Raptor Joined 15/08/2001 Posts : 2616
| Posted : Wednesday, 12 March 2003 - 06:23 OK FIRST RULE here NO ONE is to post here i will be using the edit feature to add to the same thread and organized around to be a easy to read guide any comments or questions make it in a separate thread.
Table of Context 1. Before the game even starts 2. During the first turn 3. techs and upgrades 4. taking over 5. building 6 attacking and defending 7. troop types 8. turns 9. politics 10.Military Training 11.quitting and innacitives 12.dont know 13.dont know 14.dont know 15.dont know Last Edited : Wednesday, 12 March 2003 - 09:42 | Raptor Joined 15/08/2001 Posts : 2616
| Posted : Wednesday, 12 March 2003 - 06:24 1. Before the game even starts You will receive 2 free comandeers. So there wont be a serious need for comandeer, however its recommend u start with 1 more units so the units u choose should be commandeer spearman, swordmen or scout<i would choose spearman, swordmen or scout or comandeer<i would choose spearman, swordmen or scout<i would choose spearman, swordmen or scout<i would choose this pattern has been choosen from many other players from the other threads
>you castles has 3 road they each lead to a resource biulding send your comandeer to each road and when the turn starts u can take over and send ur scout searching for your gold mine >the game is played on a "diamond view" >look at 8.turns to figure out which game is best for u Last Edited : Wednesday, 12 March 2003 - 19:56 | Raptor Joined 15/08/2001 Posts : 2616
| Posted : Wednesday, 12 March 2003 - 06:24 2. During the first turn in the game page on the side bar which is
• Introduction • Game News • Casualties • Quit Game Status • Income • Buildings • Military • Rankings Tools • Trading Market • Military Training • Tech Centre<<<<<<<<<<click this • Upgrades • Spy Network
next u see taxes fill it in then go to bottom and click research new technology then u click on the open map u then take over each of the resources biulding and repair them too and move search for your goldmine and gempod with ur scouts of any unit u choose
Last Edited : Wednesday, 12 March 2003 - 19:57 | Raptor Joined 15/08/2001 Posts : 2616
| Posted : Wednesday, 12 March 2003 - 06:24 3. techs and upgrades techs upgrades resources when u upgrade a resources biulding in the long run u will gain, if u do it in the first turn u take the biulding over when u upgrade u gain 50% of the production
castle walls when u upgrade here this converts all ur palisades inside ur castle to stone walls after u do this upgrade ur allowed to learn drawbridges in tech
outpost u gain in range from 11 to 14 i believe
barracks -after learning Advanced Training in tech u can select expert training mean u gain 50% more troop within that barracks this is all after u biuld ur training giuld -after u learn advanced melee u can train pikemen and squires after expert melee u can learn falconaries and mace after master melee u can learn knights and heavy calvery -after u learn archery in tech u can select advance,then expert and then master archerys -or u can learn seige first battling rams then catapults Last Edited : Wednesday, 12 March 2003 - 08:10 | Raptor Joined 15/08/2001 Posts : 2616
| Posted : Wednesday, 12 March 2003 - 06:24 4. taking over taking over requires ur troop commandeer to be adject to the biulding one your commandeer is there make sure your commandeer has more than 40%battle points(bp) if its not fully taken over u try again next time u have more than 40% bp
after u take it over its your building by click on the object on the area ur commandeer is adject to on the side panel of the map u click take over
if its a resource biulding wait til u have more than 40%bp before u repair it so u can collect the full resource
taking over castles is more tricky first there has to be no enemy troops within the castle second u has to be a clear spot not on rubble third if first and second is done u click on your commandeer unit then u look at the side panel of the map all the way to the bottom of ur commandeer stats u will see take over castle u click that and u willbe taking over the castle
Last Edited : Wednesday, 12 March 2003 - 07:24 | Raptor Joined 15/08/2001 Posts : 2616
| Posted : Wednesday, 12 March 2003 - 06:24 5. building >the first biulding u will build will be your Blacksmith u can biuld this any where hopefull u will choose a spot near or inside ur castle >to biulding the blacksmith u will have to be on ur map u will choose a spot adject to ur commandeer click on the spot look at side map panel and choose biuld click blacksmith and select yes if u dont see black smith refresh map >if u see wrenches u will have to wait til u have 40 or more bp to finish the biulding once the wrenches are gone ur building has been biult -black smith also u to biuld others biuldings and to develop blacksmith tech next u will be either -marketplace this biulding is 3x2 biulding u will have to choose a spot that can fit that area allow u to buy and seel resources and gives u the tech of marketplace or -Military Academy a 1x1biulding also u to have 5 more troops per each one of these are biult and gives u military tech then -Training Guild a 1x1 allows u to upgrade troops and gives u training guild tech or -Barracks a 2x2 biulding allows u to deploy troops from there military training is where u can manage the troop type for the barracks >if the biulding is in red u need to follow the direction on how to fix eg.that it may that ur too close to enemy not enough funds not and so on
additionals none essentail biuldings -towers can view 8 spaces gives all range units in it a +3range which isnt highlighted but u are able to attack 3 more spaces than the highlight one when ur inside only -outpost gives u viewing range of 11 or 14 when *upgraded can be biuld after u learn *recon in tech -palisades wooden defense blockaids health of 1000 -stone walls stone defense blockaids health of 4000 can be biult after u learn *palisads in the tech -drawbrides also u to move only ur units threw them 3000 health can be learn after u learn *stone walls tech and *castle walls in upgrade Last Edited : Wednesday, 12 March 2003 - 10:04 | Raptor Joined 15/08/2001 Posts : 2616
| Posted : Wednesday, 12 March 2003 - 06:24 6 attacking and defending melee are units that attack only when ur troop is adjcent to the other to figure out hte strenght u can use the warcalculator or do the math which is ur troops total damage capablity (which u can see in the map panel when u click on ur troops)times the 1.%bp +the difference in %between ur attack modifer and ur opponents defense modifers= ur opponents loses make sure this number is atleast half his health his defense is his health times 1.%in the difference of his defense modifer and ur attack modifer
Range units -they are best from far away and should be protected by ur melee units -archers range of 6 squares as highlighted can move 9 mp per turn -arbs range of 4 squares has some melee stength -balist range of 9 the best range capability can move 6 mp per turn -marksmens range of 8 strongest range unit can move 9 mp per turn
attacking biuldings -melee troops can attack biuldings at a damage of 250 per attack -range units cant not attack biuldings -seige weapons are ideal for this they can do full attacks --battling rams are like melee seige and capults have a range of 7 and are able to inflict damages on biuldings Last Edited : Wednesday, 12 March 2003 - 08:39 | Raptor Joined 15/08/2001 Posts : 2616
| Posted : Wednesday, 12 March 2003 - 06:24 7 troop types what u have to keep in mind here ur troops follow a rock=type 1, paper=type2, scissors=type3 affect and theres are range and seige units too weakest---------------------------strongest rocks =spearmen, pikemen and macemen papers =swordmens, squires and knights scissors =scouts, falconaries and heavy calvery
ranges =archers, arbelestiers,balista and marksmen seige =battling rams catapults Last Edited : Wednesday, 12 March 2003 - 07:52 | Raptor Joined 15/08/2001 Posts : 2616
| Posted : Wednesday, 12 March 2003 - 06:25 8 turns and game details turns depends on the game ur in certain games has longer turns than others u should choose a game where u can be on every turn of that game Campaign games for level advancement -Games runs on a 12 hr turn -Fast runs on a 6 hr turn -Skirmish runs on a 8 or 12 hr turn Battle games for learning and fun purpose(no level is gained) -novice 1-11 are for 1 on 1 fights the turns are done when the player hits end turn and next player goes -novice 20-21 are for 4 players turns are done when player hits end turns Last Edited : Wednesday, 12 March 2003 - 08:49 | Raptor Joined 15/08/2001 Posts : 2616
| Posted : Wednesday, 12 March 2003 - 06:25 9 politics NAP-non aggression pacts types of NAPS -set turn naps -defensive naps -alliance naps -anti gang bang naps
this topic is all over this forum many good comment and threads are of this take a look at them Last Edited : Wednesday, 12 March 2003 - 09:10 | Raptor Joined 15/08/2001 Posts : 2616
| Posted : Wednesday, 12 March 2003 - 06:25 10. Military Training here is where u choose ur troops after u upgrade -first thing u can have a maximum of 3 active barracks u can own more than 3 but only 3 will produce troops -second after u already upgrade units in the upgrade u can assign them to barracks with a free learn after the free learn u have to wait 1 full turn til the troop is trained into that barracks where u can select them in the list above the assign -third advise if u plan to dedicate one barracks to melee just learn melee in it, dont just learn everything in one barracks, what u can do is learn one melee of one kind in one another kind in another or learn range units in one and seige in another its all up to what u plan to do Last Edited : Wednesday, 12 March 2003 - 08:20 | Raptor Joined 15/08/2001 Posts : 2616
| Posted : Wednesday, 12 March 2003 - 06:25 11 quitting and innactives -if u choose to quit a game during turn 0 this will not affect ur level but u will not be able to join that game til it begin again -if u choose to quit after turn 0 this is forwn upon so in the games ranking u will drop below the players who have been eliminated -going innacitive after game starts is also frown upon so if u go innactice for over 5 turns u will show up in ranks and go under those who be eliminated
Last Edited : Wednesday, 12 March 2003 - 09:50 | Raptor Joined 15/08/2001 Posts : 2616
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