0

Kingsage Tools of Trade by Kappot

Posted by player on Jan 24, 2010 in KingsAge

Article written by player Kappot

I’ve recently joined up again on the .org server. Main reason isn’t to play FT, I just can’t bring the amount of time to the table as yesteryear, but to try out certain tools I’ve recently found through a couple of Google searches.

It’s no accident I stumbled upon them. While I had no pre-knowledge of their existence, I’ve tried to learn to use JavaScript in the past to solve a particular problem (enumerate and use particular information), but it took time which I – in the end – couldn’t justify. I figured smarter people than I would surely hit the same idea, and started searching…

First thing I found was http://www.kahelper.com

It seems the founder of this site created a Firefox add-on called kahelpertool which KingsAge players can install in order to enumerate map data, on settlements, player and alliance statistics. One has to register a kahelper.com username in order to upload data. kahelper.com collects, analyses and presents this data on their website. Data for the following servers (see pic left) are available at this time of writing. A caveat is mentioned: Data is only ever as accurate as the last time kahelpers uploaded it. Rankings stats such as this for s2.kingsage.org are readily available though…

Second thing I found was a Greasemonkey script by Arxleol calledKingsAgeX, available from userscripts.org. (Find all KingsAge scripts here)

It’s been downloaded close to 8000 times. That’s quite a spread! Note: a search for “KingsAge” on userscript.org will show 21 results….

The author seems to host his own blog domain over at http://www.axino.net/ covering topics on programming, operating systems, and KingsAge :)

I decided to give this a go and found the following options are made available in the build context:

I dialled in my coords in the “XXL map” box and hit Show! This generates a 5 x 5 map, (your coords /map in center)

The result can be viewed here.

I specifically like the “Generate server map” option which stitches all [C|K]ontinents in to one beauty of a map in under 5 minutes….!!

s2.kingsage.org – legend

s2.kingsage.org – quick overview

Download the 1.83MB w2 PNG file here (5250 × 4746)

The author states that usage of this script is hard to detect, but may lead to an instant ban should a Game Operator find out (not verified). Seeing this script has been downloaded over 8000 times, would Gameforge instantly ban that many players if they could track its usage?

There’s certainly nothing illegal at running GreaseMonkey through FF in order to re-arrange data in your web browser to give you a better experience. userscripts.org (the repository for some 2.000.000+ GreasemMnkey scripts) bares witness. However the point is that some (not all) “features” in KingsAge’s “premium” (a paid for) account improve game play by giving access to more information. A free javascript will do the same thing and claw back valuable dollars.. For one, it seems to me that KingsAge needs to give it’s user base better reasons to pay for a premium account….

What do you reckon?

Tags: , , , , , , , , , , , , ,

 
0

KingsAge Scouts Usage

Posted by mdshare on Mar 22, 2009 in KingsAge

Scouts can be used in three ways:

  • Spying Mission – To do a spying mission you make an attack on a Town but use *only* spies in the attacking army. When on this type of mission *only* defending spies (no other units) in the target town will be able to fight your spies, if any of your spies survive the attack you will get a report on all resources, buildings and troops supported by that Town. Each spying mission requires a minimum of 5 spies.
  • Scouting Mission – To do a scouting mission you add a number of spies to a regular army being sent to attack a town. If your attack succeeeds, then you will get a report on all resources, buildings and troops supported by that Town. Each Scouting Mission requires a minimum of 1 spy added to a regular army, more spies give more information in the spy report..
  • Spying Defence – All spies in a Twon will automatically defend against attacks by enemy spies. To successfully defeat enemy spies attacking one of your Towns you must kill ALL of the attacking spies with your spies stationed in the Town. You need 2 defensive spies to kill each attacking spy. If you are defending against a Spying Mission, then your defensive spies are immune from death during the fight. If you are defending against a Scouting Mission, then your defensive spies can be killed during the fight.

Tags: , , , , , , ,

 
1

KingsAge The Units

Posted by mdshare on Mar 22, 2009 in KingsAge

Infantry

This class is made up of the Squire, Templar, Berserker, and the Long-Bow. They also only require 1 settler to train.

spear_bigSquire
Research at lvl 1 barracks. Principal raiders, they also have the strongest defense against cavalry and archers. This is all in terms of settler requirement to unit ratio. For example. 1 crusader requires 4 settlers to build an can only plunder 80 units of resources, while the same amount of settlers can make 4 squires which can carry 100 units of resources, downside is that they are slower then crusaders.
Speed, 18 minutes per field 
Cost in wood/rocks/ore: 20 10 30 

sword_bigTemplar
Research at lvl 1 barracks. Principal Infantry defender, in terms of settler requirements to unit ratio. Should be built if you are expecting berserkers to come crashing into your settlement. Couple with max walls Templar defensive force overpower berserker offensive force by a factor of 6 to 3.5. 
Speed, 22 minutes per field.
Cost in wood/rocks/ore:10 30 80 

axe_bigBerserker
Research at lvl 2 barracks. Principal infantry attackers, in terms of settler to unit ratio. Actually these have the highest offensive force in the game, in terms of settler to unit ratio. However be careful to not let them fight a 1:1 battle against a heavy defended Templar force cause they’ll get massacred. Best to bring along Crusaders to crush any pure Templar defense.
Speed, 18 minutes per field.
Cost in wood/rocks/ore:50 40 50

bow_bigLong-Bow
Research at lvl 5 barracks. Most neutral infantry unit in the game. They don’t have the destructive offensive force of the Berserk nor the defensive force of Templars. However use with caution becuase if they are paired against either one of its extreme counter part they will get annihilated. Best used as defense against rams, best ram destroying ability of the game. 
Speed, 18 minutes per field
Cost in wood/rocks/ore:160 80 80 

Cavalry

This class is made up of the Spy, Crusader, and Black Knight.

spy_bigSpy
Research at lvl 4 barracks. Can give detailed reports of enemy settlements, If all of the attacking spies survive you gain information about troops hiding outside of the defending settlement. Attacking spies can only be killed by defending spies, nothing else. That includes the fact that Morale, Wall bonus, Night bonus, and Luck have no effect on Attacking spies. To wipe-out an attack spy force you’ll need 2 times the amount of spies defending your settlement. Requires 2 settlers to train.
Speed, 9 minutes.
Cost in wood/rocks/ore:60 40 60 

light_bigCrusader
Research at lvl 7 barracks. Principal cavalry raiders/attackers. These units are the fastest raiders/attackers in the game and have a respectable amount of loot carrying capacity of 80. However their main function is to work to destroy Templar defenses, or most defenses for that matter. They have the additional ability to minic spy attacks, which is an advantage for the skilled trickers players out there. Requires 4 settlers to train.
Speed, 10 minutes.
Cost in wood/rocks/ore:100 100 300 

heavy_bigBlack Knight
Research at lvl 16 barracks. Principal cavalry supporting defenders. These units should only be used to defend other settlements, this is due to cost and max settler restrictions on settlements. They can act as attackers however this act should only be taken if you are desperate and need the additional offensive force. Requires 6 settlers to train.
Speed, 11 minutes.
Cost in wood/rocks/ore:300 100 500 

Siege

This class is made up of the Ram and Trebuchet.

ram_bigRam
Research at lvl 20 barracks. These units work to downgrade the levels of walls, making it easier for your troops to wipeout defenders. If there is no walls at the settlement they will simply take damage and return home. With all siege weapons all ways attach cannon fodder to absorb damage.
One trick is to use these to act as fake count attacks. Requires 5 settlers to train. 
Speed, 30 minutes per field.
Cost in wood/rocks/ore:500 100 200 

kata_bigTrebuchet
Research at lvl 25 barrakcs. These units work to downgrade the levels of the buildings inside a settlement. Don’t use these as count fakes, they just cost too much with respect to rams. Requires 8 settlers to train. 
Speed, 30 minutes per field
Cost in wood/rocks/ore:600 200 200 

Count

Special Unit: The count.

snob_bigCount
Requires Resident, Mint, and Ducats. These are required to take over settlements. Each attack from a count lowers the approval of a settlement between 20-35%. When the Count takes up resident in the new settlement it’ll disappear and you’ll gain control of an additional settlement. Best way to take a settlement is thru a train of counts attacking the settlement in very quick succession. Do remember that settlement regain 1% approval per hour. Also Counts can only move a maximum of 70 fields.
Speed, 35 minutes per field. 
Cost in wood/rocks/ore:80000 100000 120000 

Special Unit Notes:

1. Forces alway moves at the speed of its slowest unit whether attacking or supporting. 
2. The minimum number of settlers needed to attack is 1% of the points of the settlement the force is dispatched from. (e.g. a 2,000 point settlement must send at least 20 settlers on each attack) <–(thanks Korsonian)
3. Pure spy attacks have a minimum requirement of 5 spies.
4. Supporting forces don’t have a minimum requirement
5. Night bonus add 100% defense to all settlements from 0:00 to 8:00 Central European Time (CET). GMT + 1 or UTC +1. 
Note: the time at the bottom-right corner of your screen is your LOCAL time, so if you don’t live in Europe you’ll have to find some way to correct for the time differentials.

Tags: , , , , , , ,

Copyright © 2010 cegamers.com a CE Network product All rights reserved. Theme designing by Mark Hoodia