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Thread: [Guide] Playing with Polymer`s minds

  1. #31
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    Unnecessary loss of sector 3 in attack on camp 9th
    Lose 2S and 110ES, because things need to be assault performed with 2C and 110ES in this case the attack has 6 rounds and you have enough time.

  2. #32
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    Of course it is a adventure Secluded Experiments - blocks on new path

  3. #33
    Treasure Hunter Polymer's Avatar
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    Probably you use a different simulator than what I use
    2C, 110ES lasts 5-8 rounds, average 5.85 rounds, only 9% chance of win
    2S, 110ES lasts 5-8 rounds, average 6.36 rounds, 51% chances of win

    Pointing the chances of win too because if you win you get a 20 seconds demolishion time too that adds to the time of block.

    More than that, 5 rounds are enough for that block to be succesfull, only that you have to be quick enough when sending generals and ofc, to block with a regular general.

  4. #34
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    Quote Originally Posted by Polymer View Post
    Probably you use a different simulator than what I use
    2C, 110ES lasts 5-8 rounds, average 5.85 rounds, only 9% chance of win
    2S, 110ES lasts 5-8 rounds, average 6.36 rounds, 51% chances of win
    Neither of those blocks is really good...
    Not sure what blocking time is required, but they both have significant chances of lasting only 100 or 120 seconds.



    110E 2C is definitely worse, having a 72% chance (1593 out of 2200) of lasting shorter than 140 seconds:




    2S 110E is still rather risky though, having a 32% chance (699 out of 2200) of lasting less than 140 seconds:




    That block could be improved quite a lot.
    E.g. 21S 96E would reduce the risk of the block lasting less than 140 seconds to about 0.1% (3 out of 2200):




    Quote Originally Posted by Polymer View Post
    Pointing the chances of win too because if you win you get a 20 seconds demolishion time too that adds to the time of block.
    The demolision takes two rounds, which equals 40 seconds for a normal general.



    Quote Originally Posted by Polymer View Post
    More than that, 5 rounds are enough for that block to be succesfull, only that you have to be quick enough when sending generals and ofc, to block with a regular general.
    5 rounds plus the demolision is 140 seconds, but only 100 seconds if it's a loss.
    Last edited by Tage; 10.09.14 at 07:49.

  5. #35
    Treasure Hunter Polymer's Avatar
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    This simulation shows win in minimum 4 rounds (120sec), not 5; yet a small variation of 20S, 96ES goes at 5 rounds; thanks, I`ll add it as option to that block.
    Last edited by Polymer; 11.09.14 at 15:31.

  6. #36
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Polymer View Post
    This simulation shows win in minimum 4 rounds (120sec), not 5
    Yes, that is exactly the same simulation as shown in my graph.
    Click the small icon with a blue and red bar to the right of the percentage that says (Victories: 99.73%) for Player.
    That's how you get that graph showing the exact distribution of all those 2200 simulations:



    Out of those 2200 simulations we have:
    • 1+2 = 3 occurrences lasting 120 seconds (4-round victories or 6-round defeats)
    • 1729+3 = 1732 occurrences lasting 140 seconds (5-round victories or 7-round defeats)
    • 450+1 = 451 occurrences lasting 160 seconds (6-round victories or 8-round defeats)
    • 14+0 = 14 occurrences lasting 180 seconds (7-round victories)



    Quote Originally Posted by Polymer View Post
    yet a small variation of 20S, 96ES goes at 5 rounds; thanks, I`ll add it as option to that block.
    Your setup of 20S 96E is worse:



    In this case we have 25 occurrences (all 6-round defeats) lasting only 120 seconds, and we even have two occurrences that would last only 100 seconds (5-round defeats). A block is only as good as the shortest lasting outcome, not as determined from the average number of rounds (which doesn't make any distinction between victories and defeats).

    PS.
    You may have seen that all my blocks in my guides have a clickable link to its graph showing the distribution of those outcomes, and that I always post the percentual chance for the block to last less than the stated range, if it's a really small percentage.
    Last edited by Tage; 11.09.14 at 21:01.

  7. #37
    Treasure Hunter Polymer's Avatar
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    I know about the graph only recently it gives me an error(" The requested content cannot be loaded. Please try again later.") each time I try to open it (reason I didn`t use it to check distribution of wins/losses), since it works for you I`ll go edit that block again
    Last edited by Polymer; 12.09.14 at 15:07.

  8. #38
    Treasure Hunter Polymer's Avatar
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    Bandit Nest - new combat system

    Warning: this is for use on test server ONLY.
    DO NOT use on live server


    Added this here just because it is easier for me to follow up on answers/questions in a single place (thread).
    It is not a finished guide or even a refined follow-thru. It is merely DON`T DO LIKE ME where I did wrong, try something else







    c1: 100 scavenger, 100 ranger
    ANY general: 140C, 60 S - no losses

    c3: 100 scavenger, 50 ranger, 50 dogs
    50xb, 150C (71C) dogs hit back on C and take extra damage, look for another option
    20R, 85M, 50S (20R, 22M)



    c4: 200 thug
    block: 82ES

    c5: 100 thug, 50 dogs, 50 ranger
    block: 75C, 40ES

    c6: 1 One-Eyed Bert, 100 thug, 100 (bonus AC) ranger
    50M, 100XB, 120C (36M, 120C)
    50M, 80K, 140C (37M, 12C) - 2 rangers survived first strike from C and hit back



    c10: 80 thug, 100 dogs, 20 ranger
    block: 35R, 30M, 37ES --- (at 38ES is a win, camp starts to go down but theres a chance MG finishes in time)

    c11: 150 thug, 50 rangers
    block: 70ES, 50C --- lasts enough

    c12: 50 dogs, 1 (AC bonus) metal tooth, 60 (AC bonus) roughneck, 80 (AC bonus) ranger
    w1: 63M, 137C (137C) --- fast gen --- takes 4 rounds, too long, in first hit C only hits on dogs+rangers and nothing else so number is correct, rangers don`t live to hit back on C, rest of troops focus on M which dies slowly, use less M
    w2: 90M, 70XB, 110K (11M) --- leftover from w1: Metal Tooth+16 roughs, consider changes to w1 orelse more XB here so Metal never hits back


    MG 130R, 40M, 70XB, 30K (130R, 31M) --- recruits are weaker than XB so don`t replace them



    c7: 70 dogs, 70 roughneck, 50 ranger
    (skipped camp)

    c8: 100 dogs, 90 roughneck
    block: 130M --- works

    c9: 1 Chuck, 50 dogs, 100 (AC bonus) roughneck, 50 (AC bonus) ranger
    70M, 20S, 10ES, 95C, 55XB, 20K (70M, 11S, 95C)
    or
    40R, 100M, 40S, 15ES, 55XB, 20K (40R, 100M, 18S)
    Last edited by Polymer; 20.09.14 at 15:53.

  9. #39
    Treasure Hunter Polymer's Avatar
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    Secluded Experiments



    Warning: this is for use on test server ONLY.
    DO NOT use on live server


    Major general & MMA general (soldiers doom)

    MAJOR general & MMA losses: 491R, 423M, 600LB, 2247S, 30ES

    This guide is not fully completed, there are still things to be improved or tested further, I appreciate any suggestions.







    For this adventure it is preferable you have at least:
    * Major General
    * 2 Veteran General
    * 2 Fast General (Battle Hardened, Grim Reaper)
    * 2 Normal General
    * Level 3 Barracks
    * Full capacity to train required troops during the 10 days this adventure lasts, i.e. weapons in storehouse and enough +625 settlers sets in star menu

    Legend:
    block
    REGULAR general
    VETERAN general
    MAJOR general
    MMA general


    Sector 1: 2050 xp
    C1: 400 xp
    C2: 750 xp
    C3: 900 xp

    C1: 100 sabrerattlers, 100 (AC bonus) gunmen
    MMA general 34R, 86M, 100ES (34R, 36M)


    C2a: 150 (AC bonus) caltrop, 100officer ---
    REGULAR general block: 1R (1R)

    C3a: 1 cook, 100 officers, 50 (AC bonus) gunmen
    MAJOR general 167S, 103K (167S)

    Optional:
    Both parts of the following block are tricky, there is a chance that the 1R fight finishes before attacking general has the chance to start battle so stay alert
    bad block position for second part ( 2b and 3b), block ends too soon if you send 2b followed by 3b, attacker gets intercepted if you send 3b then 2b, solved by using (a) positions, but that is not a solution

    Block part 1: send generals 2a and 2b as fast as possible
    C2a: 150 (AC bonus) caltrop, 100officer ---
    REGULAR general block: 1R (1R)

    C3a: 1 cook, 100 officers, 50 (AC bonus) gunmen
    MAJOR general w1: 10R, 260LB (10R, 260LB) === expected gunman to live, yet they all died, simulator is wrong

    Block part 2: send general to attack leader first then the blocker, but also as fast as possible
    C3b: 1 cook, 25 officers
    MMA general w2: 75M, 145XB (74M) -- tested loss 42M

    C2b: 150 (AC bonus) caltrop, 100officer ---
    REGULAR general block: 1R (1R)



    Sector 2: 2150 xp

    C4: 800 xp
    C5: 400 xp
    C6: 950 xp

    DOUBLE VETERAN SETUP

    C4: 100 officer, 100 (AC bonus) gunmen
    180S, 90K (tested loss 165S)

    For the 1R block use the second regular general position and the attacker is 2nd vet position, send them immediately one after the other (a small 3 sec delay when sending the MG is acceptable)

    C5: 100 (AC bonus) caltrop, 150 (AC bonus) gunman
    REGULAR general block: 1R (1R)

    C6: 1 cook, 50 (AC bonus) caltrop, 50 (AC bonus) gunman, 100 officer
    173S. 2ES, 95K (tested loss 171S)



    Sector 7: 3200 xp
    C19: 400 xp
    C20: 600 xp
    C21: 900 xp
    C22: 650 xp
    C23: 650 xp

    Send generals in order, wait 3-5 seconds before sending general 2.

    C19: 200 sabrerattler
    REGULAR general block: 120M, 15C --- 6-7.5 rounds

    C21: 50 decksrubber, 100 officers
    REGULAR general block: 150ES, 50K --- 3.3 rounds

    C22: 3 cook, 150 (AC bonus) gunman
    vet/mg/mma 85M, 135K (85M) -- 1-2 rounds, best to use veteran or major with more cannons on as fight will only take 1 round
    MG 85M, 2S, 183K (tested loss 67M)



    Sector 6: 2800 xp

    C16: 800 xp
    C17: 350 xp
    C18: 950 xp
    C32: 700 xp

    Attack sector 6 leadercamp directly from garrissons placed in sector 7. Use the silvered option if you want to save one veteran.

    C18:
    1 cook, 50(AC bonus) caltrop, 50(AC bonus) gunman, 100 officer
    MG 147S, 20ES, 103K (147S, 20ES, 4K) --- tested loss 147S, 7ES


    Sector 5: 2050 xp

    C13: 400 xp
    C14: 750 xp
    C15: 900 xp

    Attack sector 5 camps from garrissons placed in sector 6.

    C14: 150 (AC bonus) caltrop, 100 officer
    REGULAR general block: 156ES, 44K -- 3 rounds

    C15: 1 cook, 50 (AC bonus) gunman, 100 officer
    167S, 103K (167S, 3K) -- 3 fast rounds
    110S, 57ES, 103K === tested loss 110S, 23ES



    Sector 8: 4750 xp

    C24: 600 xp
    C25: 550 xp
    C26: 800 xp
    C27: 400 xp
    C28: 600 xp
    C29: 750 xp
    C30: 650 xp
    C31: 400 xp

    Attack sector 8 camps from garrissons placed in sector 7.


    C27: 200 sabrerattlers
    130R, 70K(104R) -- yes, those are recruits, could also do it with 58M
    test 133R, 34ES, 103K = loss: 51R

    Block section starts here:

    C28: 75 officers, 75 gunmen
    REGULAR general block:
    123S, 2ES, 63K ===== 2-3 rounds - does not work, won (loss 123S, 2ES, 27K) , 2nd attack general didn`t had time even to reach his camp
    kill: 123S, 147K (121S)
    C26: 2 cook, 100 (AC bonus) gunmen, 100 sabrerattler
    100M, 100K (79M) - 1 round

    C30: 2 (AC bonus) bulls, 75 officers, 100 (AC bonus) caltrop
    120S, 150K (110S) - 1 round

    Allow the blocking general to exit his camp and make 2 steps before sending the veterans. Double check setups and make sure to send proper general to proper leader camp.



    Sector 12: 4500 xp

    C57: 600 xp
    C58: 600 xp
    C59: 400 xp
    C60: 450 xp
    C61: 600 xp
    C62: 1450 xp
    C63: 400 xp

    C57: 75 officers, 75 (AC bonus) gunman
    110M, 50S, 110K (120M, 50S)

    C61: 100 officers
    136S, 134K (132S)




    You can try double 1R block on camp 63 or kill it with the silvered optional setup. Send attacking general (62a or 62b) when corresponding blocking general (63a, 63b) has reached the spot marked by black star, watch the block closely, there is still room for error. Block positions need fine-tunning.

    C63: 200 (AC bonus) gunman
    optional kill 150R, 40M, 60ES (150R, 40M, 6ES)
    REGULAR general 63a block: 1R (1R)

    C62: 3 cook, 50 (AC bonus) gunmen, 125 officers
    w1: MMA 62a: 200M, 20S (200M, 20S) ---- to test 200LB, 20S (seems a better solution)

    C63: 200 (AC bonus) gunman
    optional kill 150R, 40M, 60ES (150R, 40M, 6ES)
    REGULAR general 63b block: 1R (1R)

    C62: 3 cook, 103 officers
    w2: MG 62b: 160S, 110K (151S)

    C59: 200 sabrerattlers
    REGULAR general block: 120M, 15C --- 6-7.5 rounds

    C60: 2 (AC bonus) bull, 50 (AC bonus) gunmen, 125 sabrerattlers
    110R, 90K (110R)

    Send regular general first followed by the veteran after a 3 seconds delay.



    Sector 11: 1850 xp

    C53: 600 xp
    C54: 300 xp
    C55: 550 xp
    C56: 400 xp

    C54: 100 decksrubber, 100 sabrerattler
    REGULAR general block: 50R, 50S -- 4-5 rounds
    70R, 140ES (70R) -- any general but use MMA if available, not really worth risking a block, soldiers are needed pretty heavily in SE

    C55: 50 sabrerattler, 75 officers
    REGULAR general block: 200ES or 39S,161ES - 5 rounds


    C56:
    2 (AC bonus) bulls, 75 sabrerattlers, 75 (AC bonus) gunman
    75M, 75K (55M) - 1 round, tested loss 50M

    Send general 1 to block C54, wait for him to cross the border (the black line on the image), then send general 2, when general 2 is about to cross the black line (2 to no steps ahead), send general 3. This block is a bit risky and can be short (mostly on second part of the block), yet I succeeded on it.



    Sector 10: 5350 xp

    C46: 900 xp
    C47: 350 xp
    C48: 1050 xp
    C49: 650 xp
    C50: 700 xp
    C51: 700 xp
    C52: 1000 xp

    Keep following attack order, block needs to be done LAST.
    Move a general in sector 7 in order to kill camp 46.
    C46: 3 crazy cooks, 150 sabrerattlers
    45M, 155K (45M)

    Attack camp 52 directly from camps placed in sector 11 or in sector 12. No block needed.
    C52: 1 crazy cook, 50 (AC bonus) caltrop, 125 officers
    w1: MMA: 200LB, 20S (200LB, 20S)
    C52: 1 crazy cook, 70-80 officers
    w2: 120S, 130K (109S)

    Block section starts here:

    I`m used to sending attacking generals first then blocker general, but I move fast, if you`re a slower type best send in order.

    C49: 100 officers, 50 (AC bonus) caltrop
    REGULAR general block: 140ES, 55K --- 3 rounds, worked

    C48: 1 crazy cook, 125 officers, 50 (AC bonus) gunman
    w1: MMA: 200LB, 20S (200LB, 20S) --- clears all gunman and 61 officers
    w2: MG: 140S, 130K (tested loss 81S)


    Sector 4: 1450 xp

    C11: 550 xp
    C12: 900 xp

    C11: 100 (AC bonus) caltrop, 75 officers
    REGULAR general block: 140ES, 30K --- 3 rounds, need a longer block with at least 1 more round, it won shortly after attacker got to his camp (lost 126ES), use less cannons and add some soldiers instead, simulator keeps giving errors, try 15-20S, 140ES, 20K

    C12: 1 crazy cook, 100 officers, 50 sabrerattlers
    155 S, 115K (154S) -- 3 rounds



    Sector 3: 2475 xp

    C7: 600 xp
    C8: 400 xp
    C9: 600 xp
    C10: 875 xp

    C9: 50 decksrubber, 75 officers, 50 (AC bonus) gunman
    REGULAR general block: 160S, 40ES --- 4 rounds, worked

    C10: 1 crazy cook, 100 officers, 75 (AC bonus) caltrop
    145S, 125K (145S) --- 2 rounds, 134S tested loss



    Sector 9: 7310 xp

    C33: 660 xp
    C34: 800 xp
    C35: 500 xp
    C36: 400 xp
    C37: 400 xp
    C38: 400 xp
    C39: 900 xp
    C40: 350 xp
    C41: 500 xp
    C42: 500 xp
    C43: 350 xp
    C44: 550 xp
    C45: 1000 xp

    C33: 110 officers
    155S, 115K (155S) -- tested loss 139S

    C35: 50 officers, 100 sabrerattlers
    REGULAR general block: 1R

    C34: 2 cook, 50 officers, 50 (AC bonus) gunmen
    100S, 170K (87S) --- tested loss 80S



    C38: 200 sabrerattlers
    102R, 70K (101R) --- tested loss 87R, next time add rest of troops as C

    If attacks come from sector 6, the generals will pass right between the influence zones of enemy camps and hit directly on camp 40 and then on camp 45.

    C40: 50 (AC bonus) caltrop, 150 (AC bonus) gunman
    MG: 170R, 2M, 98ES (170R, 2M)
    MMA: 160R, 60K (153R) --- tested loss 135R




    C45: 3 crazy cook, 50 (AC bonus) gunman, 50 officers
    90S, 180K (90S, 3K) --- tested loss 80S

    Time to call in lootspotters. Have them send attacks on C35 with 3M from landing zone or from sector 5.

    C42: 50 officers, 100 (AC bonus) gunman
    REGULAR general block: 175S --- 4 rounds

    C39: 2 crazy cook, 50 officers, 100 sabrerattlers
    100S, 170K (86S) --- 1 round, tested loss 72S

    Last edited by Polymer; 29.01.15 at 17:43.

  10. #40
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    i had some error on adventure clever taylor, G4 general A 1recruit block finished too soon result in B being intercepted not sure if I was slow sending but thought I would mention it.
    again G4 general C is listed as normal gen but when it come to the attack bits both the block and the attacking gen's is sent from the same position C. so maybe gen C and D is mixed up somehow?
    Also everywhere in the guide the battle length in seconds don't make sense to me, example G5 blocking gen: BLOCKING NORMAL general: 200E {minimum 240 seconds to end of battle, 4 rounds} ----> 4 rounds is 120 seconds with normal gen in this instance, 20 sec per round and demolition of 40 seconds.
    thanks

    EDIT: sorry, I guess the battles times is listed with walking times, just I never saw it done this way
    Last edited by C0mplyOrDie; 22.09.14 at 18:13.

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