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51
Flotsam and Jetsam / Mia but not gone
« Last post by Katell on June 28, 2019, 06:41:37 pm »
It's been six months since I fell and fractured my femur. Six months since I had surgery to place a plate with ten screws. I was in hospital two months, then rehab for three. I'm now in my last two weeks at an Airbnb. Then, I'm moving back to Washington. I am still getting physical therapy, and I've had to learn to walk again. Bone on bone arthritis in both knees has made it more of a challenge. Don't ever fracture your femur! I expect/hope to get my computer set up shortly after my move. Then, you can expect to see me back in the world of Tamriel! Looking forward to seeing you again.
52
Flotsam and Jetsam / Re: She Don't Like Firefly
« Last post by Cleric Theobald on June 28, 2019, 01:16:40 am »
This is gold.  I love that show.  My wife and I have been re-watching it this month!
53
General Discussion / Re: Greetings from the UFP
« Last post by Connor Altinus Mcleod on June 26, 2019, 07:59:31 am »
No worries and addition completed.
54
General Discussion / Re: Greetings from the UFP
« Last post by Three of Seven on June 25, 2019, 02:45:36 pm »
Welcome and glad to hear from you. I had forwarded a email to you based on your application but now that is cleared up.  I will add you as a diplomat correct?


Connor

Yes please, add me as a diplomat :)

For some reason the email didn't pop up on my phone so I missed it, sorry!
55
General Discussion / Re: Greetings from the UFP
« Last post by Connor Altinus Mcleod on June 24, 2019, 09:11:51 pm »
Welcome and glad to hear from you. I had forwarded a email to you based on your application but now that is cleared up.  I will add you as a diplomat correct?


Connor
56
General Discussion / Greetings from the UFP
« Last post by ThreeOfSeven on June 24, 2019, 08:06:37 pm »
Greetings RBW,

I am Fleet Admiral Three of Seven from the UFPlanets fleet within Star Trek Online, I shall be acting as point of contact for the UFP at the moment! I just wanted to pop in and say hello :)
57
General Discussion / Neverwinter Applicant Anita
« Last post by Mistina Longcoat on June 10, 2019, 12:17:08 am »
Anita, we were unable to find you in game to process your application, please send an in game mail to either Kallista Longcoat@MistinaLongcoat or Connor@RBWConnor so that we can add you to the guild
58
Elevenar / Fellowship Adventures
« Last post by Kianne Cassidy on March 29, 2019, 12:01:34 pm »
I have not personally participated in Fellowship Adventures, but I've read about them online.  You can also read the in-game info on them by opening the adventure map and clicking the "?" button.  The below consists of a compilation of various advice and recommendation s that I've read on other sites.

When attempting a Fellowship Adventure, as many people in the guild as possible need to:
- Log in daily
- Be willing to devote most/all of their city's operations toward the adventure while it is active

General Strategies:

- Most of the rewards are for reaching the end. Thus, a quickest way there is to do only one path at each juncture. Doing more than one path is for fellowships that want higher ranking points. If you want the prizes (the good stuff) stick to a single path.

- Coordinate with the guild regarding which path is going to be taken at each juncture. Make sure everyone is on the same page. The different paths require different productions (from workshops and manufactories to gaining enchantments). Choosing a path may require some discussion among the guild members to determine which path is most suitable for the available members (based on what they are most capable of producing).

- Once the paths are determined, each guild member should be assigned toward making specific badges as necessary for each path (see below). This way there are no overlapping effort problems.

- Before the Fellowship Adventure starts, build temporary buildings (workshops, manufactories) and start some 1d and 2d productions (if assigned those badges). Don't collect these until you need them for the relevant Fellowship Adventure quests.

- Be careful when collecting anything; ensure that the proper Fellowship Adventure quest is on the board and ready to accept whatever it is you are about to collect.

- Use trades between guild members to satisfy the requirements for quests that just ask for a certain number of goods. You can use lots of small zero-star trades for this (zero-star to discourage non-guild members from taking the trades) of 100 goods each.

- Consider using the forums to communicate throughout the adventure as the in-game chat has a limit on number of entries and some messages may be lost.

- Consider using an editable spreadsheet (e.g. Google Sheets) to coordinate which badges are needed, and who is doing which badges.

- Players who cannot meaningfully participate but wish the rewards can put a badge into one of the paths that is not being pursued in order to qualify for the rewards. (This is sometimes necessary if they are unable to make badges for the paths that are being taken.) Good communication is needed, though, to make sure the other members know not to bother actually trying to take that side path. Otherwise people might get confused and waste efforts on the wrong path.

Allocation of Tasks:

- People who can log in a lot throughout the day can do the 5m, 15m, 1h, and 3h runs
- People who log in only once a day should be allocated the other runs
- People with free space in their city can build temporary buildings for constructing needed items faster
- People who lack space to build non-boosted manufactories should be assigned badges that won't need them
- Only one person should be in charge of collecting the stage rewards because this ends the stage

More Information:

When searching online, note that apparently Fellowship Adventures have changed throughout the years and thus some posts contain outdated information.  Some of the more helpful links I found:
- Official Wiki
- Gems of Knowledge (current adventure; spammy; visit with ad blocker)
59
Elevenar / Re: Elvenar Guide
« Last post by Kianne Cassidy on October 25, 2018, 01:18:08 pm »
Ancient Wonders

Ancient Wonders are advanced buildings that require rune shards (in addition to regular resources) to build. In addition, upgrading an Ancient Wonder building requires knowledge points (those same ones you spend in your Technology Tree) and three resources: Combining Catalysts and Spell Fragments (which used to be used exclusively in crafting) and Royal Restorations (extremely rare items which used to be used only for upgrading event buildings).

You unlock Ancient Wonders through the Technology Tree; until you research the technology that gives you access to the first wonders, you cannot interact with other players' wonders.

Whenever you complete a Province (that is, clear all Encounters therein), you are given a random rune shard for one of the Ancient Wonders you have unlocked. There are other ways to obtain shards, such as Tournaments. Keep in mind the rune shards are specific to a particular wonder; you have to use them on the building they are named for. Broken shards, on the other hand, can be used on any wonder.

Using the Ancient Wonder menu in your town, you can apply that building's rune shards to its runic circle. When you click the "Insert" button, the game randomly picks one of the slots and tries to stick the rune there; if the slot is already full, your rune shard breaks and is added to the broken shards cache. This makes filling out the runic circle a rather frustrating experience when you have limited shards; the closer the runic circle comes to completion, the more likely you are to break shards.

If you are trying to build a particular Ancient Wonder, there are two ways to get shards specifically for that building:
  • First, visit other players' cities and find someone else who has already built that wonder. (Tip: You don't have to have even "discovered" the player for this!) By clicking on their wonder (while the Neighborly Help cursor is not active), you can donate knowledge points to their wonder, and if you are one of the top contributors, you will receive one or more rune shards for that wonder once the knowledge point bar is full. (Note that you can do this even for Ancient Wonders that you have not yourself unlocked yet; you'll still obtain the rune shards and they will be waiting and available for when you unlock that wonder.) You receive the reward the instant the bar is filled, even if the player that owns the building never actually upgrades that wonder. (However, you cannot donate to a wonder if its bar is full and it has not yet been upgraded.) Keep an eye on this because only the top contributors are rewarded; if someone comes along and usurps your place in the rewards list, you may lose out on your reward. (You can view the pending reward by pointing the cursor to the chest icon that is to the right of the name of the player in the list of contributors. Note that the player that owns the wonder shows up in the list but does not count in regards to placement for contributor rewards.) Note: Some Ancient Wonders are different between Humans and Elves. Their function is the same, but they are named differently and have different appearances. You can obtain runes for your version of the building by donating knowledge points to the equivalent Ancient Wonder of the opposite race. For example, an Elven player can donate knowledge points to a Human player's Sanctuary wonder and the Elven player will receive rune shards for his own Martial Monastery. You can verify this by looking at the chest icon in the rewards list. The icon will identify the exact rune that the player will receive; this is why sometimes the named rune does not match the name of the wonder itself.
  • Ten broken shards can be forged into a rune for any Ancient Wonder you like; this forging is always guaranteed to work (and is a great way to fill out that last slot in a runic circle). You cannot store more than ten broken shards, so any further broken shards you obtain are wasted. So be sure to spend them when you get to ten. You can get broken shards from certain Tournament rounds (by repeating certain levels of the Tournament multiple times). This is one reason Tournaments are beneficial even if you never reach any of the checkpoints. Also, if you have an abundance of runes for other Ancient Wonders, you can deliberately break them on their runic circles and then use the broken shards on the wonder you actually want to build. This is not necessarily particularly efficient (it is a 10-to-1 ratio, after all), but might still help. (To break runes for a particular wonder, just go to its runic circle and try to insert runes. As the circle fills, more likely than not several of the runes will break. This doesn't work for wonders that you have already built or if the circle is already full.)

Depending on your luck in obtaining the necessary shards for the particular Ancient Wonder that you want to build (and your luck in not breaking them in the runic circle), wonders can be time-consuming and annoying to construct. Whether their benefits are even worth the effort is up to some debate. Some wonders provide unique features that you cannot obtain in any other way, but others just provide things like additional culture or population that you can get through other buildings.

Note that after you have upgraded an Ancient Wonder to certain level thresholds, you will again require runes to upgrade the wonder further. So runes that you acquire for wonders you have already built are not necessarily wasteful.

Some Ancient Wonders will add a large building graphic to the backdrop of your city (usually somewhere in the cliffs to the upper right); this is cosmetic only, but it is a way to quickly identify which wonders that player has built. Also, completing certain wonders for the first time will grant you access to a new portrait to use.

60
Elevenar / Re: Elvenar Guide
« Last post by Kianne Cassidy on August 30, 2018, 12:39:39 pm »
Manual Battle

~~~~~~~~~~~~~~~~~~~~
Combat Execution

When your unit's turn comes up, the unit is shown at the far left in the turn order at the bottom of the screen. Also, the movement range of the unit is displayed in the hex grid. As you point your mouse at enemies, the game will show the specialization stars for enemies that unit is specialized against. (E.g. if the unit has a three-star specialization, you will see three stars just like during the pre-battle setup screen.) If your cursor turns into a sword or bow icon on the enemy, the unit can attack that enemy. If such an icon does not show up, your unit is not close enough to attack that enemy.

Also, when you point your mouse at various other units (enemies and your own units), you will be shown the movement range of whatever unit you are pointing the mouse cursor at. This is crucial! (Which is why it's so critical that the hex grid actually draw and not be invisible.) Enemy movement ranges are displayed in red outlines. Use the enemy movement ranges to carefully position your own units. For example, Light Ranged can attack Heavy Melee outside of their movement range. Point at the Heavy Melee, then find a tile that is two tiles away from the red movement range--that's a safe place to fire from. (Though any Heavy Melee that has an attack range of 2 like the Paladin will be able to hit your archer; there's nothing you can do about that.)

You can do two things on your turn: move and attack. Attacking ends your unit's turn, so if you are going to move, you have to do it first. To move, just click on the desired destination tile (which has to be within the unit's movement range, of course). To attack, click on the desired enemy target (which also has to be within the unit's range, of course). If you click on your unit itself, the unit will pass his turn doing nothing, so be careful about this as it's very easy to do on accident! You can also have the unit pass his turn by clicking on the icon on the top of the unit's portrait at the bottom of the screen. You can have the unit move first, then pass the rest of his turn, if you wish. Note that you cannot take back a move once you've made it, even if the unit's turn hasn't ended yet.

Note: If you move a unit its maximum movement distance and there are no enemies within range to attack, the unit's turn automatically ends. On the other hand, if you've moved a unit its maximum movement distance and its turn hasn't ended, this is because there is an enemy somewhere that it can hit. Point at the various enemies to find which one(s) this is. It's not necessary to attack if you don't want to, even if there is an enemy within range; just have the unit pass his turn after moving if you don't wish for him to attack.

When attacking, be very, very conscious of the fact that: when you click on an enemy target, if your unit is not presently within range of his target but he can move within range, the game will pick some tile that is within range and move the unit there. (Before you click, it highlights the tiles that it is proposing your unit move to.) The game's pathfinding is pretty bizarre; it appears to pick whatever tile causes the unit to travel the farthest possible distance. Even if the unit only has to move one tile to get within range, the game will often have him move his full maximum movement distance off to the side somewhere. It's crazy. I would highly recommend not relying on this auto-movement. Manually move the unit to the desired tile first, then click the enemy to attack. (As long as the unit is within range of his weapon, he will not move before attacking.)

As you play the game, you will get used to the ranges of your units and you will get good at being able to move the unit to where it can attack. Before then, just move the unit one tile at a time until he is close enough to attack. (You can tell if he is close enough if you point at the target and the game doesn't highlight any tiles for your unit to move to.) You can also click the blue "i" icon on the unit's portrait to bring up that unit's detailed information and look at its attack range there, then count hexes. I highly recommend practicing with Light Ranged units and get good at positioning them outside of the movement range of Heavy Melee; but the same concept applies to all units.

Note: Units have to take their turns in the order presented (which is based on their initiative stats). You cannot have a unit "save" his turn for later. The most you can do is have a unit pass his turn, in which case he has to wait for his next turn in the next round.

Unit Positions

Unit facing doesn't matter in this game. Attacking an enemy from the rear will not do any additional damage. Units always turn to face whomever is going to attack them at the moment that they get attacked, but this is cosmetic only.

All units block movement through their occupied hex to all other units. This includes both friendlies and enemies. Your own units will block your units' movements. This is critical to keep in mind to avoid blocking your own advance.

However, there is no flanking this game. Although a unit blocks his own hex, he doesn't influence any hexes around himself. An enemy unit can waltz right past him without hindrance. If you want to, say, use melee units to protect your ranged units in the back, you'll need to line up multiple melee units or use the terrain to your advantage.

Retaliation

Some units can retaliate when attacked. (The game shows this on the unit's "i" information card as "Strike Back.")

Most of the time, a unit gets only one retaliation per round (the rounds are demarcated at the bottom of the screen). Thus, you can reduce overall retaliations by ganging up on a single enemy within a single round. Later in the game, some units will gain the special ability to retaliate multiple times in a round. You can also see this on the unit's information card.

Furthermore, a unit can only retaliate if its attacker is within its own attack range, so if you strike from outside of the attack range of the enemy, it can't retaliate against you. Remember that attack range is not the same as movement range; the game shows you the enemy's movement range in the hex grid, but not its attack range. You can check the attack range on the--you guessed it--information card of the unit in question.

Enemy AI

As in any game, the computer AI has some predictability that can be exploited.
  • Enemies tend to target the unit with the highest initiative (of those that are within reach). This generally means your Light Ranged will get picked on first.
  • At higher levels, AI units do appear to make more of an attempt to target units they are specialized against. (They don't seem to do this so much at lower levels.)
  • But overall the AI will go for whichever unit is presently within range. So you can bait the computer by deliberately putting your strongest unit within range of an enemy so that the enemy has no choice but to hit that unit.
  • Note though that the AI can sometimes be pretty clever. Say the enemy is a Light Melee that's just itching to attack that Light Ranged that's just out of its reach, and you stick a Heavy Melee in its way; in this sort of situation the AI will often walk all the way around your Heavy Melee before attacking in order to get into position to attack the Light Ranged on its next turn. This is something to watch out for. (And something to try doing yourself.)

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