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The hint for this map is to capture all neutral shrines while Empire is building forces and preparing. These shrines will give you a huge advantage in the fight.
This one is the only I rage quit, when the opposing Empire pushed my pity forced with overwhelmed manpower and I was unable to oppose it :)
I pass. Seems like I prefect the "slow" maps.
I suggest removing the passive gold income. Since there are no wages then this is a bit of an overkill, gold veins & shrines are abundant.
Payday should also be disabled. I can set wage multiplier to 0 on top of it if it is not working right now.
I've sold the tavern and slaughterpen and had them rallied for a long time. Got no complaints about missing food or sleep.
This time I suspect that this stuff is also broken in 2.0.7. Pay attention to unit's needs and see if they ask for food and other stuff. If they do, then it's not working and I'll probably disable it.
Could it be linked to the passive gold income?
Removed extra pool script which could conflict with Zen Mode. Now unit spawn should work better.
Fixed missing defeat script for player. Now game will end correctly when player is defeated.
https://i.imgur.com/LIoQBa1.jpg
should I start a new game now or do you want to upload a new version?
Could you do a screenshot next time something like that happens?
Btw, summoners are Wizards. It could be they died for some reason, but this still is odd. There could be one special thing which probably got messed up in 2.0.7 update. If I'm right, it's easy to fix and the update shall be pushed very quickly.
Thanks for letting me know. I'll pay attention to 30 min mark activity.
slightly below the 30 minute mark for the "reaches first form" the summoner counter started going down from 9/9 to 2/9 without me doing anything. it's still at 2/9 10 minutes later now.
something is wrong with paydays / wage. i have level 1 witch doctors with 50K+ gold in their pockets. two gold shrines + avarice are barely enough to keep up.
1 x Gold Weaver
1 x Restless Soul
1 x Shambler
1 x Gnarling
Early on and then nothing for the next at least 15 minutes. Gateways are stuck at 5%. No creature is deselected in the gateway.
Introduced difficulty modes. You can chose between Standard Mode and Zen Mode. Standard Mode consist of normal settings. Zen Mode offers more relaxed and fun gameplay.
Now players have much larger time before phase changes.
Does lag happen when AI enters the final phase? ( It should be Phase 5 or something ). If yes, then it's the moment when AI difficulty hits the Master Level.
If lag is unbearable at that moment, use Save / Load. It will flush excessive data and allow you to play the level without much problem ( most of script stuff won't get broken ).
Another trick is to surround your core with portculis doors or any other trap with ramparts ( like bone chiller ) and use wormhole potions to trap all shielded workers at your own core. There they won't be able to do anything and you'll have time to progress. Once you start breaking inhibitors, workers will begin losing their shields.
1. Increased creature pool for player ( special units and stuff ).
2. Fixed certain text typos and sequences.
3. Visual enhancements for prettier look.
4. Buffed Empire and rebalanced Wizards / Mandalf.
5. Additional Empire AI buff.
6. Added starter units to Empire.
Hope you will like this version. It should be more interesting and challenging.
Moved Player's Core to the center for better expansion / map management.
Map is now available from Scenario Menu as it was before.
Regarding Warp Gates - you will get fast ending if you manage to destroy those Warp Gates before Enemy Core is appeared. If you fail to do that, there's no need to destroy those Warp Gates anymore ( other than completing the objective ) since their main purpose has been played and now your objective is Enemy Core and not Warp Gates. At this moment, you can get one out of two endings instead.
If you still wish to destroy warp gates rather than focus Core, simply put your rally flag right on Moongate. This will make them prioritize gates over the Core. If some units will go for Core instead, you can slap them away a bit, this will make them move to the rally flag's location instead.
Now objective units are lot toughter, as well as new timer values for specific event.
Regarding units - I haven't touched this so I don't think something is wrong on my end.
If you are curious about other endings on this map, I suggest waiting for a bit, you'll be very surprised how things will turn out.
First, this map map 3 different victory conditions - meaning there are 3 ways of completing it. Destroying 9 Warp Gates before the Event is one. Destroying the Core is another. The third one takes some time to happen, but it's the hardest one to achieve. I'll do quick revision of the map and probably consider buffing some stuff since I believe the first victory condition is too easy to achieve.
Regarding the barriers - your targets are displayed on objective list. I haven't provided the names but I'm quite sure it's very easy to guess who they are. Additionally, there still are anchor chains coming from inhibitors and moongates, all you need to do is to look at unit that has an anchor chain attached to it but no barrier around. This means the unit is an anchor and the starting point of the chain, so it should be taken down first.
As always if you have any question or need help, feel free to ask. Good luck and have fun.