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wow, talk about randomising errors, that shouldnt of ever happened
as far as i can tell, the islands have a list of what goes on each island and just randomly places everything so for there to be no camps at all, something went wrong
(providing someone didnt cut the trees around it down destroying the camp and didnt want to say "mistakes were made" :P )
What do you mean? Everytime I get near them they turn purple and start pumping out Greed which can't be fought unless you have a combat mount, right? If you have basically no troops, you have basically no money income so you can't feed defensively past the greed. It was a suicide map for a starting game.
Of course this really depends on your outer wall locations, greed portal placement, how many greed portals are between you and the vagrant camp, and how fast your mount is.
Sometimes it's just too far too many portals are in the way. I had a generation on Island 5 in which a vagrant camp was next to the cliff portal behind 3 other portals. Only reasonable way to draw subjects from that was via bakery and I needed every subject I could get.
Not quite true. They don't light up soley because you got near them, they light up often around mid-day, which is usually when you happen to be running by them.
(Caveat: I only play solo. I assume the following strategies also work in coop.)
AFAIK, the contents of the islands are fixed, and only the locations change. In my experience the 2nd island is always 2 camps, 2 standalone gates, and a merchant. I've gotten the setup where all camps are behind gates, it's totally beatable.
The TLDR is: use your gold to bribe greed until your economy is rolling.
Assuming you brought a full purse and troops from island 1, it's not super hard. Always visit home every day and get the merchant cash. Be tight with your starting gold, do not overbuild.
Level 1 base, one pair of level 1 walls, and nothing else.
Cut down non-merchant forests for cash and rabbit bushes.
The 2nd island is small, so it only takes one day for vagrants to walk. Depart at night immediately after attack, carry 5-8 coins, escort vagrants home, bribe off any Greed. You can afford to recruit the initial 4 vagrants during days 1 and 2. That gives you 7 archers total, and that's enough to run your economy. IIRC, you can use bribery to recruit vagrants for 3-4 days before waves get too big.
All your cash will be spent on recruiting, bribing, and bows. Nothing else. Grab the Stag when you can (that's Island 2, right?), which makes recruiting even easier.
You should soon be rolling with 10+ archers, good rabbit fields, and the Merchant. That will carry you through.
What is a rabbit bush? I am not sure I've seen those.
(they will spawn more if your hunters hunt the bunnys but they will never spawn more than 3 max, so if there is 3 already, more wont spawn until you hunt them)
if your archers are there to hunt them all, they will generally spawn anything from 3-7 a day for the archers to hunt per patch of "bunny grass/rabbit bush"
and yes, you can run past the portals, you'll never have an attack wave spawn before midday so your at least safe before then, so you'll have from the moment the night attack ends with the last greed dead to run to a camp and recruit
at most, a portal will spawn 1-2 greed is you stay to long while close enough to it, aka, if you can see the portal on screen, your might trigger a guard greed spawning
if you run straight past the portal early enough, it wont spawn any greed against you
and 80% of the time your new recruits will be able to run past the portal fast enough themselves that it wont trigger any greed ether
generally on islands 1-2, epecially early game, greed attacks wont leave the portal until the sun is setting simply due to how small the maps are
greed attacks are generally timed so they dont reach your walls until nighttime
(if i have to be specfic about timing then, if say, you had no walls at all, the greed shouldnt reach your castle center until just before midnight, so they spend the time between running towards your base until they hit a wall, however far out it is)
If there are no bushes will they generate? IE: Do you need a bunny bush before 2 more can spawn?
another edit, just in case you misunderstood what i meant
i was talking about the bunnys, not the bushes when i said they would only spawn 3 max, aka, each bush will spawn 3 bunnys max and wont spawn anymore until they get hunted, then they will slowly spawn more until there are 3 again
there can be any number of bushs to spawn the bunnys altho how many depends on how much grassland you have open for them to appear in, they space out evenly over the grassland, at about the distance between your castle's campfire and ether of the walls, so the more open area of grass you have, the more spots bunnys will spawn from
(ps, i edited my last post between you quoting it and now)
* The game is pretty trolly, by design. You will lose due to "unfair" things, or because of things you don't know. It punishes you pretty hard (tho less in Two Crowns than New Lands). Expect to fail and repeat. It is possible to deduce the rules via observation, and figure out how to beat everything the game throws at you, eventually. Everything gets compared to Dark Souls... but sigh, yes, kinda like DS.
* Because of the above, longtime players tend to just say "git gud." What they are trying to say is "there is a way, the game is winnable, but we don't want to spoil it. Keep trying and you'll overcome." Or they are actually just jerks. :p
* The game especially punishes you for greediness or impatience. It's the theme of the game. That's why you can't cancel a building. Be aware that the game is trying to tempt you to over-extend. Resist.
* Unfortunately, TC currently has lots of bugs, and new players can't tell the difference between "unfair by design" and "bugged." If you are really stuck, you should probably ask. Just mention that you only want to know if feature X is a bug or by-design.