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  1. #31

    Anthropus Item Drops Guide

    There are several Item drops you can get from Anthropus (NPC) controlled locations such as Wildernesses and Camps. These range from the 1 Minute Speed Ups to Great Dragon Eggs and Armor. Knowing where and how to find these items is essential to success in DoA.

    The first thing you need to know is you have the potential to win an item drop from ANY SUCCESSFUL attack on an NPC territory. It doesnt matter if there are anthro troops there or if you get resources from the raid, all that matters is if your troops survive to bring the loot home.

    The second thing you need to know is the only way to increase your odds of getting a drop is to increase the level of the target location you are attacking or use special troops. Camps drop items more then Wilds and higher levels drop items more often. So a lvl 5 Camp has a better chance of an Armor drop than a lvl 10 Wild, and a lvl 10 Camp has better odds than a lvl 5 Camp. Additionally, sending the lvl 10 Outpost troops in your attack to their respective Wilds increase your odds of finding their elemental drops, though this has no effect in Camps. More information on OP troop bonuses can be found at the end of the Outpost Expansion Guide.

    Third, Drop Rates are Randomized and are not common. This means you could get lucky and find what you need on your first attack, but mostly likely you will need to hit the target many times over. You can skip this painful process by simply purchasing the Items with rubies in the shop, or diligently slaughter Anthros for days.

    [COLOR="red"]WARNING: LBMs ARE NOT good units to use vs Anthros, especially when the Bowmen are alone. Using only Bowmen WILL get your troops killed. Any time you use Ranged by themselves there is a chance they will miss attacks and get slaughtered. So every time you send Bowmen to farm a camp youre tossing the dice on whether you will get those troops back. Take my advice or learn your lesson when you lose 50k troops like others have, its up to you.

    You can use Bowmen with Minos to raid low level Wilds and Camps until you can build up some Dragons. DO NOT continue to use Bowmen to farm after you have Dragons or suffer the consequences. DO NOT use Bowmen without Melee protection. And DO NOT use Bowmen against a Camp over lvl 3 (Wild 5). You may win this time, maybe 100 times, but you will eventually lose. YOU HAVE BEEN WARNED!!

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    You also need to know WHERE to get the item drops you want:

    Speed Ups:
    The most common Anthropus drops are small speed boosts such as Blinks, Skips and Hops. These will reduce building, research, training, or marching times by 1, 5, and 15 minutes respectively. These are the easiest drops to get and are a regular sight for those of us Anthro farmers. Level 4 Camps have the best drop rates.

    Speed Ups can be found from Anthropus Camps levels 2, 3, and 4.
    Or, they can be purchased in the Shop.

    Dragon Eggs:

    Elemental Great Dragon Eggs are required to create each of your Outposts. These are RARE DROPS so dont expect to find these easily. Randomization to drops means you could potentially get this from the first Wild you hit, but you most likely will need many attacks before you get this. A Great Dragon MUST be sent with attacks in order to find Dragon Eggs. More info on GD Attacks can be found in the Wave Attack Guide.

    [COLOR="#0000FF"]The Water Dragon Egg can be found in Lakes level 5 and greater. A Great Dragon MUST accompany the attack.[/COLOR]
    [COLOR="#696969"]The Stone Dragon Egg can be found in Hills level 7 and greater. A Great Dragon MUST accompany the attack.[/COLOR]
    [COLOR="#B22222"]The Fire Dragon Egg can be found in Mountains level 7 and greater. A Great Dragon MUST accompany the attack.[/COLOR]
    [COLOR="#DAA520"]The Wind Dragon Egg can be found in Savannas lvl 7 and greater. A Great Dragon MUST accompany the attack.[/COLOR]
    Or, the Eggs can be purchased in the Shop.

    Great Dragon Armor:

    This Armor is needed in order to Research Aerial Combat and send your Great Dragons on attacks. Great Dragon Armors are separate piece sets and drop from different locations. These drops are ALL RARE DROPS, so expect to attack Camps or Wilds hundreds of times in order to get these items. Also, the more pieces you get, the harder it becomes to find the rest. You will find your last couple Armor drops may take a long long time to find. Only once you have all 4 Armor pieces for a Dragon, have researched at least lvl 1 of Aerial Combat, and have upgraded your Dragon to lvl 8 can you use that Dragon to accompany your troops on attacks. Dragon Armor DOES NOT effect the stats of the Dragon directly, but Aerial Combat research does. A Great Dragon MUST be sent with attacks in order to find Elemental Dragon Armor. More info on GD Attacks can be found in the Wave Attack Guide.

    [COLOR="#008000"]Great Dragon Armor can be found in Anthropus Camps levels 5 and greater.[/COLOR]
    [COLOR="#0000FF"]Water Dragon Armor can be found in Lakes levels 7 and higher. A Great Dragon MUST accompany the attack.[/COLOR]
    [COLOR="#696969"]Stone Dragon Armor can be found in Hills lvl 7 and above. A Great Dragon MUST accompany the attack.[/COLOR]
    [COLOR="#B22222"]Fire Dragon Armor can be found in Mountains lvl 7 and above. A Great Dragon MUST accompany the attack.[/COLOR]
    [COLOR="#DAA520"]Wind Dragon Armor can be found in Savannas lvl 7 and above. A Great Dragon MUST accompany the attack.[/COLOR]
    Or, the Armor can be purchased in the Shop as a set or in Chests.

    Outpost Troop Reagents:

    Training the Elemental Troop types in your Outposts also require special items that are consumed for each troop trained. The Respirators needed to train Fangtooths in your Water Outpost are found in Lakes. The Mandrakes needed to train Granite Ogres in your Stone Outpost can be found in Hills. The Runes needed to train Lava Jaws in your Fire Outpost can be found in Mountains. The Talons needed to train Banshees in your Wind Outpost can be found in Savannas. All of these artifacts can be found in Camps. These Items come in bundles of 100, 500, and 1000. Drop rates as I have seen are roughly 1:25. That is 25 per attack, on average. Youll never get only 25, but youll get 100 here and 500 there making up for the attacks in which you didnt get any.

    [COLOR="#0000FF"]Fangtooth Respirators can be found in Lakes, lvls 7 through 10, and in Camps, lvls 7 through 10.[/COLOR]
    [COLOR="#696969"]Glowing Mandrakes can be found in Hills, lvls 7 through 10, and in Camps, lvls 7 through 10. [/COLOR]
    [COLOR="#B22222"]Volcanic Runes can be found in Mountains, lvls 7 through 10, and in Camps, lvls 7 through 10.[/COLOR]
    [COLOR="#DAA520"]Banshee Talons can be found in Savannas, lvls 7 through 10, and in Camps, lvls 7 through 10.[/COLOR]
    Or, they all can be purchased in the Shop.

    Large Speed Ups:
    Once Upon A Time You actually could get bigger speed up items to drop from lvl 5 Camps and higher. You could find Jumps, Leaps, and Bounces (1hr, 2.5hr, 8hr) though they were very rare. Unfortunately, this is no longer the case. These items DO NOT drop any more. If they will again in the future, only the Devs know. But I wouldnt go holding my breath if I were you. So to be clear; speed ups no longer drop from lvl 5 to 10 anthro camps.
    Last edited by Dreddnawt Mettlehead; 09-11-2011 at 06:54 AM.

  2. #32

    Anthropus Wave Attack Guide

    Lastly, you need to know HOW to best get the item drops. Due to the slim chances of finding a drop and the amount of attacks it takes to get one, the following strategies have been found to work best.

    Spam Attacks:
    ~ IF attacking a wilderness: Capture all the wilds you can so you have no empty wilderness slots. The number of wilds you can conquer at once is equal to your Fort level (or Fort + Outpost Plain lvl, but you probably dont have an outpost yet if youre attacking wilds for the Egg). Open your Wilderness tab in the lower right to see what you have and what is still open.

    ~ Find a target as close to your city as possible. Make sure it is low enough level that you can defeat it without losses. Higher levels give better chance at drops so push the envelope.

    ~ Send most your army, enough to defeat it without loss, to clear it of anthros. Avoid sending slow troops like ATs and Giants. Be sure to keep 20 or so troops at home for the waves. You want these to be your fastest troops, Dragons work best.

    ~ Time your next attack on the target to hit just seconds AFTER your main army clears it. Pay attention to differences in marching times, your waves should move much faster then your main army.

    ~ Spam the target location with as many attacks as you possibly can, sending 1-2 dragons per attack to hit it repeatedly until the defending anthro troops start to respawn. Max out the amount of marches you can send at once and keep them maxed. If you start to take losses, stop attacking and recall all troops.

    ~ Wilds and Camps take a few minutes to respawn but the time is randomized and they dont respawn all at once. Watch how many troops are returning and pull back as soon as you see losses.You should be able to get in 12-20 attacks if your target isnt more then 1:30 away.

    ~ Wait a few minutes for it to fully respawn, then start again. Clear it, spam it, give it a rest.

    EACH attack has a chance to gain an item, even when there are no defending troops or resources available. It doesnt matter if the attack has 1 troop or 100k, a single attack has a single chance for the drop. The above method maximizes your chances by simply increasing the number of attempts.

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    Wave Attacks:
    You also have the option to continuously send waves if you have enough troops. You do pretty much the same as above but you instead make sure you have 20-30k Dragons left behind when your army goes to clear it.

    You then send waves of 2000-3000 Dragons and dont let up at all (youll need more for higher level Camps). What this does is kill the respawning anthro before they can build up enough to be a threat. Only a few hundred will appear between the attacks as long as your waves arent more than 10-15 seconds apart. This way, you dont have to stop attacking and you dont have to keep clearing a full Wild/Camp.

    This method requires more troops, constant attention, and has the risk factor to lose more troops if respawns build up too much before being killed. If you do miss some attacks or see losses, stop attacking and start again after it has fully respawned (give it 5min or so). Waiting a few minutes is better then losing troops needlessly.

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    Great Dragon Attacks:
    Finding Elemental Eggs and Armor now requires you to send a Great Dragon with the attack. This includes the Great Dragon, Water Dragon, Stone Dragon, Fire Dragon, and Wind Dragon. Sending any of these Dragons along with your normal troops to defeat the wilderness will allow you a chance to find the drops. Normal attacks sent without a Great Dragon present have no chance to get the drops and do not effect your odds for finding drops.

    The first steps to making GD attacks is to train up a Great Dragon to unlock its ability to be sent on attacks. For this, you need a level 8 or higher Great Dragon, all 4 pieces of your Dragon Armor Set, and Aerial Combat Research at least lvl 1. Higher level Dragons are more effective and increasing your Aerial Combat level will allow you to send more attacks with your GD before it must heal. This change to the system eliminates the need to farm wilds with hundreds of attacks per item thus making it easier to find the drops. Though needing to wait for your Dragon to heal between attacks means the process can take just as long as the old method.

    To use your GD in battle, it is best to clear the target location first to avoid damaging your GD more then necessary. Use the Wave Attack methods above to hit the target wilderness TWICE with a large enough army to fully clear it. You do this to ensure the wild is clear of all enemy troops so your GD attack wont encounter Anthropus troops. Great Dragons have a default Recovery time needed to heal after EVERY attack, but that time will be increased if the GD takes damage from troops in combat so it is best to not let your GDs fight. Behind your first two waves, send your GD with other troops. Repeat this attack for every GD you have that can be sent on an attack. Then wait for all your Waves to return.

    When your GDs are back home, send your first two waves again followed up by more GD attacks. The Great Dragon from your main Castle will be able to go out on several attacks depending on your Aerial Combat level. The Elemental Dragons will need to rest and heal after 1 or 2 attacks, again depending on your AC level. Continue clearing the wilderness and GD Attacking the empty wild until all your Dragons need to Recover. Then simply wait for them to heal and begin the process again.

    Not all Troop types work well with Great Dragons. Your best bet when sending the GD Attacks is to combine them with Ranged troops. Fangstooths and Lava Jaws are ideal, if you dont have those then Bowmen will work as well. You can even choose to send fast Melee troops with your GD, Minos and Ogres do a passable job but expect some losses. A single Spy can accompany your GD on attacks just as if you were Spam Waving, just be careful not to crash your GD against respawns. Speed troops such as dragons and banshees dont normally work well with GDs, except the Wind Dragon. With the Wind Dragon, you can successfully send Swifts or Banshees for no losses.

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    [COLOR="blue"]Note: Many players have experienced "Unknown Errors" popping up while they are Spam/Wave attacking that disrupt them and force you to Refresh in order to send more attacks. While this error cannot be fully avoided, I thought I should mention how to reduce the odds of seeing it. Usually, this error is caused by getting too far ahead of the system when sending attacks so the trick is to simply slow down a bit.

    Each time you send an attack you should see the Marching Progress Bar come up on the left side of the screen. BEFORE you send a new attack, stay on the Map view and WAIT a moment for that bar to appear from the last attack you sent. Once you see the progress bar pop up, then click attack to enter the troop selection screen. This might cost you a few seconds of delay between attacks but it will save you dozens of Refreshes and also help update troop totals and your Generals list so you get less errors sending troops/generals you didnt really have available

    Good Luck.
    Last edited by Dreddnawt Mettlehead; 09-17-2011 at 05:38 AM.

  3. #33

    Outpost Expansion Guide

    Your Outpost allows you to Produce goods, train troops, reinforce troops, and have another Great Dragon separately from your Castle. Unique to the Outpost, you can now train special units for having a Training Camp at lvl 10. Its like having a second city but the OP doesnt get cluttered up with Research and requirement buildings like the Science Center, Rookery, and Sentinel. All Outpost production and training queues are completely independent from your main Castle.
    __________________________________________________ __________________

    Creating an Outpost:
    1) Youll need to achieve Player Lv 8 for the Water Dragon Outpost, the Stone Dragon Outpost requires Lv 9 and having the Water Dragon Outpost, and for the Fire and Wind Outposts you need lvl 12 and all previous Outposts built. To Create any Outpost you MUST have the previous Outpost first.

    2) You need to find a Dragon Egg. These are RARE drops found by successfully attacking Lakes, Hills, Mountains, or Savannas respectively, or they can be bought in the Shop. Elemental Dragon Eggs and Armor can be found only when attacking their Wilds with a Great Dragon. The higher lvl Wilds have a greater chance of finding drops. Click here for more information on Anthropus Items.

    3) You need to conquer a lv 10 Plain. Technically, you can use any level of Plain, but the Plain level effects how many bonus Wilderness slots you get, so 10 is the best.

    4) When you meet all the requirements, click on the Empire tab and click Create under the Outpost icon. You will be given the choice of which Plain to place your Outpost on. You can later move your OP to any other Plain you control using Outpost Warps. Until you meet the Requirements, Clicking Create will give you a list of what is needed for reference.
    __________________________________________________ __________________

    The 3 Core buildings in the Outpost are the Dragons Keep, Wall, and Muster Point. Your Dragons Keep controls the number of Silos you can build and how many Resource plots are available in your Field. Upgrading your Keep also upgrades the level, stats, and abilities of your Dragon and Outpost Level. The Wall gives the same defensive bonus as the one in your Castle but does NOT allow you to Sanctuary. That is a major difference between the Castle and OP defenses.

    The MP is needed in order to host troops at your Outpost, some people opt to remove it but doing so limits your ability to reinforce your Outpost and can become an issue if they change the system to allow attacks to be sent from the OP. Troops reinforcing your Outpost, be they yours or someone elses, will eat food from your OP and will ALWAYS DEFEND. Again, there is NO SANCTUARY in the Outpost.

    You have several options for building up your outpost. In the City portion, a balanced build is 5-6 Silos, 5 Houses, and the rest Training Camps. This build will give you some extra resources, good amount of pop, and a solid training base. If you need extra production: Max out your OP Fields and build 6-8 Homes with 7-8 Silos and the rest TCs. If you want to max out troop production in your Castle: build no Fields with 6-8 Homes and all TCs, then remove Castle Homes. If you are looking for a troop factory [COLOR="#0000FF"](Recommended Build)[/COLOR]: build 5 Homes and the rest TCs with just the single Silo and no/minimal Fields.

    In the Field, I suggest you plant at least one of each Resource Building type. I do this just for kicks really. How many and of what kind of resource fields you need is up to you. Just keep in mind that building up your Fields here takes away from Idle pop that can be used for training. You get additional Field spaces for upgrading your Dragon's Keep.

    Producing some Food in the OP means you wont have to farm from Anthropus as often and can be helpful not having to wait on troops to return in order to make quick or small builds. Producing mainly Wood and Metal is great for allowing you some production of essential materials even when you are regularly over your Capacity in your Castle.

    [COLOR="blue"]Note: When your Outpost is attacked and defeated it will Burn for a number of hours in which you cannot begin new builds or training queues and Production is halted. Any Building Upgrades or Troops being Trained that are in progress will continue, only starting NEW builds is prevented. The Recovery time needed is determined by the number and level of structures in your Outpost. Having more buildings at higher levels requires more time to stop the burning.[/COLOR]
    __________________________________________________ __________________

    Alternate Homes Build:
    You can actually clear some of the Homes from your Castle to make room for more Garrisons. Since population is shared, it doesnt matter where your Homes are located. I recommend shifting Homes away from the Castle because you are already using building spots there for the Core Buildings like Science Center, Rookery, Metalsmith, Factory, and Sentinel that arent needed in the Outposts. For optimal overall training speeds you want to have an even number of Garrisons and Training Camps in each location, 22 in each is ideal.

    Be Careful!! You need to make sure you have enough Homes to support your Fields with plenty left over to train. It takes 4 Homes to provide the Labor Force for a fully upgraded Castle Field and 3 Homes to cover Labor Force in each Outpost. So the first 4 Homes you build usually go to production unless you have Nullified all your Fields. Labor Force is shared across your Castle and all Outposts so in total you must have enough Homes to provide workers and have 2 Additional Homes per training location for recruits.

    Putting 5 Homes in each Outpost should allow you to remove all the Homes from your Castle and give you more room for Garrisons making your Castle training time much faster. You may need more then that if you have filled your Production Fields in more than one location. Inversely, you can build 6 - 8 Homes in your main Castle in order to free up space in the OPs for more Training Camps, but doing so will significantly slow your Training Times in the Garrisons and the increase you get from the extra TCs will NOT make up for the loss.
    __________________________________________________ __________________

    Training Camps and Unique Troops:
    Training Camps work just like Garrisons but are independent from your Castle Training queues. All troops trained in your TCs will immediately become available in your main Castle as if they were trained in your Garrisons. Speed bonuses to training times, level requirements for troop building, and training queues are completely separate. Only Idle Pop and the Resources used to train are shared. You need to be sure to properly manage Population and resources to keep your queues running at all times.

    Level 10 Training Camps provide you the ability to train special troop types not available in the Castle. Using these troops also makes farming their associated wilds easier, but does NOT provide any bonus when attacking Camps.

    [COLOR="#0000FF"]Fangtooths[/COLOR] represent the Water element. As such they are fluid and can fill many roles. Their versatility is their strength. Fangs provide a bonus to drop rates in Lakes.

    [COLOR="#696969"]Granite Ogres[/COLOR] represent the Stone element. They are tough and hardy, solid defenders. Their extraordinarily high Life and Defense is their strength. Ogres provide a bonus to drop rates in Hills.

    [COLOR="#B22222"]Lava Jaws[/COLOR] represent the Fire element. They are merciless killers that incinerate everything in their path. Their long Range and high damage are their strength. Jaws provide a bonus to drop rates in Mountains.

    [COLOR="#DAA520"]Banshees[/COLOR] represent the Wind element. They are the quick strike looters that carry their spoils themselves. Their incredible Speed and Load are unmatched. Banshees provide a bonus to drop rates in Savannas.
    Last edited by Dreddnawt Mettlehead; 09-11-2011 at 06:57 AM.

  4. #34

    Fill in the Blank's Guide to Calculating Distance and March Times.

    Many of us have noticed certain troops march faster or slower than other troops, but not many people know just how it is calculated. Thankfully, the formula is fairly straight-forward and simple:

    March Time (s) = [COLOR="Sienna"]Distance[/COLOR]/(([COLOR="Purple"]Troop Speed[/COLOR] * ([COLOR="SeaGreen"]Rapid Deployment[/COLOR] + [COLOR="SeaGreen"]Dragonry[/COLOR]))/[COLOR="Red"]6000[/COLOR])+[COLOR="Blue"]30[/COLOR]

    [COLOR="Sienna"]Distance[/COLOR] isn't hard to calculate. Transport yourself back in time to basic geometry and recall the term "Pythagorean theorem". Remember? It's the equation for finding the hypotenuses (long side) of a right triangle:

    a^2+b^2 = c^2

    So, to calculate distance all you need is the originating coords and the destination coords. Subtract the X-Coords from each other for the X-Distance (a) and subtract the Y-Coords from each other for the Y-Distance (b). Add their squares and square-root their results to get your distance (c).

    Originating coords: 100,200
    Destination coords: 150,300

    X-Distance = 50
    Y-distance = 100
    Distance = SQRT(50^2+100^2) = 111.8034 map tiles.

    [COLOR="Purple"]Troop Speed[/COLOR] is just the Speed stat you can find in your Garrisons when you go to build a unit.

    Notice that [COLOR="SeaGreen"]Rapid Deployment[/COLOR] and [COLOR="SeaGreen"]Dragonry[/COLOR] both affect troop speed of all types, even though you'd never guess that by their descriptions. So, Lv10 in both techs will make all troops move twice as fast.

    Dividing the tech-modified speed-stat by [COLOR="Red"]6000[/COLOR] brings the stat into units of distance over time.

    Note is that all marches have a mandatory [COLOR="Blue"]30[/COLOR] seconds added to their length, so no matter how close and how fast your troops are, you'll never see a march less than 30s.

    Troop Type: Battle Dragon
    Rapid Deployment Lv: 9
    Dragonry Lv: 8
    Origination Coords: 100,200
    Destination Coords: 150,300

    [COLOR="Sienna"]111.8034[/COLOR]/(([COLOR="Purple"]750[/COLOR]*[COLOR="SeaGreen"]1.85[/COLOR])/[COLOR="Red"]6000[/COLOR])+[COLOR="Blue"]30[/COLOR] = 8m34s

    Special Note:
    Because the map wraps, X and Y distances over 375 actually start subtracting from themselves. This means an X-Distance of 400 is actually 350 since the 25 distance over the halfway-point (375) subtracts from itself. An easy way of conceptualizing this is remembering that Coord 0 is only 1 space from Coord 749 on the map, not 749 spaces due to the wrap.

    Using this information is not really practical on single coords, but where I've found it to be extremely useful when putting together spreadsheets for war. Having distances and march times allows for me and my alliance members to quickly sort our sheets and engage targets within a certain distance, keeping the risk of reinforcements to a minimum. Also really helps when trying to decide how far you want to march to hit farms, camps, and wilds efficiently.

    Have fun, and happy hunting!

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    I wish I explained the map wrap concept a little better, but I didn't want to make the post any longer or confusing than it already is. For those who like what they read and want to read more, here's some extra info that will help you calculate distances:

    [COLOR="Magenta"]ABS[/COLOR] = Absolute Value

    X-Distance = [COLOR="Blue"]IF[/COLOR] [COLOR="Magenta"]ABS[/COLOR](X1-X2) [COLOR="Blue"]>[/COLOR] 375 [COLOR="Blue"]THEN[/COLOR] [COLOR="Magenta"]ABS[/COLOR]([COLOR="Magenta"]ABS[/COLOR](X1-X2)-750) [COLOR="Blue"]ELSE[/COLOR] [COLOR="Magenta"]ABS[/COLOR](X1-X2)

    In layman's terms, if your X or Y distance is over 375, subtract it from 750, and you'll have your true X or Y distance.

    Hope that clears things up.
    Last edited by Dreddnawt Mettlehead; 03-30-2011 at 08:36 AM. Reason: title

  5. #35

    Arick's Troop Training Time Calc.

    I've posted the Formula for build times on Wiki (troop page right under the table listing all troop stats/pop/power etc). Base times in the table above the formula have been updated so you can calculate how long it takes and see the exact formula used to calculate training time in relation to number of garrison, garrison upgrades, and rookery level.

    Troop training speed calculation formula-excel format.
    [COLOR="red"]4[/COLOR] level 9 garrison(sum [COLOR="blue"]36[/COLOR] upgrades).Building [COLOR="silver"]1000[/COLOR] LBM(basetime [COLOR="purple"]343[/COLOR] seconds).
    excel format

    Dragon speed calculation formula(excel format).
    [COLOR="red"]4[/COLOR] level 9 garrison(sum [COLOR="blue"]36[/COLOR] upgrades).Level [COLOR="lime"]5[/COLOR] Rookery. building [COLOR="silver"]1000[/COLOR] SSD(basetime [COLOR="purple"]498[/COLOR] seconds)
    excel format

    Again all base times needed for calculations are in the table on Wiki under troops. [COLOR="#0000FF"](BELOW)[/COLOR]
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    There seem some possible rounding anomolies. Maybe some oddities with conscripts.. possibly due to mucking around with formulas for training glitch. Here is a more basic rough explaination of how the game calculates training time.

    Training time is DIRECTLY divided by the number of garrison. you train twice as fast with 20 garrison as you do with 10. (I have 19 garrison and all caculations are accurate).

    After that is considered. The bonus for your garrison upgrades is taken into effect at 10% per level starting at lvl 2 (no bonus for lvl 1).

    Garrison lvl
    1 -
    2 10%
    3 20%
    4 30%
    5 40%
    6 50%
    7 60%
    8 70%
    9 80%
    10 90%

    To do the math another way, and to more clearly show the diminishing returns. If you have 10 garrisons and train 1000 units. Pretend each garrison trains 100 of the units and adds its own upgrade bonus to just that 100 units its training. This explains why adding more garrison has diminishing returns (obviously adding 1 garrison when you only have 1 divides the work by half because you double the number of garrisons.. but when you add 1 and already have 10, you only get 10%).

    Also the returns diminish for upgrades, because as shown when you divide the work load by say 10 and each garrison only trains 1/10th of the units(100), than if you had 2 garrisons and the upgrade was effecting half of the units vs the 1/10th if you had 10 garrison.

    Please go ahead and spread the information where ever you please. Long as you credit me I'm cool with it

    And Rookery reduces dragon training times by 1% per level up to 10% at lvl 10.
    Last edited by Dreddnawt Mettlehead; 10-03-2011 at 11:54 AM.

  6. #36

    Arick's Build Guide

    Like many of you when I started I read the guides and happily plodded off to build up my great army. Well... after awhile, with the help of some others along the way, I realized these guides, while they are ok middle road builds, leave a lot to be desired once you actually understand the game, how idle pop and taxes work, how food works, camps etc.

    So I figure; just for kicks I'll jot down the the build I used for my 2nd time around. Its not exactly for everyone... and you'll have to play each day to keep your troops building. But its far more powerful than your vanilla build.

    Lets start with the concept of not building farms. Sure in the beginning its nice to not have negative food/hr, but reality sets in and you realize everyone with a high power rating is at negative food and the output of your farms might not be worth the hassle considering you can raid a lvl 5 camp for 500k+ food. So we'll build 3, only upgrading them enough to get your first batch of LBM that can hit a lvl 1 camp out. Then let them sit.

    Stone? We'll go with 3. You'll need a couple to do upgrades until your Mercantilism is up and running so you can trade Ore and Wood for Stone - and/or food if your lazy like me.

    The idea on the field side is to make only Wood and Ore. You can easily sell a bit of Wood or Ore for Gold. And when Wood and Ore are at 3g per unit, Stone might be around .5g per unit. So selling 100k Ore can net you 600k Stone or better. Its win a win situation.

    So basically I've discovered you only need like 11 lvl 9 lumber mills and 11 lvl 9 mines to make more than enough resources to constantly keep turning out troops at even the most break neck of speeds (37.5s battle dragons.. but most wont see that low).

    Alternately, you can build more mills and mines, but you should just keep your base production before bonus (as found in the fortress screen where you set your taxes) no higher than 50k. That's all you need to turn out about 200k wood and 200k ore/hr. if you need more wood than ore, shift your wilds more to wood and vice versa. So since your only making wood and ore, obviously all your wilds will be split up between those two.

    Why not make more than 50k base rate you ask? it needlessly eats up population that you'll need to build troops. This is important as the field build fits tightly with the city build and fewer houses.

    So Field Summary:
    ~ 3 stone (have 1 now.. only kept it for.. well i dunno.. I just kept one i guess)
    ~ 3 farms (only have 1 now.. only kept it for same reason)
    ~ 11 mines
    ~ 11 lumber mills

    Leave the rest open to keep your options open if the game changes at some point.

    City Build:
    Here is where the rubber hits the road. Garrison garrison garrison. No, 10 lvl 9 Garrisons is't the cap. My Battle Dragons training at 37.5seconds lays that to rest. Most know this, not all.

    This is also where you have a few options:
    5 houses, with that field build, will support 24+ hours worth of battle dragons in idle pop with your taxes set to zero. I say 24hrs + because you'll get far more than 24 hrs until all your garrison are lvl 9 or 10 and that takes awhile. You'll be a bit short of a full day of LBM building, but you won't be building LBM forever and at some point will probably mostly be making Battle Dragons, Giants, and Fire Mirrors which actually eat up less idle pop per day. So 5 houses.. if you get done building battle dragons at some point you can get by with even less when your just building Giants. I got 3 CG'd houses and I can queue up over 24hrs worth of giants. Before I switched to giants I had 4 CG'd houses. Not many players will be doing that, but I'm just throwing it out there.

    No Theater, it is worthless. It provides a little extra Gold, but you won't need that. If you do need Gold, just sell off some of you extra wood and ore and you'll be filthy rich.

    Vault? I recommend one - but I opted to not have one. At a certain point the 1mil resources it protects becomes not so important when your making 200-300k/hr. The extra Garrison space it frees up is valuable increasing training speed.

    Officers Quarters? Well the story on that is once you got enough generals hired you can blow it up with no issues and you keep the Generals. Do I advise that? Not for everyone, but I’ve done it.

    So now your looking at:
    ~ 5 Houses: 4 if CG'd to lvl 10.
    ~ Vault: Recommended but optional. When your turning out 200k ore/hr, the 1m Vault cap only holds 5hrs worth of resources.
    ~ Theater: Just say no!
    ~ Officers Quarters: You can blow this up after you hire the Generals you want, but I don't recommend it unless you have the means to put it back just in case they change the game so you need it for something.
    ~ Garrisons: As many as you feel comfortable having. I have 19. Thats pretty extreme though. 15 or 16 is in the "safe but good" range. If you need more houses because you can't play every day, then this is not the guide for you.

    First things first: You need to do your research until you get Mercantilism up. This is very important for this build. You'll either need to raid other cities for stone and food or trade for stone and raid camps/trade for food. I raid camps for all my food thats why I have 100k LBM. I send out attacks to 10 different lvl 5-6 camps. Once they all get back home I begin the days builds. Small hassle but its really worth not having to raid other players and make a lot of unneeded enemies.
    [COLOR="green"]**There has been caution put out with recent updates on using LBM on camps. While I have attacked hundreds and hundreds of lvl 5-6 camps since this update with no issues, this doesn’t mean there may not be a problem. Recent wisdom suggest dragons and fire mirrors are a more reliable option**[/COLOR]

    Why not attack other players? Well i attack inactives. But attacking active players winds up being more trouble than its worth. They attack back... you lose resources and you really don't need wood and ore - which is the main reason people attack each other - since you already make enough. Sure you can go the other route; not make enough wood and ore and have to pillage for it. But I'm not willing to have my troop queue go quiet even for a couple hours. That's a loss of a couple thousand power right there... thus you fall behind, so to speak.

    And trust me, when your not out attacking other players all the time you don't get attacked as often and wake up to surprises like no resources left.

    You should know that your resting tax rate should be 50%. And you only drop it to zero when you need idle pop to queue up more troops. Then you set it right back to 50%.

    And the reason you make so much wood and ore is because your wilds are only split between two things instead of 3.. or 4, I guess.

    But what if they change the fact that nothing happens when your food reaches zero? (yeah that's right..your troops don't die when your food reaches zero) Well if they do change that, then a HUGE number of long time players will be really screwed and I don't think they will do that. AND, between a little camp raiding and trading extra wood/ore for food, I can keep a positive food balance up to -2m food/hr with out a huge effort.

    I hope this guide is useful to players. I spent a good deal of time doing calculations on every aspect the city and field when doing this so everything fits really nice and you can turn out troops at a high rate.

    PS. Oh yeah, when your collecting food you can put it up for trade at a very high price so nobody will buy it. Then your army will not consume it. You can cancel it and instantly have food. Sort of like a store house your army cant get into. It costs a little gold but the price is reasonable.

    Arick’s end Build:
    ~ 3 CG’d Houses
    ~ 19 garrison
    ~ 11 mines
    ~ 11 lumber mills
    Last edited by Dreddnawt Mettlehead; 06-17-2011 at 07:47 PM.

  7. #37

    Merchants of Atlantis Guide to Trading

    [COLOR="red"]*[/COLOR][COLOR="orange"]A[/COLOR][COLOR="red"]*[/COLOR] Under Construction [COLOR="red"]*[/COLOR][COLOR="orange"]A[/COLOR][COLOR="red"]*[/COLOR]

    ~ How to Buy and Sell (interface controls)
    ~ Hiding Resources to continue production
    ~ Hiding Food to prevent consumption
    ~ Buying and Selling Gold
    ~ Visible and 'Hidden' Rates
    ~ Trading with Allies
    Last edited by Dreddnawt Mettlehead; 07-21-2011 at 01:45 PM.

  8. #38

    Massive Defender Breakdown Tactics

    First thing to know is that NO player is invincible. The mechanics of the game are designed to allow for any defense to be cracked with the right tactics. However, this doesnt mean taking on a massive defender will be easy. Most likely you will have to be willing to sacrifice many waves of troops to break through. But as in Life, nothing is free.

    The benefit to attackers is you can spread your losses among several players who will each lose some, but not all, of their power. Your target though will be utterly wiped out if you are successful. Following the steps provided below, you can break through most any defense as long as you are willing to sacrifice some troops and properly coordinate. 10 dedicated players can take on anyone who is defending.

    The hardest part of this process is simply getting your target to Defend through multiple attacks. Your best bet is to catch a foolish opponent defending while offline. This is like finding a gold mine in your living room. If your opponent is smarter then that though, you may have trouble whittling them down. How to go about getting them to defend and stay defending is up to you.

    To take out a big player you have to do so in waves. You will lose troops in the process but the only tricky part is to know how to separate the defending troop types and destroy them in order. As your troops strike, they will likely only get 1-2 rounds to do their damage before being destroyed by defenders. At first, your losses will be high while theirs are low, but the tides will turn as defending troop types are eliminated. Still, you are going to lose everything you send except the last wave, obviously.

    DO NOT proceed to a new step until the targets of your last step are completely defeated. Skipping ahead or not following through will result only in your destruction. ALWAYS Check your Battle Reports to be sure your attack had the desired effect. What I describe here is based on normal troop targeting behaviors but the AI is unpredictible at best. Anticipate and plan ahead for not all your waves going as planned.


    [COLOR="#FF8C00"]Step 1: Devestate Defending Dragons
    Dragons are deadly to defenders and are often the first troops to steal initiative if the attacker doesnt take it. Swifts can race across the battle field preventing opposing troops from getting fully into position and BDs en mass are a force to be reckoned with. Fortunately, their high speed also makes them easy to draw out and separate from their supporting defenders.

    Going after Ranged with Dragons in play is suicide because your best bet to target ranged defenders is sending Dragons of your own. But Dragons tend to target opposing Dragons first so that makes them the best protection for defending Range troops. You need to get rid of defending Dragons in order for your Dragons to do their job in the next step.

    Jaws with Ogres are fantastic for cutting down Dragons quickly, use them if you have enough. Fangs are also great Dragon killers, especially at melee range. Mix some Fangs in with your Ogre/Jaw army or send them in alone with a GD. Otherwise, Mirrors with Giants do very well, especiially with the extra range of a GD. The slow moving and long ranged Giant/FM combo creates a large field and allows the defending Dragons to get slaughtered as they cross it. But BEWARE that a G/FM army will be devastated without doing any damage if the defender has Jaws

    For this step, expect to send 1-2 Waves of Jaws or 2-3 Waves without Jaws depending on number of defending Dragons. Attacks using 80k Jaws can kill 450k Swifts, 85k BDs, or 45k Banshees in a single combat round.

    ~ 100-140k troops = 40k Ogres, 60-100k Jaws, and a Great Dragon.
    ~ 100-140k troops = 40k Ogres, 30k Fangs, 30-70k Jaws, and a Great Dragon.
    ~ 100-140k troops = 100-140k Fangs and a Great Dragon.
    ~ 100-140k troops = 50-60k Fangs, 50-90k Mirrors, and a Great Dragon.
    ~ 100-140k troops = 50-60k Giants, 50-90k Mirrors, and a Great Dragon.

    Bonus in this step is your troops will likely start taking out Lava Jaws or Fangs when the Dragons are gone. But move on to the next step as soon as the Dragons have been killed.[/COLOR]


    [COLOR="#B22222"]Step 2: Eliminate Heavy Range
    Jaws are top threat and are priority to be eliminated first, but you do have to cut through Dragons to get them. Mirrors can be dealt with later but its good to get them out of the way in this step if you can. Remember your target here is the Lava Jaws, dont get side tracked while feeding your armies to the horde trying to do more.

    If you have enough Jaws of your own for several Waves you can combine Steps 1 and 2 by attacking with Jaws and Ogres. Attacking Jaws will normally target defending Dragons and then Jaws and Mirrors before moving on to other targets. While defending Jaws normally target incoming Ogres or Fangs. More defending Jaws means youll have to send and sacrifice more troops to take them out. Going light on the Ogres here means your army will do more damage per hit, but will also mean your army wont survive as long. Try to balance things to suit the number of defenders.

    If you dont have enough Jaws to spare on these initial attacks then send Swifts instead. Swifts have now shown they will target Lava Jaws over any other. However, if there are too many defending Jaws your Swifts might not do enough damage to cause deaths. In that case you must fall back on attacking with Banshees or Jaws and Ogres.

    Banshees technically should help kill off the Jaws and FMs, but Ive seen them more often go for Ogres and Giants for some reason. Will update this when Ive verified their targeting scheme.

    For this step expect at least 1 Waves of Jaws + 1-2 on standby depending on number of enemies. Using Swifts, expect to kill roughly 10k Jaws per wave at first. Swifts in this case can quickly become the more expensive tactic.

    Options: (in order of effectiveness)
    ~ 100-140k troops = 50k Ogres, 50-90k Jaws, and a Great Dragon.
    ~ 100-140k troops = 50k Ogres, 20k Fangs, 30-70k Jaws, and a Great Dragon.
    ~ 100-140k troops = Pure SSDs with no other troops. [COLOR="#0000FF"] - Credit for this Discovery goes to Gratzfallen[/COLOR]

    The bonus to this step is while killing the Jaws your troops are likely to target defending Dragons, Fangs, and Mirrors which will help you greatly with later steps.[/COLOR]


    [COLOR="#800080"]Step 3: Incinerate Bows and Fangs
    Now that defending Dragons are clear, your Dragons will be free to run amok. Use BDs to kill Fangs and Bows. They will cut through Bows like a hot knife through butter but most likely not until they have cleared the Fangs first. Fangs, however, are devestating defenders vs Dragons so it will likely take several waves. SSDs come into play here to target any remaining FMs, mostly as bonus. But dont waste too many waves of Swifts trying to kill FMs since the cost/effect isnt worth it.

    Expect 3+ Waves of BDs minimum to kill 100k Fangs, 1 BD wave kills 350k Bows easy. Mix in a couple waves of SSDs if on hand to soften up any remaining FMs. DO NOT add a GD or Ranged troops to these attacks.

    ~ 100-140k troops = Pure BDs with no other troops.
    ~ 100-140k troops = Pure SSDs with no other troops.

    The bonus here is the attacking Swifts can kill off any Fire Mirrors making the next step much easier and eliminating the need for Step 5 all together. [/COLOR]


    [COLOR="#0000FF"]Step 4: Decapitate Heavy Melee
    Now that youre facing only Melee and possibly some FMs, its time to get down and dirty. This step is designed to not only take out the big melee troops but also weaker fodder troops. Face to face combat is what melee troops are about so use Range against them. Jaws protected by Ogres and some FTs are devestating to defending Melee. FTs with a few Bows can rip large holes in the ranks of Giants. And Giant/Mirror combos do very well here forcing slow melee defenders to cross a large field, but dont use this combo if there are still a lot of defending FMs.

    Even mass numbers of Giants can be taken down pretty easily now that they have little support left. But Ogres are going to be a hard kill no matter what. This may be a difficult and grueling step so be prepared. Lava Jaw armies will be most effective vs Ogres and will take out FMs as a bonus.

    ~ 100-140k troops = 30k Ogres, 30k Fangs, 40-80k Jaws, and a Great Dragon.
    ~ 100-140k troops = 50k Giants, 50-90k Mirrors, and a Great Dragon.
    ~ 100-140k troops = 100-140k Fangtooths, 1 Bowmen.

    The bonus to this step is you may overwhelm the few remaining defenders and wipe them all without needing to continue with the last step.[/COLOR]


    [COLOR="#008000"]Step 5: Annihilate Stragglers
    That should all but destroy your enemy. If there is anything left over from previous steps or if new troops have appeared then all you need to do is mop up. If you need to clear FMs or other Ranged, just send in pure armies of Dragons, Giants, or FTs. BDs will be fine clearing out AT and Spies or random Melee.

    A single wave should do it here. Possibly 2 if you have high numbers of Mirrors left standing.

    ~ 100-140k troops = All Battle Dragons with no other troops.
    ~ 100-140k troops = All Giants with no other troops.
    ~ 100-140k troops = All Fangtooths with 1 Bowman.[/COLOR]


    Good Luck!!!
    Last edited by Dreddnawt Mettlehead; 10-26-2011 at 04:21 AM.

  9. #39

    Bug Squashing 1

    Common Solutions, Please Try these First!!

    Most minor glitches in your UI and problems with DoA can be solved by simply Refreshing the Page. Even more errors can be resolved by emptying your browser cache and updating your Flash player. Follow the Steps below and then close and reopen your Browser.

    How to Clear your Browser Cache

    How to Update your Flash player

    Common Troubleshooting Solutions

    If this does not solve your issue then you will need to Submit a Support Ticket. Click -> Customer Care or the "Help" link below the game screen.

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    Adjusting Facebook Security (https):
    Using the more secure https:// option of Facebook with DoA has been known to cause multiple glitches and can result in symptoms of all sorts. To be sure you are running in the standard http protocol, follow these steps:

    ~ From your Facebook Home, click Account in the top right.
    ~ In the drop down Menu, select Account Settings.
    ~ On the new page, Find Account Security and click on Change next to it.
    ~ Under "Secure Browsing (https)," Uncheck the Box to use standard http:
    ~ Click the Save button below to save your changes.
    ~ Log out of Facebook and close your browser.
    ~ Log back in and make sure you dont see "https:" in the address (URL) bar.

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    Uninstall the Game Client:
    Quote Originally Posted by Giannis Thoma View Post
    I tried 3 browsers using Internet Explorer, Firefox and Google Chrome. I cleared cache as you told me to but nothing worked. Afterwards I thought to remove the application from my facebook account and install it back again, by going to:

    Account ->
    Privacy Settings ->
    Edit your Settings (under Apps and Websites) ->
    and again "Edit your Settings" on the left of "Apps you use".
    There I found the game and removed it.

    Afterwards I searched the game through the Facebook search engine and installed it back.

    That solved the problem and now i can see all of my friends in all the browsers. Moreover any friends' names that i already had as generals are back.
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    Can NOT Appoint Generals:
    The problem is with your Facebook Privacy Settings. FB isnt allowing your Friends list to populate for DoA.

    From facebook Home:
    ~ Click Account in the top right corner.
    ~ Click Privacy Settings in the drop down Menu.
    ~ Click Apps and Website (Edit Settings) in the bottom left.
    ~ Find Dragons of Atlantis and be sure they have full permissions (or recommended).
    ~ Clicking Recommended Settings is advised if it is an option.
    ~ If there is no Recommended option displayed, Removing Permissions and re-allowing them helps.
    ~ Clear your cache then Log all the way Out and back in.

    IF that doesnt work, try uninstalling the game completely from your facebook, dont just remove the bookmark. Then search Dragons of Atlantis and reinstal the app. Make sure you Allow all.

    IF that doesnt work, you need to get individual help from support.

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    The RNG Monster: [COLOR="blue"]- Credit for this Discovery goes to Kenny Bowyer[/COLOR]
    [COLOR="red"]WARNING: The RNG Monster will Eat Bowmen that are sent to Anthropus Camps and Wilds. Attacking LBMs have a small chance to "Miss" Attacks when the RNG isnt in their favor and get your Bows killed en mass. You can potentially hit the same target hundreds of times with no losses then one day lose all your Bows in one failed attack. Dont be a Victim!!! Only use LBMs with Minos and ATs to attack low level Camps and Wilds until you have enough Dragons to do the farming for you. Otherwise, DONT USE LBMS VS ANTHROPUS!![/COLOR]

    The "RNG Monster" is what we call it when players dont heed the warnings and get all their Archers killed by attacking Anthropus with Bows. This phenomena is a side effect of the DoAs random number generator doing its job. There is a very minimal chance this will happen, but it is enough to eventually catch you if you continue to attack Anthropus with Bows. That includes Camps and Wilds.

    Sending Minotaurs and Armored Transports along helps prevent this but does NOT make you immune. Attacking Higher Level Camps and Wilds increases the odds of this happening. The only way to be sure to protect yourself from massive LBM losses is to NOT USE THEM VS ANTHROPUS!

    I recommend you only ever use Bows when farming Anthros in the very beginning stages until have trained enough Dragons to do the farming for you. Always send Minos and ATs along to support the Bowmen and only attack very low level Anthros. Once you have Dragons, always use them to farm NPC territories instead.

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    Lost, Stuck or Missing Troops:
    Click on your Muster Point then select Troops. Youll see a list of all armies not in your city. If the troops are bugged, wont come back, or arent where they should be then click View next to the bugged troops and then Recall them.

    Quote Originally Posted by Credit for this discovery goes to Vingen Vng View Post
    If the Recall button isnt activated under your stuck troops:
    ~ Have an alliance friend reinforce you with 1 Spy.
    ~ When the Spy is in your city, click on the Muster Point, click Troops, Look under Hosted Troops and click View next to the Spy.
    ~ You will see the Send Home button where the Recall button for your troops normally is.
    ~ Dont do anything in this screen, just note the Send Home button is there.
    ~ Back out and go back to Troops, now click View next to your stuck troops and you should see their Recall button is now Send Home also.
    ~ Click Send Home and your troops will instantly be returned to your city.
    Quote Originally Posted by Kenny Bowyer View Post
    Improved Missing Troop Fix

    This works with troops that are missing but NOT appearing in the Muster Point:

    1. Get reinforced by an ally, 1 spy will do, and wait for it to arrive. View the spy, but do not send it home.
    2. If troops missing are not listed in muster, send 1 troop out on a march that will last for a couple mins.
    3. Recall the troop you just sent out. This should make your missing troops appear in the muster list.
    4. View the spy again, make sure the Send Home button is there.
    5. View each of the troops in the list and Send Home each of them.
    6. Verify you have them all home before returning the spy.
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    Waiting for Report:
    Troop Marches being stuck at Waiting For Report is normally caused by a delay between your local DoA game client and the client servers. The most common solution for this is to simply Refresh your browser page.

    If you dont wish to lose your place on the map or wait on a full refresh you can alternately resolve this by just changing your Tax Rate in the Fortress. Changing the Tax Rate causes your UI to update just like Refreshing the page, but without resetting your Map location or Trade or Training settings.

    If Refreshing doesnt fix this error, you can RECALL the march by clicking the Troops number in the march bar or Viewing the march from the Muster Point in your Castle. Press the [Recall] button while viewing the march to get your troops to come back. If the [Recall] button is unavailable or you cant View the march, see the Missing Troops solutions above.

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    Last edited by Dreddnawt Mettlehead; 07-21-2011 at 02:09 PM.

  10. #40

    Bug Squashing 2

    Solution to "Cut Screen" Bug:
    Quote Originally Posted by evicton View Post
    [COLOR="blue"]- Credit for this Discovery goes to Kenny Bowyer[/COLOR]

    You can get the game directly from wonderhill, if you right click on the name of your server (the blue name right next to the change realms button), and open in new tab you get the game without facebook. This has fixed the issue for me, and it worked for me in firefox, chrome, and IE 9.
    Quote Originally Posted by Ardus View Post
    Original thread is here created by Stephan:

    He has found a solution that WORKS for FIREFOX (don't know the other browsers). The thread was closed with no moderation, so I'm trying again to get the word out to the people that need it:

    [COLOR="blue"]Note: This solution works for IE and Chrome as well.[/COLOR]

    1) Go to Bookmarks
    2) Right click on the drop down menu and select "New Bookmark"
    3) Give it any name
    4) In the "location" or "target" area, paste this -
    javascript:(function(){%20document.getElementById( 'iframe_canvas').style.height='1500px';})()
    5) Where it says ( 'iframe_canvas') on the code, make sure there is no space between the first parenthesis and the first apostrophe that's next to iframe. For some reason, it shows up with a space, but when I edit this post, there is none.
    6) Save the bookmark.
    7) Load Dragons of Atlantis.
    8) When you enter the game (or before it loads), click the bookmark. Should fix it.

    - Make sure you are ZOOMED OUT to see the full screen on your browser using the VIEW tab.
    - Update your Flash Player to latest version.
    - Update your Javascript to latest version.
    - If still nothing works, load the game, right click on the game and zoom in and out to the appropriate areas. Your screen will display the things you need. Tedious but it works.
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    Cant Change Realms:
    First understand, that you cannot access all Realms. Most Realms are full so do not accept new players and many realms are specific to a Language shared by the majority of users on the Realm. When opening the Change Realm list you will only be given the options to access Open Realms of your default Language and Realms you have already joined.

    Each Realm is a distinct and separate World. All Realms begin with the same map so you will find things like Wildernesses and Camps are all located in the same place. But as players join a new realm it becomes unique in that Swamps and Plains are replaced by player Castles and Outposts. Nothing can carry over or be transferred between Realms with the exception of Rubies. Rubies are applied to your account so they can be used on any Realm.

    Solutions to being Stuck in a Realm:
    If you are having trouble changing Realms the most common solution is to double click your Browsers Refresh button while the page is loading.
    ~ Click the [Change Realm] button in the top right.
    ~ Select the Realm you wish to change to.
    ~ Click [Choose Your Realm] at the bottom of the screen.
    ~ As the page is reloading, watch the space next to the [Change Realm] button to be sure the correct Realm is listed.
    ~ If the Realm name didnt change, quickly Click your Browsers Refresh button to interrupt the Loading screen.
    ~ Repeat the above step a few times if necessary.

    Alternately, you can try forcing the change using a direct link:
    ~ First open your Realm list using the [Change Realm] button in the top right corner.
    ~ Find the number of the Realm you wish to go to on the left side of the list by the Realm name.
    ~ [COLOR="#FF8C00"]If the Realm you wish to go to isnt listed, then you cannot access that Realm. Choose another.[/COLOR]
    ~ When you have your Realm number, insert it into the link below being sure to replace the "#" at the end.
    ~ LINK: (replace the # sign)
    ~ Copy/Paste the modified link into your Browsers address bar and hit Enter. That should take your directly to the correct Realm.

    This link will only allow you to access Realms you have permissions to enter. It will not bypass Realm lockouts due to being banned or the Realm being Full. If you wish to play with a friend who is already in a Full Realm, your friend will need to enter a new realm with you in order for you both to interact.

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    Looted Items Not Appearing in Inventory:
    Items you win from defeating Anthropus Camps and Wilds do not immediately show up in your Inventory. If you think you have won an item, or want to check if you have won an item, but do not see it in your inventory all you need to do is Refresh the page. Refreshing updates the game client and adds any new items to your inventory.

    Alternately, if you dont want to lose your place on the map or wait on a full refresh you can go into your Inventory and use any item, such as a nano or resource item, to update your inventory without refreshing. When using an item from your inventory, you will see a popup window showing any newly won items that are being added to your inventory at that time. This workaround updates your Inventory only, but it also maintains your Map location and Trade and Training settings.

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    Wall Glitch:
    There is no Known Solution for this glitch that can protect you from it happening.

    It is advised that you check your Wall each day before logging off to be sure your troops are set to Hide or Defend correctly.

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    Anthropus Respawn Instantly:
    There is no known player cure for this bug that allows Anthropus Camps and Wilds to respawn instantly after being cleared.

    If you find this happening, STOP ATTACKING the bugged location and report it to Customer Care. Find another target or begin using Full Waves that are large enough to clear the location with every attack. That way if the Anthropus do respawn at full strength you wont suffer losses.

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    Last edited by Dreddnawt Mettlehead; 07-21-2011 at 02:09 PM.

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