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Post by janomasterone on Jul 7, 2020 17:37:52 GMT -8
Hi all I am janomasterone and I will try to explain some tips to have a higher level of play, this will be mainly dedicated to new players who generally have problems with some campaigns (It will also be possible to apply some tips in player versus player battles), anyway, if someone already has experience, maybe they will learn something new. * Tips based on version 4.2.2 settings, I will try to be general to make it work for other versions. ** Information will be available in-game, on the forum and gained from experience. First of all: if you are interested in building maps, you want to improve or simply learn how to create maps with good or acceptable balance, check out the following thread "click here to review Basic guide on map design" ...(Even if you are not interested in building maps, you should review the guide to learn how to choose maps with an acceptable balance, especially if you want to have an entertaining online combat) Let's start ... Basic knowledge
(view image) To fully understand the characteristics of the game, it is recommended to read, by pressing on the book ( green arrow) information is displayed, first you must press on the field or unit that you want to know better, in the case of units, below the general description of the unit are the abilities ( blue arrow), pressing on an ability will open the description of that ability and will also show the name of other units with the same ability. In the life points (white letter) there are 2 numbers, on the left the current life points are shown. The total number of life points the unit has is indicated on the right. In the experience points (yellow letter) there are 2 numbers, on the left the current number of experience points is shown and on the right the amount necessary to level up is indicated. (view image) Pressing the castle icon ( green arrow)will display the current amount of gold for the teams participating on the map. Gold can be obtained in 3 ways: conquering villages (each village contributes 50 gold coins), conquering castles (each castle contributes 100 gold coins) and keeping the commander alive (the living commander contributes 50 gold coins and increases 25 coins for each level that goes up). At the start of the turn you get the gold and in each new turn you will receive your reward again, that is why it is important to defend your villages, castles and keep the commander active and safe. Gold is used to acquire new units. You can calculate enemy gold to predict which units you can purchase, so you can better plan your choice of units. Attachments:
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Post by janomasterone on Jul 7, 2020 17:38:14 GMT -8
Level up
To level up, it is necessary to gain experience points, these are obtained mainly by attacking and defending, some units can also gain experience by supporting. By leveling up the statistics improve, mainly increases attack and defense, some units can get other improvements, such as increasing movements or more health points or other. Depending on the configuration of the game, you can go up to a maximum of 9 levels, for the first level it is necessary to obtain 100 experience points, for the second 200, the third 300 and so on. You can get 60, 30 or 10 experience points: 60 experience points are earned only when a unit kills the enemy due to an attack or counterattack. You get 30 experience points attacking another enemy unit without killing it, in the case of the paladin, you also get 30 points using its special ability. 10 experience points are earned when performing a counterattack, the druid and the sorceress also gain 10 points using their special ability. * Paladin and Spirit can damage allied skeletons and ghosts. If you use experience points wisely you will be able to raise the first level in a single turn, for this you must use the druid to help a unit move a second time and eliminate both times an enemy, in short, if you want a unit to level up quickly, only occupy it to give the final blow to the enemy, it is possible to raise 120 experience points with this strategy, but it is only possible with units compatible with the druid. The exception to this is the spirit, under certain circumstances, you can surround a spirit with skeletons and ghosts that have very few life points to eliminate them, it can affect a maximum of 12 units, that is, you can get 720 experience points for the spirit At most, this can be done on resistance maps, however it is something that requires preparation, the most normal thing is to use the spirit to attack an enemy unit and that is close to a damaged skeleton or ghost, the good thing is that the spirit it can damage skeletons and ghosts allies and enemies so it is easy to do.
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Post by janomasterone on Jul 7, 2020 17:38:37 GMT -8
Defense The defense of a unit can be affected by 4 factors, (see image), the light blue arrow indicates the personal defense of the unit, the red arrow indicates the magic affinity (in blue color) or the physical affinity (in green color) , the green arrow indicates the defense that the terrain provides and also some units can increase their defense due to some ability. Magic or physical affinity can improve or decrease self defense, in the case of the image, the spirit has 25 self defense points and 5 magic affinity points, for a total of 30 points to defend against other affinity attacks magic and a total of 20 defense points against attacks with physical affinity. Magic affinity is indicated by blue numbers and physical affinity is indicated by green numbers. (For more information, click here "3.0 Balance Changes") The terrain can also improve defense, but in the case of air units it does not increase or decrease its defense points, however it is advisable to leave air units on terrain with more defense so that the enemy does not use them. There are different types of terrain, they can provide 0 *, 5, 10, 15 or 20 defense points if the unit is compatible (see second image). Some units with special abilities receive an additional defense bonus if they are on specific terrain. 0 * water brings zero defense points, however due to an ability there are units that can be stronger in water Other ways to improve defense are: * Increase level. * When after finishing the movement of a unit, the Paladin adds life points, technically this does not increase the defense statistics, however it can receive more attacks due to the increase of life points (see next image, green arrow). * Druid Aura, this also does not improve defense stats, however it prevents negative states ( red arrow).
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Post by janomasterone on Jul 7, 2020 17:39:00 GMT -8
Attack (view image) The yellow arrow indicates where the value corresponding to the attack of a unit is shown, this value may increase or decrease according to certain circumstances. The red arrow indicates the life points, in this case it has 50 points more than the total of the unit, this is achieved using the paladin to support a unit before moving, with this strategy it is possible to considerably increase the attack. The celestial arrow shows the inspired status provided by the druid's ability, this increases 10 attack points. The green arrow indicates the weakened state provided by the golem, this causes the enemy defense to decrease by 10 points, so our attack will do 10 extra damage points. Whenever possible, to decrease counter damage taken by counterattack (units counterattack if they have life points left *) when attacking the enemy, you must start the attack with ranged units and end the melee attack. When you don't have ranged units to attack, you should try using the defense bonus that some terrains provide. Increasing the life points with the Paladin before attacking will also work to avoid taking more damage from the counterattack. Another way to increase the attack is by taking advantage of the special abilities that some units have. (view image) When we make a basic attack, before finishing the attack, some statistics are shown: Attack, defense and level. To calculate, just perform a mathematical operation, attack (from our unit) minus defense (from the enemy) and the result is multiplied by the percentage of life (of our unit) = (55-10) * 1 = 45 If you pay attention where the defense numbers are indicated, there is an arrow, that arrow can be green or red, the green arrow indicates that the defense increased and the red arrow indicates that it decreased. This number can be modified due to terrain type and abilities. when we attack our enemy and he does not die, a counterattack is received, the way to calculate the counterattack is exactly the same: enemy attack points - defend our unit and the result is multiplied by the percentage of enemy life = (55-10 ) * 0.55 = 24.75 = 24 (when the result is not an integer, it is rounded to the number before the decimals) Now a slightly more complicated example, wolfarcher will attack the dragon, wolfarcher can attack melee and ranged, we will review both cases, in addition support from other units will be added. To calculate the direct damage and counterattack it is necessary to apply some formulas, it will be explained below: Ranged attack:
[(60 + 5 + 10) - (25 - 5)] * 1.4 * 0.5 = 38.5 -> 38 damage general detail: [(attack of the wolfarcher) - (defend of the dragon)] * life of the wolfarcher * ability of the dragon specific detail: [(Attack Points + 50% Inspired Status due to Dragon Ranged Defense Ability + Shooter Ability) - (Defense - 50% Weakness Status caused by Golem due to Dragon Ranged Defense Ability )] * health percentage * percentage of ranged defense ability. Melee attack:
[(60 + 10 + 10) - (25 - 10)] * 1.4 = 91 general detail: [(attack of the wolfarcher) - (defend of the dragon)] * wolfarcher life points specific detail: [(attack points + inspired state + marksman ability) - (defend - weakening state)] * health percentage Dragon counterattack:
{[70-(15-5)] * 0.09} * 1.5 = 7 -> Health points are resolved first, then the dragon ability is applied. (70-10) * 0.09 = 5.4 -> 5 * 1.5 = 7.5 = 7 general detail: {[dragon attack - (wolfarcher defense)] * dragon life} * dragon melee master skill specific detail: {[attack points - (defend - affinity)] * percentage of life points} * percentage of ability
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Post by janomasterone on Jul 7, 2020 17:39:31 GMT -8
Distance and Prediction (view image) The green arrow indicates where the amount of movement squares for a unit is displayed. Pressing a unit ( yellow arrow) will show the number of movement squares and the attack range. The yellow squares indicate where that unit can move. Red squares indicate where the unit can attack. The red arrow indicates the current amount of enemy gold. The celestial arrow indicates some statistics of an enemy skeleton, its range of movement and attack is also shown. Now;), before making any moves against the enemy, you should consider the following: 1.- Check the range of movement of all enemy units or at least the nearby ones that can reach you, it is necessary to pay attention to the attack of those units to calculate that they will not be able to kill your units if you move within the attack range enemy. * In the case of the image where the Skeleton is shown with very high statistics but that is not capable of eliminating the wolf in an attack, it is convenient to leave the wolf there, it is not necessary to attack or end the movement of the wolf, since the Wolf You gain 10 experience points per counterattack + 20 health points for being in an allied village and are immune to poison. 2.- Check the enemy gold, in addition to the current gold, you must calculate the gold that the enemy will have in his imminent turn, this will help him to consider the units that his enemy can buy and prepare a countermeasure. With practice you can predict with great precision which units the robot will buy, when you play online with other players it is a little more difficult to predict, but it can still be done. * Also, you can consider your own gold to better organize your defense and attack, ideally keeping your units in such a way that they can help in any situation. If you have the capacity, you can do the calculations for more than one turn. (view image) The movement squares of a unit can be limited by the type of terrain, the image indicates how many movement squares each type of terrain consumes. Pressing on a terrain icon and then on the book opens a window with information on that type of terrain: 1.- Defense points are added to the unit that is on that type of terrain. 2.- Health points are added to the life points of a damaged unit without exceeding the maximum life point limit of a unit. 3.- Movement squares, indicates how many movement squares are necessary for a unit to be on that type of terrain (see next image). 4.- Gold, indicates the amount of gold coins that each new turn provides. 5.- Effects, if any, describe the type of effect of that terrain. * unit abilities can modify these parameters, for example, air units are not affected by defense and movement squares. The green arrow indicates the number of squares the soldier can move and the numbers indicate how many squares of movement each type of terrain consumes, the soldier can only move to a terrain if the sum of movements does not exceed his maximum movement capacity.
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Post by janomasterone on Jul 7, 2020 17:50:58 GMT -8
Defensive barrier The defensive barrier can be realized when we face difficult maps against the Robot, the function is to prevent the enemy from attacking from various directions. The main thing is to place the units in such a way that a line is generated that blocks the enemy advance (as indicated by the green line), we must make sure, if possible, that the enemy cannot kill our units. It is necessary to have support units to increase the life points and heal negative states of the units ( red circles). If there are units with a high defense, we can use them to attack the enemy in their territory ( yellow circles), they can also be used to protect weaker units from melee attacks ( celestial circle). The position of the support units must be close enough to provide effective assistance. For example in the image we can move the slime and the affected units would be healed using the spirit. The difficult maps that are easy to control the enemy, as in the image, we can afford to have support units in the first line, however in even more difficult and larger maps, it is advisable to keep the support units behind the first line of attack / defend. The image shows a fraction of a more difficult and larger map. In addition to the actions mentioned above, we can also use the enemy itself to strengthen our defensive barrier (red line): it consists of damaging as much as possible but without killing the enemies closest to our line of defense. We do this until we have more units and more level. If the enemy has very few health points, it cannot cause significant damage, and it will also hinder the enemy movement, preventing the units from making powerful attacks on our barrier. Enemies can be eliminated, as long as we have enough units to resist the enemy attack. Eliminate the problem units, they can be support units, units with long-range attack or units with a very high level.
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Post by janomasterone on Jul 7, 2020 17:52:28 GMT -8
Stealing castles
In castles, only the commander of the same color can be on the castle and buy units, so any other unit that remains on the castle, either ally or enemy, will completely block the acquisition of new units. This setting can be used to steal castles with little effort. (view image) To block castles, any unit can be left on a castle, however it is recommended that they be units with a high defense and that they can recover health, as shown in the image, the slime is a good option ( red arrow). Keep in mind that when it is the enemy's turn, the unit that remains on the enemy's castle will lose 50 life points, so you should check that the enemy units near that castle do not have what it takes to eliminate your unit. One way to counter loss of life is to have a support paladin. Normally this works for one or two rounds when the commander is out of range ( light blue circle), but it can also be used for more rounds, you simply have to have units that have more than 50 health points. You can lock a castle at a greater distance using the druid (this is something to consider when building maps, so avoid building castles too close when they will be enemies) (view image) Another way to remove a castle is to use the commander's special ability, which is to increase one movement square per level. We need our commander to have only 10 experience points to level up ( light blue arrow) and he must be in conditions that can receive a melee attack (more experience points may be missing, however, by counterattack only 10 points are obtained experience, so more attacks would be necessary), to prevent our commander from being eliminated, we can increase his life points with paladin and use the druid's ability to prevent a blinding attack (blinded units do not receive experience points because they cannot defend themselves, the exception to this is the Berserker) We place our commander at the limit of the castle to be reached, for example, if the commander can move 4 squares as in the image ( green arrow) then the commander must be 5 squares away from the enemy castle. When you level up ( red arrow) you can already take the castle. This works mainly against the robot, normally when using this strategy, the robot does not consider the commander's ability and leaves the castle unprotected. * You can also do something similar when the enemy uses a golem, in this case, we can be closer to the enemy castle and without the aura of the druid so that the ability of the golem affects us, by having the state of weakening our movement will be limited to a square of movement. The robot recognizes the limitation of movement of our commander and if it is more than one square away from the castle the robot will not leave units on the castle, however it is recommended to stay further away to prevent it from buying distance units such as an archer by example and due to space problems on the map that unit remains on the castle. For this strategy it is necessary to have a spirit close enough to the commander so that he can remove the weakened state caused by the golem. ** The way to counter the blockade of castles is considering this possibility, check the enemy gold and its units, we can also leave a unit on our castle at the end of our turn or leaving units near our castle, these units must be able to defeat the possible castle blocker.
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Post by janomasterone on Jul 7, 2020 17:52:50 GMT -8
Upload walkthroughSo that your result when completing a mission can be seen by any other player, it is necessary:
1.- Have an email account (gmail works fine, some emails are not supported), remember to check your email after registering to activate the account in the game.
2.- When you already have your account, just go to the campaign and choose the stage.
3.- when choosing the stage, press on local record.
4.- now press on upload (if you have already uploaded your repetition, then only the delete option will appear) If at any point you have a better result, you can go back up your rep by doing the same.
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Post by janomasterone on Jul 13, 2020 19:41:43 GMT -8
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Post by janomasterone on Jul 13, 2020 20:07:33 GMT -8
Ok guys, I think it's over. Hope you can find something to help you If they notice an error or something is not understood, they can write about it to correct it. *Left 2 1 posts blank in case other content needs to be added.
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Post by kaibaman on May 4, 2022 22:50:11 GMT -8
great job bro
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Post by kaibaman on May 4, 2022 22:51:10 GMT -8
try to put it in a pdf with table of contents etc. it will be nice
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