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Thread: [GUIDE] Do's and Dont's

  1. #11
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    UPDATE ON COMBAT STATS: Today I tried to attack a bandit camp that was overlapped by another bandit camp(not the leader/he doesnt have an aggro radius). Against the usual law, my general only attacked one bandit camp. Can a GM confirm this or is it a bug? I will let you guys know after my next attack.
    Last edited by stridervan; 07-24-11 at 03:41 pm.

  2. #12
    Soldier Thunder's Avatar
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    Quote Originally Posted by stridervan View Post
    UPDATE ON COMBAT STATS: Today I tried to attack a bandit camp that was overlapped by another bandit camp(not the leader/he doesnt have an aggro radius). Against the usual law, my general only attacked one bandit camp. Can a GM confirm this or is it a bug? I will let you guys know after my next attack.

    The general will attack whichever of the two camps is closer if he enters both aggro ranges.

  3. #13
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    the island is broken up in to 9 areas

    7|8|9
    4|5|6
    1|2|3
    1 is the start position;

    Okay here is a list of known mine locations
    area 1: 4 Stone, 2 Marble (only 1 can be active at a time)
    area 2: 3 Bronze, 3 Gold
    area 3: 2 marble, 3 Iron
    area 4: 1 Stone, 3 bronze, 2 Iron
    area 5: 4 stone (only 3 active at a time), 2 Marble, 3 Iron (only 2 active at a time)
    area 6: 4 Iron, 3 Coal
    area 7: 3 Coal
    area 8: 5 Marble, 4 Iron
    area 9: 5 Gold

    The locations are preset, So far this follows the German version no reason to change it.
    Last edited by CC-Slider; 07-24-11 at 04:33 pm.

  4. #14
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    Quote Originally Posted by CC-Slider View Post
    the island is broken up in to 9 areas

    7|8|9
    4|5|6
    1|2|3
    1 is the start position;

    Okay here is a list of known mine locations
    area 1: 4 Stone, 2 Marble (only 1 can be active at a time)
    area 2: 3 Bronze, 3 Gold
    area 3: 2 marble, 3 Iron
    area 4: 1 Stone, 3 bronze, 2 Iron
    area 5: 4 stone (only 3 active at a time), 2 Marble, 3 Iron (only 2 active at a time)
    area 6: 4 Iron, 3 Coal
    area 7: 3 Coal
    area 8: 5 Marble, 4 Iron
    area 9: 5 Gold

    The locations are preset, So far this follows the German version no reason to change it.
    thnx for that info! will update mine soon

  5. #15
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    tip: upgrading a storehouse provides 300 additional spaces, NOT 100 more. most people asked me that question, just making sure new players know about this

  6. #16
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    another bit for the combat stuff.

    Archers will be attacked first over melee units if the bandit camp has Guard Dogs present (they go after the units with lowest max hit points first which is the Cavalry at 5 HP and archers at 10HP).

    Another thing that many have found useful (if they are on windows OS machines) is testing attacks with the combat simulator that i have translated, modified, and fixed/finished. I say fixed/finished because the more problems found the more sections of code that appear incomplete due to the lack of a single line. One of the best examples was the first guard dog related bug...they were attacking the recruits first like all normal troops which was caused by the failure to sort the units by lowest hit points before the attack (that function was written into the program but i found it had similar bugs of its own later).

  7. #17
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    Edit: dogs vs archers

  8. #18
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    All deposits are fixed locations on the map.
    And from what I've read, all the deposits are
    in the same location for everyone playing the game.

    If your deposits move, as mine have sometimes, it's because you
    can only use a certain number of each deposit at your current level.

    I've had deposits move to another sector,
    then move back to the old spot they used to be in.

    I don't know how the game decides, if you're searching for
    Marble for example, which marble deposit to open up.
    But all Marble deposits are in permanent locations for everyone.

    I've tried leaving the exhausted deposits,
    and tearing down the exhausted deposits,
    but I cannot figure out which deposit will be
    uncovered whenever I do a search.

    (sorry, reply to an earlier post.....)
    Last edited by Illregard; 03-24-12 at 09:26 am.

  9. #19
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    Don't buff fishers?

    HMM?

    1 basket costs 120 fish and produces 540 extra fish on a 9 hr buff, and that's just lvl 3.

    I need those 420 fish. I have lots of bread and sausage btw.
    Last edited by King_Graham; 03-24-12 at 07:28 pm.

  10. #20
    Soldier Voidheartd's Avatar
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    Quote Originally Posted by King_Graham View Post
    Don't buff fishers?

    HMM?

    1 basket costs 120 fish and produces 540 extra fish on a 9 hr buff, and that's just lvl 3.

    I need those 420 fish. I have lots of bread and sausage btw.
    Except that you're paying 6g for that buff, or you're trading someone one of your own baskets that you could sell for 6g. So you're paying 6g for that 540 fish, which would be 4.4g a stack.

    My adventure guides (250 General supported)

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