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#21
Farsite Colonies / Custom Map #6022: Far From Hom...
Last post by AutoPost - February 28, 2026, 06:39:27 AM
This topic is for discussion of map #6022: Far From Home


Author: Alastair_Stokell
Size: 320x200
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#22
Colonial Space Map Discussion / Re: Custom Map #11706: Very No...
Last post by Martin Gronsdal - February 28, 2026, 05:00:14 AM
ok, it helped. Many thanks
#23
Colonial Space Map Discussion / Re: Custom Map #11706: Very No...
Last post by Martin Gronsdal - February 28, 2026, 04:08:13 AM
I don't know if it helps, but still, thank you!
#24
Farsite Colonies / Custom Map #6021: B-Vanilla08....
Last post by AutoPost - February 28, 2026, 02:45:13 AM
This topic is for discussion of map #6021: B-Vanilla08


Author: Builder17
Size: 192x120
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#25
Colonial Space Map Discussion / Re: Custom Map #11708: Fight t...
Last post by fractalman - February 27, 2026, 11:42:57 PM
skippy, you fast.

Took a try or two to get enough energy+beams to survive the spores and some interesting strategizing to advance. range upgrades beyond the first couple may or may not be helpful.


I assume skippy used some sort of utter genius plays with singularities to get that 30 ish minute time.
#26
Colonial Space Map Discussion / Re: Custom Map #11703: FAST EA...
Last post by Johnny Haywire - February 27, 2026, 11:17:53 PM
Quote from: oldnewby on February 24, 2026, 03:04:22 PMThere is one problem with tapping that "N" Key...
One minute of game time takes me a full hour or so of my life time...  which at 83 is getting [Hopefully] just a little bit shorter every day...
SO
Do the math... Your real life time invested in the map likely beat the real life time I invested in setting up and playing that map...

Lol, yeah I'm the opposite.  1 hour of game time is typically 15 minutes of real-time for me. Years ago I played it with a speed mod up to max speed which was limited to around 10x speed.

But I'm seriously impressed at your times especially for being as old as my former roommate's ex-girlfriend's mother's secretary's 1st cousin, once removed.

I like your maps, too! =)
#27
Colonial Space Map Discussion / Re: Custom Map #11695: Perimet...
Last post by Johnny Haywire - February 27, 2026, 11:09:18 PM

also, deactivate or destroy the shields.  the Beams are good enough.
[/quote]

My game auto-deletes all shields on startup and prevents me from building them unless they're absolutely necessary. 😝
#28
Colonial Space Map Discussion / Re: Custom Map #11706: Very No...
Last post by Johnny Haywire - February 27, 2026, 11:06:53 PM
Quote from: teknotiss on February 25, 2026, 02:51:37 PMi will disagree with Johnny here... i hate this sort of mechanic, just totally takes away my desire to play on.

if you post a CPRL free version i will happily play it though!

still thanks for making the map, for sure JH will love this sort of thing ;)

Lol, I didn't love it because it just kept going even after the dialogue was done. I thought at that point it was just an annoyance. But yeah, the part I enjoyed was primarily because it was challenging.

As far as starting, I started in the upper left. Rather than describe it, I'll just show my 6:20 save. Hope this helps!

#29
Colonial Space Map Discussion / Re: Custom Map #10622: 167-Pyr...
Last post by Johnny Haywire - February 27, 2026, 10:58:32 PM
This needs to be re-made with only 10 of every weapon, except for beams, and no pick-ups. I mean, if it's gonna be a long map I think it's better if every battle is more intense.

I enjoyed the map, sans pickups. Spores could've come much earlier, but enjoyed the spore action. Always love the pyramids which leads me to suspect I might have been one of the Pharaoh's in a previous life. Too bad they didn't bury me with bitcoin codes implanted in my brain instead of all that gold.

Thanks for the map! =)
#30
Colonial Space Map Discussion / Re: Custom Map #11706: Very No...
Last post by Martin Gronsdal - February 26, 2026, 03:30:53 PM
Where to start on this one?