I can't see it either.
Having played it, I find that it's quite a solid map, except for the fact that you can get high-level reapers off the bat once you get Mistresses and Orcs. After that, it's a simple matter of attrition. Perhaps have the magic doors behind guard posts and have you dig your way around to reach the hero base first?
KeeperFX created a second combination: Dragon, Orc, Hound.
And that's exactly why in 0.4.6u I removed DragonsLovers new temple additions,... you end up with so many possibilities to get creatures from the Temple, it becomes nigh impossible to create a map where the player can't become far too powerful from the temple alone.
I have uploaded a new version.
The main change is that the enemy Keeper has been overhauled. This time he behaves more as I envisioned. Rather than starting out with an army of Vampires/Monks, he will attract them and some other Creatures. Although initially inactive, he will rapidly build up his dungeon and will become aggressive. Its very much possible to fend him off but it can become costly (and slighly chaotic) until certain traps or spells have been acquired by defeating the Heroes.
I replayed the map, actually expecting it to be warrens, but of course once I opened it I noticed it was another map.
KeeperFX still does not know how to handle the processes you set, and I still get a single CTA attack that lasts the entire game, so without any units.
The end battle seemed more fair now, with there not spawning indefinite new units for yellow, I could abuse my spells to eek out a victory against all the vampires. (I used lightning to kill some spiders/skeletons first, then when I attacked I kept the vampires at bay with a chicken spell and kept healing as much of my units - especially my reapers - until I finally won after a long battle.
I'll have to look into how I can get that CTA-behaviour in an easily reproducible way, so we can find a way to fix it. Because I'm sure the map plays out a lot differently if yellow actually does something.
Hm that is pretty bothersome.
I have used the following computer processes regarding attacking.
The enemy Keeper should become belligerent after 30000 gameturns, or 3 paydays. From there it will check every 1500 turns with a 45% chance to attack, raising the CTA flag for 3000 turns. In the regular Dungeon Keeper the enemy Keeper does behave as it should. According to similar scripts like in level 16, the value with 8 is defined as MinForAttack, which I think is the minimum amount of Creatures needed?
These following processes seem to prevent the enemy Keeper from trying to dig and/or bridge towards the Player.Code:SET_COMPUTER_CHECKS(PLAYER3,"CHECK FOR QUICK ATTACK",1500,45,3000,8,30000)
Code:SET_COMPUTER_PROCESS(PLAYER3,"ATTACK SAFE ATTACK",-1,100,335,100,0) SET_COMPUTER_PROCESS(PLAYER3,"ATTACK PLAN 1",-1,100,335,100,0)