I put 1-up and flesh wound on my taverns, but those are the last things I am updating since it's a lot of books to get to there and there are more pressing benefits.
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I put 1-up and flesh wound on my taverns, but those are the last things I am updating since it's a lot of books to get to there and there are more pressing benefits.
It make sense.
BTW, I'm doing Sea snack, about Blocking C14 and attacking L7, it so far from success, the block ended before the MG hit the camp, and MG was far away still, not even close, about 4 flags away from L7.
For the C17 it can be killed without losses no block needed, could be helpful for who got exp skill like me to kill it :)
C14 is a 2x 1r block, you probably sent just 1
missed that detail on C17, will fix someday :)
I'm sure 100% sent 2x 1R, I was watching sadly the Major hit the camp before I even was able to retreat, because was really close to camp already, I just failed on this one.
I thought it is lag, so i went to home and map again i found that all generals dead, 2 regulars and the Major, anyway I'm not going to play it again anytime soon, full princess is way better than sea snack.
UPDATE
- improved one step ahead skilled guide, saved 5.7h on short run and 15.5h on full run
UPDATE
- revamped my TOK skilled guide, saved 14h ish hours in racks and lots of walking
Since Outlaws seems to be a contender for a good source of pumpkin refills, I re-simmed the original Evil_J Outlaws guide ( http://i.imgur.com/oEETyJH.png ) with SKILLED generals matching Evil_J's skill allotment in his OP.
All blocks remain the same I only re-simmed killing attacks. I've yet to execute it in practice but if anyone already feels like testing, feel free. I don't think more rounds than normal were added in the block->kill attacks, but it would need to be verified.
Changed attacks:
C1 (VAR)43R 152C OR (MMA) 1R + (VAR) 34R 1E 160C
C2 (VAR)20R 175C OR (MMA) 1R + (VAR) 14R 1E 180C
C3 (VAR)33R 162C OR (MMA) 1R + (VAR) 24R 1E 169C
L2 (VAR) 20R 1E 154C 20K
L3 (VAR) 15R 1E 179C
C9 (NUS) 8R 1E 171C (aka: ------)
C10 (NUS) 8R 1E 171C
L4 (VAR) 19R 1E 175C
C11 (VAR) 34R 1E 160C OR (MMA) 1R + (VAR) 20R 1E 174C
C12 (VAR) 5R 1E 189C
L5 (VAR) 112R 82K
Changes total losses from 767R to 309R, or with 4 MMA sacs, to 271R, if you're strapped for R :)
It would be nice to see Outlaws and SE with fastest way to finish, to prepare for next event :P
I am doing SE in 1.5 hours, but that is with a ton of generals. Outlaws was always under and hour. This all with slow pokey 30 minute generals.
Side note, if you have any sense of decency you will use Evil J's SE guide over the EU Wiki. The Wiki has the worst SE guide ever.
Yes, Outlaws under an hour before all the skilled gens, so, no doubt. SE in 1.5h? Interesting, will have to revisit attack order... There is no shortage of troops/generals here, so, will run one shortly.
Lol, I call the Wiki guides the 'WWII Russian General Guides for TSO', absolutely little concern for the troop losses. I do like to peruse them on occasion to see potential alternative methods when dealing with a 'sticky' attack combination.
Cheers.
I was using this outlaw guide and was finishing in 40 minutes usually. http://i.imgur.com/PrBe4Ka.jpg
Someone posted a thread about finish outlaws under 30 mins
https://forum.thesettlersonline.com/...OA-(sub-30mins)
Also, usually blocks means more time, so if it is faster without some blocks it will be nice.
Wonder if SE can be done under 1 hour? :)
http://i.imgur.com/Fo2sQqV.png
where does it say which gens i need and how many of each gen type?
He does not, you have to look at the attacks and figure it out all on your lonesome.
Also, you might be careful. I am not sure he updated this since they made it so leaders no longer have an area of influence.
think i did update it, not sure
i wouldnt waste arrows on outlaws either lol
The Siege with Evil_J skills, quick attack, no blocks, camps and garrisons from this map.
Spoiler
G1 1 MMA 23R 1E 196C (OR NUS 20R 1E 159C)
G1 2 MMA 30R 190C
G2 3 MMA 87R 1E 132C (OR NUS 65R 1E 114C)
G3 4 VAR 15R 1E 179C
G3 5 MMA 100C
G3 6 MMA 1R + NUS 35R 1E 144XB
needed troops: 797C 186R 3E 144XB
Avg Losses : 149R
All gens can be preloaded. need 6MMA, 1VAR, 1NUS.
Load up 1 QuarterClaus with R.
2 mma alternate between home island and adv.
All others can be send from adv to adv when chaining with other player.
Upgrade for Oil Lamp with Skills:
C7 - 45MS 200MM 40B (MG)
L8 - 1MM (MMA)
76MM (MMA)
7MS 188AM (VA)
The goal for L8 is to get the camp down to 33 (or less) Boatswain. Vargus can handle that losing only 6MS.
Each additional MMA 1MM sacrifice possible reduces the final MMA sacrifice by 6MM.
since the event I have issues with placing x11 on Red Riding Hood and it interferes with the block. The general now will only place parallel to the tree, not slightly ahead of it.
Dear evilj, I love your guides, thank you!
Here are some of my notes, errata and suggested improvements, if nothing else is mentioned these are for skilled coa guides
3rd thief
L2: 285MM (0)
L3 boulder: vargus 10ms 185mm
lower losses and shouldn't increase time by much if at all
vlt:
L1: anslem 80r 5m 80k
works fine in block, 6-7 rounds http://settlersonlinemaps.com/fastsi...87444&Gh_1=432
C17 W2: 104R 1E 180XB (typo, it says 160XB)
blt coa un/skilled
c15 200 guard dogs nus 1r
this works after the spring 2017 change where if everything dies then our gen survives. It does NOT use up 1up or kill nus.
send X20 regular to block C23 (not C22), typo, very confusing block due to guide format
one step ahead:
c17: no suicide, nus 180am
the fisherman and his wife:
guide says bring 5 tav gens but you need 6 (X9 pic shows bhg but text says regular)
hansel and gretel:
need to send many more kn
This sim sucks, every time I try to generate a best attack on VLT, it displays Elite soldiers without any option to exclude Elite soldiers from the generation of attacks, since VLT is doable at lvl 42 and Elites are not even accessible until lvl 54 and thats just for Swordsmen, this sim is completely useless
Quick thought about Princess (Short run with skills, starting from LZ)
C8 is blocked with tavern gen and 1R. But it has 270 sailor and dies to 270MM (M) with no losses.
No noticeable troop savings, but it cuts down the number of regular gens needed from 4 to 3, and this could let you run them faster if running multiples.
Also, C4 is listed as 240MM and C6 as 270AM. But with the Master Planner skills C6 can also be done with 270MM.
This means after C3 you can send an MG with 270MM to C6 and let it kill C4 along the way.
You might need to renumber the camps to make it clearer, but it saves you one of those long MG walks.
One non-standard tip I've found and am making use of. I skilled up a vet with 3 Unstoppable Charge, 3 Garrison Annex, and Master Planner. With these skills, it is capable of killing camps that require a 270MM MG. On the princess short run, this is camps C4, C6, C8, and C22, C23, C24. Used properly, it is almost like having a 3rd MG.
素晴らしいサイトをありがとう!(^^)
My question may seem silly but EvilJ do you have any suggestions on the upgrade of the Mary Clause Gen?
updated the gen skill trees with my setup for mary, probably wont update any guides with her, not worth the effort, i just use her in camps i use major/mma/bhg attacks up to 215 troops, needs a little re-simming though as its only 2/3 on overrun
Princess with skills. L5 is 79MS 90B (VA). I use 52MS 42AM 101MM for a savings of 27MS.
Maybe I'm completely blind lol, but do you still have a guide for RB?
Do not think Evil_J is updating the RB guide at this time. This thread includes a RB guide which is pre-Skills and I have yet to update it, though it has been updated to reflect the changes to the map BB enacted 2 years ago (or so..).
https://forum.thesettlersonline.net/...ighlight=guide
have ywc up to 220k xp plus prem using a skilled mary using your guide as the basis cost is 419 ms
UPDATE
general skilltrees have been revised
- made some changes on mary, juggernaut made no sense, filled overrun and added 2 on battle frenzy, alot better now
- added a special veteran, i made 2 of these to replace majors in attacks that use 265 or less troops, will get more xp with fast learner
Is it just me or is X11 on the Red Riding hood (CoA) guide in an impossible position?
not just you, I posted the same thing the previous page
I had some difficulty with x11 1r so I now just drop an assassin on c11. If you have the star coins, it really speeds things up - less setup needed in that section.
The X11 block was working fine until a couple months ago. I was wondering why I was getting intercepted. I added another blocker right after/below that to compensate.