Stronghold Crusader: Definitive Edition 要塞十字军东征:决定版

Stronghold Crusader: Definitive Edition 要塞十字军东征:决定版

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The Last Seige 1vs6
   
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8 月 21 日 上午 5:25
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The Last Seige 1vs6

描述
Lore: War is rageing across the world. The armies has landed on your shores, countless soldiers, war machines, and banners from every corner of the world. They march for your walls, your thorne, your very existence. Your castle is the last line of defence in these desperate times. Hold the gates, Rain fire from the battlements. Defend until the very last stone falls!

Description: Play up to 7 players. 1 in the Castle, and the rest on the shores. Taking the Castle wont be easy, narrow shokepoints and traps makes the castle strong and protected. Good luck! Feel free to drop a like :)
25 条留言
Max_Regime 11 月 7 日 下午 5:03 
it is very cool in general, need pimp up with outposts and
i noticed u builded each bot extra granary, this is super, could you build them each two extra stones and few more ox cuz bot build only one ox per quarry, wonder how its economy affect with extra oxes waiting there for him, :)
Max_Regime 11 月 7 日 下午 4:57 
u want bots to kill this castle with those units :) ??
Max_Regime 11 月 7 日 下午 4:55 
guys totally on right cannot pass, terrain edit needed there, in small tower
Max_Regime 11 月 7 日 下午 4:54 
and give each bot 3 outposts
Max_Regime 11 月 7 日 下午 4:54 
delete 2 bedouin outposts for P1
Max_Regime 11 月 7 日 下午 4:50 
P1 in the castle ? they got not enough outposts i think, and leave catapults production too in half of them and exclude weak units. this can be cool, needs update
Max_Regime 11 月 7 日 下午 4:47 
but you can update this one, would be shame to abandon this one
Fågel  [作者] 9 月 4 日 下午 4:06 
@♚ Akko II

Thank you for your time to write down your thoughts regaarding this map. When i created this map, it was intended for me and a couple of friends to play. Never expected it to get this many visitors tbh. Just wanted a map where you have 1 defender and a couple of attackers. (up to 6) if anyone wanted to try this. The idea was never really for the castle defender to win, but rather hold on for as long as possible.

With that said: What you are saying is very true. playing this map as a regular competative match would be rather unbalnaced, and alot of adjustments to the terrain, castle dicstance to wall etc needs to be changed. We also noticed these problems while playing. Next map i create i will make sure to take your thoughts into consideration if i decide to create a more competative map in the future! :)

Have a good day! @Creator
♚ Akko II 9 月 4 日 下午 1:18 
Once you get through the front wall and through the outer layer of red's castle, there is one step left until victory - an attack into a tower spam on high ground. But in a 1v6 and with red having very little of his economy left, it's gg at this point. Red is a sitting duck and when the coffers empty, there's nothing left to do. The high ground prevents even digging a moat to stall for time.

To sum it up:
Red's territory needs to be more compact. You can make irrepairable outer walls if you want. But there need to be sections that are not only defensible, but also possible to repair and reinforce.
Red's economy needs protection much more than besiegers' does. Besiegers can protect it easily - they produce armies 6x as fast. But once red loses his eco, he loses the game.
A chain is only as strong as its weakest link. Strong segments exploitable through weak segments are no longer strong.
And this is my personal preference, but: red should be able to dig moats in the outer layers.
♚ Akko II 9 月 4 日 下午 12:56 
Red has a huge & heavily manned front wall. On high ground. But too far from the castle, so any destruction is permanent. Not to mention, it can be completely ignored at the beginning - the besiegers can attack the poorly reinforced side gates instead. The gates cannot be reinforced at all - too far from the castle. The pitch pits between them can't be renewed (& are easily dealt with). The drawbridge is only for show - it's on veeery high ground, so it won't leave behind any water if destroyed. Red can send in troops, but good luck against six players (or even four) attacking from two sides.
High ground gives red some advantage while defending the gates, but it gives more to the besiegers. It makes them impossible to drive out and gives them access to the castle's outer layer - where the bulk of red's eco is. They can also use the high ground to attack the heavily reinforced wall from the side - the high ground mitigates the height debuff towers give. The rest of the wall is next.