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This topic is for discussion of map #8584: Attrition


Author: Rotloan
Size: 128x84

Desc:
This map features custom emitters called "Boost Emitters". They get stronger the more creeper there is under it. The resulting behaviour is that the Boost Emitters become stronger over time, but can be weakened just by clearing the creeper around it. The starting anti-emitter also boosts somewhat. Enjoy! :D #crpl #digitalis #spores #runners
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Pre-release chatter / "Energy scaling" type ideas
« Last post by SnipesMcShoot on Today at 07:55:10 pm »
Random brainstorm on balance mixups regarding the issue of more = better, where there's some auto-win point (the thing everybody is talking about...):

1. introduce heat mechanic to transmission lines: you can have 47 mortars firing in one spot, but it will blow up your own power relays
1a. remove transmission from energy towers and restrict that just to relays, making it harder to drop 47 mortars and instantly supply them. add new long range relay

2. introduce logistical inefficiency / upkeep. longer transmission = energy loss either in generation, in constant cost, or in transmission itself (send 4 energy to mortar, mortar receives 3 and fires slower as a result, or perhaps the energy sent is scaled to account for that, either way)

3. previously discussed ideas like scaling unit cost

These are the brainstorms of a dumb.
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Ships / Ship #4215: fighter. Designer: Chrispy
« Last post by AutoPost on Today at 07:01:16 pm »
This topic is for discussion of ship #4215: fighter


Size: 35x25
Designer: Chrispy

Desc:
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 ;D Your frustration entertians me.  ;D

I make all my maps to suit the way I like to play. I like to max the forge out as I build my defence up just enough to bring the game to a stalemate before I make my push through the deep creep. I only upload my maps incase anyone else likes to play that way as well.

Reading everyone's frustration with my maps is an unexpected bonus 8)
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 ;D Your frustration entertians me.  ;D

I make all my maps to suit the way I like to play. I like to max the forge out as I build my defence up just enough to bring the game to a stalemate before I make my push through the deep creep. I only upload my maps incase anyone else likes to play that way as well.

Reading everyone's frustration with my maps is an unexpected bonus 8)


But I suggest you stop putting the Berthas on auto and draw a line in the sand with them instead. My comp is in dire need of an upgrade and I only get lag when I place more than 4 singularities. That being said, avoid my tub vs toilet map. I had to place EIGHT singularities down just to take one emitter down :-[
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Colonial Space Map Discussion / Custom Map #8583: Chess. By: DongWiggle
« Last post by AutoPost on Today at 05:45:58 pm »
This topic is for discussion of map #8583: Chess


Author: DongWiggle
Size: 152x152

Desc:
Forge is "King" Thors are "Knights" The 2 Thors made it too easy so I retired them. I left them in incase anyone wanted to move them around like the knight does in real chess. Assign the other turrets as you wish or just play them map your way. Also, the creep doesn't know how to play chess, so it's all piece elimination. Which is a fun way of saying I don't like maps with inhibitors.
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What was harder about this one? I remember doing the original and realizing that the start is a bit tricky, and that's the case with this one as well... but I don't know that it seemed more difficult. Maybe it was, I dunno.

Maybe remove the bomb factory? I didn't use it, and it looked like (at a quick glance, anyway) that it would be more trouble than it's worth to take it early on.

In any case, it's definitely an enjoyable map! Thanks for re-making it and tweaking whatever you tweaked.  ;D
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Pre-release chatter / My feeling on latest energy changes
« Last post by WithersChat on Today at 10:03:58 am »
TBH I don't like these increasing unit costs, or tower efficiency depending on distance/map size. I feel like that tower efficiency wouldn't fit well in a CW style game, judging by the prevoius ones. Transformers feel better, but there is still something that bothers me. However, the perfect square of the tower sloyent, its 1*1 size, the fact that it ignores pretty much all terrain height and that you can cover all the land with a basic grid without any tower sloyent overlapping seems too OP. I think this is where some changes should be done. And the fact that a tower is actually almost twice as powerful as a CW3 collector is maybe something that could be changed too. You need 5 towers to get +2 to your production, and without even questioning about the placement: YOU JUST MAKE A GRID! (2 is the energy cost of a unit building (delay 0.5 second between packets)). You needed 7 perfectly placed collectors, assuming you manage to place them on flat terrain and perfectly spaced (that last point is impossible without relays or direct CN connection, so you most likely won't get max efficiency. So, on flat terrain, you'll probably need 10 collectors. And we're not even speaking about uneven terrain here, where you'd lose sometimes half the sloyent coverage per collector, or even more sometimes. So the optimal placement of your collectors might produce +2 with 20 of them! I hope this can help, and if it doesn't, well, I guess the dev will do what is best anyway.
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Well, good morning world!
That was some serious fun.
Thanks,
H