLE HARDENED general: [117R 83K (115R - 116R - 117R)] {4 rounds of fighting}
    BATTLE HARDENED general: [116B 84K (115B - 115B - 116B)] {3-4 rounds of fighting}
    VETERAN general: [26R 90B 1S 133LB (25R 90B - 26R 90B - 26R 90B)] {4 rounds of fighting}
    VETERAN general: [116B 134LB (115B - 115B - 116B)] {4 rounds of fighting}
    VETERAN general: [23R 90B 1S 96LB 40XB (22R 90B - 22R 90B - 23R 90B)] {3 rounds of fighting}
    VETERAN general: [21R 90B 1S 138XB (20R 90B - 21R 90B - 21R 90B)] {3 rounds of fighting}
    VETERAN general: [111B 139XB (110B - 110B - 111B)] {3 rounds of fighting}
    VETERAN general: [108R 142K (107R - 107R - 108R)] {2 rounds of fighting}
    VETERAN general: [107B 143K (107B)] {2 rounds of fighting}

    Note that those fights lasting 4 rounds are rather tight. From the moment when general A starts his fight on camp 19,
    the marching time for general C to camp 20 is about 50 seconds, corresponding to 2½ rounds of block fighting.
    Four rounds of veteran fighting plus the victory countdown is the same as 2½ rounds of block fighting, in total 5 rounds.
    With a minimum fighting of four rounds plus the victory countdown, the block lasts 6 rounds, leaving a margin of 20 seconds.


    If you do not have a veteran general, attack camp 19 first:

    From B to Camp 19) 40 Lance Riders, 70 Nomads
    ANY general: [46R 110S (38R - 44R - 46R 1S)]

    For the following 1R block send both generals right after each other:

    From B to Camp 18) 70 Nomads, 40 Riding Amazonian Guards
    NORMAL general: [1R (1R)]

    From C to Camp 20) 90 Riding Amazonian Guards, 10 Uproarious Bulls
    ANY general: [43R 91B 1S 65LB (40R 90B - 40R 90B - 43R 91B)]
    ANY general: [130B 70LB (127B - 130B - 130B)]
    ANY general: [32R 90B 1S 77XB (30R 90B - 32R 90B - 32R 90B)]
    ANY general: [122B 78XB (119B - 120B - 122B)]
    VETERAN general: [123R 127S (122R - 122R - 123R 1S)]
    VETERAN general: [26R 90B 1S 133LB (25R 90B - 26R 90B - 26R 90B)]
    VETERAN general: [21R 90B 1S 138XB (20R 90B - 21R 90B - 21R 90B)]


    If you do not want to try any blocks:

    Camp 19) 40 Lance Riders, 70 Nomads
    ANY general: [171R (38R - 44R - 50R)]
    ANY general: [46R 110S (38R - 44R - 46R 1S)]

    Camp 18) 70 Nomads, 40 Riding Amazonian Guards
    ANY general: [191R (62R - 66R - 70R)]
    ANY general: [68R 110S (62R - 66R - 68R 1S)]
    ANY general: [28R 110S 40B (22R 40B - 26R 40B - 28R 1S 40B)]

    Camp 20) 90 Riding Amazonian Guards, 10 Uproarious Bulls
    ANY general: [44R 92B 64LB (40R 90B - 41R 90B - 44R 92B)]
    ANY general: [43R 91B 1S 65LB (40R 90B - 40R 90B - 43R 91B)]
    ANY general: [130B 70LB (127B - 130B - 130B)]
    ANY general: [32R 90B 1S 77XB (30R 90B - 32R 90B - 32R 90B)]
    ANY general: [122B 78XB (119B - 120B - 122B)]
    VETERAN general: [123R 127S (122R - 122R - 123R 1S)]
    VETERAN general: [26R 90B 1S 133LB (25R 90B - 26R 90B - 26R 90B)]
    VETERAN general: [21R 90B 1S 138XB (20R 90B - 21R 90B - 21R 90B)]




    Garrison Position G1 (Camp 10)



    Camp 10) 70 Nomads, 20 Cataphracts
    ANY general: [145R (42R - 46R - 50R)]
    ANY general: [47R 90S (42R - 46R - 47R 1S)]
    ANY general: [27R 90S 20B (22R 20B - 26R 20B - 27R 1S 20B)]




    Garrison Position G2 (Camp 16)

    Move your best general and two normal generals (for the blocks) to garrision position G2:
    • Position A: NORMAL general (needed for a round block)
    • Position B: NORMAL general (needed for a block)
    • Position C: VETERAN general or BATTLE HARDENED general or ANY general


    From C to Camp 16) 60 Nomads, 40 Lance Riders, 60 Composite Bowmen
    ANY general: [200R (35R - 46R - 62R)]
    ANY general: [42R 158S (35R - 40R - 42R 1S)]




    Garrison Position G2 (Camps 3-5, ROUND BLOCK)

    Note! If you want to use a 1R block, instead of the round block, skip this part and jump to Garrison Position G2 (Camps 7-8) now.
    Camps 3-5 will instead be dealt with further down, from garrison positions G3 and G4.





    The following round block is recommended if you do have a fast general. Send both generals right after each other:

    From A to Camp 3) 60 Lance Riders
    BLOCKING NORMAL general: [31S 1C (-)] {4 - 5.8 - 9 rounds of fighting}
    BLOCKING NORMAL general: [27E 3C (-)] {4 - 5.5 - 10 rounds of fighting}

    From C to Camp 5) 80 Lance Riders, 120 Composite Bowmen
    BATTLE HARDENED general: [81R 119S (57R - 71R - 81R 1S)] {2 rounds of fighting}
    VETERAN general: [37R 200S (30R - 36R - 37R 1S)] {1 round of fighting}


    If you do not want to use any blocks:

    Camp 3) 60 Lance Riders
    ANY general: [130R (22R - 27R - 30R)]
    ANY general: [27R 60S (22R - 26R - 27R 1S)]

    Camp 5) 80 Lance Riders, 120 Composite Bowmen
    ANY general: [200R (70R - 88R - 106R)]
    ANY general: [81R 119S (57R - 71R - 81R 1S)]


    When camps 3 and 5 have been killed, attack camp 4:

    From C to Camp 4) 90 Nomads, 90 Composite Bowmen
    ANY general: [200R (30R - 43R - 62R)]
    ANY general: [68R 132LB (29R - 33R - 38R)]
    ANY general: [38R 162S (29R - 33R - 38R 1S)]
    ANY general: [36R 39S 125LB (28R - 33R - 36R)]
    VETERAN general: [36R 175S (28R - 33R - 36R)]




    Garrison Position G2 (Camps 7-8, BLOCK)




    The following round block is recommended.
    Note, if your main general is not a fast general, use the block with bowmen, lasting 5 rounds.
    Send both generals right after each other:

    From B to Camp 7) 30 Riding Amazonian Guards, 40 Riding Bowmen
    BLOCKING NORMAL general: [62S (-)] {3 - 4.7 - 5 rounds of fighting}
    BLOCKING NORMAL general: [2R 30S 23E 15C (-)] {3 - 4.4 - 7 rounds of fighting}
    BLOCKING NORMAL general: [5S 107B (-)] {5 rounds of fighting}
    BLOCKING NORMAL general: [5E 107B (-)] {5 rounds of fighting}

    From C to Camp 8) 60 Nomads, 75 Riding Bowmen
    ANY general: [115R 85S (80R - 102R - 115R 1S)] {2 rounds of fighting}
    BATTLE HARDENED general: [115R 85S (80R - 102R - 115R 1S)] {2 rounds of fighting}
    VETERAN general: [96R 135S (80R - 90R - 96R 1S)] {1 round of fighting}


    The following 1R block is recommended if you do not have a veteran general and do not have enough bowmen for the round block above.
    Send both generals right after each other:

    From B to Camp 7) 30 Riding Amazonian Guards, 40 Riding Bowmen
    BLOCKING NORMAL general: [1R (1R)]

    From C to Camp 8) 60 Nomads, 75 Riding Bowmen
    ANY general: [200R (90R - 112R - 132R)]
    ANY general: [115R 85S (80R - 102R - 115R 1S)]


    And if you still do not want to use any blocks:

    From B to Camp 7) 30 Riding Amazonian Guards, 40 Riding Bowmen
    ANY general: [167R (60R - 66R - 70R)]
    ANY general: [69R 70S (60R - 66R - 69R)]
    ANY general: [69S 69B (69B)]

    From C to Camp 8) 60 Nomads, 75 Riding Bowmen
    ANY general: [200R (90R - 112R - 132R)]
    ANY general: [115R 85S (80R - 102R - 115R 1S)]




    Garrison Position G3 (Camps 3-4, 1R BLOCK)

    If you skipped Camps 3-5 above, continue here.

    Move your best general and one normal general (for the 1R block) to garrision position G3:
    • Position A: NORMAL general (needed for a 1R block)
    • Position B: ANY general



    The following 1R block is recommended if you do not have a fast general. Send both generals right after each other:

    From A to Camp 3) 60 Lance Riders
    BLOCKING NORMAL general: [1R (1R)]

    From B to Camp 4) 90 Nomads, 90 Composite Bowmen
    ANY general: [200R (30R - 43R - 62R)]
    ANY general: [68R 132LB (29R - 33R - 38R)]
    ANY general: [38R 162S (29R - 33R - 38R 1S)]
    ANY general: [36R 39S 125LB (28R - 33R - 36R)]
    VETERAN general: [36R 175S (28R - 33R - 36R)]




    Garrison Position G4 (Camp 5)

    Move your best general to G4:



    Camp 5) 80 Lance Riders, 120 Composite Bowmen
    ANY general: [200R (70R - 88R - 106R)]
    ANY general: [81R 119S (57R - 71R - 81R 1S)]






    All garrison setups have been simulated at least 5000 times, using this simulator.
    Even if I do the utmost to ensure that no errors occur anywhere, I am only human, and errors might always appear.
    Thus, I do recommend that you double-check all setups in the simulator, especially before trying an attack the first time in a newly published setup.

    All garrison setups where recruits and soldiers are included have a very small chance of one or a few soldiers being killed.
    I prefer having it so tight, that in most cases that one soldier survives and actually might save one recruit by taking the last hits in the battle.
    That being said, be prepared to lose the odd soldier(s) after playing the same adventure hundreds or thousands of times...

    On the other hand, all garrison setups have also been made so that the risk of losing longbows or crossbows is next to negligible.
    Due to this, some setups have more recruits/soldiers than what can be seen in other guides.
    In some cases this will increase the maximum losses (of recruits), but save the rare occasion of losing crossbows.

    All round blocks have been optimised using Andelar's TSO battle simulator V1.0.1.
    Last edited by wondR; 24.04.13 at 12:46.

  4. #874
    Town Councillor
    Join Date
    Dec 2011
    Location
    Mariehamn
    Posts
    640
    World
    Newfoundland
    Quote Originally Posted by Legawien View Post
    How can you lose soldiers when you're not supposed to bring them?
    They joined the army in a pub en route to the battlefield...
    Now also added to the required troops... thanks Legawien!



    Quote Originally Posted by wondR View Post
    In the adventure horseback

    If you forgot to bring C or are short on them, you can still do a block your first attack use 44S 59B instead (in the attack that is from B to camp 18)

    This means you dont have to bring C at all (block camp 3 w/o the 1 c)

    From B to Camp 18) 70 Nomads, 40 Riding Amazonian Guards
    BLOCKING NORMAL general: [26S 76C (-)] {4 - 4.6 - 9 rounds of fighting}
    BLOCKING NORMAL general: [25E 67C (-)] {4 - 5.1 - 9 rounds of fighting}
    26S 76C would almost certainly guarantee a block lasting 120 seconds (4 rounds victory or 6 rounds loss), which is the minimum for the block to be safe:



    44S 59B is a certain loss after 3 or (maximum 4) rounds, thus lasting only 60-80 seconds, so not a very good solution:



    If you insist on trying the block without cavalry, you could use 65S 38B...
    That is still too risky for my taste though, having a 45% chance of lasting only 100 seconds:


  5. #875
    Original Serf
    Join Date
    May 2012
    Posts
    16
    World
    Sandycove
    Great job PrincessAlly. Thx to you I play again nords

  6. #876
    Jolly Advisor
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    Apr 2012
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    81
    World
    Newfoundland
    99 Dark Priests
    1 Witch of Swamp

    Vet Gen
    100 R
    100 C
    50 S

  7. #877
    Pathfinder
    Join Date
    Apr 2013
    Posts
    1
    World
    Sandycove

    Sorry for the odd username, us user :)

    Tage,

    I wanted to tell you that I appreciate all of your guides and I know that many other people on my side of the pond (US) appreciate them as well. That said, I hope that you take the time to consolidate all of the information available for Nords guides and place them in one easy to navigate guide of your own.

    To that end, I have one modification I think that PrincessAlly might like to add to her guide.

    The modification is an alternative to killing Camp 13 (her guide, last leader) and the interception camp (150 karl).

    Spoiler


    For the first attack, only one general is needed.

    Camp 13) 149-150 Karl
    ANY GENERAL: [1S 199XB (0 - 0 - 0)]

    For this block, send the generals one after the other, however be sure not to send them too fast. The block has ample time to complete, so the biggest risk is being intercepted early.

    From A to Camp 14) 150 Housecarl
    BLOCKING NORMAL GENERAL: [171S 28C (-)] {7 - 10.5 - 15 || 140 Seconds}
    BLOCKING NORMAL GENERAL: [132ES 67C (-)] {10 - 12.4 - 18 || 200 Seconds}

    From B to Camp 15) 50 Jomsviking, 120 Housecarl, 30 Beserk
    ANY GENERAL: [52B (52B)] {20 Seconds}

    From C to Camp 15) 37-38 Jomsviking, 120 Housecarl, 30 Beserk
    VETERAN GENERAL: [51M 1S 198XB (42M - 48M - 51M)] {50 Seconds}

    The remaining travel time for General B once General C has started his fight is 30 seconds.
    Therefore, this block has buffer window of at least 35 seconds.


    The time I stated for the buffer may not be exact, but I am very confident that there is plenty of time for this block to work. I am not certain however that everyone will wish to lose 52B instead of ~25-30M. EDIT: Please note that credit for this modification should go to Xiozze as it is simply an extension of the block in his guide.
    Last edited by TESTING2123; 29.04.13 at 17:45.

  8. #878
    Pathfinder
    Join Date
    Nov 2012
    Posts
    1
    World
    Northisle
    Hey mate, love it. Outlaws but i made a mistake i thought they are like from smallest to largest and I made a mistake i attacked camp 11 with camp 12 settings cause they were switch places . It's just a frustration i lost cavalry . I suggest you to make it in the row if in picture is 11 and 12 so first (under the picture ) should be camp 11. Thanks Keep up the good work!

  9. #879
    Pathfinder
    Join Date
    Sep 2012
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    3
    World
    Northisle
    Hi

    To my big dissapointment, all the pictures in the guide (The Nords) is gone :-(

    Any way to fix it ?

  10. #880
    Pathfinder
    Join Date
    Jun 2012
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    1
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    Newfoundland
    Quote Originally Posted by fibe View Post
    Hi

    To my big dissapointment, all the pictures in the guide (The Nords) is gone :-(

    Any way to fix it ?
    After several attempts I was able to download all pictures, they are zipped here: http://db.tt/hwPqml15

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