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

  1. #1681
    Ruler of the Land
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    Quote Originally Posted by Kyer View Post
    The pictures in Polymer's Secluded Experiments guide seem to be broken. I only see logos for some German (?) image hosting site apart from two towards the end. Just a heads-up, won't be trying that one for a while anyway
    Might be better to post that in Polymers thread not this one which has nothing to do with those guides.
    When it comes to Gene pools and shallow ends they can be found at the bar drinking pina colada's

  2. #1682
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Danna_w84u View Post
    Although all explained in detail, each time a huge quest did the 1R work or not ???
    I just added in my personal note = 1st wave MoMA220 +32R / 2nd wave MoMA220 + 90C = this setting is full proof 100% safe.
    Most path-guides in this marvelous thread keep a safe-margin, intended when this thread was started !! Please keep it safe.
    If a Loot-spot-run on this adventure is valued about 900 gold coins - why would it matter to ask an attack with a cost of 32 recruit ? And it would safe at least 32 lines of text in this guide, plus/and keep the safety-marketing-value of this marvelous collection intact !!

    Sorry for my post, with love & peace, Dana.

    Don't feel sorry, I love feedback (even though I'm a bit late replying to you)

    MoMA 32R will certainly always kill all Cavalry Deserters, and mostly a few Crossbowman Deserters as well.

    However, you might want to consider doing the way I usually do it for speed, send your killing general to follow shortly behind your lootspot buyer's MoMa 1R. Once every five times (20%) you will lose 10C, but on average (over time) that's still only 2C, which is still way cheaper than 32R, even if it doesn't feel like that those times you actually lose 10C.

  3. #1683
    Drey_3
    [QUOTE
    If you opt not to use the block (recommended if you have maximum one battle hardened general and no veteran general):

    From D to Camp 9) 100 Caltrops, 70 Saberrattlers
    ANY general: [200R (31R - 41R - 56R)]
    ANY general: [50R 150S (31R - 41R - 50R 1S)]
    VETERAN general: [215R (31R - 41R - 51R)]
    VETERAN general: [48R 168S (31R - 41R - 48R 1S)]
    MASTER of Martial Arts: [47R 67S (30R - 40R - 47R 1S)]
    MASTER of Martial Arts: [47R 64E (30R - 40R - 47R)]

    From A to Camp 10) 100 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
    ANY general: [117R (117R)]

    From D to Camp 10) 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
    ANY general: [200R (90R - 99R - 112R)] (provided for achievement only recruits)
    ANY general: [15R 152C 33LB (10R - 13R - 15R)]
    ANY general: [13R 1S 153C 33LB (10R - 12R - 13R)]
    VETERAN general: [6R 1S 175C 68XB (5R - 6R - 6R)]
    [[/QUOTE]

    Thanks for the awesome guides!

    I have one query with regards to the last 2 camps on Island of Pirates.
    The Camps A, C and D and your instructions are a tad confusing, as no mention is made of camp A, and 2 of Camp D.

  4. #1684
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Drey_3 View Post
    I have one query with regards to the last 2 camps on Island of Pirates.
    The Camps A, C and D and your instructions are a tad confusing, as no mention is made of camp A, and 2 of Camp D.
    Thanks, I removed those references to garrison positions A and D for those attacks that do not involve blocks. They can of course be sent from anywhere, as long as the two attacks on camp 10 are sent in correct order (10a before 10b).

  5. #1685
    Raving Rabbid Areop-Enap's Avatar
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    Hi Tage,

    Just did Outlaws and it looks like BB changed how the gens lands on the adventure recently. At least I couldn't get my MMA to land in the position C for the 2 MMA block in G1 like it has done in the past...

    Got the block to work regardless by positioning it next to the fisherman hut and sending general D when general C has walked 3 flags (red dot) though.
    Picture for clarity:
    There is a world of imagination
    Deep in the corners of your mind
    Where reality is an intruder
    And myth and legend thrive

  6. #1686
    Quartermaster
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    Quote Originally Posted by Areop-Enap View Post
    Hi Tage,

    Just did Outlaws and it looks like BB changed how the gens lands on the adventure recently. At least I couldn't get my MMA to land in the position C for the 2 MMA block in G1 like it has done in the past...

    Got the block to work regardless by positioning it next to the fisherman hut and sending general D when general C has walked 3 flags (red dot) though.
    Well it's random how a gen lands on the spots, so one can be unlucky. I've been several times and got a BHG or Tavern there.
    Starting from the spot you indicate works for the normal 1 gen block too, Lulu uses that in her guides and I've done a bunch of Outlaws from there. Pointing this out since, unlike the Tage C-spot, you can always place general there.
    Last edited by SnowBlizz; 06.10.16 at 22:45.

  7. #1687
    Original Serf
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    Gunpowder: Final watchtower block on ST1 is wrong, 103 elite and 40 cav for a 4+ round block. The block described (117e, 40c, 43xb) will only last 2 rounds and fail.
    Last edited by CharlieMuffin; 20.11.16 at 06:44.

  8. #1688
    Raving Rabbid Areop-Enap's Avatar
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    Quote Originally Posted by SnowBlizz View Post
    Well it's random how a gen lands on the spots, so one can be unlucky. I've been several times and got a BHG or Tavern there.
    Starting from the spot you indicate works for the normal 1 gen block too, Lulu uses that in her guides and I've done a bunch of Outlaws from there. Pointing this out since, unlike the Tage C-spot, you can always place general there.
    It shouldn't be random when all other landing zone spots has been occupied by generals except for that location and a general still refuses to land, and instead jumps into star menu with the messsage no other landing zone locations available...

    I have not seen Lulu's guide so will take you on your word on it, but, yes, the one I described above has worked without fail as I have been using it ever since.


    Quote Originally Posted by CharlieMuffin View Post
    Gunpowder: Final watchtower block on ST1 is wrong, 103 elite and 40 cav for a 4+ round block. The block described (117e, 40c, 43xb) will only last 2 rounds and fail.
    Yes, I do not recommend using xbowmen for that block. If you want to use the block, try use the troops Ozzymandeus described here instead. I have used them with sucess before. It is still a tight block tho, so not for the faint of heart...
    Last edited by Areop-Enap; 20.11.16 at 08:33.

  9. #1689
      Quartermaster
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    Its 2017 why haven't you done varus guides yet, were gonna have to let you go i'm afraid
    Its just not quick enough )
    Happy new year m8

  10. #1690
    Original Serf
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    The Lost Skull Nusala R only
    1 165R 5-7-17R
    2 165R 18-25-43R
    3 165R 36-44-56R
    4 165R 12-17-30R
    T 311R 71-93-146R

    The Lost Skull Nusala R-S

    1 150C 0-0-0
    2 35R 130S 18-25-35R
    3 50R 115S 34-44-50R
    4 23R 142C 15-19-22R
    T 107R 150C 130S 67-88-107R
    Last edited by EdaImesEtti; 24.01.17 at 19:14.

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