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

  1. #51
    Skilled Student Keylock32's Avatar
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    can I request for Victor map?
    with new Veteran general and proper xbow lineup

  2. #52
    Forum Explorer Killste's Avatar
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    Quote Originally Posted by Keylock32 View Post
    can I request for Victor map?
    with new Veteran general and proper xbow lineup
    we are currently busy (or at least I am) hunting all those eggs. So victor map is probably coming after easter event.

    btw thanks Tage for your excelent garrison setups from wild mary.

  3. #53
    Pathfinder
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    I did wild mary adventure just because i wanted to do something new. Loot was a big suprise because i was expecting only 1 item per slot, but actually i got 1000ewl, 2x300 titanium ore, 500 granites from slot 1. Slot 2 gave me only 900 hwps, but slot 3+4 gave me 2x800 steel swords, 1700 horses and 1500 iron swords. From slot 5 i received 2x300 sausages and 600 beer. Slot 6 gave me only 300 coins.

    I really dont know if it was a major bug or why i got so much loot. The adventure itself was just total pain. I had no idea how much troops it will take before i started it (had like 900 recruits 600 militia 200cav 200sold 60xbowmans and 200lb:s ready) I realised soon that i need tons of recruits more to finish the adventure. I had 25k bronze swords and 2000 settlers waiting so it was not that big problem for me.

    I just hope that someone else will complete this adventure and tell what rewards he got

  4. #54
    Aunt Irma’s Favourite Writer
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    WITH THE NEW PATHING, THIS GUIDE IS NOW OBSOLETE
    AN UPDATED GUIDE FOR THE NEW PATHING CAN BE FOUND HERE.




    Traitors


    Adventure Info:
    Player Level: 26+
    Difficulty: 4/10
    Number of Players: 1
    Duration: 3 days
    Where to get?: Adventure seek with Explorer or Trader (shop) for 165 gems







    You need at least 2 generals, preferably 4. At least one general must be normal.

    You need to send troops 6 times if you have one veteran general, otherwise 7 times.

    This guide includes blocks of both method 1 and method 2.

    Four versions are presented below;
    • NORMAL generals. Only use method 1 blocks (4 times) if you only have these.
    • BHG - battle hardened general (at least one of them). 4 blocks used, one of which is of method 2.
    • VETERAN general (one of them). 4 blocks used, one of which is of method 2.
    • VETERAN general (one of them) with Crossbows. 4 blocks used, one of which is of method 2.
    Veteran generals are not needed for the suicidal waves on camp 11. All blocking generals must be normal generals.

    NORMAL generals
    • Units needed, average: 915R 118S 148C 129LB (1310 units)
    • Units needed, maximum: 937R 118S 148C 129LB (1332 units)
    • Units lost, minimum: 811R
    • Units lost, average: 887R
    • Units lost, maximum: 937R 4S

    BHG - battle hardened general
    • Units needed, average: 914R 118S 250C 69LB (1351 units)
    • Units needed, maximum: 936R 118S 250C 69LB (1373 units)
    • Units lost, minimum: 810R
    • Units lost, average: 886R
    • Units lost, maximum: 936R 4S

    VETERAN general
    • Units needed, average: 667R 132S 263C 62LB (1124 units)
    • Units needed, maximum: 686R 132S 263C 62LB (1143 units)
    • Units lost, minimum: 560R
    • Units lost, average: 646R
    • Units lost, maximum: 686R 25S

    VETERAN general with Crossbows
    • Units needed, average: 641R 132S 295C 34XB (1102 units)
    • Units needed, maximum: 682R 132S 295C 34XB (1143 units)
    • Units lost, minimum: 524R
    • Units lost, average: 620R
    • Units lost, maximum: 682R 22S


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



    Camp 4 (LEADER)

    Move one general to position G1.

    NORMAL general:
    4) 40 Soldier Deserters, 60 Longbowman Deserters [27R 2S 148C 23LB (19R - 24R - 27R 1S)]

    VETERAN general:
    4) 40 Soldier Deserters, 60 Longbowman Deserters [20R 2S 228C (13R - 18R - 20R 1S)]



    Camp 5

    Move at least two generals to position G2. One must be a normal general.

    NORMAL general:
    5) 60 Soldier Deserters, 60 Longbowman Deserters [54R 2S 75C 69LB (38R - 46R - 54R 1S)]

    VETERAN general:
    5) 60 Soldier Deserters, 60 Longbowman Deserters [44R 2S 155C 49LB (31R - 39R - 44R 1S)]

    VETERAN general and Crossbows:
    5) 60 Soldier Deserters, 60 Longbowman Deserters [42R 2S 181C 25XB (30R - 37R - 42R 1S)]



    Camp 6

    NORMAL general:
    6a) 40 Milita Deserters, 20 Soldier Deserters, 40 Cavalry Deserters, 60 Longbowman Deserters [125R (125R)]

    The first wave will kill all militia deserters, should kill all cavalry deserters and 0-10 (average 4) soldier deserters.
    The second wave depends on what still remains in that camp (10-20 soldier deserters and 60 longbowman deserters):

    6b) 20 Soldier Deserters, 60 Longbowman Deserters [7R 1S 192C (4R - 6R - 7R)]
    6b) 19 Soldier Deserters, 60 Longbowman Deserters [6R 1S 193C (3R - 5R - 6R)]
    6b) 18 Soldier Deserters, 60 Longbowman Deserters [5R 1S 194C (3R - 5R - 5R)]
    6b) 17 Soldier Deserters, 60 Longbowman Deserters [4R 1S 195C (2R - 4R - 4R)]
    6b) 16 Soldier Deserters, 60 Longbowman Deserters [3R 1S 196C (1R - 3R - 3R)]
    6b) 15 Soldier Deserters, 60 Longbowman Deserters [2R 1S 197C (1R - 2R - 2R)]
    6b) 14 Soldier Deserters, 60 Longbowman Deserters [1R 1S 198C (0R - 1R - 1R)]
    6b) 13 Soldier Deserters, 60 Longbowman Deserters [1S 199C (-)]

    [1S 199C] kills everything with no losses if there are 13, or fewer, soldier deserters remaining.
    All-in-all minimal, average and maximal losses for camp 6 with a NORMAL general are thus (125R - 128R - 132R).

    VETERAN general:
    6) 40 Milita Deserters, 20 Soldier Deserters, 40 Cavalry Deserters, 60 Longbowman Deserters [118R 132S (88R - 102R - 118R 1S)]



    Camp 7 (CAN BE BLOCKED)

    NORMAL general - BLOCK (while attacking camp 8):
    7) 60 Milita Deserters, 60 Soldier Deserters, 60 Cavalry Deserters [1R (1R)]

    NORMAL general - BLOCK (while attacking camp 8):
    7) 60 Milita Deserters, 60 Soldier Deserters, 60 Cavalry Deserters [74S 126C (-)] {7 - 13 rounds of fighting, average 9.4}

    Use method 1 if you haven't got a battle hardened general (BHG). Otherwise, if you've got the troops (enough cavalry), method 2 is recommended.
    It is safer due to the numerous rounds of fighting, it leads to not loosing even the 1R and it doesn't require the general to recover.
    1. Send the block from garrison position A to camp 7.
    2. Send the main attack from garrison position B to camp 8 (see below) as soon as you can.


    This should be the view shortly before the blocking general attacks camp 7:



    And if you used blocking method 2, this will be the view shortly before camp 8 has fallen:





    Camp 8 (LEADER)

    NORMAL general:
    8) 60 Soldier Deserters, 100 Longbowman Deserters [73R 3S 124C (55R - 66R - 73R 2S)] {3-4 rounds of fighting} - BHG if BLOCK method 2 on Camp 7

    VETERAN general:
    8) 60 Soldier Deserters, 100 Longbowman Deserters [49R 2S 137C 62LB (36R - 44R - 49R 1S)] {2 rounds of fighting}

    VETERAN general and Crossbows:
    8) 60 Soldier Deserters, 100 Longbowman Deserters [45R 2S 169C 34XB (34R - 41R - 45R 1S)] {2 rounds of fighting}



    Camp 10

    Move your generals to position G3.

    NORMAL general:
    10a) 100 Soldier Deserters, 100 Longbowman Deserters [175R (175R)]

    The first wave will kill some 54-66 (average 60) soldier deserters.
    The second wave depends on what still remains in that camp (34-46 soldier deserters and 100 longbowman deserters):

    10b) 46 Soldier Deserters, 100 Longbowman Deserters [46R 2S 126C 26LB (32R - 39R - 46R)]
    10b) 45 Soldier Deserters, 100 Longbowman Deserters [44R 2S 126C 28LB (30R - 37R - 44R)]
    10b) 44 Soldier Deserters, 100 Longbowman Deserters [42R 2S 126C 30LB (28R - 35R - 42R)]
    10b) 43 Soldier Deserters, 100 Longbowman Deserters [40R 2S 126C 32LB (27R - 33R - 40R)]
    10b) 42 Soldier Deserters, 100 Longbowman Deserters [38R 2S 126C 34LB (25R - 32R - 38R)]
    10b) 41 Soldier Deserters, 100 Longbowman Deserters [36R 2S 126C 36LB (24R - 30R - 36R)]
    10b) 40 Soldier Deserters, 100 Longbowman Deserters [34R 2S 128C 36LB (23R - 29R - 34R)]
    10b) 39 Soldier Deserters, 100 Longbowman Deserters [32R 2S 132C 34LB (22R - 28R - 32R)]
    10b) 38 Soldier Deserters, 100 Longbowman Deserters [31R 2S 136C 31LB (22R - 27R - 31R)]
    10b) 37 Soldier Deserters, 100 Longbowman Deserters [30R 2S 140C 28LB (21R - 26R - 30R)]
    10b) 36 Soldier Deserters, 100 Longbowman Deserters [29R 2S 144C 25LB (20R - 25R - 29R)]
    10b) 35 Soldier Deserters, 100 Longbowman Deserters [28R 2S 148C 22LB (19R - 24R - 28R)]
    10b) 34 Soldier Deserters, 100 Longbowman Deserters [27R 2S 152C 19LB (18R - 23R - 27R)]

    All-in-all minimal, average and maximal losses for camp 10 with a NORMAL general are thus (192R - 204R - 221R).

    VETERAN general:
    10) 100 Soldier Deserters, 100 Longbowman Deserters [144R 6S 65C 35LB (113R - 137R - 144R 5S)]

    VETERAN general and Crossbows:
    10) 100 Soldier Deserters, 100 Longbowman Deserters [130R 3S 96C 21XB (100R - 116R - 130R 2S)]



    Camp 9 (CAN BE BLOCKED)

    Camp 11 must be attacked 2-3 times, and the nunber of rounds is so huge, that only block method 1 can be used on camp 9.
    And it has to be used equally number of times as attacks on camp 11.

    SidV suggested a double blocking, but having failed twice on that, I would recommend sending all blocks as separate ones.
    The same garrison positions can be used as suggested by SidV though. This gives two possible combinations of blocks and attacks:
    1. Send the block from garrison position A to camp 9
    2. Send the main attack 5 seconds later from garrison position B to camp 11
    1. Send the block from garrison position C to camp 9
    2. Send the main attack 5 seconds later from garrison position D to camp 11



    This should be the view shortly before the blocking general attacks camp 9:





    Camp 11 (LEADER)

    NORMAL general:
    9a) 150 Soldier Deserters, 50 Cavalry Deserters [1R (1R)]
    11a) 60 Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 1 Sir Robin, 1 Big Bertha [86R (86R)]

    9b) 150 Soldier Deserters, 50 Cavalry Deserters [1R (1R)]
    11b) 60 Soldier Deserters, 60 Longbowman Deserters, 1 Sir Robin, 1 Big Bertha [200R (200R)]

    9c) 150 Soldier Deserters, 50 Cavalry Deserters [1R (1R)]
    11c) 1 Sir Robin, 1 Big Bertha [82R 118S (27R - 54R - 82R)]

    VETERAN general:
    9a) 150 Soldier Deserters, 50 Cavalry Deserters [1R (1R)]
    11a) 60 Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 1 Sir Robin, 1 Big Bertha [175R (175R)]

    9b) 150 Soldier Deserters, 50 Cavalry Deserters [1R (1R)]
    11b) 8-27 Soldier Deserters, 60 Longbowman Deserters, 1 Sir Robin, 1 Big Bertha [150R 100S (82R - 129R - 150R 16S)]





    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 saves 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 of times...
    Last edited by Tage; 14.08.12 at 02:13. Reason: Made obsolete

  5. #55
    Forum Explorer Killste's Avatar
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    thanks tage for your garrison setups. I will test block methods and edit in here after I succes or fail them

    edit. BeerMonster has tested blocks method and those seems working fine. Thanks, saved me lots of time

  6. #56
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Keksi View Post
    Loot was a big suprise because i was expecting only 1 item per slot, but actually i got 1000ewl, 2x300 titanium ore, 500 granites from slot 1. Slot 2 gave me only 900 hwps, but slot 3+4 gave me 2x800 steel swords, 1700 horses and 1500 iron swords. From slot 5 i received 2x300 sausages and 600 beer. Slot 6 gave me only 300 coins.
    That would indicate Wild Mary having these loot slots:




    Quote Originally Posted by Keksi View Post
    I just hope that someone else will complete this adventure and tell what rewards he got
    So do I !!!
    Whoever plays this adventure, please let us know what reward you got!

  7. #57
    Original Serf
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    traitors: 6) 40 Milita Deserters, 20 Soldier Deserters, 40 Cavalry Deserters, 60 Longbowman Deserters [88R 132S (88R - 102R - 118R 1S)]


    I sent with this setting and lost bunch of soldiers.. I should have noticed that you have a mistake there probably, and you want to send 118R and not 88R

    ..but no problem. thanks for the setups anyway
    Last edited by onlem; 20.04.12 at 19:05.

  8. #58
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by onlem View Post
    traitors: 6) 40 Milita Deserters, 20 Soldier Deserters, 40 Cavalry Deserters, 60 Longbowman Deserters [88R 132S (88R - 102R - 118R 1S)]


    I sent with this setting and lost bunch of soldiers.. I should have noticed that you have a mistake there probably, and you want to send 118R and not 88R

    ..but no problem. thanks for the setups anyway
    Oooh, I'm truly sorry, and thanks mate for finding this so quickly and letting me know!

  9. #59
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    I'm having trouble with the Traitors 9-11 block every now and then. Again yesterday I failed, and lost 175R on camp 9. Maybe I am bad at counting to 5 in seconds or something, but I think this time my camp 11 general was ahead of time. Earlier time in traitor I think he was late... I don't know, maybe it is the random lag.

    However, now today on my second attempt, I didn't get intercepted. I paid attention on where the generals are moving in regard to each other, and maybe this way I could learn to retreat one or both of them in time, if it looks like the camp 11 guy is not in right pace.

    Here's a picture that has marked the approximate lines where the generals are moving when they succeeded today:

    I was so sure, that the camp11 guy is ahead again, but it was not.. Just for info, if someone is struggling with the 9-11 and want some more references..

    If someone has more pictures of where the generals should be in regard to each other somewhere at these areas or earlier, please post. It would help save some recruit lives if you could just know that it is time to retreat this attempt
    Last edited by onlem; 21.04.12 at 13:21.

  10. #60
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by onlem View Post
    I'm having trouble with the Traitors 9-11 block every now and then. Again yesterday I failed, and lost 175R on camp 9. Maybe I am bad at counting to 5 in seconds or something, but I think this time my camp 11 general was ahead of time. Earlier time in traitor I think he was late... I don't know, maybe it is the random lag.
    The time span during which the second general has to enter the red influence area of camp 9 is quite short, maybe just 10 seconds in total.
    If he's sent only 2 seconds after the blocking general, he'd arrive too early and be intercepted by camp 9 before the block has started his fight.
    If he's sent 10 seconds after the blocking general, he'd never reach the white castle before the block has finished his fight.

    The 5 seconds waiting time is the minimum, so don't count too fast!
    After those 5 seconds have elapsed, you still have about 5 seconds time before you'll be too late.

    In either case, you should normally have enough time to recall the main attack if you see him being intercepted by camp 9
    (I've had to do that numerous times).
    In that case you will only lose that one recruit fighting camp 9, and 4 hours time waiting for him to recover.



    Quote Originally Posted by onlem View Post
    Here's a picture that has marked the approximate lines where the generals are moving when they succeeded today:


    I was so sure, that the camp11 guy is ahead again, but it was not.. Just for info, if someone is struggling with the 9-11 and want some more references..
    Looking at that longer black line, I need to ask you which garrison location you sent your second wave from.
    Coming from garrision B he will never cross that line, he will pass it further to the right.
    Can you confirm whether you sent the second general against camp 11 from location B or C?



    Quote Originally Posted by onlem View Post
    If someone has more pictures of where the generals should be in regard to each other somewhere at these areas or earlier, please post. It would help save some recruit lives if you could just know that it is time to retreat this attempt
    This is where the generals should be if the second one (B) was sent 5 seconds after the first one.
    If at this point, general B would already be heading into the red area, he is too fast and needs to be recalled.
    If he's still far from entering the edge of the red area, then he's too slow and probably won't make it in time.



    Please note, that it is worth keeping camp 9 selected when checking whether you have to retreat.
    It's a lot easier to see when the main attack is entering the influence area of camp 9, if that camp is selected.

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