War for the Overworld

War for the Overworld

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The Age of Rhaskos - Level 9
   
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Legacy Maps: 4 Player Maps
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3.749 MB
19 Feb, 2018 @ 11:05am
24 Feb, 2018 @ 9:40am
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The Age of Rhaskos - Level 9

In 1 collection by Korvek
Webbernever1's Hard Campaign - The Age of Rhaskos
11 items
Description
AI 1 - Position blue, Team 2, Personality Mira, Difficulty Pathetic, theme Mira, colour pink.
AI 2 - Position red, Team 2, Personality Mira, Difficulty Master, theme Mira, colour orange.
AI 3 - Position yellow, Team 2, Personality Mira, Difficulty Master, theme Mira, colour blue.

Level 9 - Control of Aurelis (Mira)

Your swift action in stopping Mandalf the Maroon has greatly improved your grasp on Aurelis. Now there stands only one obstacle to your complete domination of the realm: Mira. Whilst you were distracted battling Mandalf, Mira has used the time well to completely surround your dungeon core.

This shall be quite the challenge, Rhaskos, but nothing which should trouble you too much. Mira seeks to attack you from multiple angles: you must ready yourself swiftly and prioritise the attacks.

To aid you, consider constructing the alchemy lab. With it, you may train your minions using the wisdom juice potion, and increase the work rate of cultists with the work-a-lot potion. Consider also the overload ritual; it may prove invaluable. The uprising ritual may be useful to if you drop your prisoners into your crypt. After all, Mira surely has some surprises up her sleeves.

Primary objectives:
* Survive Mira's siege.
* Defeat Mira's northern core.
* Defeat Mira's south-western core.
* Defeat Mira's south-eastern core.
* Capture Mira's eastern portal.

Secondary objectives:
* Brew a wisdom juice potion.
* Prepare an overload ritual.
* Drop prisoners into the crypt and prepare an uprising ritual.
* Find the neutral terror and neutral screecher on the main island.
* Claim Mira's mana shrine in the south.
* Destroy Mira's ember rifts.

Estimated time: 55-85 minutes.
7 Comments
Korvek  [author] 7 Apr, 2018 @ 2:53pm 
Ah...Yeah, the trigger system has had problems before. In short, it is due to pathfinding....it does trigger Eventually, but restarting is best. Sorry about that. Glad to hear that it is working this time though.
Yeuo 7 Apr, 2018 @ 2:50pm 
Second try is working :)
Yeuo 7 Apr, 2018 @ 2:44pm 
Hello, just played this one, for some reason the trigger didn't trigger the first time ( all the access point through bridge to the others bases were still closed :( ) so had to restart, I'm not sure how that happened
Korvek  [author] 4 Apr, 2018 @ 3:39am 
The configuration in the description is Very possible. Myself and others have playtested the map already, I would not release it if it failed the playtesting stage. Just make sure that position blue has pathetic AI.
USBsatan 3 Apr, 2018 @ 8:19pm 
set them to hard instead of master and it is doable.
Korvek  [author] 2 Apr, 2018 @ 4:00am 
Yes. It is important that AI 1 remains at the 'pathetic' difficulty. The 'attacks' from blue come purely from triggers, and it was never intended to be a fighting force.
USBsatan 1 Apr, 2018 @ 7:04pm 
set them to master and you'll be annialated