War for the Overworld

War for the Overworld

Four Seasons. Mystical Journey. 25. Finale.
21 Comments
gregored 14 Dec, 2017 @ 3:48pm 
I haven't looked at this one in quite a while, but may now give it another go.
Green.Sliche  [author] 12 Sep, 2017 @ 3:00pm 
Added an Eternal Titan to player. I believe in 1v4 match, this guy is really needed, also makes sense since he was given to player at previous level.

Slightly adjusted map structure to delay AI and divided them from each other with Sacred Rocks. Now they will rush slightly slower and won't steal land from each other.
Green.Sliche  [author] 1 Jun, 2017 @ 10:59pm 
It's possible via Debug console and bunch of commands. It is quite complex and tricky to do.

Try changing mutators around, see which one help.

Do note that this level has to be challenging since it is the last one of the campaign, thus I can't make it too easy.
gregored 1 Jun, 2017 @ 10:17pm 
I gave it another try, still had to cheat with God Mode when I got invaded at the center. The Spirit Workers do help, but still couldn't get ahead. I have a question about the map--how do you get the Empire to be aligned with the other AIs?
gregored 1 Jun, 2017 @ 3:25pm 
Please see discussions, since the comment wouldn't fit.
Green.Sliche  [author] 1 Jun, 2017 @ 2:04pm 
Such post doesn't exist afaik. There was some basic data about General AI personality but due to all gameplay changes that took place in patches much is no longer valid. The best way to learn how AI performs is to ally up with each personality and observe their performance on official maps.

Or you can ask me questions about them since I spent quite a lot of time observing how AI does perform on my maps.
gregored 1 Jun, 2017 @ 1:53pm 
Thanks for your efforts. I'll give it another try and let you know what happens for me. What I was asking about the AIs is more general--for my own mapmaking efforts-if there is a post somewhere that lets the mapmaker/player know about what each personallity is going to do? And is there anywhere that describes the abilities/limits of each difficulty setting?
Green.Sliche  [author] 1 Jun, 2017 @ 1:14pm 
I tried to remove spirit workers for AI's at start in order to slow them down but that led to many expansion problems. Instead, I'm giving player spirit workers as well.

I added two artifacts at the corners of the map so player can claim them too if he does dig out the gold. Remember, there already are two extra artifacts inside the pools of blood which will help player's expansion. Try to get them quickly.

There isn't much I can do without breaking the level sadly.
Green.Sliche  [author] 1 Jun, 2017 @ 12:40pm 
The huge middle area above player is made of Augrum Wall in order to delay the expansion from AI's side. Area around AI player consists of Rocky Earth. Starting area around human player consist of Sand for fast expansion. I made two layers of progression for AI and one for human player - Lava and Brimstone. There isn't really any other way to delay the progression on the map without severely altering it.

As for AI's personalities, I include this info at the end of map description on every campaign map. Alliances are also described.

Starting position is Green. Blue Underlord AI is Oberon. Red Underlord AI is Rhaskos. Yellow Underlord AI is Korvek. White Underlord AI is set to Mira. Blue, Red, Yellow and White Underlords are allied. Level 25.
gregored 1 Jun, 2017 @ 12:01pm 
I thought of something else that may help, if you're looking for a more aggressive play. Change some of the rocky earth in the center to plain earth, so it is easier to tunnel north for the green player. This would not help, and would hinder a more defensive, slow build up play, though. I also wanted to ask if there is a post somewhere that defines the current personalities and abilities for the current AIs?
Green.Sliche  [author] 1 Jun, 2017 @ 4:04am 
I'll playtest it later today without spirit workers. Hope this will slow down AI. Maybe I'll find some other way.
gregored 1 Jun, 2017 @ 2:23am 
I'll give it a try, but I've tried using traps, but since I can't unlock the barracade, and there's not enough mana to set a sufficient number of traps when all the Gold Weavers, Magma Weavers, and all the other minions, including at least one Archon, attack through one of the channels. It reminds me of trying to play the Crucible. I'really do like the map overall, just wish I could get further than 6-11 minutes of play.
Green.Sliche  [author] 1 Jun, 2017 @ 12:04am 
I suppose you could try using traps early since there's a Forge Shrine Available for you. Two extra portals at sides should also do the job. If that doesn't work, I guess I can remove those spirit workers.
gregored 31 May, 2017 @ 9:49pm 
so, I just tried it again. I used God Mode to put reinforced walls at each brimstone entry point, once my workers dug that far. Enemies broke through from the center and then the left, before I could research the Warding Totem.
gregored 31 May, 2017 @ 9:16pm 
I just tried again, and noticed you removed replacement earth. I got slammed at 11 minutes, since I couldn't block the center route.
gregored 31 May, 2017 @ 8:52pm 
Thanks for the info. The problem would be that I can't get a Warding Totem early enough to be of help, unless I missed it being available on start. I'll give it another try. I had the 4 AIs set to Medium each time I played.
Green.Sliche  [author] 31 May, 2017 @ 7:11pm 
Each AI starts with 4 spirit workers. They also start with 1 Archon per AI while player starts with the Behemoth.

This level is subject to change, however I believe you could still try beating it by using the game aspects such as Warding Totem and defending your half of the map. Also try reducing the difficulty of 3 AI players and see if it helps.

I may still consider tweaking this level as it may be too difficult for people.
gregored 31 May, 2017 @ 7:09pm 
On earlier attempts, I tried using new walls on the center brimstone, and on one of the sides, but I simply had too few workers to reinforce before all the enemies, with their converted Lava and Gold Weavers invaded. Most times, I only got to around the 6 minute mark before getting overwhelmed. Overall, I think it is a beaufiul layout. I just wish I had time to set up a reasonable defense and play all the way through
gregored 31 May, 2017 @ 7:06pm 
As to this final level, I've started playing it at least hald a dozen times. I get overwhelmed immediatly. Finally, on my last two attempts, I removed the Fog of War, just to see what is going on. Please note that I usually play very defensively, I am not a Rush type player-even when I was able to dig straight up and undermine my way to the lava, to claim some Lava Weavers, I still had to invok God Mode with Democorns and Pink Eyes to avoid the rush to my dungeon core. I believe there may just be too many enemy Spirit Workers to make it a fair battle
Green.Sliche  [author] 31 May, 2017 @ 7:03pm 
Unfortunately, that won't guarantee that AI won't go on wall digging spree. It's the part of the map I sadly can't control as it is the part of AI script itself.
gregored 31 May, 2017 @ 7:02pm 
Before I comment on this map, I wanted to comment on the last two or three. While they were all quite challenging, it was irritating that the rival underlords destroyed all the walls whenever they took over an Empire area, leaving wide open spaces to fight over--which took forever. However, I found the use of Frost Weavers to be quite effective. I would suggest leaving more rock walls around Empire rooms to make it more interesting.