War for the Overworld

War for the Overworld

The Gilded Rise - Level 9
12 Comments
rmw 28 Jan, 2018 @ 10:23am 
Thx for the hint, i'll keep it in mind. As long as there are enough gold seams or a gold shrine it's affordable to train up 2-4 sentinels - if one can stand the bitching...
Korvek  [author] 28 Jan, 2018 @ 9:24am 
Lol. As a general tip, I would suggest stockpiling sentinels and then releasing them when needed so that you do not have to pay their wages. I did some calculations a while back and it is currently not worth training them. By this I mean that the level/cost ratio stays the same, whereas usually higher minions are more cost effective.

Glad to hear that you are enjoying the campaign. Feel free to include any suggestions or ideas on future levels. Hope you enjoyed the trigger attacks too.
rmw 28 Jan, 2018 @ 7:36am 
BTW: I *really* hate sentinels: powerful but always complaining bitches (like black knights or reapers...).
rmw 28 Jan, 2018 @ 7:33am 
Really liked the map (and the campaign so far). Played it way too cautiously and time consuming - but that's my way... :steamhappy:
Korvek  [author] 15 Oct, 2017 @ 9:49am 
Hope you enjoy. Let me know if you have any thoughts regarding it. As a word of warning, since it is a campaign, it may be easier to play it through from level 1.
Myrlen 15 Oct, 2017 @ 9:01am 
Look forward to playing this! :D
Korvek  [author] 9 Oct, 2017 @ 3:45pm 
Ah, okay. Yes, I did make the level more challenging. Unfortunately levels 1-8 turned out to be a lot easier than I would have hoped, but I was not too concerned as I felt that a progressive challenge could be useful for the campaign. You do indeed have plenty of time to claim land before the first attack, being an aggressive player I took out the closest beast den very early on. No, I have not tried the map but I shall look into it, thanks.
gregored 9 Oct, 2017 @ 3:02pm 
I have played the previous levels, but this one seemed different, and, I think, more challenging. I've enjoyed the series so far. As to restarts, I was trying to avoid having the enemies invade from the trigger points near the dungeon core. I tried wallling them off, once I knew where they were coming from. When I first played, I was using my usual strategy of walling off my dungeon. I realized I had time to claim the area above it, by just fighting off the beasts, and was able to get through more quickly--since i wasn't reclaiming already claimed tiles. Have you played "The Narrows", by greensiche? It's been one of my favorite maps, and takes quite a bit of strategy to figure out.
Korvek  [author] 9 Oct, 2017 @ 1:49pm 
There are currently two ways to make triggers, the way used in this map was created by me and is not found anywhere outside of my campaigns, as far as I am aware. I am interested that you needed to restart though, I was actually thinking that I had set the difficulty too low. The pathetic AI pretty much turns Rhaskos into an idler, which is for the best. Anything higher could allow him to start using spells, recalling units more often, or even start dropping units/attacking.

I believe that the final attack comes at around the 30 minute mark which, to me, should not be too bad. Exploration is something largely aimed at in my campaign series, I hope it was enough to satisfy you. If I may ask, how exactly were you trying to tackle the level? Oculus spam can often win the day just by itself. Also, have you tried the previous levels? They aimed to get you into a particular playstyle for the campaign.
gregored 9 Oct, 2017 @ 1:16pm 
That's very interesting. I didn't think triggers were available to mapmakers at all. I must admit, I had to restart several times, to avoid, or mitigate the attacks. I just wish there was a way to continue playing after reaching the goals, because I like to explore an entire map, but sometimes, it's just not possible. I can definitely see why you ask to have the AI set so low. Otherwise, I think, the other player would be overwhelming.
Korvek  [author] 9 Oct, 2017 @ 3:20am 
Hello, thanks for trying out the map. The unclaimable areas are used to trigger Rhaskos' attacks. You may have noticed that Rhaskos would suddenly attack you or start claiming your land. It is because of these triggers. For this reason, Rhaskos never actually attacks you directly, they are simply there to give the illusion of such. If you have tried the previous levels in the campaign you may have noticed something similar. This type is the most compact and efficient type I have created so far.
gregored 8 Oct, 2017 @ 2:13pm 
A very tricky map. I was playing it one way, then decided to go with a more aggressive mode. I liked this one a lot. The one thing that I am still confused about is the unclaimable areas at the lower and right borders. What purpose do they serve?