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报告翻译问题






The way the spawning and path-finding works in the map is a tad limited. I've dozens of test plays and the current version is pretty much the best balance I was able to achieve.
Grenadiers are currently restricted to about 5 of them every like 5 waves. I had to manually spawn them because in the old version when the AI could spawn them they were really being spammed like crazy but I feel like the map is too easy if I don't include them.
Tankers I don't control how many of them spawn, I give the AI a set amount of supply and it decides what to spend that supply on so sometimes you get only 2-3 tankers the entire run and sometimes you get over 20.
I've been debating making some adjustments now that the dlc added more options maybe I will take another look at it sometime soon.
Sad to say Aragorn didn't make it cause he got stuck defending the high ground and the grenadiers got him.
I've noticed that units tend to get stuck on each other a bit much, I had 5 tankers occupying the same square cm, perhaps widening the high ground by 1 square on both the north/south walkways and a bigger gate for the high ground should alleviate these issues and give the bugs a better chance?
Losing the outpost due to the hive spawning there was a nasty surprise, but the bugs can't leave the compound due to the fat tanker increases the amount of units on the map, causing some lag issues. Idk if the trigger that spawns it doesn't have a set path or if the units just block each other.
Perhaps replacing it with royal guards might help?
The bombardiers charging the water-grate recreating an iconic movie scene was marvelous :).
Definitely one of the more creative maps
I've actually been thinking about taking another look at this. I think you're probably correct I need to reduce the amount of plasma bombardiers. I'll see what I can do tonight.
If you lost the mine and the gate on the main wall is still intact that's likely why your having that issue. If you try opening the gate they should come forward. I thought I had found something that fixed that but I guess it didn't take.
They would stay around the middle base, each time I had to send some snipers out to kill them & get the waves moving. After the 3rd time or so, I called it quits. They did the exact same thing each time, stayed on both sides of the middle base & sat there, you could see the red triangles on the map but no movement, even when I tried to provoke them, sometimes they just went right back.
I had no troops at the middle base, it had already been captured, and all my people were behind the wall, they still prioritized the middle, grenadiers specifically though I would find 1 or 2 warriors, and a tanker for one wave.
Also, I don't really have a good solution to deal with the grenadiers. You can spawn rocket troopers to target them, but you'd have to spawn a lot when you're also having to spawn other troopers just to deal with the increasing tide. Maybe the supply amount increases as the game goes on? +2, then +3, etc?
Anyways enjoy and let me know if these changes make it too difficult and I need to tone it down.
I would suggest you simply try playing it again it's unlikely to happen a second time.
Regardless, thank you so much for creating the hard mode!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2980022373
Going to implement a few minor changes to the regular version as well using some of the things I learned while making the hard mode. But those will only come tonight after I've had some sleep.
I experimented with hoppers a few times and the issues with them is they tend to always kill the officer and the people in the cave the best way to counter this I found was adding AA turrets to the top of the cliff around the cave and atop the main keep they still cause too many issues I decided not to use them.
As for the plasma/tanker for some reason the game will not spawn them as part of the regular waves so my only option at the moment is to manually put them on the map and tell them to attack when a certain number of waves has passed. I might try to figure out a better way of spawning them.
I'm fairly happy with the map as it is now balance wise but maybe I will publish a separate hard mode map.
-Could move almost all of the supply caches from the keep to the mines and/or deeping wall, and maybe a bit more from the deeping wall to the caves making it so that you're *really* incentivized to protect these areas. Once you lose the deeping wall and fall back to the keep it really should be a "last stand" scenario. Currently you have so much supply that again, after you lose the mines if you pull everything back to the keep there's zero chance of losing.
-add hoppers. they seem like the don't do much but they're actually really important in bug waves, as they take the focus of the MI off the ground bugs and waste time turning around to shoot, giving the warriors time to close the distance. This might cause issues with them potentially flying directly into the caves though. Could probably be worked around by just adding them to middle 3 waves and the right 3 waves
-once plasma/tanker bugs spawn, IMO they should be in every wave, since if you can deal with the tanker/plasma bug waves its easy to deal with the waves that dont have them.
-reduce amount of supply gained from holding the mine from 2 -> 1