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What is the issue you're having? Custom games can be accessed from the main menu by going into New Game > Custom Game. WotP would probably be toward the bottom of the list since its sorted alphabetically. Does the map not start?
If the confusion lies in the inability to construct things, that is by design. The map is focused around managing your units and slowly building up a larger army to take on the giant with, using only resources and manpower you find within the city.
It mostly comes down to clearing cautiously at first. I recommend clearing out the region immediately in front of the command center first, then hugging the left wall until you get to the clinic , which will always give you some new workers for deploying more units. There's a custom command center button for making 'equipment' which gives you those units as a 'bonus' that can be deployed from the CC.
I made it through on my second try after being stomped by a horde I underestimated "a little bit".
Thanks for the heads up, I forgot to capitalize a variable when I corrected this issue a month ago, making 'The Match is Struck' play instead of the 'The Pyre of Humanity Burns On' message at the end after visiting the mayor. It should now correctly account for you visiting the palace before killing the giant.
For you see I had a clever plan to make a trap of the explosive barrels I had been collecting, setting down 7~ of them near each other I had the luci sacrifice himself to lead the giant into the trap. Alas, it did but 20% of it's hp... and this I just microed the Titan around while my vet Soldier+Sniper army mulched it over the course of half my Titan's hp.
Quite fun, liked the story but if you listen in on the radio and make it to the palace shouldn't the ending 'It turned out the other survivors had been talking w/another city' dialogue be a bit different to reflect that?
Loop
-Choose option A (this is the meat of the menu, where it describes its function and lets you access sub menus)
--Choose option B (labeled "Outfit new X (requires Y per X)", with a condition that Y meets or exceeds that requirement)
---Block (labeled "Outfit # new X, costs Y" with a condition that Y meets or exceeds listed value)
----Give Resources: Y -listed value
----Give Bonus: X
---Block (labeled "Exit" with no child scripts,)
--Exit Loop (labeled "Exit" which will exit the outfit menu)
You'd add more submenus (like choose option B) for the various units, and more 'blocks' within those to cover making more units at a time.
Not in From the Ashes, but future maps that feature similar game play may employ limited reclamation. The next map in the series, Molding Merit features more standard game play.
You cannot construct. It's part of the basis of the map. You're approaching it like its a Survival map, when you should be approaching it like different game-mode; one where construction plays no part. You don't even need to kill every zombie to beat the map, all you require is to slay the giant. However you get there is up to you.
If you find this version of the map too difficult, there is a easier version in the Collection that gives you more time and units to start with.
That's the way the map was designed, to be divorced from the regular survival game play. You can still deploy the bonus units you gain, and create new ones using the Command Center's 'Bonus' button and the 'Custom' button to the right of the others.
That's a fair idea.
The next map in the series has been released, and can be found in the Wings of the Phoenix campaign.
Was there somewhere more broadly visible you were suggesting I post?
Even in the regular map there is a grace period before the script takes effect. Worker Scarcity starts being enforced after your 11th loss. Effectively, you can lose and completely replace the units you start with. It didn't make sense to me to enforce it before then, all that leads to is people restarting the map if they lose a few units early to get them back. I dislike having to do that kind of thing as a player, which is why I also give unit Bonus rangers on map start to facilitate replacements.
There are a plenty of Easter Eggs in the map, including shout outs and rare events. There are references to other media and games in the description of some buildings, and framing of some events.
There's one really obscure reference hidden in the back and forth of the Mayor's dialogue that I don't know of anyone that caught on to. But it only makes sense if you're speaking the dialogue options and titles out loud.
and also if you really want to improve the map even more you can use the unused space in the north for a secret
Clearing the city area was a tad boring - but got there in the end.
Overall it was really well done and I enjoyed it.
The ending came down to the wire- I was setting up my army to take out the giant near the choke point, and the final wave hit on day 41 sending the giant in!
Just made it :) - luckily so too as the zombies from the city probably would have taken my townhall out if I did not get the giant in time.
At first I was destroying all the buildings I came across - I did not notice the gold underneath them until i reached the shelter.
Also I never got the titan (was it meant to appear in the town hall as an option? or did I need to re-visit the mayor?- stuff that too far away.)
Thanks for taking the time to make the map.
Thanks for the feedback! A new editor feature was introduced that lets us make buildings independant (so they don't join the player). I'll be updating this map to finally get rid of the constant 'Joined the Colony' messages (hooray!). I'll upload a separate 'lite' version of the map, with an extra 12 or so days(which is what, 14 minutes?) and extra resource piles scattered throughout the map, and a few soldiers at the start alongside that update.
I had no idea the map editor gave authors the ability to add these complex options into the mix, but I'm very glad it does. Such features will creative folk the ability to take their steampunk/zombie-infected stories from vision to reality. This custom map is shining example of this. The setup, the evolving story, and the decision-making elements of this map is what really puts this map at the top of the heap, as far as I'm concerned. Bravo, Joekirk!
My only complaint is that I find it difficult to beat, but that's probably just me. Please consider making a "handicapped" version like some of the other custom maps do, which provides the option for extra resources, extra days, more troops in the beginning, etc.
made it much easier than it was initally haha
i always get the titan first,get to the mayor, never seal the shelter and kill the gigant at about 30-40 days with an army of soldiers
am i missing something
Try...
1. Playing other custom maps. Is FtA the only offender?
2. Resubscribe and run the map again. I've my doubts whether this would work, but its worth a try.
3. Wait for V 0.9 to be released (sometime in the next week). It will rework some of the scripts, so if something is going haywire with the startup scripts this update might catch it.
4. If you've got time to kill, try running the map repeatedly. Bacman said he could sometimes go further than the panel he crashed on, so maybe it'll randomly work?
5. If other custom maps have this issue for you, try reinstalling the game. If it's only FtA that has this problem for you, I'd only suggest this step if you want to help me troubleshoot. Seeing if a fresh install works could help narrow the issue.
@BacMan12. Hopefully tomorrow's update will correct the issue you and Maxous (presumbly others as well) are having. Some report crashes, but others are able to play it just fine.