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Aside from that one bug the campaign is fantastic
Insofar as dungeon building goes, you have more than enough room in each map to build a dungeon more than sufficient for the task. Terrain/size help to give the player an idea how much preparation exactly is required.
Later levels will give more land overall because you have more rooms to build. Earlier levels are going to be smaller because there is less to build and earlier levels are simply intended to be quicker. If you look at DK2 maps you will find that mine are pretty much the same size (often bigger!) each time.
If you want it to be more like DK1 you need to make a much larger build area for the start of the missions.
I used to use the replacement earth construct to fix these sort of things but can see why you may have took them out..... though its doesn't add that much to the game excluding.
I'll keep playing to see how it goes.
Fixed an issue causing the western gateway to continuously spawn enemies.
Fixed an issue causing an impenetrable rock to corrupt part of the central wall.
Replaced all inhibitors.
Replaced some lairs to fix pathfinding issues.
Hopefully it fixes the issue and does not break something else.
I managed to capture an inhibitor instead of destroying it by accident. Then I couldn't unclaim or destroy it, rendering it unwinnable
The archive upgrade is a MightyScript bug. Sadly I cannot fix it.
You will need to restart steam to download the latest version.
Please let me know if any other levels have issues. I have no idea why the level suddenly broke. =/
A secondary objective (upgrading the archives) isn't complete even when you use a sin to buy the upgrade. Don't know if it's the source of the issue, but it's been the third try I did, and it doesn't work at all.
Anyways, I reset my original campaign as so much have been changed over the years and I was inundated with so much that got stuck on level 7, but going through your campaign at the very beginner level (because there is just so much changes and so much to learn now).
Your campaign eases you in and let's you enjoy the gameplay without extreme pressures; yet I might be wrong I've just completed level 4 of 'Draven's Conquest of Aurelis' but decided to write this post to let the author and whoever comes by that this is a great custom campaign that people can start and learn the basics with enjoyment if they get stuck on the original campaign and its overwhelming pace.
Thank you very much for joy and rekindling long forgotten love for the game.
Yes WAI is working as intended, apologies I thought that was universal geek.
Also thanks for a very fast response. I'm enjoying this campaign very much now. That was a stumbling block.
Outposts do work, you just have to build them on dirt/unclaimed land (not sacred ground) where you have line of sight. If in doubt, you can rally units there to guarantee line of sight. You do not actually have to use outposts in this level anyway, you can just build your dungeon and rally to the Empire strongholds.
Granted, neither of these variables are tested too greatly in this campaign, you are right. With that said, I do feel that it is easier to fail later levels in the beginner campaign. When making the campaign, I planned for an 80-100 level grand campaign with a slow but steady difficulty curve. Thus, I intended that future campaigns would be a lot harder.
As it stands, my defence campaign has the most noticeable difficulty curve. The beginner one, so long as you follow the instructions, should be easy. The intermediate one can be difficult later on because I presume that the player will get better and better at planning.
Also I don't know if it matters but I found the Empires units were getting stuck at the northern most Gateway, similar to how they got on the final level of the original campaign where they all rushed at once causing some nasty FPS issues.
I shall look into fixing this but shall wait until you complete the campaign to see if any other problems crop up. This is because the campaign editor is glitchy and editing just one level can break the entire thing; hence why I would rather fix everything at once before playing around with it.
https://steamcommunity.com/sharedfiles/filedetails/?id=1829463069
The failure on my part was entirely the result of me misreading the situation.
https://steamcommunity.com/sharedfiles/filedetails/?id=1792227181
Also, I realized I was an idiot. The reason I kept getting murdered on level 7 was because I left the two nearest gateways in the possession of Rhaskos and the Empire; I'd been operating under the assumption that the attacks I was facing were coming from their respective bases, rather than isolated gateways. Once that dawned on me, the level was fairly straightforward.
I apologize for being a total blockhead.
I have been working on my intermediate campaign recently and plan to release it today.
It has been a while since I have looked at the beginner campaign. If I remember right, level 7 is the level with Rhaskos v. Empire. One thing to note is that any level with AI is inherently difficult to balance because the AI likes to mess things up either by attacking too early or never at all! I attempted to circumvent this by giving the AI as little control as possible and controlling everything via waves.
From memory, this level always was problematic to balance. On the one hand, I wanted Rhaskos and the Empire to fight. On the other, I wanted them to attack the player and eventually become a threat. They should leave you alone for a while and then attack at a certain time. I cannot really say much without knowing more details...e.g. the time of attacks, what units are attacking, what units you have, what you have been doing, how you played the game.