War for the Overworld

War for the Overworld

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Keepers Comeback Campaign
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Custom Campaigns: Custom Campaign
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84.428 MB
2023 年 10 月 1 日 下午 2:24
2023 年 11 月 24 日 上午 6:14
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Keepers Comeback Campaign

在 Padelboot 的 1 个合集中
Padelboots WFTO Campaign Collection
2 件物品
描述
The years have passed. The long war for the underworld was forgotten as the heroic forces regained control of Harmonia. Once more happiness reigns over the lands, as you awake from a deep slumber. Weakened, but evil as ever, you decide to take back what is yours. The memories are foggy, but the goal is crystal clear. Destroy the realms, take the portal gems and finally take the fight to the overworld. Once more the motto arises: It's good to be bad.

(This campaign is meant to emulate a real campaign, therefore starting small and easy and growing in difficulty and complexity with each new level. It consists of 18 regular levels and 2 bonus levels, which have to be unlocked by finding secrets. Lore-wise it is something of a continuation of Dungeon Keeper 2. I hope you enjoy! :) )
109 条留言
Padelboot  [作者] 8 月 17 日 上午 3:45 
@Generic Roughneck: Hm... are you sure these levels were from this campaign? There is only one mission, in which I use a lever and that one doesn't automatically end the level either. There is also no situation, where you could pick between two levels (though I did plan that in my first drafts, but chose not to do it in my final version). The campaign progression is fairly linear, aside from unlocking the two bonus levels.

Could you give me the level names/map names as they appear in the level selection (the names, not just the numbers)? I want to be absolutely clear which levels have the issues, so I can help out with that.
Generic Roughneck 8 月 17 日 上午 1:10 
First you do a mission that I would guess is your homerealm. There are a couple of switches and levers. After pulling either you end the mission. The two following missions, doesn't matter which I choose, I end up with impenetrable rock blocking off every possible exit from my dungeon heart. One of the missions has such a small start area I cant even build. The Impenetrable rock stops me from finding a gateway for creatures so can't even recruit.
Padelboot  [作者] 8 月 16 日 上午 8:47 
@Generic Roughneck: What homeworld mission are you talking about? As I see it only two missions could apply, which have impenetrable rock in the way. If it's Harmony Falls, you have to capture the temple in the south and then wait for the event, as stated in the level briefing. It takes roughly a minute or so to appear. The other one would be Kitten Meadow, where you have to defeat one of the high witches to gain access to the main fortress.

Where any of these the level you are stuck in or is it another level?
Generic Roughneck 8 月 16 日 上午 6:57 
Why am I stuck behind Impenetrable rock following the pointless homeworld mission? There is no explanation as to what is required, and not even a hint on how top proceed.
Padelboot  [作者] 8 月 12 日 上午 8:25 
@toastkid.williams: You're welcome. Glad you like it, even though it still has some, err, quirks I haven't found a real solution for yet. ^^
toastkid.williams 8 月 12 日 上午 8:22 
@Padelboot - i see, thanks a lot, and thanks for your campaigns, they are really enjoytable.
Padelboot  [作者] 8 月 12 日 上午 7:35 
@toastkid.williams: I use DK2 rules for this, so a herogate is deactivated when all surrounding tiles are owned by the player (the gate itself doesn't count). This also includes water tiles and earth tiles. It is advisable to go to the herogate quickly and do so, especially in later levels when the "nuisance hero parties" can be quite stronger than in the earlier levels. If you are unsure whether it is deactivated or not: my script makes it so that a herogate will be "killed", meaning have 0 hitpoints when it is deactivated. There is no other way of destroying the gates.

I hope this helps clearing it up a bit.
Padelboot  [作者] 8 月 12 日 上午 7:35 
@toastkid.williams: It's not a bug, but a consequence due to the way I scripted the enemy. What is supposed to happen, usally, is for hero units to spawn at the gate and then try and attack the players dungeon heart. Unfortunately the game can break this quite easily. Whenever their path is blocked (like with replacement earth) they just tend to stay at the gate. Since the script dictates a new party is spawned every few minutes, the number can grow quickly. Vitbergen is a particular offender, because it has two herogates, which can both be activated at the same time. My personal advice would be to stick to one side until the herogate is deactived. (to be continued...)
toastkid.williams 8 月 11 日 上午 7:34 
It seems that even after capturing an Empire/Heroes gate, it keeps spawning empire forces. They generally can't be destroyed either. Is this a bug?
toastkid.williams 8 月 11 日 上午 7:33 
Yeah, on reading the rest of the comments i realised it's a common issue: there is no limit set on the spawning so they just keep spawning and spawning until there's hundreds of the feckers. I got past it using the debug console to spawn hundreds of augres to take them on. Kind of a bug I would say, though i'm enjoying this custom campaign a lot. I think L9 might be the worst offender.