War for the Overworld

War for the Overworld

Rise of Overseers. Dark Crusade. Enchanted Edition. Skill : Above Average - Very High.
98 Comments
mam.bach 26 Dec, 2020 @ 4:29pm 
not kidding it's expert level - but if it aint a challenge it stops being fun. Am stuck on the Seer level, but I'll figure it eventually
Herpes Herring 5 Jul, 2020 @ 11:37am 
Ahhh awesome thanks man! Awesome maps too!
Green.Sliche  [author] 4 Jul, 2020 @ 5:24pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=758588439 This is the version you can play with your friend(s). It has minimal visual / structural differences and uses no scripts at all. It uses old Empire AI which is getting stronger and more aggressive every 15 minutes but does support New AI for team mates. You can customize starting positions as well as other properties of your choice. Empire is pre-defined and set for you.
Green.Sliche  [author] 4 Jul, 2020 @ 5:22pm 
There is a multiplayer player version in my collection list, made specifically for online play. It has v1.0 pre-fix in the name.

These maps were specifically converted and scripted to work in Custom Scenario Mode. Converting them for MP won't work because they heavily rely on scripts which Multi Player Mode does refuse to support.
Herpes Herring 4 Jul, 2020 @ 2:25pm 
This may be a really stupid question, but is there somewhere I can find these maps for online co-op with friends? It doesn't seem to appear unless I go on single player?
Green.Sliche  [author] 30 Apr, 2020 @ 1:41am 
There are plenty of tricks for you to try on since there's no restriction on Sin Aspect available. You try various potions or combination of constructs and traps.

Try keeping Empire AI distracted so it doesn't go for a kill. You can ''make'' your other team mates join the battle by digging towards Empire from your side ( you can use hellfire potion and break their walls ). The key to success here is to constantly harass Empire while gain ground and capture land. Btw, you can build lots of Hellfire Potions and drop them on Empire's troops when they are on your ally's land and deal massive damage to them. A horde of sentinels with colosus is also good way to cut through their numbers. There are plenty of ways to drain Empire's troops.
NAPK1NS 30 Apr, 2020 @ 1:04am 
Ill give the outpost and worker totem a go now thank you
NAPK1NS 30 Apr, 2020 @ 1:03am 
Every time on simple difficulty, it seems the standard play through is the AI takes down the other dungeon cores and then sweeps mine, or takes one down and as im moving into the map it comes for me, sweeps me and im dead. I've tried blocking off access's and placing soul traps (blocking off just seems to buy me time from the inevitable, the protected imps will eventually blow my walls and get in). I've moved through the map a little bit when i noticed the AI attacking one of the other dungeons, as its distracted i can move through (slowly) claiming tiles but again the inevitable usually happens where at some point it comes charging for me with everything it has, i don't have enough minions to take it on, even when the ones i do have are high levels (the dead souls the AI calls up cripple me) its an amazing campaign, loved every level and i know they're meant to challenge you (and this one 200% does :D)
Green.Sliche  [author] 27 Apr, 2020 @ 4:40am 
Which difficulty have you tried? Give it a go on Simple difficulty and see if it is manageable for you.

You can use the combination of Outpost + Worker Totem if you have trouble maintaining your ground or pushing into enemy's land.

I would appreciate if you could elaborate when do you experience the problem and what you usually do.
NAPK1NS 27 Apr, 2020 @ 4:03am 
Stuck on Level 5 - like majorly, i've tried it about 5/6 times now some fare better than others but no matter what i do i get over run and my dungeon dies..
Green.Sliche  [author] 8 Jan, 2020 @ 8:22am 
I see. I'll remind devs about this problem once they start working on WFTO again.

Thanks. I'm waiting for Editor patch that will resolve some issues and introduce some stuff which I still plan to implement into this campaign and some other work. I wish I could do more but right now my hands are tied and I have to wait for official patch first.
Oglinn 8 Jan, 2020 @ 8:06am 
Despite this problem, you've done a really incredible job on your campaigns.
Oglinn 8 Jan, 2020 @ 8:05am 
I've tried multiple saving, but until I just don't play the objectives and stand still, the missing objects take places everytime I'm going for the progression. If I don't do it one-time-full-job, it's dead, no matter how many times I've saved. Or I can get back to the last save before action, which is long too, and result never the same.
Green.Sliche  [author] 8 Jan, 2020 @ 3:28am 
This is more related to the game's save / load function which is the problem of the game itself and not the map. You may experience the same problem on maps of other users as well if their work contains moderate or large amount of scripts involved.

The best solution would be doing saves ever 30 minutes or so ( you can use auto-save function, but you will need to do a manual save too because game uses only single auto-save slot ) and create a major save after 1 hour mark. There should be report regarding this matter but right now devs are busy with other project so no updates will take place.

I'm sorry to hear that you experience this problem, but unfortunately, there's no way I can fix it on my end.
Oglinn 7 Jan, 2020 @ 5:50pm 
There is a serious problem with saves. 6 times I save after completing some secondary objectives, 6 times it crashes because the game misses an object or something. It really is frustrating losing hours of gameplay this way and having to start from the beginning over and over.
synthprax 15 Aug, 2019 @ 9:11am 
Awesome! Thanks for your dedication! I love your maps.
Green.Sliche  [author] 15 Aug, 2019 @ 2:34am 
Sadly current WFTO editor options don't allow decent AI control. I'll wait for time when devs introduce something regarding this matter.
Green.Sliche  [author] 14 Aug, 2019 @ 9:15pm 
I'm currently testing AI control system. If it works as intended, I might implement it for entire campaign. Hopefully it will solve the problem.
Green.Sliche  [author] 14 Aug, 2019 @ 8:05pm 
Unfortunately there currently isn't a reliable way to keep AI team mates off your land or force them fight. Their obsession with messing player's dungeon layout is annoying as hell. Usually eliminating the reason of their interest does the job.

If devs will offer more tools to improve stuff, I will keep updating my maps. The addition of dialogue in 2.0.7 allowed me introduce difficulty options. I may consider experimenting more, maybe add some ways to control AI team mates.

I introduced Simple Difficulty to eliminate possible frustration and reduce the possible pressure. I'm glad to know it is performing it's intended function correctly.
synthprax 14 Aug, 2019 @ 7:53pm 
BTW, thanks for the updates. The ability to select "simple" for map-5 is the only reason I've been able to get as far as I have.
synthprax 14 Aug, 2019 @ 7:51pm 
I can't believe this. After dozens of attempts on the 5th map, I finally destroy all 4 inhibitors. There's only me and one other AI left in the game, and we're pressing on to destroy the enemy core, until the AI just stops fighting. I cannot win this map because of the AIs. If they're not stealing my gold, they're sabotaging my defenses; if they're not sabotaging me, they aren't fighting.

The ONLY defense against an assault of hundreds of lvl-10 freaks is multiple death-pot-things (can't remember the name) protected by reinforced argrum walls, but the AIs won't let me build walls.

Even if I always be slappin', I can't win.
Green.Sliche  [author] 13 Jul, 2019 @ 2:02am 
Updated Empire AI settings. Improved designs of some levels.



Introduced Difficulty Settings. Players may choose between Standard and Simple modes. Standard is new patched settings. Simple is an Easy mode for players who want more time for expansion and some help with dungeon management.
Green.Sliche  [author] 17 May, 2019 @ 9:17am 
You can make your team mates attack earlier by building volcanic bridge yourself. Level 1 has already being nerfed a lot, I'm not sure it needs to be reduced even more.
olitierney96 17 May, 2019 @ 8:36am 
The idea is great. but the first level is severely unbalanced. Your allies sit back and build their dungeons while never attacking because of the lava tiles and when you try and push in to attack, the enemy has built an army of dozens of high level units and will always have a titan. This feels far too difficult for a first mission and needs to be heavily balanced imo.
Green.Sliche  [author] 20 Apr, 2019 @ 11:30pm 
In this case, I suggest using Save sooner. Pay attention to when freezing starts ( time ), this way you can know when you can do Save / Load. Doing so will flush Game's Garbage Collector and solve the lag / freeze problem.
gregored 20 Apr, 2019 @ 11:14pm 
The issue with freezing is so bad that I cannot save the map, I have to use task manager to end the game
Green.Sliche  [author] 20 Apr, 2019 @ 8:10pm 
There have been no freezing issues on my end. You can try doing save / load at that point.

Regarding Ember Demon - Cultists of high level have a curse ability which does stack with itself and increases the damage the unit takes from all sources. Consider using them against tough bosses.
gregored 20 Apr, 2019 @ 7:59pm 
I've had to reload several times due to the game just freezing
gregored 20 Apr, 2019 @ 7:59pm 
I've been trying L11. There are some issues with the game locking up at certain points, and there seems to be no way to defeat the Ember Lord, no matter how many minions go up against him. I only see one or two petals lost on him, and hitting him with lightning, starting with 1800 mana has no effect whatsoever.
Green.Sliche  [author] 19 Apr, 2019 @ 7:14pm 
Level 11 / 12 are made around bosses.

You can actually kill them much faster if you do use certain tricks, like high level cultist curse or lots of damaging potions. Well of Souls also work as their DPS stacks with itself.
SuicidalSlothDK 19 Apr, 2019 @ 6:26pm 
Well lets just say i finished level 11 and 12 might need a rework too tiresome to kill the bosses takes too long and consider removing heal from the enemy team cause that is just fucking annoying
Green.Sliche  [author] 14 Apr, 2019 @ 1:10pm 
I suggest doing save / load. At 50+ mins, the damage caused by loading such map will be little, while most of the problems very likely will get fixed on their own.
SuicidalSlothDK 14 Apr, 2019 @ 5:53am 
Well it fixed the issue with ai not building enough. however i still have the issue where for some reason i can't cap enemy tiles before 50+ min like around 35 but i haven't had this issue before only on this map
Green.Sliche  [author] 13 Apr, 2019 @ 3:27pm 
Seem's like super-late AI bug.

Try the updated version I just released. If you will get this bug again, I'll re-apply the fix I did for level 9 here as well, hopefully this will solve the problem.

FYI, game is known for it's problems when play time goes 50+ minutes, where random things at random places get broken or glitched. Some do experience this, while others don't ( mostly hardware related, good PCs do avoid this problem ). Regardless, I'll keep this in mind and will consider adding an extra trigger for shrines.
Green.Sliche  [author] 13 Apr, 2019 @ 3:00pm 
I've released an update now to level 9 and level 10, hope this will solve your problem as well.

Added potential fix to AI selling foundry shrine in Level 9.

Redesigned level 10 a bit. More space and gold for players, should also make AI build a better dungeon for themselves.
SuicidalSlothDK 13 Apr, 2019 @ 2:48pm 
Wierd i have trouble with level 10 at some point i can't claim the enemies tiles anymore and they can't claim mine when i tried to do replacement earth the tile remained the same i have taken a screenshot of it where it happens to the perception shrine as well
Green.Sliche  [author] 13 Apr, 2019 @ 2:03pm 
I playtested level 9 and had no such problem. Should that happen to you, please screenshot me. I do have some ideas when and why it could possibly happen, but I'm not sure yet.
Green.Sliche  [author] 13 Apr, 2019 @ 1:06pm 
I'll check both maps now. Thanks.
SuicidalSlothDK 13 Apr, 2019 @ 12:27pm 
No i didn't save or load it's weird :p never had it happen to me on map 9 they always sell or destroy the manufacturing shrine which is to left before you cap it. and on 10 they do it with with the perception shrines
Green.Sliche  [author] 13 Apr, 2019 @ 12:07pm 
Did you use save / load? I don't recall AI having ability to sell shrines, that's something new.

I'll check level 10.
SuicidalSlothDK 13 Apr, 2019 @ 11:42am 
Map 10 and 9 is bugged it appears that the ai for some reason is able to sell shrines like right before you capture them so they instead become black spots on the map.

On map 10 the allied ai appears to have difficulty with the layout the same issue as with map 3 which you fixed
Green.Sliche  [author] 10 Apr, 2019 @ 9:16am 
You're welcome.

I'm open to suggestions here. I believe some levels might still require some adjustments, yet I lack proper feedback so I can't do much until the issue is detailed.
SuicidalSlothDK 10 Apr, 2019 @ 4:38am 
Thx babe that worked alot better my allies were actually usefull now :D made it alot easier attacking the inhibitors :)
Green.Sliche  [author] 9 Apr, 2019 @ 4:31pm 
Updated level 3. Gave more space and gold to players. Minor visual improvements. Slightly nerfed Empire AI.
Green.Sliche  [author] 9 Apr, 2019 @ 4:04pm 
I'll update the map then. Seems like AI performs too poorly there.
SuicidalSlothDK 9 Apr, 2019 @ 10:54am 
After 21 minutes that is all they have built and it remains like that till the empire attacks them
Green.Sliche  [author] 9 Apr, 2019 @ 10:40am 
They should be building the basic rooms first. If they don't, report it as a bug.

I may consider slightly adjusting level 3 and giving more space, maybe that will help as well.
SuicidalSlothDK 9 Apr, 2019 @ 9:49am 
I think map 3 is bugged

The AI ally only buils a beast en a barrack an a cultist room then mines out their entire dungeon an does nothing but wait for their units to rebel. then the empire wipes them out one by one because they are so weak
Green.Sliche  [author] 6 Mar, 2019 @ 8:33am 
I see. The shrine is actually there for aesthetics, I haven't considered putting something else there. Also those shrines are less protected and easier to claim. I could replace them with something else, but that won't guarantee that allied AI team mates will pursue claiming those, while Empire AI will still be able to use those. It's double-edged sword here.