Recent Posts

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I like a big slog now and then but this would be improved with some pick ups as you progress to help things along. After clearing the bottom third I nearly gave up out of boredom. With a set number of units you end up just following your PZ bertha around, not challenging, just repetitive. Increasing the units as you progress would allow you to at least fight on a few fronts.

thanks for your comment. I will pay attention to this next time.
AlexX
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Making Maps, Units, and Scripts / Re: [CPACK] Particle Emitters
« Last post by Grabz on Today at 03:13:16 am »
reserved
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Making Maps, Units, and Scripts / [CPACK] Particle Emitters
« Last post by Grabz on Today at 03:12:08 am »
TBD (needed forum URL for CPACK description)
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Farsite Colonies / Custom Map #2634: Angry Canyon. By: YaptainCoyote
« Last post by AutoPost on Today at 03:04:16 am »
This topic is for discussion of map #2634: Angry Canyon


Author: YaptainCoyote
Size: 256x256
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Farsite Colonies / Re: Custom Map #2633: PAC Instability. By: Vertu
« Last post by Bickler on Today at 02:19:31 am »
where can i find instructions on what anything does?

what does the forge do? it never builds and you cant delete or move it after

what does the field generator do?
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Colonial Space Map Discussion / Re: Custom Map #9766: island. By: Kero
« Last post by Kero on Today at 01:31:48 am »
If the two emitters on the right were just out of nulifier range this would be a tricky speed challenge.

yes i just realised it when i uploaded the map  :P, but theres no going back so imma get a better score, too
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Colonial Space Map Discussion / Re: Custom Map #9766: island. By: Kero
« Last post by D0m0nik on Today at 12:54:45 am »
If the two emitters on the right were just out of nulifier range this would be a tricky speed challenge.
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I like a big slog now and then but this would be improved with some pick ups as you progress to help things along. After clearing the bottom third I nearly gave up out of boredom. With a set number of units you end up just following your PZ bertha around, not challenging, just repetitive. Increasing the units as you progress would allow you to at least fight on a few fronts.
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Farsite Colonies / Re: Custom Map #2633: PAC Instability. By: Vertu
« Last post by Snicker on December 06, 2021, 11:29:14 pm »
Another nice map. Did find it funny that you can just turn off the power for the computer.
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Farsite Colonies / Re: Custom Map #2622: PAC Quality over quantity. By: Vertu
« Last post by Snicker on December 06, 2021, 11:21:41 pm »
Yes this is a hard map. You do need higher levels of understanding pac and how your custom units work with it. I do love the custom creeper structures. Ths last map had 4 or 5 and it was fun working to get to them. Learning what they did let me beat it on hard mode and beat the 10 min mark on easy mode. In this map you can actually lose. I think most the players are not used to that in a pac map. I almost beat the 10 min mark on this map with out messing with the AI units.  Good map, the only reason not great is because of some bugs. 

-if you let emmiters get nulled and then try to delete them to get power back they break and do nothing still eating power. ( might be fun trying to break out units that are nulled and cant be deleted )

-the stashes are a little annoying. placing down and then "planting" them at a strength( that i dont think you can change it after planting ) is kinda a hassle, have to be done one at a time, and noobs didnt catch on.