War for the Overworld

War for the Overworld

Porpentine Point
16 条留言
Venompower 2021 年 3 月 26 日 上午 10:43 
very good map
β?¿Яeed  [作者] 2021 年 3 月 10 日 下午 3:28 
Version 2.a is here! I re-worked the map to get rid of unwanted blasting problems. The scripts have been redone and I'm much happier with them. I ran into a couple "script/editor bugs" that I couldn't fix, so I went around them and did things differently. I did several full play-throughs and couldn't find anything that was broken. This is a much better scenario then version 1 was. Your experience will vary a great deal depending on which underlord opponents you get, and how long you take over all. I hope you enjoy it.
β?¿Яeed  [作者] 2021 年 3 月 9 日 上午 11:28 
I'll modify the eye as part of the overhaul. I agree. It really serves no purpose except as decoration right now.
gregored 2021 年 3 月 7 日 下午 12:08 
Also, if the gap is not to large, one can drop a spirit worker onto a blasted tile to claim
gregored 2021 年 3 月 7 日 下午 12:07 
The one thing I wondered about is when getting to the "eye", there is no way to go right, only left. I used underminers on the brimstone around the eye, and put a Moongate in the center.
gregored 2021 年 3 月 7 日 下午 12:04 
I do not remember Armageddon being used, but one easy fix for that would be to disable it in Mutators. I ended up using the trick I mentioned at at the bottom, to reach the gold and the Inhibitor at the far right bottom. I also used it to get to the Blue player. I also used it to the NW of my dungeon, and placed Well of Souls near the small Empire areas to kill them off, and converted them to Gold with Aureate Monoliths
β?¿Яeed  [作者] 2021 年 3 月 7 日 上午 11:33 
***Announcement*** Porpentine Point Version 2 is going to have to happen. I'm not happy with the performance of the scenario after first contact with the enemy... err... public. So... Feel free to play it, it should still be fun. Obviously there are exploits you can take advantage of now that I will be getting rid of. Go for it. I am going to overhaul the way the 2 Overlords work and do a lot more testing. I expect it will take me until Mid March 2021 for this.
β?¿Яeed  [作者] 2021 年 3 月 7 日 上午 11:24 
Oh! I see! Believe it or not, after all this time I did not know that an underminer would blow up a
an adjacent corner of dirt surrounded with rock like that. That is a big issue! Arrgh!
β?¿Яeed  [作者] 2021 年 3 月 7 日 上午 11:04 
I did know that there were two possible spots where an outpost could be used after an Armageddon attack the upper-right Underlord. I will probably have to remove them after all. There is also one spot around the player's dungeon core where an Armageddon leaves a hole.
Also Spirit Workers can mine out unclaimed tiles that I have had AI's use an outpost to claim.
THAT I liked. The spots by the dungeon cores were accidental, however I left them in because they created interesting bits of randomness... or at least I thought they did. I never had the north destroy the south, just attack with some fliers that managed to find a way in. There must be a way North can get at South I didn't know about. I'll have to do a couple more play-throughs (taking a break) with the game running and see what happens.
gregored 2021 年 3 月 7 日 上午 9:15 
I played the map again. I do not know if it was your intent, but I was able to avoid a lot this time, by taking advantage of the dirt tiles with an adjacent corner to other dirt tiles surrounded by rock to more quickly get to the upper right dungeon core by using Underminers, and then Construction for Outposts and Moongates The other core had already been destroyed by that underlord.
gregored 2021 年 3 月 6 日 下午 3:38 
thanks, may try it again--dont think it had anything to do with the number of inhibitors, because I remember one map had something like 15 total
β?¿Яeed  [作者] 2021 年 3 月 6 日 上午 7:44 
And Then.... Just to have a good time I also created a "most complicated way possible" secondary way to destroy the inhibited inhibitor and "Bob" the Portcullis, using two arcane devices and a bunch of scripts.
β?¿Яeed  [作者] 2021 年 3 月 6 日 上午 7:44 
I fixed the problem with the Inhibitor that gregored ran into.

If you mouse over the problem inhibitor, on one side is shows Claimable and Room Health 12% On the other side of the inhibitor it shows Unclaimable. It looks like NE and SE are Unclaimable and NW and SW are Claimable Room Health 12%. I deleted it, recreated it, the same thing happened. I created an additional inhibitor in another place and it has the same mouse over symptoms. I can only think it has to do with the amount of Inhibitors I used. I don't really know what is causing this problem. I did take screenshots. All the other inhibitors look normal. What I did to fix it was to surround the Inhibitor that was causing problems with Sacred Ground so that it can't actually get claimed. (You can't destroy your own Inhibitor it seems if you claim it before it is destroyed. (That makes my brain hurt.) It seems that one could destroy the Inhibitor as long as it didn't get claimed first. That fixed the problem.
β?¿Яeed  [作者] 2021 年 3 月 6 日 上午 3:42 
That happened to me once.... I'll look at it an see if I can figure out what is happening.
gregored 2021 年 3 月 5 日 下午 9:02 
reached the Inhibitor at the end of the lava bridges, but my units were only able to bring it down to around 75 points, then it regenerated, and could not be attacked again-preventing me from getting through the shielded Portcullis
β?¿Яeed  [作者] 2021 年 3 月 5 日 上午 11:25 
I want to thank (but you should not blame) Korvek and GREEN.SLICHE. I learned what I could about Mighty Script by looking through (without their knowledge) some of their published maps and then performing a lot of "Monkey See, Monkey Do."