War for the Overworld

War for the Overworld

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Magical Zoo. v2.35. Skill : Average - High.
   
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Game Modes: Scenario
Number of Players: 1 Player
File Size
Posted
Updated
6.875 MB
Apr 17, 2017 @ 4:25pm
Jul 26 @ 10:07am
20 Change Notes ( view )

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Magical Zoo. v2.35. Skill : Average - High.

In 1 collection by Green.Sliche
Shrouded Marvels.
14 items
Description
Map Version 2.35

Ever wanted to have an underground zoo full of magical creatures? Too bad it's expensive to maintain. Fortunately, there are five local sanctuaries where these wonderful creatures live and enjoy their lives. Why don't you go and pay them a visit? I'm sure nothing can go wrong.

Lots of hidden goodies are hidden around the map. Find them, they will all be useful to you.

This is 1P map. Find all 5 inhibitors and destroy them, if you can of course.
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86 Comments
rmw Jul 27 @ 1:26am 
Business decisions... :steamsad: Map worked like a charm - even some nice-to-have ember lords were back :steamhappy: THX again!
Green.Sliche  [author] Jul 26 @ 11:41pm 
You're welcome. Wish devs addressed the issue with custom content and editor before going on hiatus and developing something else. At least so far, some of these bugs can be resolved in one way or another.
rmw Jul 26 @ 3:37pm 
Seems that this time you're right on the money: 2 hours in normal mode and the NE dungeon is still fully populated... (The solution comes at a price (=bug resolve): I miss my ember lords :steamsad:, ;-)) but TBH they should only appear in Zen mode, make winning way to easy). THX for your continous effort to fix bugs and improve game play. :steamhappy:
Green.Sliche  [author] Jul 26 @ 10:12am 
Updated to v2.35.

Added a soft-fix for Empire units. They should no longer rebel and kill each other.
Green.Sliche  [author] Jul 26 @ 10:11am 
I added a potential fix for Empire so it's units would ignore mood. This way, they should not rebel and attack each other. It's a soft-fix though, as the hard fix would also require me disable their other needs, such as sleeping, which would mean they would not make a lair and as such, would not be rescued by workers. I hope soft-fix will suffice, if not, I'll go for hard one.
Green.Sliche  [author] Jul 26 @ 9:59am 
I kinda think I know what is causing this. There's small chance but I'll give this fix a try. Let me know if it works. Update incoming.
rmw Jul 26 @ 9:03am 
*sigh* I stand corrected again: After 1 hour of playing time chunders and BvP have completely disappeared and only shielded workers and some low lvl standard units are present. Map still not winnable...
rmw Jul 26 @ 8:15am 
My bad: forgot to unsubscribe/re-subscribe to get the correct version. :steamfacepalm: As of now (22 minutes into the map) everything looks alright... :steamhappy:
rmw Jul 26 @ 7:48am 
Hm, I'm sorry to say that the problem is *not* solved yet. Right from the start the boss unit (BvP) is aktive, but after 22 minutes of playing time enemy units have already started attacking their boss and will eventually kill him. There's no way to get there in time. The map (one of my favorites, played a lot of its iterations) is still not winnable... :steamsad:
Green.Sliche  [author] Jun 7 @ 4:22am 
Updated to v2.34. Re-published map with minor adjustments to scripts. Shield should get removed correctly now ( it did during a test run ). There previously was no error logic-wise but there's possibility map wasn't ''exported'' correctly for some reason. This time it should be ok.