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#1 Krehara

Krehara

    Dedicated Survivor




             

Posted 04 July 2013 - 05:09 PM

Link to the next guide:

http://fortress-surv...advanced-guide/

 

229114.jpg

Introduction:

I remember the first time I played Fortress Survival. It was version 4.6, and I didn't have a clue what was going on. We've come a long way since then, and there's even more to figure out than there was when I first started. Long story short: I've decided to make a guide. I've seen plenty of people struggling with the game, and while I do help those I can, there are others I will likely never meet. So, I'm putting this together, in the hopes of it being spread by other players, to educate our newest players. If you already know the game, you probably won't benefit any from this guide, but I ask you to take a look at it anyways, and point out anything I miss so that I can correct it. 

 

If you need this guide, then I must be honest with you. This guide won't teach you how to beat the game. You might survive, but you will probably need someone to help you through the game and kill the last bosses. But this guide will lay the groundwork for you. From there you can find your own path, or move on the advanced guide that I will make soon.

Objective:

The point of this map is to survive. The most basic strategy for this is to find a room to hide in, build walls to block it off, repairs to keep the walls up, and towers to kill the enemies. 

 

Walls:

I'll start with the most essential thing, walls. Without them, you have to run laps around the map for an hour trying to dodge all of the mobs. There are two types of walls, Barricades and Regenerating.

 

Barricades- These have a high amount of health, and build very quickly. Their armor comes entirely from Wall Armor upgrades. At the end of the match, they will have the most health. With full armor upgrades, these walls will end the match with 55 base armor.

 

Regenerating Walls- These have a low amount of health, and take a bit of time to build, but they regenerate health on their own. They gain 1 armor each time they are upgraded, but benefit from wall armor upgrades less than barricades do. These walls will end the match with 64  base armor, as of version 6.41. 

66ze.jpg

Regular barricades on the top, Energy walls on the bottom.

Note: There are other ways to build your walls. I will discuss them in my next guide.

 

It's up to the player to decide which one they want to go with.

 

Now, where should you put these walls? At the entrance, of course. But there's a trick that lets you get more repairs on them. By building them halfway into your base, you can get repairs on the sides of the walls as well as behind the walls. 

odpv.jpg

 

Building like this allows you to fit more mechanics on the wall

 

Repairs:

So, you've placed your walls, and now you're debating on how to keep them alive. In this part, I'll go over the uses for each type of repair you can build. 

 

Repair Factories- These repairs have a repair range of 2. That means that they can repair something right next to them, AND something directly on the other side of it. Repair factories cannot be upgraded, but you can use them to create repair bots.

vvsq.jpg

The factory in this picture speeds up the building speed of the buildings around it

 

Mechanics- These repairs have a range of 1. They can repair something right next to them, or something that is 1 unit away. These can be upgraded, and are best used for the wall.

1hwy.jpg

The mechanic in this picture speeds up the building speed of the buildings around it

 

Repair bots- These are units that can repair anything in melee range of them. They can be upgraded. If you leave 1 unit of space between your walls and Mechanics, you can fit bots in between them, boosting your repair rate significantly. 

ahz3.jpg

 

 

***One thing to note about repairs (excluding bots) is that if they are not currently repairing something, they will increase the building speed of anything you build within their range. I will go more in depth with this later on, or in a more advanced guide. 

 

Towers
So, now that you know what to do with your walls and your repairs, we'll discuss the final part of your defense. I'll go over the various towers, as well as my setup, and you can come up with your own strategy. 

 

Assassin Towers- These do a small amount of hero damage, but they do bonus damage to bosses (but less damage to normal mobs), have the ability to crit, and come equipped with a poison that slows enemy attack rate while also causing damage.

 

Frost Towers- These do magic damage, and come with a slow effect that will stack with the Assassin's poison. 

 

Flame Towers- These do chaos damage, which means that they do full damage against all armor types. 

 

Rock Throwers- These do siege damage, and have a chance to stun each time they hit. 

 

Tesla coils- Piercing damage. Low attack, high attack speed. 

 

Arrow Towers- These do piercing damage. They build quickly, and their first few upgrades are free.

 

Peasant Launchers- These do siege damage. They have a splash effect, making them very strong against groups of enemies, but do only half damage to bosses.
 

Arcane towers- Magic damage. They have a mana burning effect.

 

Gravity Disruptor- These do a relatively small amount of normal damage, but have a very large range.  

 

Minigun Turrets- These are anti-air turrets. In most public games, they won't be necessary, as you won't be playing with air. 

 

Aura statues- NOTE, THESE ARE NOT TOWERS. But they should be built in with your towers, as they can be upgraded to provide additional armor or damage to buildings within range. 

 

(Note to self: Include tower Magic abilities later)

 

***Bear in mind that the final bosses have a move which makes them immune to magic damage.

 

Resources:

Now that you know how to build your wall, repairs, and towers, you now know how to manage your basic defense. But basic isn't good enough to survive, which is where lumber comes in. By building and upgrading lumber mills, you gain the resource needed to start buying repairs and upgrades. Many upgrades are contained within your command center.  

 

Level 1 mills are obtained simply by building them

Level 2 mills are upgraded from level one

Level 3 mills are upgraded from level 2

Level 4 mills are upgraded from level 3

 

Level 5 mills are where you start to do tricks. To get a level 5 mill, build 4 regular mills in a square. When the 4 mills hit level 4, they will automatically upgrade to level 5. 

 

Level 6 mills can be obtained two ways. You can either choose to upgrade them from level 5->6, or you can build 8 mills around a repair factory. When the 8 mills hit lvl 4, they will automatically upgrade to level 6.

 

Level 7 mills require a bit of planning to make. I'll go over them in the advanced guide.

 

Lumber is good and all, but it's not quite enough to win in version 6.3. You will also need gold. Gold is used to purchase high level upgrades, and can be obtained either through a gold mine, or buy purchasing it from the vendor. To build a gold mine, you upgrade a mill to level 4, and choose the goldmine upgrade. Each person may own only one gold mine. It can be upgraded to a level 2 gold mine. 

 

With lumber and gold in hand, you stand a chance of surviving on one of the easier difficulties. But to seal the deal, or hope to survive on a harder difficulty, you need books. Books will unlock the highest level upgrades for walls, repairs, and aura statues. To get books, first research them in the command center, and then build bookshelves. The bookshelves will make books over time. 

 

Units:

Perhaps the strongest unit you can recruit is your hero. You can recruit him from the Command Center. At higher ranks, you will unlock more heroes. 

If you build a Mercenary Tent, you will be able to summon troops to aid you. I'll go over the troops right fast.

-Level 1 Mercenary Tent

     -Swoardsman-Fast melee attack unit

     -Mine Layer- Lays mines, has no attack

     -Light Scout- Fast moving unit, high vision, no attack

     -Light Marine- Free short ranged defender

-Level 2 Mercenary Tent

     -Gladiator- Fast melee attack unit

     -Potions Master- Ranged unit, deals chaos damage, has a slowing effect

     -Body Guard- Melee defender with high health

     -Siege Machine- Powerful melee unit with high attack and health

     -Medium Marine- Free short ranged defender

-Level 3 Mercenary Tent

     -Alchemist- Ranged unit, can shrink mills

     -Lt.123HELLO- Expensive short range unit, chaos damage, buffs damage and armor of nearby allies

     -Firebat-Short range unit

     -Rocketeer- Expensive ranged unit, strong splash damage

     -Exterminator-Anti air unit

     -Wizard- EXTREMELY useful ranged unit. Has polymorph, which will remove a boss' evade, and a slow that will stack with assassins' poison and frost towers slow.

     -Medic- Healer. Has a global move that heals structures in an area, great for saving other bases or your own. 

     -Sniper- Highest damage marine. Comes with crit. A crew of these will dismantle creatures in seconds. 

     -Marines- Medium range defender. Chance to stun on each attack. 

 

Note: If you plan to use units, make sure that your build allows space for them to actually help. A firebat stuck behind 4 rows of towers is a waste of space.

 

78rv.jpg

With this build, you can see a space just above the rock throwers where units can fit. There's an identical space on the top side of this defense as well.

 

Winning:

You now know the basics of the game. But in order to win, not just survive, you need to be able to kill the last three bosses, Trojan/Najort/Behemoth. In this version, they have a high amount of evade, so you need more than towers, more than units, and more than just your hero in order to kill them. You will have to combine all three elements. 

 

Tips:

-Wall level isn't everything. You need wall armor, or no amount of repairs or health will save you. 

-If you are still relatively new, try to base with someone. One of you can focus on the wall, while the other can focus on resources.

-If you are playing alone, you need to build your defenses and resources up at the same time. It takes practice to get good enough to handle this.

 

A few tips for the bosses:

-Wizards can remove evade, but the last 3 bosses will go magic immune when they are almost dead

-Snipers are the best single target mercenaries you can hire

-Lt.123HELLO can be very useful, buffing the damage of both units and heroes.

-You can buy items from the vendor to make your hero stronger


  • Nevo, Bigheaded, Illefaple and 5 others like this

#2 TheDwarfLard

TheDwarfLard

    Praise the Sun!



                   

Posted 04 July 2013 - 07:59 PM

A helpful thing to add would be how to obtain lv 5, 6, and 7 lumber mills, as it really isn't that obvious in-game.



#3 zhong881209

zhong881209

Posted 04 July 2013 - 11:03 PM

pictures worth a thousand words

 

we also can have ppl post the way they place their walls, repair units, repair bots, tower that they think is nice at different place.

as i begin to think that 1 row of each is not enough to prevent final few boss from taking down the walls, when keep missing the attacks on boss

middle wall are easier to down because of lesser repair units and bots surrounding it



#4 Waffle(est)

Waffle(est)

    Dedicated Survivor




   

Posted 05 July 2013 - 09:08 AM

pictures worth a thousand words

 

we also can have ppl post the way they place their walls, repair units, repair bots, tower that they think is nice at different place.

as i begin to think that 1 row of each is not enough to prevent final few boss from taking down the walls, when keep missing the attacks on boss

middle wall are easier to down because of lesser repair units and bots surrounding it

i cant agree with that..

set middle walls back a tiny bit and they have more repairs + better tower coverage.

some good slow and stun towers bring bosses DPS down so much even 1 line of walls is enough. (recommend putting silver-ring and wings in walls if you have them tho)

 

if you feel insecure you may spam some granite-wall items in front of the main walls (and later behind the boss for distraction) - distraction - this only really matters on nightmare mode and bad tower/unit build.

 

wizard mercenaries help a lot because HEX disables attack and removes a lot of defensive abilities from enemy.

firebat and marine mercenaries help because they have BASH (and firebats have chaos damage)

snipers help because they have critical hit (this bonus danage apparently.. ignores evasionm.

Medics help because they have FORBIDDEN HEALING which is an OP hp regeneration spell for walls. they also have AREA HEAL and regular unit HEAL.

there are other units that are useful tho you don't really need em in this particular context (and dont come yelling i forgot some, i'll scrapp ur sorry ass post.. , CONTEXT MATTERS! )

 

for towers..

ASSASSINS to actually kill the boss + stacking slow poison!.

Ice/water towers for slow.

rock towers for bash.

gravity towers (max lvl) have statis-trap. 

fire towers have chaos damage and sligtly more range than assassins.

and don't forget to max you'r auras.. that is perhaps the most underrated and overpowered tool you have!



#5 zhong881209

zhong881209

Posted 05 July 2013 - 10:00 AM

i cant agree with that..

set middle walls back a tiny bit and they have more repairs + better tower coverage.

some good slow and stun towers bring bosses DPS down so much even 1 line of walls is enough. (recommend putting silver-ring and wings in walls if you have them tho)

i mean 1 row of walls, repair units, repair bots.

but if set the middle walls back a bit, wont that allow more mobs to hit on other wall?
just my pov, i still thinking is there a better way of walls placement

 

lol, i so stupid and just feel a bit smarter now, i only give my wings to hero, but never ever ever thought of giving it to walls
10 armor are way more useful than 150 dmg

let walls fly woohoo, OH YA!


Edited by zhong881209, 05 July 2013 - 10:00 AM.


#6 Waffle(est)

Waffle(est)

    Dedicated Survivor




   

Posted 05 July 2013 - 11:10 AM

but if set the middle walls back a bit, wont that allow more mobs to hit on other wall?

Yes it will. But the more units there are the weaker they usually are.  zerglngs die fast afterall :P

You have to be really pushing a fine line to be at risk ..

just my pov, i still thinking is there a better way of walls placement

 

Yes there is.(but applicability depends on base)

  • Make a diagonal.
    in 6.10 for example it was very easy to make a 3 (or 4 if you were swimming in wood..) -wall diagonal in the 'Summer cottage' base. to the right not only protecting a HUGE area but also giving superior repair access to walls. (as a disadvantage you couldn't fit many towers there)
    • the best repair access achieved at a 45deg or ((1/4)PI*rad) angle but this exposes some repar bots to enemy hits. i therefore recommend either a shallow or steep angle.
  • Set the walls further back (optionally adding 1-2)
    This is an optimisation that aims to expose creeps to a larger number of towers (or units)  (has variations.. agressive versions rarely used cuz of mounting cost ( but pm me if u want to try, i'm best lumber u'r likely to find ever :P )

Important note: All towers and auras will get a range increase when upgraded! this means you can actually make many more towers that appears possible at start and set them further back. this increase could be bout 200 range total (for towers, approx) meaning 2 more rows of towers can be made than seems possible from lvl1 stats. (and with a semi-circular formation that could mean double the firepower!)

 

Tip: you can reserve a (wide but narrow)slot behind repairs (or behind first row of towers) for marines.this gives very decent stun rate. (firebats can't be used this way because range issues)(unfortunately current version demands snipers to kill end bosses. but this has allready been fixed for next version)



#7 Krehara

Krehara

    Dedicated Survivor




             

Posted 05 July 2013 - 04:06 PM

I've updated the guide with pictures and slightly more information. If you have any ideas on what can be done to improve the guide, or feel that something has been left out, please let me know. I will be updating the guide as future versions are released.

 

I will begin putting the advanced guide together tomorrow, but it will take several days to finish. 

 

Also, if anyone knows of a way that I can zoom the camera far enough out to capture the whole map in one screenshot, please let me know or submit your own screenshot. I think it would be helpful for a player to be able to study the map and figure out what bases they could handle best.


Edited by Krehara, 05 July 2013 - 04:08 PM.


#8 Waffle(est)

Waffle(est)

    Dedicated Survivor




   

Posted 06 July 2013 - 04:45 AM

there was a zoom or cam command i think..
anyway there IS a whole map image already, somebody did it for the FS library. tho it may be tad out of date..

(in principle this could be done easier in world editor.. but then you would miss a ton of doodads (mainly trees..) that are placed via triggers later.)

 

 

on a related note.. the range is NOT 1. .. I can look up the exact ranges but approximate values are 70 for repair units and 130 for repair factories. typical tower size is 96x96. 



#9 Krehara

Krehara

    Dedicated Survivor




             

Posted 06 July 2013 - 08:43 AM

 

 

on a related note.. the range is NOT 1. .. I can look up the exact ranges but approximate values are 70 for repair units and 130 for repair factories. typical tower size is 96x96. 

The ranges are not listed in the game, so I feel that it is sufficient to explain their range the way I have. I've always viewed the map in squares. For example, one repair bot can fit into one square of space. If you move a building over to one side, the shortest distance you can, it moves over one square. My point about the repairs being able to reach across that one square of space still stands, but I will note this in the next guide when I go more in-depth with the game. 

 

On a related note, I have a question about repair factories. In the build menu, their description says that they repair at 40% efficiency.  However, if you mouse-over their repair rate after it is built, it will say that it operates at 33% efficiency. Any idea if this is a bug, or a simple typo in one of the descriptions?



#10 Waffle(est)

Waffle(est)

    Dedicated Survivor




   

Posted 06 July 2013 - 11:49 AM

the real distance matters.
not only can you move repair units 1 space away from walls you can also SHIFT them by i space. so this works (48x48 squares, 4 per building)

 

RR
RR_WW

       WW

 

this means that on a straight line of walls you can have 2 repair units in range of each wall in stead of 1. so when this formation suts the base it really has a BIG effect. (this doesn't work very well with walls set back 48u but you got to figure out what works best for you, this can have implications on tower placement)



#11 Krehara

Krehara

    Dedicated Survivor




             

Posted 06 July 2013 - 12:49 PM

Please refer to the screenshots in the guide. The way those repairs are set up, the top and bottom walls are each within range of 3 repairs, while the two middle walls are each within range of two repairs. I believe this is the concept you are trying to convey. If I'm wrong, then please post a screenshot so I can see what you're talking about. 

 

This is a guide for newcomers; it needs to be kept simple. Saying that the repairs can reach across one space, and then showing them how they can set them up to maximize their usefulness, is more simple than going in depth and explaining that the range is technically 70, and the average tower size is 96x96, and what the size of one square on the map is. 



#12 Waffle(est)

Waffle(est)

    Dedicated Survivor




   

Posted 06 July 2013 - 01:49 PM

I guess you are right about needing to make it simple and easy to follow.

 

I must say you have done a lot to improve your guide!

It will be very useful for those new to the game :)



#13 That_Girl

That_Girl

    Dedicated Survivor


     

Posted 03 October 2013 - 02:30 PM

I would like to point out that energy walls are nothing compared to normal walls if you have energy walls and not using commander i guarantee that Najort will break though the Nature ones in a few hits. But really great guide Krehara love it ^_^



#14 Waffle(est)

Waffle(est)

    Dedicated Survivor




   

Posted 03 October 2013 - 04:49 PM

well currently energy walls are geared for a bit different purpose..

their use is mainly in tanking ranged units (water elemental / endless artillery) and air units.

 

+1 to they are not good choise for main walls tho.







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