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Sunrise Episode 8E - The King is Dead

By MYrankAdminKingRaptor
Ada ends an Empire.






Players: 1
Singleplayer
Map: Throne v1
Game:Zero-K v1.4.10.2
Created:2 years ago
Changed: 13 months ago (revision 118)
Played: 391 times
Rated: 7 times
Rating: Your vote:
Difficulty: Your vote:

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MYrankAdminKingRaptor
2 years ago
(edited 2 years ago)

Now with Skippable Cutscenes!

Note: the ending won't make much (if any) sense without the campaign journals.

EDIT: ninjafix for using stable version of ZK when it shouldn't
+0 / -0

FIrank[ffc]killer
2 years ago
was epic tho
+1 / -0


PLrankSprung
2 years ago
Ada can now properly be called Ada Augusta thanks to a basic radar!
+0 / -0


EErankAdminAnarchid
2 years ago
(edited 2 years ago)

Nice and easy smashfest, but you know what was sooo annoying?

That Faraday. :|

Waiting for minutes to clear a coast with artillery while it has one of the things on it that are basically meant to survive indefinitely vs arty.

Additionally, choosing an ending seemed weird because i had no idea how to do it until i started dgunning random stuff.

I giggled at the imperial intro sequence. For the emprah!
+0 / -0


PLrankSprung
2 years ago
Don't like, two Warlord salvoes destroy even a closed Faraday?

I found the ending intuitive: there were labels, the basic radar option had it ghosted (which usually means "build here"), and gibbing was the only doable thing that came to mind regarding the others. It somehow seemed especially natural that "Destroying the Empire" would be done by DGunning the Emperor (well, his corpse, but noone apart from Ada Augusta would know).
+0 / -0


EErankAdminAnarchid
2 years ago
I've tried it again to actually get the ending and turns out killing Faraday is not necessary. So nevermind.

In fact you can skip the shore debacle altogether by losing the Warlord!
+0 / -0

CHrankFlipstip
2 years ago
Great mission, really has an epic feel :)
Some annoying things can make it difficult in the beginning. Sometimes the AI decides to send the amphs in the water, which can be a pain in the ass. Maybe some hunters would make it less annoying. (especially against grizzly)
+0 / -0

FIrank[ffc]killer
2 years ago
For me ai did just stay in shore waiting to ger warlorded
+0 / -0


EErankAdminAnarchid
2 years ago
Grizzly retreats when damaged, so if you make your barrages count and then destroy nanos, it's stuck in retreat mode forever. This is abusing AI though.

Having a Hunter or a Snake to deal with submerged foes would be prim.
+0 / -0

GBrankfishfinger
2 years ago
Nice and easy but did not end for me, could not secure the throne even though everything was dead. Tried nuking everything as well incase there was cloacked unit.
+0 / -0

USrankLeggir#old#157599
2 years ago
God, wth is up with ZK redownloading every map every time I hit play now.

+0 / -0

GBrankglock16261
18 months ago
fave map for singleplayer

+0 / -0

ROrankJoeDoe
18 months ago
I think you should make the detriment attack the player somehow because it was super easy to nuke it while it was fighting AI unit spam.
+0 / -0



MYrankAdminKingRaptor
18 months ago
Well it's supposed to be guarding the tomb. (Also I'm not sure I want to have to deal with designing around the difficulty spike of "free Detriment comes after player")
+0 / -0


PLrankSprung
18 months ago
A solution would be to have it take a walk in the AI bases but not the player, and only come at the player later on.
+0 / -0

ROrankJoeDoe
18 months ago
You can make it come when the player destroys the anti nukes.
+0 / -0


PLrankSprung
13 months ago
Design stuff:
  • last mission (of this arc, anyway) but almost all the cool late tech (and most facs) are locked. Probably slightly disappointing.
  • storage bunkers actually do contain units. This is unlike any other previous storage bunkers.
  • absolutely no idea what happens in the blackout tomb part. Journals desperately need to be ingame.
  • the ending choice could become a widget with actual buttons because "DGun the LLT to become Empress" is unintuitive (of course clicking the button could still make relevant stuff happen, like prompt Ada to DGun the tomb).
  • Scipio Astra is somewhat disappointing. Does not participate in the battle and dies to the inevitable nuke. Random idea: make her "pilot" the Det and unleash Imperial wrath onto the barbarian heathens.
  • there is no "Go to the tomb" objective after clearing the area. It could be seen as a useless waste of time but it's the last mission and nothing says "winner!" like personally ascending the holy imperial mountain. Also, TA legacy (note the similarity to Arm 25).

Difficulty stuff:
  • Singus under antis are too easy to snipe and destroy the whole outpost.
  • Barbarians are way too good. They seem to pwn the Auxilia alone even without the player doing anything. In my playthrough they were nibbling away at Praetorians and somehow managed to kite the Det out onto the lowest ring and kill him.

IMO it would be better if Imperium were able to overpower the barbarians and it was up to Ada to actually play the mission. Allow way more units, berthas, striders, whatnot. This way it's both more challenging and satisfying.

Purging heretics could be done through:
  • starting units advantage reversal.
  • Artifact in the middle gives uber resources.
  • Det (ideally as Astra, see above) takes a walk around the five barbarian bases.
  • Free Gunships Squads™ come from the sea at the barbarians.

+0 / -0



MYrankAdminKingRaptor
13 months ago
Thanks for the feedback!

quote:
storage bunkers actually do contain units. This is unlike any other previous storage bunkers.

I could chop the bunkers (or at least the ones that don't start player-owned) from any missions where they don't do anything. Even if they look kind of pretty.

quote:
there is no "Go to the tomb" objective after clearing the area. It could be seen as a useless waste of time but it's the last mission and nothing says "winner!" like personally ascending the holy imperial mountain. Also, TA legacy (note the similarity to Arm 25).

I'd need to make losing Ada a failure condition, or else respawn her if necessary once the mission is completed. Well, second choice doesn't sound too bad.

quote:
Barbarians are way too good. They seem to pwn the Auxilia alone even without the player doing anything. In my playthrough they were nibbling away at Praetorians and somehow managed to kite the Det out onto the lowest ring and kill him.

It may be that the current iteration has the balance too far off in the other direction, but I'd find it moderately annoying if the player had to do all the work themselves. Though if both barbarians and Imps are made weaker relative to the player it should be manageable.

Well actually, I'll need to figure out a rebalance for mission with a Det that goes stompity-stomp all over the allies regardless.
+0 / -0


PLrankSprung
13 months ago
(edited 13 months ago)

quote:
I could chop the bunkers (or at least the ones that don't start player-owned) from any missions where they don't do anything. Even if they look kind of pretty.

Probably better to make them contain stuff, however cheap. Can even move stuff currently dropped from orbit into them. For example, Aspis in 4C.

quote:
It may be that the current iteration has the balance too far off in the other direction, but I'd find it moderately annoying if the player had to do all the work themselves. Though if both barbarians and Imps are made weaker relative to the player it should be manageable.

It's the last mission, it's supposed to be a challenge. Remember campaign is mostly for the super porcnabs.

quote:
Well actually, I'll need to figure out a rebalance for mission with a Det that goes stompity-stomp all over the allies regardless.

Allies are very well off at the moment so perhaps the stomp is the rebalance. If sent on a move order he won't stay long enough to wreck them completely so the barbs should be able to rebuild to some extent but will have trouble handling Auxilia by themselves leaving Ada room to play the game. If that turns out too difficult then spare some of the bases (either the one opposite to Ada, or the two closest to her).
+0 / -0
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