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

  1. #441
    Pathfinder
    Join Date
    Feb 2012
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    4
    World
    Newfoundland
    Hi, not sure if this has been pointed out, don't have time to search it from here. So, my thing is, I've done Outlaws with your guide about 20 times before last huge update, worked liked glove fits in hand.
    But now I have been failing first block two times in a row, somehow my vet is much faster traveler than normal that he gets intercepted at camp 21, that makes my another normal to fight to the end and lose around 144C.. and I'm using ES insted of S on my vet, so lost 24 of them too.

    Can you make check on this?

  2. #442
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by IlluP View Post
    somehow my vet is much faster traveler than normal that he gets intercepted at camp 21
    Yes, that has happened to me lately as well, twice.
    The first time general B travelled faster than general A and got intercepted by camp 20 (so not just an issue with the fast veteran).
    The second time exactly like for you, general C travelled faster than general B. Luckily it's mostly horses I've lost...

    It's not a change in the game though, it's more likely a result of the bad lag we've had lately, and probably gets accentuated on long distance marches.
    I tested it immeditately on the block up north (camp 7) and got a clear indication that general B was marching faster than general A.
    I could clearly follow general B catching up on general A and in the end they were riding almost back to back.

    I also experienced it on the Island of the Pirates earlier though. That was when I posted this:

    Quote Originally Posted by Tage View Post
    Despite this, lag can still cause havoc though!!!
    I've experienced cases where general A has walked his 15 flags before general B has walked his 15 flags,
    and thus been intercepted by camp B, even if general B was sent before general A...
    So, the main thing to look for is to recall if the generals march out at the same time.
    Also, if laggy, I would rather wait an extra 5 seconds between sending out the generals.
    I'd rather have a small increase in the risk that a block might end too soon (and thus losing one block),
    than having my veteran being intercepted at a moment when nothing can be done (and losing all blocks).
    Last edited by Tage; 02.12.12 at 21:25.

  3. #443
    Original Serf
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    Jun 2012
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    12
    World
    Sandycove
    Quote Originally Posted by Tage View Post
    First of all I assume you refer to my guide of SotV (Killste never made one)...




    Both camp 14 and camp 14 contain the same units:
    • 50 Roughnecks
    • 50 Rangers
    • 1 Skunk
    • 1 One-Eyed Bert
    I suspect you may have attacked camp 16 (or camp 17) instead of camp 14...
    Camp 16 contains:
    • 50 Guard Dogs
    • 50 Roughnecks
    • 1 Skunk
    • 2 One-Eyed Berts
    Those Guard Dogs would be lethal against your crossbows if you sent the general meant for camp 14 onto camp 16 instead...

    you are completely correct i did send it to wrong camp,my bad.

  4. #444
    Treasure Hunter
    Join Date
    Apr 2012
    Posts
    243
    World
    Newfoundland
    Hi again

    Couldn´t you make a new guide for Nords since the one linked for is out of date, with the new pathing and have been for a while, same goes for the other one linked made by hasmir.

  5. #445
    Quartermaster
    Join Date
    May 2012
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    252
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    Sandycove
    Quote Originally Posted by Faststriker View Post
    Hi again

    Couldn´t you make a new guide for Nords since the one linked for is out of date, with the new pathing and have been for a while, same goes for the other one linked made by hasmir.
    The Nords

  6. #446
    Treasure Hunter
    Join Date
    Nov 2011
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    Newfoundland
    Tage, do you have also an Christmas Adventure above 36 + veteran

  7. #447
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Orca45 View Post
    Tage, do you have also an Christmas Adventure above 36 + veteran
    YES, since 3 weeks already...

  8. #448
    Pathfinder
    Join Date
    Aug 2012
    Posts
    5
    World
    Northisle
    Complete the "Dark priests" adventure losing less than 300 recruits.

    Best general is Battle hardened and don't have XB yet so following the guide I would lose at least 370R
    Changing the attacks on camp 12 and 15 like stated below is quite costly so I was wondering if anyone has any better ideas?

    camp 12:
    8M 1S 172C 19LB (4M 4C - 7M 15C - 8M 1S 23C) {1 round of fighting}

    Camp 15:
    20M 42S 16B 122LB (20M 34S 5B - 20M 39S 12B - 20M 42S 16B 1LB)

  9. #449
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Langemol View Post
    Complete the "Dark priests" adventure losing less than 300 recruits.
    Can you confirm that it is indeed fewer than 300.
    I think it was fewer than 500 when we tested it on the staging server...



    EDIT:
    Never mind... just found this post on the test server confirming there is a quest to lose fewer than 300R as well...
    I need to see what can be done to fulfil that...

    First of all though, you can skip camps 5, 6, 12 and 13.
    Instead of 5 & 6, move your general to the west of the lake and attack camp 1 and T4 plus 7, 8, 9 and 10 from there.
    Then attack 11 and 15 from G2.
    Last edited by Tage; 05.12.12 at 14:20.

  10. #450
    Aunt Irma’s Favourite Writer
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    Here's a quick one...



    The Dark Priests
    Quick version, not full XP, losing fewer than 300R
    Average Losses (MoMA with Cannoneers: 117R)

    Adventure Info:
    Player Level: 26+
    Difficulty: 3/10
    Number of Players: 2
    Duration: 2 days
    Where to get?: Adventure seek with Explorer or Trader (Shop) for 150 map fragments




    This quick version will give the full loot, but only 3355 XP.
    For more information about the loot, please refer to Triple-J's Loot Overview


    QUICK LINKS: ... G1 (Camps 1, T4, 7-10) ... G2 (Camps 11 & 15)

    This guide is based on a single player doing everything in this 2-player adventure.
    Since there are no blocks, a lootspot buyer or friend can be invited at any stage.

    You need to send troops 4 times.

    If you need to fulfil the quest losing fewer than 300R, don't send more than 299R to avoid having to count...


    This guide contains several optional setups.
    A few versions are summarized below, with the number of needed generals and troops and with the following lost troops:


    One ANY general with Longbows, no blocks
    • Units needed, average: 207R 8M 193C 135B 135LB (678 units)
    • Units needed, maximum: 214R 8M 193C 135B 135LB (685 units)
    • Units lost, minimum: 161R 4C 135B
    • Units lost, average: 202R 3M 12C 135B
    • Units lost, maximum: 214R 8M 19C 135B

    One ANY general with Longbows, no blocks
    • Units needed, average: 200R 8M 65S 194C 135B 135LB (737 units)
    • Units needed, maximum: 205R 8M 65S 194C 135B 135LB (742 units)
    • Units lost, minimum: 161R 4C 135B
    • Units lost, average: 199R 3M 12C 135B
    • Units lost, maximum: 205R 8M 1S 19C 135B

    One ANY general with Crossbows, no blocks
    • Units needed, average: 172R 65S 194C 118B 88XB (637 units)
    • Units needed, maximum: 181R 65S 194C 118B 88XB (646 units)
    • Units lost, minimum: 145R 4C 118B
    • Units lost, average: 171R 12C 118B
    • Units lost, maximum: 181R 19C 118B

    One ANY general with Cannoneers, no blocks
    • Units needed, average: 278R 65S 1E 194C 100K (638 units)
    • Units needed, maximum: 285R 65S 1E 194C 100K (645 units)
    • Units lost, minimum: 261R 4S
    • Units lost, average: 278R 8S
    • Units lost, maximum: 285R 9S

    One VETERAN general with Longbows, no blocks
    • Units needed, average: 235R 65S 249C 18B 123LB (690 units)
    • Units needed, maximum: 242R 65S 249C 18B 123LB (697 units)
    • Units lost, minimum: 205R 4C 5B
    • Units lost, average: 233R 12C 12B
    • Units lost, maximum: 242R 19C 18B

    One VETERAN general with Crossbows, no blocks
    • Units needed, average: 197R 65S 249C 18B 148XB (677 units)
    • Units needed, maximum: 204R 65S 249C 18B 148XB (684 units)
    • Units lost, minimum: 176R 4C 5B
    • Units lost, average: 196R 12C 12B
    • Units lost, maximum: 204R 19C 18B

    One VETERAN general with Cannoneers, no blocks
    • Units needed, average: 216R 65S 249C 18B 148XB 183K (879 units)
    • Units needed, maximum: 221R 65S 249C 18B 148XB 183K (884 units)
    • Units lost, minimum: 200R 5B
    • Units lost, average: 215R 12B
    • Units lost, maximum: 221R 18B



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




    Garrison Position G1 (Camps 1, T4, and 7-10)
    Move your general to the west of the lake (as far north as you can get)

    If you've got a VETERAN general, attack camp 7 right away.
    Your general will be intercepted both by camp 1 and trap T4 on the way.
    Even without a veteran general, you might want to attack camp 7 directly in order to save time:

    Camp 7) 10 Thugs, 15 Stone Throwers (Camp 1) + 50 wolves (Trap T4) + 30 Cultists, 40 Dark Priests (Camp 7)
    ANY general: [10R 190C (6R - 8R - 9R)]
    ANY general: [8R 1S 191C (6R - 7R - 8R 1S)]
    ANY general: [8R 1E 191C (6R - 7R - 8R)]
    Lord DRACUL: [6R 1S 193C (3R - 4R - 6R)]
    VETERAN general: [2R 1S 247C (2R)]
    VETERAN general: [1R 1E 240C (1R)]
    MASTER of Martial Arts: [2R 1S 191C (2R)]
    MASTER of Martial Arts: [1R 1E 191C (1R)]


    Otherwise, attack the trap T4 first, and then camp 7 in a separate attack.
    Your general will be intercepted by camp 1 on the way to trap T4 (with no losses on that camp):

    Trap T4) 10 Thugs, 15 Stone Throwers (Camp 1) + 50 wolves (Trap T4)
    ANY general: [4R 100C (3R)]
    ANY general: [2R 1S 100C (2R)]
    ANY general: [1R 1E 100C (1R)]
    Lord DRACUL: [2R 1S 60C (2R)]
    Lord DRACUL: [1R 1E 60C (1R)]
    MASTER of Martial Arts: [2R 1S 45C (2R)]
    MASTER of Martial Arts: [1R 1E 45C (1R)]

    Camp 7) 30 Cultists, 40 Dark Priests
    ANY general: [7R 193C (2R - 4R - 6R)]
    ANY general: [5R 1S 194C (2R - 4R - 5R)]
    Lord DRACUL: [3R 1S 196C (0R - 1R - 3R)]
    VETERAN general: [1S 249C (-)]
    MASTER of Martial Arts: [1S 191C (-)]


    Next, attack camp 9. The general will be intercepted by camp 8, and then continue to camp 9.

    Camp 9) 30 Dark Priests, 30 Shadowsneakers (Camp 8) and 30 Cultists, 20 Shadowsneakers, 10 Firedancers (Camp 9)
    ANY general: [140R (53R - 58R - 60R)]
    ANY general: [60R 65S (53R - 58R - 60R)]
    Lord DRACUL: [59R 60S (42R - 48R - 59R)]
    MASTER of Martial Arts: [34R 33S (28R - 30R - 34R)]

    Camp 10) 40 Cultists, 30 Dark Priests, 20 Shadowsneakers, 1 Witch of the Swamp
    ANY general: [98R 8M 60C 34LB (71R 4C - 97R 3M 12C - 98R 8M 19C)]
    ANY general: [89R 28M 18S 65C (79R 4C - 89R 18M 12C - 89R 28M 3S 19C)] (provided for achievement quest)
    ANY general: [75R 1S 70C 54XB (56R 4C - 70R 12C - 75R 19C)]
    ANY general: [112R 1S 87K (102R - 109R - 112R)]
    Lord DRACUL: [97R 9M 47C 47LB (73R 4C - 93R 12C - 97R 8M 19C)]
    Lord DRACUL: [74R 1S 73C 52XB (51R 4C - 65R 12C - 74R 19C)]
    Lord DRACUL: [112R 1S 87K (96R - 106R - 112R)]
    VETERAN general: [189R 61S (155R - 178R - 189R)] (provided for achievement quests)
    VETERAN general: [187R 63E (152R - 175R - 187R)] (provided for achievement quests)
    VETERAN general: [62R 1S 113C 74LB (46R 4C - 58R 12C - 62R 19C)]
    VETERAN general: [49R 1S 112C 88XB (36R 4C - 45R 12C - 49R 19C)]
    VETERAN general: [66R 1E 183K (60R - 64R - 66R)]
    MAJOR general: [66R 1E 188K (60R - 64R - 66R)]
    MASTER of Martial Arts: [78R 142S (60R - 73R - 78R)]
    MASTER of Martial Arts: [49R 1E 159K (39R - 45R - 49R)]


    If you have a Master of Martial Arts, it is cheaper to use him for a suicidal first wave on the bone church.
    This wave can also be taken by a lootspot buyer:

    Camp 10a) 40 Cultists, 30 Dark Priests, 20 Shadowsneakers, 1 Witch of the Swamp
    MASTER of Martial Arts: [1R (1R)]

    Camp 10b) 40 Cultists, 10-13 Dark Priests, 1 Witch of the Swamp
    ANY general: [62R 1M 60C 77LB (44R - 57R - 62R)]
    ANY general: [46R 1S 64C 89XB (33R - 43R - 46R)]
    ANY general: [43R 1E 94C 62K (30R - 40R - 43R)]
    Lord DRACUL: [60R 1M 65C 74LB (40R - 53R - 60R)]
    Lord DRACUL: [44R 1S 68C 87XB (29R - 39R - 44R)]
    Lord DRACUL: [40R 1E 98C 61K (26R - 36R - 40R)]
    VETERAN general: [44R 1S 77C 128LB (32R - 41R - 44R)]
    VETERAN general: [39R 1S 130C 80XB (27R - 36R - 39R)]
    VETERAN general: [30R 1E 76C 143K (22R - 28R - 30R)]
    MAJOR general: [27R 1E 104C 138K (19R - 25R - 27R)]
    MASTER of Martial Arts: [41R 1S 54C 124LB (29R - 38R - 41R)]
    MASTER of Martial Arts: [36R 1S 105C 78XB (24R - 33R - 36R)]
    MASTER of Martial Arts: [26R 1E 55C 138K (19R - 24R - 26R)]




    Garrison Position G2 (Camps 11 and 15)
    Move your general to G2.

    Camp 11) 60 Cultists, 20 Dark Priests
    ANY general: [18R 182C (12R - 15R - 17R)]
    ANY general: [16R 1S 183C (12R - 15R - 16R)]
    Lord DRACUL: [14R 1S 145C (9R - 11R - 14R)]
    VETERAN general: [10R 1S 239C (7R - 9R - 10R)]
    MAJOR general: [8R 1E 261C (5R - 7R - 8R)]
    MASTER of Martial Arts: [8R 1S 211C (4R - 6R - 8R)]
    MASTER of Martial Arts: [7R 1E 212C (4R - 6R - 7R)]



    If you have a Master of Martial Arts, it is cheaper to use him for a suicidal first wave on the dark castle.
    This wave can also be taken by a lootspot buyer:

    Camp 15a) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
    MASTER of Martial Arts: [1R (1R)]

    Camp 15b) 40 Cultists, 25-28 Dark Priests, 1 Dark High Priest
    ANY general: [95R 15S 56C 34LB (95R - 95R 9S - 95R 14S)]
    ANY general: [95R 1S 71C 34XB (77R - 90R - 95R)]
    ANY general: [74R 1E 61C 64K (57R - 67R - 74R)]
    Lord DRACUL: [105R 1S 41C 53LB (81R - 96R - 105R)]
    Lord DRACUL: [57R 1S 37C 105XB (43R - 50R - 57R)]
    VETERAN general: [66R 1S 103C 80LB (53R - 63R - 66R)]
    VETERAN general: [40R 1S 112C 97XB (32R - 38R - 40R)]
    MAJOR general: [36R 1E 139C 94XB (30R - 35R - 36R)]
    MASTER of Martial Arts: [62R 1S 81C 76LB (50R - 59R - 62R)]
    MASTER of Martial Arts: [36R 1S 88C 95XB (29R - 34R - 36R)]


    Otherwise, if you have a veteran general or cannoneers, the witch tower can be killed in one wave:

    Camp 15) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
    ANY general: [90R 9S 1E 100K (90R 4S - 90R 8S - 90R 9S)]
    Lord DRACUL: [132R 1S 18B 49XB (94R 5B - 126R 12B - 132R 18B)]
    Lord DRACUL: [108R 1S 1E 90K (97R - 106R - 108R 1S)]
    VETERAN general: [137R 113S (120R - 133R - 137R)]
    VETERAN general: [108R 1S 18B 123LB (97R 5B - 106R 12B - 108R 18B)]
    VETERAN general: [83R 1S 18B 148XB (78R 5B - 82R 12B - 83R 18B)]
    VETERAN general: [112R 1S 94K (100R - 110R - 112R)]
    MASTER of Martial Arts: [125R 95S (106R - 119R - 125R)]
    MASTER of Martial Arts: [96R 18B 1S 105LB (83R 5B - 92R 12B - 96R 18B)]
    MASTER of Martial Arts: [71R 18B 1S 130XB (63R 5B - 69R 12B - 71R 18B)]
    MASTER of Martial Arts: [100R 1E 119K (85R - 95R - 100R)]

    Note that it isn't really advantegeous to use cannoneers if you have a veteran general.
    Use them only if you have the cannoneers, but lack the otherwise needed bowmen and crossbowmen.
    It is better to be able to kill the dark high priest with crossbowmen in the second round,
    before he (having last strike, just like cannoneers) gets a chance to fire a second time.


    If you do not have a veteran general, you will have to send a suicidal wave first.
    Note that the suicidal wave depends on whether you have crossbows for the second wave.
    If you need to fulfil the quest losing fewer than 300R, use bowmen in the suicide.
    If Lord Dracul is one of your generals, it is better to use him in the first suicidal wave.

    Camp 15a) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
    ANY general: [131B (131B)]
    ANY general: [124R (124R)]
    Lord DRACUL: [122B (122B)]
    Lord DRACUL: [114R (114R)]
    Camp 15b) 0-16 Dark Priests, 1 Dark High Priest
    ANY general: [30R 35C 135LB (20R - 25R - 30R)]
    ANY general: [24R 2S 39C 135LB (20R - 23R - 24R 1S)]

    Camp 15a) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
    ANY general: [145B (145B)]
    ANY general: [134R (134R)]
    Lord DRACUL: [140B (140B)]
    Lord DRACUL: [123R (123R)]
    Camp 15b) 1 Dark High Priest
    ANY general: [200XB (-)]

    Camp 15a) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
    ANY general: [116B (116B)]
    ANY general: [114R (114R)]
    Lord DRACUL: [104B (104B)]
    Lord DRACUL: [98R (98R)]
    Camp 15b) 14-32 Dark Priests, 1 Dark High Priest
    ANY general: [23R 1S 88C 88XB (20R - 22R - 23R)]

    Camp 15a) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
    ANY general: [107B (107B)]
    ANY general: [108R (108R)]
    Lord DRACUL: [96B (96B)]
    Lord DRACUL: [95R (95R)]
    Camp 15b) 26-40 Dark Priests, 1 Dark High Priest
    VETERAN general: [29R 1S 91C 129LB (20R - 26R - 29R)]
    VETERAN general: [23R 1S 144C 82XB (20R - 22R - 23R)]






    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.
    Last edited by Tage; 11.12.15 at 01:05. Reason: Added Lord Dracul and MoMA suicide on camp 10

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