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#21
Farsite Colonies / Custom Map #5941: Two Islands....
Last post by AutoPost - January 04, 2026, 10:59:07 AM
This topic is for discussion of map #5941: Two Islands


Author: Bob
Size: 320x200
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#22
Colonial Space Map Discussion / Re: Custom Map #48: Natlan
Last post by rennervate - January 04, 2026, 07:13:36 AM
Great map! Thanks Martin for the tip.
#23
Colonial Space Map Discussion / Re: Custom Map #11663: Sequins...
Last post by Lore - January 03, 2026, 07:01:34 PM
Quote from: Johnny Haywire on January 03, 2026, 03:16:35 PMJust assumed he had beams in just about every PZ because they're all hidden.

Spoiler
On this map there were actually only beamers on the second and last islands, and they are all singles.
[close]
#24
Colonial Space Map Discussion / Re: Custom Map #11665: Sequins...
Last post by Lore - January 03, 2026, 06:59:10 PM
Quote from: Johnny Haywire on January 03, 2026, 11:20:44 AMThe one strategic element that's removed, unfortunately, is spores.

A single PZ beamer can be drained of energy by enough spores ;)

My strategy remained pretty much unchanged, just a bit slower.

Spoiler
A sneaky bridge in the top section to the second island and then barreling across the top once you have enough spores to break a PZ beamer
[close]
#25
Colonial Space Map Discussion / Re: Custom Map #11663: Sequins...
Last post by Johnny Haywire - January 03, 2026, 03:16:35 PM
Quote from: Martin Gronsdal on January 02, 2026, 05:05:36 AMTotally agree with Johnny here. On this map, spores are amazing. At some point I stopped building emitters and switched to spore towers, just for the sadistic satisfaction of watching the enemy's energy get starved, so their beams sat there without ammo, allowing my spores to advance closer and closer to the CNs.

Oh, interesting. I didn't use any spores at all until I got to the final row. Maybe if he makes a third version of this I'll try some spores. Just assumed he had beams in just about every PZ because they're all hidden.
#26
Colonial Space Map Discussion / Re: Custom Map #7550: Battle o...
Last post by Johnny Haywire - January 03, 2026, 03:14:31 PM
Just found this map, and it's definitely worth playing.

Judging from the scores, some players struggle with this map. If you can't do it the hard way, do it the easy way. Put all 3 of your CN's in the lower-left corner and just establish a base there. Get your tech up and hold out until you can push forward.

Great job recreating this battle, as best as CW3 permits!

Thanks for the map! =)
#27
Colonial Space Map Discussion / Re: Custom Map #11665: Sequins...
Last post by Johnny Haywire - January 03, 2026, 11:20:44 AM
Even better than the original!

I enjoyed the first one, although there was virtually no real strategy required. The main difficulty in this one is the addition of the three auto-targeting Berthas, which does make it a bit more difficult.

Rather than go straight across the bottom, I opted to go straight across the top after the second row, and destroyed each Bertha along the way. While I don't think this is necessary, it seemed to make it a lot easier. Making the first bridge was a bit challenging - facing a PZ mortar and carefully working around the PZ Bertha's target area was an interesting learning experience.

The one strategic element that's removed, unfortunately, is spores. Since the PZ beam units are all hidden, you might as well just assume there are beams everywhere and just go straight emitters until the end. Still, nothing wrong with some non-strategic ground-and-pound and even though the map is the same design as the previous, I nonetheless enjoyed replaying it with the added difficulty, and would happily do so again if Mr. Logan ramps up the difficulty another notch =D

Thanks for the map! =)
#28
Steam Version / Re: Can't do anything after cl...
Last post by knucracker - January 03, 2026, 10:09:16 AM
The game can't read (or it is corrupt) the save game dat files it needs.  On the mac, I think they are stored here "~/Documents/CreeperWorld3/".  This can happen because of file corruption, or because macos decided to quaranteen the game, etc.  That shouldn't happen because it's a steam game, but.... 

In any case, there is a missionstats.dat file in ~/Documents/CreeperWorld3/ that the game needs access to.  You can rename the creeperworld3 directory under documents and the game should create it again.  If not, there is a file permissions or access rights issue.
#29
Farsite Colonies / Custom Map #5940: Flooding. B...
Last post by AutoPost - January 03, 2026, 10:02:03 AM
This topic is for discussion of map #5940: Flooding


Author: General Greivous
Size: 256x160
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#30
Farsite Colonies / Custom Map #5939: Particle Emi...
Last post by AutoPost - January 03, 2026, 05:45:34 AM
This topic is for discussion of map #5939: Particle Emitters VII


Author: Grabz
Size: 256x160
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