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Thread: Jameson's ideas

  1. #1
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    Jameson's ideas

    This is the strategy i used to begin adventuring and I am now offering it to my guildies and anybody else who have cleared their island and wondering how to proceed in the game. By no means do I insist on anything. Ultimately, its your game. play it to have fun the way you want to play it

    There are 6 adventures discussed. The main 5 are: Island of Pirates(IOTP), Horseback(HB), Stealing from the Rich(SFTR), Dark Priest(DP), and the Traitor's experience run. I will also go over Witch of the Swamp(WOTS), because more than once while I was levelling, this was the only available adventure I had

    I have tried to divide this into 4 parts:
    1. Setting up your army and why
    2. The main 5 adventures *without* blocks
    3. Island of Pirates, Horseback, and Dark priest *with* blocks
    4. So, all you have is a witch in a swamp


    Part 1. Setting up your army and why

    To begin adventuring, i suggest getting your population to the point that will allow you to have at least 1000 troops at any given time. With this amount, you can build your core of 200cavalry 200soldiers and 160longbows plus 440 recruits to start an adventure with. By building and replacing recruits during the adventure, you can complete the adventures in the given time. Even if it means using some building permits until you can buy some noble deeds, I strongly suggest you do so until you have the 1000 man army
    Only on Dark Priest will you lose 20 cavalry which you can replace after the adventure is over. On Horseback, you will need to make 90bowmen before you begin to use as bait. Otherwise, you might lose a soldier or 2 every great once in awhile. The great majority of your barracks production will be devoted to recruit replacement. You should never lose a longbow. *keynote* Notice there is absolutely no use for militia in this strategy
    To accompany this army, 3 generals are needed. This is because on DP, SFTR, and IOTP(depending on how you run it) there are at least 2 camps in each that require more than 1 wave. Also the more generals, the faster you can transfer your troops.


    Part 2. The main 5 adventures *without blocks*

    First, a few things to go over--

    1. When you transfer from one sector to another in an adventure, even if it means your general will go through an enemy's red aggro zone, you *will not* be attacked.

    2. If an adventure guide asks you to attack a trap, mouse over the area where the trap should be to find it. Because the trap is hidden, it is easy to miss but it is there.

    I will only refer to 2 different guide creators in this thread, Sidv and Havoc/Genesis. For their full list of available adventure guides:

    Sidv's--http://forum.thesettlersonline.com/t...553&viewfull=1

    Havocs/genesis--http://forum.thesettlersonline.net/t...-advent-guides

    Another guide site to have is "the summary of Adventures". You click on the adventure you want to know about, and it will bring up every available guide on that adventure for you to choose from--http://cempire.org/index.php?title=S..._of_Adventures


    Here we go--

    *Island of Pirates* http://img195.imageshack.us/img195/4...atetmap3rs.jpg
    575r 192c 155s
    This adventure is for loot, not experience. Follow Sidv's guide until you get to the trap and camp 8. Here you have a choice:
    1. follow Sidv-- send 70r 130s to attack camp 8 and be intercepted by the trap. in the end you will usually lose 1-2 soldiers as well as all the recruits
    2. Havoc's Alternative-- Attack the trap with 22r 178s first. then attack camp 8 in 2 waves; (W1)38r (W2)7r 1s 192c
    With Havoc's option, you lose 3 less recruits and no soldiers.


    *Horseback*http://img190.imageshack.us/img190/2...backt21rba.jpg
    587r 155s 160lb
    Horseback is best ran with blocking(blocking will save you approx. 162r), but here it is without the blocks. Because of changes with generals movement, you will have to adjust.
    1. to attack camp 11 *without* getting intercepted by camp 10-- your general needs to be placed in between where camp 16 was and the rock to the right, south of the border line. if you want a picture of exactly where, go to Havoc's horseback guide. it is labeled X2 on their guide
    2. you will have to defeat camp 5 now, before you can defeat camp 4. To defeat camp 5 use: 45r 155s (lose 30r max)


    *Dark Priest*http://img820.imageshack.us/img820/6...tactic13ra.jpg
    328-473r(depending on how it is ran) 194c 3s along with 200xb or 137lb
    This is the easiest of the 2 player adventures and can easily be done alone. There are a couple things
    1. If you dont have xbows available--
    a. camp 10 use (w1)20c (w2) 79r 1s 40c 80lb
    b. camp 15 use (w1)125r (w2) 23r 1s 39c 137lb
    IF you decide to do this by yourself, do not waste the lootspot. you can invite a friend who only has to kill 1 single enemy to recieve the loot. If you give it away, have your friend bring the 125-132r needed for the 1st wave to defeat camp 15. If you decide to auction/sell the lootspot, keep in mind that the buyer is expecting to only bring 1-10 troops and more than likely will not pay as much if he has to bring a whole wave.


    *Stealing from the Rich* http://img256.imageshack.us/img256/1...tmap11rslb.jpg
    760-1000r 200c 200s 40lbs
    This adventure is your first chance at a special building and along with horseback(blocking version) is the best experience for your effort. there are only a few things
    1. because of the general movement changes, you now have to defeat 2 more traps
    a. you have to defeat trap 5 before camps 6-8. use 10r 190s
    b. you have to defeat trap 8 before camps 9-11. use 10r 190s
    2. camp 20 has 2 different ways to go about it
    a. sidvs-- 140r 60s and you lose approximately 139r
    b. havocs-- 117r 83s and you lose 0-3 soldiers
    * i use havoc's*
    If you decide to solo this adventure, do not waste the lootspot. you can invite a friend and have them bring the 176r for the first wave on camp 14(the white castle). if you decide to auction/sell this lootspot, keep in mind that most buyers are expecting to bring 1-10r and wont pay as much if they need to bring a full wave


    *Traitors experience run*http://img9.imageshack.us/img9/3326/...tors14vrlb.jpg
    95r 165c 60lb
    You do not complete this adventure. You only attack camp 4 and camp 5, then you cancel the adventure. Because camp 4 is a leader, you get the experience for camps 1-3 without having to engage them. You will earn 2620xp but no loot.


    Part 3. Island of Pirates, Horseback, and Dark priest
    **With Blocks**
    2 kinds of blocks--
    1. sacrifice block--- this is where you send a general with only 1 recruit to attack a camp so another general with a full garrison can attack a leader without getting intercepted. Your "blocking" general will lose the battle and be wounded for 4 hours

    2.delay block--- Also known as an advanced block. With this block you send a general to attack a camp with enough troops to keep the camp occupied while another general attacks a leader. For this block to work, the leader has to be defeated before the blocked camp's battle is won/lossed. This works because when you defeat the leader of a sector, even if there are regular camps left in the sector, you get all experience available for that sector. When the leader is defeated, the game automatically cancels the Blocking generals battle as if it never happened. You *do not* lose the blocking general or any of the troops with him

    2 things you should know--
    1. If you have any doubt whatsoever if you executed a block right, immediately retreat both generals and try again
    2. *never* switch screens while executing a block. I have found, through experience, that switching screens can cause one genreal to lag and cause the block to fail



    *Island of Pirates*http://img824.imageshack.us/img824/9151/iotpguide.png
    537r 151-200s(depends on if you do the 2nd block) 192c and 40xb or 37lb
    There are 2 delay blocks in this guide. The first block is one of the easiest blocks to learn on. Even though you want to always try to send the generals in quick succession like the guide says, if you are a couple seconds slow you will not fail. The 2nd block, however, is difficult. You can not be even a second slow in between sending the blocking and main general or you might fail. Especially if you can not use elite soldiers instead of regular soldiers yet.
    * I suggest you do not attempt the 2nd block until you can make elites and are comfortable with blocking*
    If you do not attempt the 2nd block, you need 45r 105s to defeat camp 4 and you will lose the 45r max
    For the final leader (L3) if you do not have xb's yet, there are 2 different ways to defeat it
    1. (w1)118r (w2) 13r 1s 149c 37lb you lose the recruits
    2. (w1)118r (w2) 22r 18s 160c you lose the recruits and you wont have to bring any bows to the adventure


    *Horseback*
    Guide 1--(havoc's)http://img849.imageshack.us/img849/3...deadvanced.png 260r 240b 157s 94a
    Gudie 2--(Sidv's) http://img594.imageshack.us/img594/8...tacticmap1.jpg 408r 94b 155s 160lb
    I use Sidv's guide, for the most part. Why? With Sidv's guide, I dont have to make more than 91bowmen. I will explain each of the 3 blocks seperately and try to be clear i hope
    --Block 1 (camp 14/15 on Sidv's)-- This is the easiest sacrifice block in the game. Place your generals according to the inset and when the blocking general is on the sector borderline on his way to camp 14, send the main general to attack camp 15. *if you have xbows, use 32r 90b 78xb on camp 15*
    This block saves you up to 69r

    --block 2 (camp 19/20 on Sidv's)-- If you do not have xbs i am not sure if havoc's block will work with longbows. So i will use Sidv's. With the general movement change, however, you have to place your main general to the next available spot left of where Sid shows you in the inset. Send the blocking general and the main general in quick succession.
    This block saves up to 70r

    --block 3 ( camp c4/L5 on Havoc's)-- I use a sacrificial block for this but too keep it simple, Havoc's is fine to use . You place your blocking general at X6 and your main general at X7 and send them in quick succession to their designations.
    This block saves you up to 30r

    **If you only have 3 generals, then save the camp 19/20 block for last and you will still be able to do all 3 blocks**

    Remember, because of the general movement changes, you now have to place your general at X2 on Havoc's guide to attack camp 11 without getting intercepted by camp 10


    *Dark priest*http://img266.imageshack.us/img266/3967/dpguide.png
    266-400r 194c 158s and 200xb or 137lb
    follow the guide and these 2 delay blocks should go fine. They save about 37r
    If you do not have xbs:
    BC-- (w1)20c (w2) 79r 1s 40c 80lb
    DC-- (w1)125r (w2) 23r 1s 39c 137lb
    If you run this adventure on your own, do not waste the lootspot. Invite a friend and they can bring the 1st wave to attack the dark castle(DC). If you decide to auction/sell the lootspot, remember most buyers are only expecting to bring 1-10r and wont pay as nuch if they need to bring more


    Part 4. So all you have is a witch in a swamp

    http://img811.imageshack.us/img811/3292/wotsguide.png

    There are a couple things I want to point out for this adventure--
    If you do not want to do the only block on this guide, then i would skip defeating L5. You will still be able to complete the adventure. I say this because both camps combined are worth 1560xp. If you defeat both camps seperately, you are only getting 9xp for every troop lossed. I, personally would rather save my 112r and 8s for another adventure and better experience for my losses.
    -the witch's tower-
    Here are 3 different ways to defeat the witch:
    1. (w1) 15r 132b (w2) 59s 126c 15xb losses- 15r 132b 58s
    2. (w1) 130r 70c (w2) 70r 20s 60c 50lb losses- 200r 70c 16s
    3. (w1) 17r 70b (w2) 140r 60c (w3)61r 2s 73c 64lb losses- 218r 70b 60c
    You can decide which one seems the best for you. Would you rather lose cavalry or soldiers? Option 3, if you have already executed the block, will require you to have 4 generals. This is the option I use because i have enough generals, dont need to make as many bows, and can replace cavalry and bows cheaper than i can replace soldiers.
    If you do not have xb's, you can defeat C4 with 54r 85s and 61c. you only lose the recruits
    Last edited by jameson78; 08-19-12 at 12:16 pm.

  2. #2
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    Jun 2012
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    Great Post!
    The only thing I'd like to add is that on SFTR you actually still do not need to kill T5 before attacking 6/7/8. If you place your garrison at the very north west part of the map (as far as it will allow you) you will bypass that trap every time.
    T8 however I've not found a way around....200r will kill it as well as 10r and 190s.

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