What times are people surviving to in King of the Hill Scenario.
Trying different strategies. Going all "static" defense with no dreads or jugs.
Got to 51mins. Think I can do a bit better. Was going ok until this lol:
http://steamcommunity.com/sharedfiles/filedetails/?id=1309294099
Well I can not seem to get past 51min with just static defense and no expanding past the inner valley circle. The sheer weight of numbers and Juggernaughts get overwhelming at this point and the static defenses can not hold. Going to have to divert some of the attention away somehow.
Going to try expanding territory out the back in the second valley and see if I can get the attack happening on 2 fronts, might take some pressure off the static defense for a bit longer.
Good to see this scenario actually playable again as there is something challenging about taking on an "unbeatable" game.
Cool! Glad you're enjoying it.
Thanks GG. Yep I am back to enjoying this game very much. Seems nicely balanced overall now and the unit additions add a little to things.
(There is one really annoying bug now though. Wonder if anyone else is seeing it? The engineers are not completing their appointed cued tasks. They sometimes get stuck doing a job and do not move onto the next task. See it quite often when building Amplifiers.)
Well I tried the back valleys but it seemed to attract the Green enemy only with minor armies and Blue just keeps pumping harder and harder.
I did increase my survival time mightly though, by a whole minute! 52mins now. Ok will have to build some dreads and juggs it seems to get past the 52min mark. When to start building them? Hmm I think I will start about the 30min mark when the refineries are down and pumping.
Gonna try that before a .
I've seen the stuck engineer bit happen but only in combat areas. I think it has to do with the building taking damage before completion or something along those lines. It appears to be guaranteed to happen if you order an engineer to finish a building and then do something else but the building is destroyed before the engineer gets there--it arrives and forever attempts to carry out it's mission.
I've came across the Engineer bug lately too, not sure what's causing it. It's happened with amplifiers and turrets for me.
Engineers queue can be interrupted if they travel to a building (were construction is started but not finished) and the building disintegrates before the engineers resumes construction. It will then sit and wait, while other building are still queued (as identified by the building ghost outlines), until you intervene.
Hi centaurianmudpig. This is not the problem I am experiencing. I assign an engineer to build an Amplifier and it commences the task. I leave it there and move onto other things. I come back to the engineer and it is has finished building the Amplifier but is still stuck there "building". (Actually I have not checked but I wonder if it is still consuming resources while it is doing this? That would suck.)
How do I know the engineer has finished, or just run out of resources, or just not quite finished? After several times this happening to me I click on the engineer and just move it away and re click on the amplifier to make sure it is in fact completed. However this means the next jobs queued disappear and must be re-assigned. This is annoying also because the engineer does not show as being idle and if you do not physically return to check its progress, those queued jobs instead of being completed have not even been started. This can mean a massive setback in your building speed sometimes when it is really critical.
As bbc6rgf57ytty5yxyw5gt alluded to, if you have queued the amplifier and a turrent for protection, it sucks when you get attacked at that amplifier and your turrent is not finished. Arrggghh!
LorenPechtel has only seen it in combat areas and he may be correct but I am reasonably sure it has happened to me without any outside influence. I will take a look at some replays and see if I can spot it happening. It will be a difficult one for the devs to nail down though as it seems to be so random and inconsistent.
Well I am stuck on 52min! Can't get past that point yet.
I did try a new strategy. I tried taking the bottom (south) node and building static defenses around and on the knoll to create a tight choke point. The problem is because of the extra distance to travel getting the defenses set up and upgraded before the dreads roll up. If you do not have them upgraded they die very quickly and you get overwhelmed.
The way I beat the old King of the Hill Scenario was to create enough defenses (both static and dreads) to hold their attacks and once I had achieved this; start to push forward slowly constantly increasing my army and building static defenses as I progressed.
In this new King of the Hill, the attacks increase in frequency and size faster then I can build and maintain my own army and defenses.
I am going to persevere with taking the south node for a few attempts to see if there is any way I can get set up and hold there somehow. I did notice when doing this strategy that the AI hits me a LOT harder with air attacks. This really sets me back with them taking out my turrents before I can get them upgraded. Sneaky AI
Hey anyone done better or got suggestions?
I rush the southern entrance and fortify that ASAP, not only does it give you more resources you also just have way more room to build stuff.The first thing I build is a Sentinel to counter the Avengers, a couple of Smarties and immediately rush out an Energy Projector to get the Drone Bay to deal with all the Frigates. Drone bays are amazing against frigates while other PHC defenses are not. Then I build lots of Barragers, Sentinels and Repair Bays while building up Refineries and Quantum Relays so I can start churning out Leonidas's which you'll need to deal with enemy Juggernauts.
70 mins 20+ seconds (screenshot shows 70:36. but i noticed the counter continues even on the 'score' screen.)
My static defence was awesome. But those super dreadnaughts can kill 15+?? hera in a single shot. And a tonne of defensive buildings. Base defence crumbles quickly when you have 2+ of those attacking you.
I think if i tried it again, i'd get a little longer. I made some tactical mistakes which i wouldn't do again.
https://i.imgur.com/XP9RMCF.png
Nice work Peter!
This is the reproducible case I've seen but I have seen it happen without such a ghost building being involved. Combat does seem to be involved, though--I sometimes find one obsessively healing a building that's at 100%.
peter_neate! wow man, wow!
I am still stuck on 52min. Any chance of some tips? If so could you let me know:
Do you go all the way to and capture the southern node and build defense around that? Or do you just go half way?
For static defense do you go all sentinels and with drone and repair bays?
I know I am being cheeky asking so I will take no offense if you would rather not answer
Yes I think you are correct. I had a chance to go take a look at some replays and it seems when the amplifier is being built and it takes some damage, the engineer gets confused about whether it is repairing or building. This bug also has only appeared since engineers were given repairing abilities in the last game update? I think I am correct in saying that?
High ground is your only friend. You MUST capture the southern highlands.
The reason high ground is needed, is because they can't attack unless they can see it (radar, air, or they have a unit up there). So a lot of the time you kill them without taking any damage.
Also it provides more minerals. Those 2 nodes result in a lot of minerals over 50 mins.
Defensively, i mostly had upgraded smarties. With a few sentinel turrets in the front. Sentinels wont shoot half (all?) the time when they are behind smarties. Everynow and again (depending on how necessary it is) i cheat, and spam fake drone bays (i only start them and then immediately stop. But I spam them everywhere, this causes the long range damage units to attack useless buildings - and these have 5k health.) While leaving my important ones (smarties etc) alone. It helps to buy time at certain points.
--
Edit: i did have a detailed list of what i did early /mid/late game. But i'll remove it, and post it next week. That way you can try stuff out yourself
Edit2: I'm at over 100mins. Almost at a point where i think i can't die. Depends how much more the game ramps up. Dreadnoughts die so quickly... but i'm building 10 at a time.
Ahhh!!! Penny drops. I should have thought of the ghost buildings as I used that tactic in the old Age of Empires game occasionally. This could give me the extra time I have been searching for.
10 Dreads at a time! Wow. I think I got considerable ground to make up to catch you. If I ever can
You are not going for Juggernauts?
Go peter_neate go! 100mins+. You can do it. Beat the unbeatable game
Oops, my apologies. I meant 10 juggernaughts at a time.
I have yet to build a single dreadnought. (although the hyperion with the auto heal spell might be useful as a support unit now that i think of it).
The experimental Eye of darkness can 2-3 shot the juggernaughts. And can kill multiple in a single shot due to the huge area of effect.
Finished. 131:43. I think if i'd taken the bottom plateau early and just gone artillery i could have won much quicker. I simply didn't realize that there was a winning mechanism in the new version.
I reloaded a save near the end after i completed it, in attempt to take the outer ring. At one point i was over 15k in logistics, but a failed attempt to take the right hand plateau with about 15 juggernaughts failed spectacularly.
https://i.imgur.com/WXhN0ed.png
https://i.imgur.com/rkMnVcn.png
https://i.imgur.com/7KSZONe.png
Yea you can win from the turinium generator, but GG said that he would remove that victory condition in the next update. Earliest I was able to win was 28m30s, since you can make a proxy armory before the waves start to come. I've been having a hard time figuring out how to get to past 40mins let alone 131(gj btw). I think I can finally "beat" it with my newest run, but it'll take some time before I can fully play through it.
Will you look at those photo's! Amazing Peter. Congratulations
Please, please GG DO NOT remove the victory condition. It would take all the anticipation and satisfaction out of the scenario. Even with Peter showing us how it can be done and that it is actually possible to beat this scenario there will be few who will be able to emulate Peter's achievement. Me included.
King of the Hill has always been my favorite and I have played it many, many times all with the sneaking idea that I can beat this, I can beat this somehow. Make it with no victory condition and .... .
When I started this thread I thought it would take a long time before someone finally managed to win. After my attempts, and there were plenty of them lol, I was thinking, man I am never going to beat this. Peter has proven there may always be a way.
Great work Peter, as someone who has tried and failed many times with making just a few small mistakes, I know how much considerable skill is needed to do what you have done. Well done.
https://youtu.be/5LyAo2u6xqs its video how to win in 30 min, but level beginner
Well, it turns out that newest run of mine did actually beat it(I think the final wave type is around 60min mark). There were a few bugs, loads of saves(some saves were 3-5 seconds apart...), and plenty of mini-strats that came with it. Since there were already a few people who finished it with leo's, I wanted to take up a similar challenge you did and beat it with static defenses only(or at least no juggs or dreads ever built). In terms of units, I used:
2x Hermes
4x Brutes
2x Archers
3x Artemis
2x Nemesis(although this was only built for me so I could see its exact weapon range, destroyed immediately after produced)
...And a lot of engineers.
Replay, saves, and end-game image posted below. One of the bugs I had actually helped me a lot(definitely with experimenting), but I think you can still do the static def. strat w/o it so long as you know the final layout. There's also a few things that I might've done differently if I went through it again. I'd explain more, but I prbly shouldn't.
Saves and Replay: https://www.dropbox.com/sh/bpuad099hqoxvp6/AADrwUzOpGZb7H3vEpxwhUZoa?dl=0
End Game Image: https://imgur.com/a/9ZyMt
@lebovski
that is on the old map. There are no difficulties now, and it is much different.
@Anamatron
How on earth did you build two buildings on top of each other?! Never seen that trick before. I'll go and watch your replay when i get a chance.
I never realize oblvion turrets could shoot downhill (from further back from the edge). They never seemed to work for me unless they were right on the edge, where they would always die.
https://www.youtube.com/edit?o=U&video_id=V_tIYi46YpE other way to win,
it take 2 hours and waves still come
They always die because the second an eye has vision of your high ground, it will murder anything there(you can see how far they see in that final image, and that's w/o their air units). As for those oblivion turrets in the back, I think they can shoot through raised terrain, so if they could fire, all the better. The juggs tended to die around where that experimental eye is in the image. The UI covers it up, but my defenses in the bottom-left corner can also reach them at that distance.
From one of my earlier runs, it did seem like oblivion turret projectiles can collide with other enemy units beyond the intended target, which made them less effective. Other times it looked like they weren't firing, but I did occasionally see their projectiles coming out of the terrain.
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