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Thread: General tips, some noobie, some not.

  1. #11
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    Quote Originally Posted by SirSolitude View Post
    Very nice thread + rep!
    Thanks for motivation and reputation
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    No problem, I rep what deserves rep

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  3. #13
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    Quote Originally Posted by mazunki View Post
    War cities: Has many farms in city + 1 of each other resource, 6 cottages, a beacon tower, a rally spot, a relief station, a feasting hall, embassy, academy and rest barracks.
    There is no set buildings for a war city. It having farms + 1 of each other res is totally irrelevant ... You would be referring to people who capture a lvl 10 to use to attack - not everyone does this. Some people would just use one of their regular cities so that they have extra city slots to play around with.

    Quote Originally Posted by mazunki View Post
    Resource cities has full lumber (1 of each other) or full iron (1 of each other). Sell them on market, and buy what you need. You will want some transporters here, and a good politic hero. In town you need, 6-7 cottages, feasting hall (get up to lvl 4 at first), beacon tower, embasy (lvl 4 soon as possble), relief station, academy (lvl 2 gives max production rate).
    There is no such thing as a resource city... Every city should have a quite large number of troops and be self-sufficient (not taking/sending res to and from other cities.)
    If you have a full iron city, how is 6-7 cottages enough? You would need more than that just to keep an idle population - giving you the maximum production rate...
    And I don't see what the point in setting the "lvl 4, lvl 2" stuff is... Just level them up as high as you can get them. Also, your point about a lvl 2 academy giving max production doesn't work. For lumbering tech you only need a lvl 1 academy anyway. And you won't have your stockpiling tech if you only have a lvl 2 academy - less resource capacity in the city.

    There really is no need for this sort of city though, either capture an NPC and remodel, or if able to on your server - capture an enemy city.


    Quote Originally Posted by mazunki View Post
    About Resources, you would need double as many farms, than lumber and iron mines, only 1 stone (2 in start)
    Huh? This is supposed to be your main city? The one with the most troops (other than war city)? But you want to put farms and quarries in there? - Less useful res to build troops - less troops.

    Quote Originally Posted by mazunki View Post
    Don't build stuff to lvl 10 yet. Spare your Michelangelo Scripts.
    Not even the rally spot or feasting hall - the most important buildings to get to 10 in every city...?

    Quote Originally Posted by mazunki View Post
    Full stone. Don't spare these......
    Full stone could be quite useful .. for a quest ... actually

    Quote Originally Posted by mazunki View Post
    Remember, you can have more resources than your limit; BUT it stops producing as they don't have space to produce more
    Lumber cities store any spare iron you have ... Iron cities store any spare lumber you have ... Simple, you never stop producing.

    Quote Originally Posted by mazunki View Post
    Troops:
    Workers: Used to transport resources, send with rainbow attacks, and build cities.
    Warriors: Supports archers in war.
    Scouts: Used to scout, and in rainbow attacks. Heard of a scout bomb.. ? Can be quite useful really...
    Pikemen: Used in rainbow attacks, and against cavalary.
    Swordsmen: Used in defence.
    Archers: Used in rainbow (Mostly these), to take valleys, etc.
    Cavalary: To take down loyalty. You can do a jaq with cavs as well as phracts...
    Cathapracts: Same as cavalary, stronger. Also used for Jaq attack.
    Transporters: Used to transport resources. And to plunder resources
    Ballistas: Used to take NPCs 1-5 Used in mech attacks, and also used quite commonly when trying to destroy the defences of a HC when you don't really care about losing a few...
    Battering Rams: Not used much.
    Catapults: Not used much. PvP mech attacks ... Used quite a lot.

    Quote Originally Posted by mazunki View Post
    Traps: Takes infantry and cavalary. Take down with warriors. Most people use scouts, because they are a lot quicker...
    Abatis: Takes cavalary. Take down with cavalary (If it is a must) Yeah, it quite often would be a must.. If you cleared traps, then clearing abs is just as important.
    ATs: Takes all troops. (Take down with warriors + archers)
    RLs: Takes all troops. (Take down with ballistas) Take down rolling logs with ballista? You don't actually need to take them down, cause they don't do much at all.. And no-one builds large amounts of them, no matter how nooby they are.
    DTs: Takes all troops. (Take down with ballistas/catapults)
    Just use scouts and cavs again, they are generally used against all 5k defences as quick and cheap...


    Quote Originally Posted by mazunki View Post
    -Historic Heroes can have base over 100. In start of a server, they are on NPC 4. To get them, you must win an attack against them, have their picture (costs 10 cents), and be lucky.
    Uh, no... They're in every level of NPC ... actually - not just lvl 4s.

    Quote Originally Posted by mazunki View Post
    To get the base of a hero:
    -Take of all equipment and take of excalibur, etc.
    -Click redistribute. And click OK. You will need some holy water for this.
    -Don't waste holy water if: Level / 3 substracted of Stat < 70
    The reason it is level divided by 3, is that there are 3 stats, and if the stats are added the same on each, it would be excact; but it isn't 100% the same.

    -Example: Level = 60, ATK = 85
    85 - 60 / 3 -> 85 - 20 -> 65. Not worth the chance.
    2nd Example: Level = 30, ATK = 80
    80 - 30 / 3 -> 80-10 -> 70. Worth the chance.
    It would seem you don't have the slightest clue what the base stat of a hero is. Base stat = Stat - lvl.
    Example 1. Level = 60, ATK = 85
    Base = 85-60 = 25.
    Example 2. Level =30,ATK = 80
    Base = 80-30 = 50.

    I have absolutely no idea where you got that idea of what the base stat is from...
    It's not just "what it would likely be if you holy watered it" ... It's what the current base stat is, and it might improve when you holy water it...

    Quote Originally Posted by mazunki View Post
    Heroes as mayor:
    -Politic: Building buildings speed. Bonus to resource production. Also a bonus to the speed of building wall defences...
    -Attack: Recruiting troops speed. Bonus to attacks. Your attack hero will not defend if you have him as mayor - this being in the "heroes as mayor category".
    -Intelligence: Academy research speed. Bonus to scouting It doesn't provide a bonus when scouting - Other than it increasing the life of your troops - doesn't help with information gathering. Also, again, as mayor this hero won't defend, so this doesn't fit in the category you put it in...
    Quote Originally Posted by mazunki View Post
    This is with a hero of 70 ATK (not base)
    You only need 400 ballistas for NPC 5s with a hero of over 70 ATK...

    Quote Originally Posted by mazunki View Post
    Send waves with 8 heroes (minimum), hitting at same time between them (30 seconds maybe): 30k warriors
    Doesn't really make sense - perhaps you could clarify what you are actually saying for people who don't know -so won't be able to guess what you might be meaning like I was able to...
    Quote Originally Posted by mazunki View Post
    That was a real waste of a new thread, wasn't it? If you had it all in that thread already...


    Just a few tips that might help you to improve your knowledge and improve the guide there... "Just a few"...
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  4. #14
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    Quote Originally Posted by Hollandrock View Post
    There is no set buildings for a war city. It having farms + 1 of each other res is totally irrelevant ... You would be referring to people who capture a lvl 10 to use to attack - not everyone does this. Some people would just use one of their regular cities so that they have extra city slots to play around with.



    There is no such thing as a resource city... Every city should have a quite large number of troops and be self-sufficient (not taking/sending res to and from other cities.)
    If you have a full iron city, how is 6-7 cottages enough? You would need more than that just to keep an idle population - giving you the maximum production rate...
    And I don't see what the point in setting the "lvl 4, lvl 2" stuff is... Just level them up as high as you can get them. Also, your point about a lvl 2 academy giving max production doesn't work. For lumbering tech you only need a lvl 1 academy anyway. And you won't have your stockpiling tech if you only have a lvl 2 academy - less resource capacity in the city.

    I use resource cities, though. Iron and lumber cities.

    There really is no need for this sort of city though, either capture an NPC and remodel, or if able to on your server - capture an enemy city.

    Huh? This is supposed to be your main city? The one with the most troops (other than war city)? But you want to put farms and quarries in there? - Less useful res to build troops - less troops.

    My main city is used for quests, resources, troops, academy, a bit of all


    Not even the rally spot or feasting hall - the most important buildings to get to 10 in every city...?

    I capture lvl 10 NPC with lvl 9 rally spot / Feasting Hall. Then I take my new 10s from my old 10. Then I can get full lvl 10 NPC; with their respective barracks lvl 10

    Full stone could be quite useful .. for a quest ... actually

    LOL


    Lumber cities store any spare iron you have ... Iron cities store any spare lumber you have ... Simple, you never stop producing.

    It stops producing the specific one it is full on


    Just use scouts and cavs again, they are generally used against all 5k defences as quick and cheap...

    But you'll have more losses

    Uh, no... They're in every level of NPC ... actually - not just lvl 4s.

    Really? Will have it in mind Are higher NPCs filled with better HHs?

    It would seem you don't have the slightest clue what the base stat of a hero is. Base stat = Stat - lvl.
    Example 1. Level = 60, ATK = 85
    Base = 85-60 = 25.
    Example 2. Level =30,ATK = 80
    Base = 80-30 = 50.

    Lots of discussion what this is. For me, base stat is the stat it has after holy water used, without distributing.

    You only need 400 ballistas for NPC 5s with a hero of over 70 ATK...

    Sure about this?


    That was a real waste of a new thread, wasn't it? If you had it all in that thread already...

    Max 10 000 letters per thread

    Just a few tips that might help you to improve your knowledge and improve the guide there... "Just a few"...
    Thanks for feedback, though
    1 scout gets caught. 100k scouts are invisible.
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  5. #15
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    Quote Originally Posted by mazunki View Post
    It stops producing the specific one it is full on
    That's why you send any spares to the cities that don't produce those resources...

    Quote Originally Posted by mazunki View Post
    But you'll have more losses
    Noone really cares about the 10k cavs/10k scouts you might lose from spamming down 5ks with scout/cav... Seeing that everyone does it...

    Quote Originally Posted by mazunki View Post
    Really? Will have it in mind Are higher NPCs filled with better HHs?
    Not particularly, its just totally random where they land and what level the npc is...

    Quote Originally Posted by mazunki View Post
    Lots of discussion what this is. For me, base stat is the stat it has after holy water used, without distributing.
    No, there isn't any discussion on this topic. Anyone that knows what they're doing knows that it is the stat minus the level. What's the point of the base stat being after holy water? Heroes that have been holy-watered already could then in your imagination be holy watered another time - giving you a higher base stat again.

    What you worked out was whether it would be worth it to holy water the heroes, though I have absoloutely no idea what you did, cause it's totally wrong.

    Quote Originally Posted by mazunki View Post
    Sure about this?
    Yes, I am very sure.
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  6. #16
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    Quote Originally Posted by Hollandrock View Post
    That's why you send any spares to the cities that don't produce those resources...

    Yup

    Noone really cares about the 10k cavs/10k scouts you might lose from spamming down 5ks with scout/cav... Seeing that everyone does it...

    Hahaha, true

    Not particularly, its just totally random where they land and what level the npc is...

    Nice


    No, there isn't any discussion on this topic. Anyone that knows what they're doing knows that it is the stat minus the level. What's the point of the base stat being after holy water? Heroes that have been holy-watered already could then in your imagination be holy watered another time - giving you a higher base stat again.

    What you worked out was whether it would be worth it to holy water the heroes, though I have absoloutely no idea what you did, cause it's totally wrong.

    What is the point of having a higher number after holy water in your case then? I spare on base 69+ heroes.

    Yes, I am very sure.
    Thanks for reply, sir :P
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  7. #17

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    The discussion about the base stats of a hero is actually misleading. The base stats are the constant, lowest values of each stat a hero has. When you get them from an inn, the points are randomly assigned before you get them. So in essense approximately 1/3 will likely be on each stat. It varies of course as all things related to chance do. So if I see a level 50 110 attack hero that hasn't been watered sitting around I'm not going to ignore it for a level 1 70 attack hero instead. I'd probably get both, but if I only had space for 1 more hero for some reason, I'm expecting the level 50 hero to actually have a higher base than the level 1 hero. In short, any time your hero's base changes, or you can get it to a lower level than the base, your idea of it is flawed.

    What you mean isn't the actual base, it's more of a known minimum base. The formula given looks complicated and it's poorly explained no doubt, but the following corrective discussion is less accurate and less useful.

    Overall though the guide has many holes which have otherwise been well pointed out. One of my pet hates in this game is people offering advice that is poorly researched and contains many assumptions that have no investigation. This guide is a clear case of such an event. It's really just the equivalent of AC in a small, noobish alliance where one person thinks something, says it and everyone else follows without question. Guaranteed, if I were to meet someone who followed this guide I'd eat them up fairly quickly.

    One final comment about ballies taking out logs. Ballies don't trigger logs. Scout a level 5 NPC and recall no loss level 5 NPC farming if you don't believe me. But as was sort of alluded to, unless someone for some reason has a lot more of these than normal compared to trebs, traps and/or abatis they'll be long gone if you're clearing all range setters. If I did come across such a city, warrior spam would be the most efficient resource and barrack training wise, scouts for time of attack.

  8. #18

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    very useful thank you

  9. #19
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    Quote Originally Posted by mazunki View Post
    What is the point of having a higher number after holy water in your case then? I spare on base 69+ heroes.
    Say you have a hero from the inn, level 20 - attack 60... The base of this hero is 40. If when you holy water it hes goes up to level 20 - attack 72... The base of this hero is now 52. The base is not a prediction on what he will likely be after he has been holy watered, it is his current base stat attribute.
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  10. #20
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    Quote Originally Posted by Hollandrock View Post
    There is no such thing as a resource city... Every city should have a quite large number of troops and be self-sufficient (not taking/sending res to and from other cities.)

    Lumber cities store any spare iron you have ... Iron cities store any spare lumber you have ... Simple, you never stop producing.
    You say that every city should be self sufficient. In the meaning above that you gave you said that you shouldnt be taking/sending resources to and from other cities. You later say to take and send resources in order to keep producing. That is not self-sufficiency. It depends on other cities to work. Also lumber cities, iron cities, food cities, and stone cities ARE resource cities because they produce a specific resource.
    NA19 forever

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