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1. After the cutscene where the goliaths are now under Rex's control, ALL my creatures got teleported to the middle of the Creature Controller base, even the ones I had left home for defense. This was kind of awkward since there were some enemy creatures around Rex (at home) and I had him standing nearby to give support, but then suddenly he was alone without any creatures to defend him.
2. A lot (but not all) of the goliath creatures that I gained control over wouldn't respond to commands, whether to move or to attack. I had to delete them to free up population space.
3. I won the mission well before destroying all the enemy structures on the other side of the island. I was in a winning position anyway, but there were still lots of enemy creatures and creature chambers that didn't seem to be checked for in the victory conditions.
Exploit:
This isn't exclusive to Mission 13 (it can be done in pretty much any mission from 8 and on), but you can make anteater combinations with the loner ability and then take out key structures without the AI reacting, as long as you put the creature in the correct location. This works because the creature has a long range and high damage output, and can avoid most enemy creature aggro and kill off the few that do aggro. As long as the creature is out of sight of the enemy creatures, they won't attack and you can even take out high importance buildings like chambers and enemy labs without them responding. Both enemy labs in Mission 13 can be easily destroyed by using the gyrocopter to airlift an anteater loner to a nearby cliff. To be honest, I'm not sure how I would have destroyed the first (blue) lab without using this, since the enemy is so tough.
The graveyard in Mission 11 is also a place you can use the gyrocopter to drop off anteater loners, because the graves and trees block melee creatures from engaging them in combat. Then you can slowly creep your way upward from the graveyard to destroy the enemy lab with relative ease.
The vanilla trigger(s) teleported your creatures to the middle of Creature Controllers base and around 80% of them wouldn't be able to move anymore.
I thought i fixed this, it seemed to work just fine in my own playthrough.
(didn't have creatures at my base at that exact moment probably)
I'll try to fix it in another way then. 🌴
Creature (chambers) for victory
Quote: "Destroy all of the structures at the second base on the other side of the island."
Since this is the objective i don't think i'll add the enemy creatures. (at least not all of them)
The structures however, i see where you're coming from.
I'll raise the minimum % of total health you have depleet in order to win! 🙂
Oh boy. This anteater thing will be hard one to deal with...
If you find more locations on where it could be abused please let me know! 😇
(Good thing i didn't add the bombardier beetle with its huge range ey!) 🤭
I'm sure i'll find something for this specific location.
But first i have to finish switching out some more creature names. 😉
In Missions 14 and 15, I had to destroy bramble fences in order for the game to recognize that I won.
In Mission 14, after destroying the antidote chamber, sometimes enemy creatures would attack it, though it didn't seem like they could destroy it.
In Mission 15, there's a small hill near Ganglion's lab, which can be partially abused to attack it with a ranged loner. It's not as big of a deal as the others since it's easily accessible to attack from his ranged creatures, though.
When (spoilers) Julius gets in his gyrocopter to bomb you, in the cinematic his copter is green as though it were your unit. When he flies over your base, he's gray like a neutral unit, instead of red. I also didn't really see the point of his bombing run, since it just damaged my structures a bit and then the fires went out on their own. Also, his landing pad just sort of instantly regenerates any damage it takes prior to the cinematic, which is kind of silly. You could make it invulnerable or a prop instead.
I have no idea if this is something you can change, but it'd be cool if the creatures that Rex takes control of in the opening to Mission 15 matched the creatures that you start with, like in the original campaign. Similarly, it'd also be cool if Julius got carried off by one of the flying units actually seen during the mission (like those big hercules beetle flyers, or the lammergeier creature).
Are you by chance playing with -moddev on? 🤔
Brambles
Will no longer count towards 'what you have to destroy.'
(This is something i already did but apparently i forgot to implement it here❔)
Enemies attacking the antidote chamber
I personally never had this problem before...
Maybe it's going to happen in my current playthrough but i doubt it.
Small hill near Ganglion's Lab
Just going to make it so no creatures can be put there.
Gyrocopter Bombing
Guess i'll increase the damage a bit and make the player extinguege the fires themselves.
In all of my playthroughs the gyrocopter (platform) was red colored. Weird... 🛢
Mission 15 Opening cutscene
I can't change the animals in the cutscene, i know it's a bit weird to suddenly get different creatures. 😅
Have you tried Killing every enemy creature aswell?
That's very strange. 😕
There's a big chance you'll have to do the same to finish mission 15.
(This issue SHOULD be fixed in the next update) c: