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Wlf, reaper, yodac, and speshil

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TheLoneWlf

Newbie

Posts: 8

Joined: Wed Feb 02, 2011 5:30 am

Location: California, USA

Post Wed Feb 09, 2011 4:42 am

Re: Wlf, reaper, yodac, and speshil

:]

Credit is given, where it is deserved. dont worry lol
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TheLoneWlf

Newbie

Posts: 8

Joined: Wed Feb 02, 2011 5:30 am

Location: California, USA

Post Wed Feb 09, 2011 4:44 am

Re: Wlf, reaper, yodac, and speshil

oh, and dont worry... I've been making various "experience levels"

dont worry, I got this. ;)

okay, maybe not all alone. but i got some of it!
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Samuel96

Newbie

Posts: 5

Joined: Mon Jul 05, 2010 6:02 pm

Post Sat Feb 12, 2011 5:18 pm

Re: Wlf, reaper, yodac, and speshil

I'm back sry I left couldn't get on
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Samuel96

Newbie

Posts: 5

Joined: Mon Jul 05, 2010 6:02 pm

Post Sat Feb 12, 2011 5:21 pm

Re: Wlf, reaper, yodac, and speshil

The following is a collection of Haypi Knowledge, Experiences, and Secrets contributed by players from all over every Server. The Elite, refer to this as "The Tome", use it wisely, for contained within is everything you\'ll ever need to know about Haypi Gameplay... Good luck brave Generals. Godspeed...
============================
>>>>>>>>>>>THE TOME<<<<<<<
============================

Section 1: BASICS & NEWBIE ADVICE

=======================
The aim of Haypi Kingdom is to get as many prestige points as possible, and level up. To get prestige, You can:
Upgrade Buildings
Make Troops
Kill enemy troops. (This doesn\'t include NPC troops e.g. fort troops, oasis troops)

On the other hand, you can LOSE prestige points by losing your troops if they have been left out overnight for example. Someone will come and attack them and take all the prestige. ALWAYS send troops on a hunt before going offline. 
==================
You may notice that your Crop output drops into negative numbers when you get a reasonably large army. This is because troops EAT crops. It is their food. Heres a small table:-

Each infantry consumes 1 crop
Each cavalry consumes 4 crop
Each archer consumes 2 crop
And Each catapult consumes 10 crop. 

Resolve this issue by upgrading your cropland or taking a crop oasis. This will generally increase the crop output. If your crop number (On the homescreen) reaches 0, then your troops will starve until your crop number breaks even. 
========
Haypi Achievements

to use haypi achievements, you must be logged into gamecenter. gamecenter is only available to apple devices with OS 4.1 or higher. updates are done via computer. gamecenter is the square icon that is seperated into four segments similarly to . log into gamecenter with your itunes account and password. if u log into game center, u can go into haypi and click the achievement bar. different achievements are worth a diff amount of points, e.g. upgrading to rank 3 is 10 points but getting top 100 in pvp is 100 points. the number u see in "achievement" under the ranking tab is this total.
========
Get the daily gift every day from the task menu. This gift can range from money to treasures. It helps alot when you are trying to save up for a treasure. 
========
Techs - The techs are a very useful and clever part of the game. The best techs to upgrade are the crop output one, shooting skill, traps and turrets. The max level for techs is 10. 
===========
Leveling - There is 20 levels to go through in Haypi kingdom. These are:

3rd Civilian (level 1)
2nd Civilian (level 2)
1st Civilian (Level 3)
3rd Baron (Level 4)
2nd Baron (Level 5)
1st Baron (Level 6)
3rd Viscount (Level 7)
2nd Viscount (Level 8)
1st Viscount (Level 9)
3rd Earl (Level 10)
2nd Earl (Level 11)
1st Earl (Level 12)
3rd Marquis (Level 13)
2nd Marquis (Level 14)
1st Marquis (Level 15)
3rd Duke (Level 16)
2nd Duke (Level 17)
1st Duke (Level 18)
King (Level 19)
King of Kings (Level 20). 

To get to each level, you need a certain amount of prestige. And also when you change title (Civilian, Baron etc. ) You will need a treasure such as a nugget. 

Lvl      Req         Branch/Oasises/Forts
1        0                      0     1      0
2        200                  0     1      0     
3       630                   0     2      0
4    1150-nugget         1     2      1
5        2k                     1     3      1
6        3.6k                  1      3      1
7   6.5k-nug-gem          2      4      2
8       11.5k                 2      4      2                                       
9       20k                    2      5      2
10   35k-gem-med        3      5      3
11        65k                 3      6      3
12       115k                3      6      3
13   200k-med-scep      4      7      4
14       360k                4      7      4
15       650k                4      8      4
16    1.15M-3scep        5     8       5
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Samuel96

Newbie

Posts: 5

Joined: Mon Jul 05, 2010 6:02 pm

Post Sat Feb 12, 2011 5:22 pm

Re: Wlf, reaper, yodac, and speshil

17         2M                 5     9       5
18        3.6M               5     9       5
19  6.5M-2scp-2crwn  6      10     6
20  11.5M-4scp-4Crn  6      10     6
========
You get prestige from:
•Winning a war when others have troops
•Upgrading your resources and buildings
•Building traps
•Building towers
•Training troops
•Having successful hunts
=======
Fortified Points- Fortified Points (Forts) Were created to get a money output per hour. These forts are hard to get, as you need alot of catapults. 
Most people only use forts for the resources though. This term is \'fort farming\'. 

Loyalty- The loyalty of a sub city or a fort is basically how much life it has left. It takes 3 attacks to take a fort because the loyalty goes down by 40 each attack. On subs however, you need a partner because the loyalty only goes down 10 at a time and you can only attack 5 times a day. Make sure you are the last attacker to take the city!
=============
Number of cats needed for forts and oasis:

FORTS
Lvl- cats- resources -infantry-*has cats
1  -   215  -  50k/each  - 2000 
2  -   428  -  60k/each  - 4000
3  -   855  -  80k/each  - 8000
4  -  1410 - 100k/each - 13000
5  -  2170 - 130k/each - 20000
6  -  3782 - 160k/each - 35000 *has 20
7  -  6255 - 200k/each - 58000 *has 50
8  -  8708 - 300k/each - 80000 *has 80
9  - 14115 - 400k/each - 130000 *has 150
10- 19830 - 500k/each - 180000
*has 300
=========
Oasis
Lvl - number of catapults needed
1-5
2-10
3-25
4-50
5-75
6-100
7-200
8-300
9-500 (with shooting tech level 8+)
   650 (with shooting tech level 1+)
============
Lvl of Fort Output hour
1. $20
2. $40
3. $60
4. $80
5. $100
6. $120
7. $140
8. $160
9. $180
10. $200
========
Oasis lvl        Output
1.                 100
2.                 200
3.                 350
4.                 550
5.                 850
6.                 1250
7.                 1900
8.                 2700
9.                 3700
10.               5000
============
Scouting
"Several" 0~9
"One or two dozen" 10~24
"Dozens" 25~49
"Scores" 50~99
"One or two hundred" 100~249
"Several hundred" 250~499
"Hundred" 500~999
"One or two thousand" 1000~2499
"Several thousand" 2500~4999
"Thousands" 5000~9999
"Over 100 hundred" >=10000
====
Lvl 10 Turrets Can Kill
255/76/306/85 per turret per round

Lvl 10 Traps Can Kill
120/36/144/40 per trap per round
======
===============
HAYPI TERMS:

CITY DROP- the action of moving a city and "dropping" it nearby an enemy. Then attacking with the army that you broguht with the city. The main reasons for this are:
A. Reduce enemy reaction time
B. Reduce travel time for attack
Example:
"Awww man! I just got City Dropped and I lost a whole bunch of prestige!"
Or
"His city is too far away for me to wait so long, I\'m going to City Drop him"

CROP JACKING- the action of capturing an enemy Crop Oasis (also works for other types of oasis as "Oasis Jacking") in order to starve, agrivate, or other reasons.
Example:
"Dude! I just got Crop Jacked!"
Or
"I\'m gonna Jack this guys Crops"

{Alternate names for this term include: CROPPING, CROP STEALING, STARVING, CROP SWAP}

CITY LOCKING- The action of attacking an enemy city without the intention of victory, usually with a single Catapult or other troop. This action makes it impposible for the enemy to move his/her city until the attack is over.
Example:
"Enemy city near my base! Lock it down, coordinates 0,0!!" 
Or
"I can\'t move my city because someone has Locked it"

SUBS (AKA Sub-Cities)- Slang term used to refer to a Sub-City.
Example:
"give me the information I want or I\'ll take your Subs"
Or
"anyone know a good place to build my new Sub?"
====
You get prestige from:
•Winning a war when others have troops
•Upgrading your resources and buildings
•Building traps
•Building towers
•Training troops
•Having successful hunts
=======
<<

Samuel96

Newbie

Posts: 5

Joined: Mon Jul 05, 2010 6:02 pm

Post Sat Feb 12, 2011 5:23 pm

Re: Wlf, reaper, yodac, and speshil


Section 2: BATTLE AND WAR

Troop Analysis

- Sword: These guys will be mostly fodder for cats and cav, but they are cheap so losses will not hurt as much.  While they are cheap to make, more important than that, they are cheap to maintain since they consume just one crop each.
- Cav: These guys pack a serious punch.  They are extremely fast, and will be able to raid much higher numbers than other units.
- Bow: Not the most valuable unit in the game, but they are great for armies that are starting out.  They will give great support to your Swords while you get more Cats.
- Cat: The nastiest unit of them all.  It has incredible range, and power that cannot be matched by any other unit.  It is very expensive to build and maintain, though.

No one unit will be the best in the game.  They all have strength\'s as well as weaknesses.  We will touch those in the next section. Army Builds
These are the more common effective army builds you might encounter as you wage war across haypi.
- Catapults: There are a good number of reasons why Cats make for such a great army to build.  Their extreme range and superb attack will be able to obliterate any other unit before it reaches their lines.

However, there are a few key elements to consider.  First, they are slow.  Very, very slow.  This means that they will fire after the oponent\'s units move.  If they have a good number of Bows, which are much faster than cats, they will start killing your precious Cats before they get a chance to strike back.  The only way you can fix this deficit is by making Speed your primary attibute.  Max it, max the tech, and get the lvl 15 Horse and Manual treasures as soon as possible.

Attack is also very important.  Since the longer the oponent units take to reach your Cats, the more damage they will take, many players choose to build Cav armies to counter the popular Cats.  If they built their army right, they will reach the other side of the battlefield in two turns...ouch!  The only real way to counter that counter is to have LOTS of attack power to kill as many, or all, the oponent\'s Cav in that one turn you will have to make a difference.

So if you like Cats, and you and you want to build an army of that alone, then you MUST max Speed and work Attack next.  You may wish to work Fortune instead for Power-Strikes, but these are unreliable.  The only real excuse to make a Speed/Fortune build is because you want to do lots of hunts for treasure, but even then, you should probably switch to attack once you get all lvl 15s. Advanced strategy
To determine shooting distance, take the distance of the field then subtract 300, lvl ten tech shooting with catapults will give you a 1260 field length, -300 means the cats can shoot 960, the lvl 10 turrets can shoot 1050. 
=========
This is useful when determining if you will be able to take out enemy turrets or catapults when you are attacking or being attacked, if your shooting tech is lvl 5 your field length will be 1180 when you\'re attacking with catapults, if the field length that you are attacking is higher than 1180(your number) then you know the enemy will hit you at a farther distance then you can attack from. You can tell the enemy turrets or catapult attack distance by the field length but only if it\'s greater than your field length.First thing you need to learn quickly is what attributes do, and how they affect your troops.
- Attack: Each point you have in attack will add 0.5% to each unit\'s own attack.  That means that your Sword\'s 75 base attack is really +10% more from your default Attack value of 20, totaling  82.5 per Sword instead.  That means that Attack will be very important for all units.
- Defense: Works the same as Attack for a unit\'s Defense value.  This too will be important for your entire army, but might need to be adjusted for different tactics.  I will explain a bit later.
<<

Samuel96

Newbie

Posts: 5

Joined: Mon Jul 05, 2010 6:02 pm

Post Sat Feb 12, 2011 5:25 pm

Re: Wlf, reaper, yodac, and speshil

Speed: This is arguably THE most important attribute for the entire game.  Each point will add 1% to your unit\'s Speed stat.  This stat lowers your army\'s time to reach their target, increases their speed to run across the battlefield to reach enemy lines faster, and determines whether they strike first in combat or not.  All army builds will benefit greatly from this attribute.
- Fortune: I do not know the exact math behind this stat, but I know it increases the chances of your units getting a lucky Power-Strike, which doubles their Attack.

That about sums it up for the effect of attributes to your army.  These need to be kept in mind when building your units as some stats will benefit the tactics of a particular unit more than others.


          catapults 
Field length   Level  shooting  
1100                 0         800 
1116                 1.        816
1132                 2.        832
1148                 3.        848
1164                 4.        864
1180                 5.        880
1196                 6.        896
1212                 7.        921
1228                 8.        928
1244                 9.        944
1260                 10.      960
           Turrets
Field length   Level shooting 
900                   1       600
950                   2       650
1000                 3       700
1050                 4       750
1100                 5       800
1150                 6       850
1200                 7       900
1250                 8       950
1300                 9       1000
1350                 10     1050

====
First, let\'s cover the basics of Troop Types...

INFANTRY: Cheapest unit to train, trains extremely quickly and costs next to nothing to maintain. Only problem is it\'s strength, look at it\'s stats and you\'ll see it\'s attack, defense, and life, leave alot to be desired. However what these units lack in strength, they make up for in numbers. Most strategies employ large quantities at a time, in excess of 20,000.

CAVALRY: in a nutshell, these are simply glorified infantry. Costs are slightly higher, maintanence is slightly more difficult, but the expenses are shunned by it\'s unit strength. Keeping a ton of these in one place can be quite beneficial. Their speed makes them a force to be reckoned with, as they can traverse an entire feild in 2-3 rounds. Even still their attack is higher, so they can put to shame all other units at close range. Get within striking distance of these in a large amount and the battle is over for you. However they do have a weakness. Their defense leaves them vulnerable to Catapult and Archer attacks. Simply put, they cannot defend themselves from far away, so a catapult would easily kill a cavalry. Consider this when forming your army

ARCHERS: Similar to Catapults, but weaker and alot less expensive. Their range makes them a valuable asset against cavalry and infantry, and thier speed rate allows for greater manueverability. Command in large numbers with support of melée units, and you can take out most conventional armies with ease. However they are not catapults, and would definitley be unable to stand up to one.

CATAPULT: the crowned jewel of the Haypi Troop types, expensive to build, extremely difficult to maintain, and slow is too fast. They are snails at best. But, their attack stat is maxed, defense is formidable, life span is decent, and their range makes them the most destructive unit ever... Command a large army and you will dominate all battles. However, they are slow, and most victims manage to put their troops on hunt in time because of their low speed.. Be careful when attacking with catapults

Okay, we\'ve covered the basic building blocks of the army, now let\'s talk about different combinations that form unique battle strategies...
••••••••••••••
<<

Samuel96

Newbie

Posts: 5

Joined: Mon Jul 05, 2010 6:02 pm

Post Sat Feb 12, 2011 5:26 pm

Re: Wlf, reaper, yodac, and speshil

Everyone is different, everyone is unique, and everyone employs a unique tactic of Commanding Troops. Some prefer Speed, some prefer Strength, others Defense. No matter what strategy one employs, it is most important to find one that works for you...
I suggest a Base Code, when you build troops build them in sequences of 4/2/3/1 and keep building in equal or larger amounts. Test them on level 6 oasis and play with the configuration until you find a troop count and strategy that works for you..
Here are some basic tactics that work for alot of people.
•••••••••••••••
BALANCE BLOCKER:
Uses massive amounts of catapults, making it almost impossible to kill. And the other units are simply sheilding, allowing a cavalry to jump to the front line when a catapult is in danger, deflects the blast from the catapult to the Cavalry. Same goes for infantry and archers. Employ small amounts, 20-100 of each type, and a massive amount of catapults for this strategy.
••••••••••••••
COMRADE UNITY:
Employs almost equal amounts of all units, leaving room for growth and development. Having 1,000 of all four types throws stats out the window, and you can rely on simple in battle tactics. I do not recomend this Battle Strategy to those who cannot command well...
••••••••••••••
THE JUGGERNAUT:
employs MASSIVE amounts of each type. Making it simply a larger version of COMRADE UNITY. however, since it\'s in larger numbers it throws the need for command out the window, and you can rely on both tactics and sheer numbers. I Highly revomend this strategy.
•••••••••••••
SPEED DEMON:
using only cavalry in exess of 25,000. You don\'t need to command, only send them to battle. If you have high enough numbers to outlast the barrage of enemy catapult and archer fire, then the many that survive at the end will easily overtake the enemy forces
•••••••••••••
STUDDED SHEILD AND LONGSWORD:
Uses a massive amount of catapults, and a slightly lesser amount of cavalry. Cavalry will most likely die but in larger amounts they take alot of the enemy with them, especialy when using them as a blocker. And then whatever left is easy prey for your catapults.
•••••••••••••
DEMOLITION MAN:
large amounts of catapults for enemy troops as well as turrets. And infantry for enemy traps and useful as blockers. This Battle strategy is custom built for raiding, and removing city defenses with minimal loss.
 ======================
Haypi Archer Info
Cost Comparison

Assumptions:
Wood - $0.02
Stone - $0.01
Iron - $0.04
Crop - $0.02

Archers - 435240/351000/449280/112320
Builds 1404 Archers
Rough Pres Gained - 1947
Rough Time Build - 13:39:00
Total Cost - $32,432.40
Cost/Pres = $11.55

Cats - 448200/194220/246510/62250
Builds 249 Catapults
Rough Pres Gained - 1374
Rough Time Build - 04:50:30
Total Cost - $22,011.60
Cost/Pres = $8.84

Advantage Cats

Speed Comparison

Max March Tech = +30%
Max Base Speed = +100%
Max Items = +45%

Cat Base - 50
Max Speed - 137

Archer Base - 125
Max Speed - 343

Advantage Archers

Range Comparison

Max Shooting Tech = +20%

Cat Base - 800
Max Range - 912

Archer Base - 600
Max Range - 720

Advantage Cats

Battle: 
Assumed Both parties have Max Range and Max Speed:

It will always take Cats 3 turns to be able to attack the Back Line. 
Assuming there are Cats in the enemy army, it will always take the archers 2 turns to attack the back line.
If the Field Length is less than 1350, Cats will ALWAYS get first strike on Archers if the cats wait. If the cats are on a death march, then the archers can get first strike on the cats if the archers wait 2 turns and move forward and attack on turn 3. That gives the archers 2 turns to clear out the cavs coming at them.
If the field Length is 1350, Archers can get first strike on the cats in 2 ways.
<<

BroBot2.2

User avatar

Citizen

Posts: 108

Joined: Sun Jan 16, 2011 6:39 pm

Location: USA

Post Sat Feb 12, 2011 8:18 pm

Re: Wlf, reaper, yodac, and speshil

Wow that's long....

Can you guys look at the guide a made. I wanna know what you think. The link is below in my signature
BroBot2.2 - Leader of the #1 alliance in s43
BroBot2.1 - s28 (inaactive)
BroBot2.0 - s104 (a liitle active)
FavreFan101 - s102 (inactive)
Check out my guide at---
<<

Samuel96

Newbie

Posts: 5

Joined: Mon Jul 05, 2010 6:02 pm

Post Sat Feb 12, 2011 8:28 pm

Re: Wlf, reaper, yodac, and speshil

I haven't even got all of them yet there r 2/3 more
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