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Wlf, reaper, yodac, and speshil

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Yodac

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Joined: Wed Jul 21, 2010 9:16 pm

Location: Yodac LLC, Ohio

Post Sun Feb 06, 2011 1:52 am

Wlf, reaper, yodac, and speshil

k. we can discuss the guide here, until we get it figured out.
http://www.yodac.net

Yodac wrote:People would be more interested in life, if life gave more interest in them

FOR SUPPORT: Ask me a Q.

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Vayneglory wrote: Post count doesn't matter, quit bragging about it
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Samuel96

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Joined: Mon Jul 05, 2010 6:02 pm

Post Sun Feb 06, 2011 1:54 am

Re: Wlf, reaper, yodac, and speshil

Hey
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Yodac

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Location: Yodac LLC, Ohio

Post Sun Feb 06, 2011 1:57 am

Re: Wlf, reaper, yodac, and speshil

hi samuel.


heres my guide guys:


CALCULATED (as always) WITH NO ATTRIBUTE/TECHS SO THIS IS THE MAXIMUM U WOULD NEED

ALSO U WILL SUFFER SOME LOSSES

Oasis
1. 150
2. 150
3. 400
4. 400
5. 800
6. 1410
7. 2850
8. 7100
9. 14100
10. can some1 pls give me the data of lvl 10 oasis? then i can calculate it!!!!

forts
1. 5625
2. 11250
3. 22500
4. 36536
5. 56250
6. 98438
7. 163125
8. 225000
9. 365625
10. 506250
Excerpt from Uranos in his Arch Guide: Oasis and Forts

Now time for some added info. Your forts are good for 2 things. 1 of them more so than the other.
1) Money. Very small for high levels(the ones who can actually take a high level fort.)
2) Resource- the main reason to attack a fort,
Most of the time you can find a fort held by an inactive, if you look hard enough. But not all of us are that lucky. So we have to do it the hard way. We know cats are good for taking forts, but archers, in large numbers, can be half as effective. It will take a while to build the army required to take these forts with archers, and it might not be beneficial in the end. If you are going to send archers, send a lot more than what you think you need. And don’t think you can take short cuts, because sometimes the game has other plans for us. With archers, they move slower, so don’t reach as far out as you might normally go for a fort.(that’s just for players new to fort farming)
With archers, I recommend sending half as many as you see in the table above, and sending another type of soldier in with it. If you plan on using archers and cats:
Send half the number of archers you would send if you were going with only archers. Then take along with that, about 1/3 the amount of archers you see up in the table, in cats. Remember, its always better to send too many than not enough.
If you plan to use arch and cav:
Same number of archers as with cats, but send ¼ the number of archers you would send if arch went solo, as cavs, and feel free to add more.
With all of these attacks, you will use archers to take the opponent’s attcks away from your main fighting force. With archers alone, you will lose some, but if you change it up, you can take less losses, especially with the cats. if you send inf and archer, use a mass number of inf as your fodder(sacrifice to keep attack away from main fighting force). I personally recommend the archers with cats, if you want to use archers.

First, you want to send you fodder forward 1 round. Then pause them. If you are using the inf as fodder, or cat as main power, send both troop types forward 1 round, then wait. The other opponents will come to you. Then watch as your fodder will decrease and their army will dwindle. For the other combo, use the arch as fodder. Move them forward 1 round as before. But wait till say, round 3 to send your cavs, then take out their army with your cavs.

As for oasis, they aren’t as bad. You could get away with just sending in 20k archers, and not taking any loss. The important thing is to command the battle, and always know what you are running into. Scout the place you are attacking in good intervals, even while attack is on its way, until your attack reaches. Remember, if you absolutely have to recall, it takes less troops than to withdraw.



i have some others that i never finished.
http://www.yodac.net

Yodac wrote:People would be more interested in life, if life gave more interest in them

FOR SUPPORT: Ask me a Q.

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Vayneglory wrote: Post count doesn't matter, quit bragging about it
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Samuel96

Newbie

Posts: 5

Joined: Mon Jul 05, 2010 6:02 pm

Post Sun Feb 06, 2011 1:59 am

Re: Wlf, reaper, yodac, and speshil

I think I have my guide just gotta check my other acc
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SpeshilCap

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Joined: Sun Feb 06, 2011 1:53 am

Post Sun Feb 06, 2011 2:02 am

Re: Wlf, reaper, yodac, and speshil

Here is my guide, all with out techs and cav needed for level 10, it's a common guide but I have changed it round
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SpeshilCap

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Posts: 12

Joined: Sun Feb 06, 2011 1:53 am

Post Sun Feb 06, 2011 2:03 am

Re: Wlf, reaper, yodac, and speshil

Sorry no level 10 oasis cav numbers

Haypi
Cav guide: oasis and forts

Oasis
Lvl, cavalry needed
1, 52
2, 52
3,138
4, 138
5, 315
6, 630
7, 1270
8, 3140
9, 6320

forts
1, 2505
2, 4910
3, 9220
4, 16000
5, 24500
6, 42900
7, 71100
8, 98000
9, 160000
10, 221000
All with minimal losses
With the required amount for lvl 9 oasis you will lose at most about 200

Forts
Lvl-# cats
1-250
2-500
3-800
4-1300
5-2000
6-3600
7-6000
8-9000
9-13000
10-18000
====
Oasises
Lvl - # cats
1-5
2-10
3-25
4-50
5-75
6-100
7-200
8-400
9-500
====
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      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
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          
====
Lvl 10 Turrets Can Kill
255/76/306/85 per turret per round

Lvl 10 Traps Can Kill
120/36/144/40

Strategy guide 2
Catapults
Shooting range   Level
1100                 0
1116                 1
1132                 2
1148                 3
1164                 4
1180                 5
1196                 6
1212                 7
1228                 8
1244                 9
1260                 10

1300                 Lvl 9 turrets
1350                 Lvl 10 turrets
====
Oasis lvl        Output
1.                 100
2.                 200
3.                 350
4.                 550
5.                 850
6.                 1250
7.                 1900
8.                 2700
9.                 3700
10.               5000
====

Lvl of Fort      Output
1.                   $20
2.                   $40
3.                   $60
4.                   $80
5.                   $100
6.                   $120
7.                   $140
8.                   $160
9.                   $180
10.                 $200
====
You get prestige from:
•Winning a war when others have troops
•Upgrading your resources and buildings
•Building traps
•Training troops
•Having successful hunts
====
When you are not using troops, send them out to hunt. You become wanted when people see your prestige out.

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. 

Strategy guide 2
           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     1150
====
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Samuel96

Newbie

Posts: 5

Joined: Mon Jul 05, 2010 6:02 pm

Post Sun Feb 06, 2011 2:03 am

Re: Wlf, reaper, yodac, and speshil

We need a guide to get people to learn the basics of the game even if it's obvious to us at this level they won't be interested in half this stuff
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TheLoneWlf

Newbie

Posts: 8

Joined: Wed Feb 02, 2011 5:30 am

Location: California, USA

Post Sun Feb 06, 2011 2:05 am

Re: Wlf, reaper, yodac, and speshil

ok, so from my roommates and such I have several "quick reference" guide type things. I think, and i might be psychotically over-thinking this here, but I think we should make 3. a beginners guide that covers pretty much everything. An advanced guide, more strategy and long term play material, and an expert guide that is basically a cheat sheet reference for exact numbers, percents, etc.


Expert Guide:
I think we should try to get support involved, if they're willing, too. So we can get exact stats, formulas, and details such as "whats the percent healed if you have... lvl 7 healing." that way people can be very well informed and stratigerize to their heart's content. We should also try to figure out how to get specific items in hunts (i HAD a great guide for that, but my roomie deleted it...) and other important data... and use that for the expert's guide.

For the advanced guide, i think we should include troop stats, a basic hunt guide, war guides, and the day-to-day stuff you might need. similar to the guides you all sent me to revise and condense. I think these type of guides will cover 70-80% of all users.

For the beginner guide, it should be the "Ha_a....: how do we...?" and we can send them that to answer all their questions without massively cluttering wc. I have a funny feeling these guides wont be needed very long in any given server since people learn fast. This guide would need to be geared more towards 5-15 yr old kids (easy reading, detailed "touch this, scroll here..." types)

any ideas?
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Yodac

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Warlord

Posts: 2271

Joined: Wed Jul 21, 2010 9:16 pm

Location: Yodac LLC, Ohio

Post Sun Feb 06, 2011 2:06 am

Re: Wlf, reaper, yodac, and speshil

im working on one that focuses on how much it costs to upgrade buildings.
http://www.yodac.net

Yodac wrote:People would be more interested in life, if life gave more interest in them

FOR SUPPORT: Ask me a Q.

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Vayneglory wrote: Post count doesn't matter, quit bragging about it
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Samuel96

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Posts: 5

Joined: Mon Jul 05, 2010 6:02 pm

Post Sun Feb 06, 2011 2:08 am

Re: Wlf, reaper, yodac, and speshil

I know some people on my server who I'm sure know some of the formulas
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