Main Menu

Recent posts

#91
Quote from: Weasee on February 15, 2019, 09:25:16 PM100000 - ha, ha, ha, oh no
*holds self in corner, laughing hysterically*

LOL

My thoughts exactly.

Challenging battle, slightly annoying but you can fix that fairly easily with a zap-zap here and a pew-pew there, along with a flap-flap. "Fly, you fools!"

Thanks for the map!
#92
Farsite Colonies / Custom Map #5688: Maze Rush. ...
Last post by AutoPost - June 18, 2025, 04:25:57 PM
This topic is for discussion of map #5688: Maze Rush


Author: ttlg22
Size: 100x100
DISCUSS ON DISCORD
#93
Lol. You funny.

You could always do a modified chain with guppies building reactors in the middle of each other, building all at the same time to create an insta-link. That just seemed like more work though.
#94
Quote from: Martin Gronsdal on December 29, 2019, 08:39:06 AMhow is it possible to finish this in 21 seconds? is it possible to build the reactor that fast?

Check your forge tech:
The Good - Build speed is maxed. You can build stuff fast, and you have a lot of energy to use in your CN
The Bad - Range is also maxed which means your mortars will be firing at Texas Pete riding off in the sunset.
The Ugly - How do you get the mortars to fire so that they protect your quickly-built nullifier? You're going to have to sacrifice build speed & power in order to get decreased range.
The REAL Ugly - Oh, you think you can just make that choice once? Nope. Fire once, then switch. Switch back then fire again. Repeat this until you've either won or rage quit.

I built a nullifier that could be somewhat protected with the mortars, and moved my CN and the 4 mortars, and upgraded flight speed in order to help facilitate that. This took me countless tries - probably 14-15 or so, which I call "countless" b/c I almost never restart more than 3 times. Alter Old obviously did it better (not surprised) but landing anywhere close to his score is definitely a good thing.

Lemme know if ya need a screen shot.

Thanks for the map!
#95
Farsite Colonies / Custom Map #5687: Wingman 6 - ...
Last post by AutoPost - June 18, 2025, 11:17:02 AM
This topic is for discussion of map #5687: Wingman 6 - Enjoy the View


Author: Heisenberg
Size: 297x220
DISCUSS ON DISCORD
#96
Farsite Colonies / Custom Map #5686: project ERAD...
Last post by AutoPost - June 18, 2025, 09:59:53 AM
This topic is for discussion of map #5686: project ERADICATION | day 4


Author: megablaster
Size: 256x160
DISCUSS ON DISCORD
#97
General / Re: UI concern for future game...
Last post by Karsten75 - June 18, 2025, 08:52:57 AM
Thanks for taking the time to share feedback about the community maps UI in CW4!

You've  identified a common challenge faced in UI design: ensuring elements are accessible across a wide range of screen resolutions and scaling settings. The fixed placement of elements, particularly at the bottom of a non-scrollable pane, is indeed causing issues for users with lower vertical resolutions, especially when combined with preferences for larger font sizes.

Developers consistently struggle with. They try hard to make our interfaces fit well in lower resolutions, but often, the compromises needed to "squeeze" everything in can inadvertently harm the overall UI experience for the vast majority of users. It's a delicate balance.

Regarding larger fonts and readability, for users who struggle with smaller displays, a practical solution can sometimes be a hardware change: getting a larger monitor with a bigger dot pitch. For example, a 32-inch monitor at 2K resolution (or even 1080p on a large screen) can significantly improve readability by making everything physically larger, rather than just relying on software scaling. That's what I personally did, and it made a big difference.

All that said, the developer is still committed to supporting lower resolutions to the degree they can without compromising the core experience for most players.


#98
You don't have to suppress anything either  😉


EDIT: yes, you need the chain! I forgot about the unit limit!
#99
Sounds cool - looking forward to it!

As far as shields vs. blasters or mortars - my thinking is that it's *usually* better to expend energy to destroy the creeper rather than just pushing it back, which has its limits. I say *usually* because there are some maps where I've used them to shave a few seconds off the time since they can initially clear the area faster than blasters. I've played multiple "shield only" maps and managed to win without cringing too much so it's not like I think they're worthless. Just worth less than all the other units >D  LOL

And strafers on a PZ are very effective. They go from being meh to mega on a PZ.

Also, I don't really hate pausing so much if the map is really challenging. Your maps are challenging enough to justify it, imo. It's just most maps that I don't pause or save - takes less RL time to just let it run, and it adds a little more excitement to the mix.

#100
Colonial Space Map Discussion / Custom Map #11518: Test of Str...
Last post by AutoPost - June 17, 2025, 10:11:45 PM
This topic is for discussion of map #11518: Test of Strength


Author: CreeperKing99
Size: 255x255

Desc: