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My suggestion here would be try to help fellow AI team mates to capture new rooms when possible so you could get more land captured sooner.
I'm not entirely sure but this map has no restriction in it, aka everything is allowed and you can sell captured rooms and build the ones you need. You'd probably need to experiment here a bit with what works well but combination of traps and ritual should make the work trivial.
Though if you were willing, I have been working on an idea for a melee map with some asymmetrical warfare.
Removed artifacts that were granting Empire Spirit Workers. Additional visual changes for prettier look.
There's a trick though, since area is narrow, you can utilize a gargoyle very well, creating a death tunnel with traps and potions if you are quick enough. Trick is to get to top as quickly as possible. Hellfire potion could be used to destroy walls almost instantly, or just put 2 or 3 underminers nearby.
Re-adjusted some rooms and creatures. Added extra room for all players. Each room contains artifact of gold. Adjusted Empire's land and starting army.
Map still has no scripts because the required scripting tools are currently broken. As such, it's just a revamp of an old pre-scripting version of the map.
I'll give this map a go and fix it tomorrow as much as I can. I'll also re-balance some stuff in the process.
Another thing I noticed: Where are the Slaughter Pens for the players?
This map was created back when scripting was not allowed. I could try to convert it to 2.0 with scripts, but at moment, the key feature which is required ( ability to assign units to patrols ) isn't working properly and has to be patched by devs. Perhaps after that, I'll revise this map and upgrade it to Proper Survival.
The last time I tried, Witch Doctors were not a problem if player focused other areas first.
Tbh, this map is very old and even such a minor improvement will require additional changes ( mostly for Empire ).
For now, I suggest getting lots of Oculus, since they can stun-lock Witch Doctor and kill him without letting him do any harm.
This is the last update for now. Map will get revisions when Edtior will get triggers and AI becomes a bit smarter. For now it does it's job at claiming rooms and staying alive long enough.
Added slightly less aggressive AI and removed some gold from Empire. This should slow it down a bit and give players more time.
Made claiming the lair a bit easier since underminer can no longer be placed on rooms.
Added tavern and placed 10 tiles of impenetrable rock in the middle to reduce efficiency loss of tavern table for middle players. Their rooms are properly separated and can't be reached directly by both players.
Removed previous blocks that separated Sanctuary from player and replaced it with Empire's Portculis and Balista with barricade. This was made to slightly reduce player's progress from start while also make sure that AI players will eventually claim Sanctuary as well. Tavern is separated by only a single Portculis.
Swapped Empire's Chundlers with Augres. Chundlers are level 4 and now protect tavern, while Augres are level 3 and protect the foundry.
Slightly adjusted Sanctuary for more symmetry.
Reduced the amount of protection for empire in around the core, provided some artifacts since AI will now use them.