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#1
Farsite Colonies / Custom Map #4481: defeat the r...
Last post by AutoPost - Today at 07:58:10 AM
This topic is for discussion of map #4481: defeat the returning creeper


Author: Riley
Size: 256x160
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#2
Farsite Colonies / Custom Map #4480: you vs the e...
Last post by AutoPost - Today at 06:34:45 AM
This topic is for discussion of map #4480: you vs the emmiter


Author: Riley
Size: 192x120
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#3
Quote from: Martin Gronsdal on Today at 04:08:15 AMHowever, from your solution I can see that I made one crucial mistake, and the worst part is that I actually thought of it while designing the map!

"Mistakes" though lead to multiple solutions - which in my opinion - make a map much more fun!
#4
Quote from: Weasee on September 29, 2023, 08:25:35 PM
Quote from: Martin Gronsdal on September 29, 2023, 09:16:15 AM
Quote from: Weasee on September 29, 2023, 05:06:34 AM
Quote from: Martin Gronsdal on September 29, 2023, 05:02:28 AMThat's why I didn't give any hints earlier as I expected Weasee to spend 3 seconds looking at my map, to find the answer.

well, it was a bit longer than that on this map for me!


so how did you attack this?

Phase1: charge the totems enough
Spoiler
This was the hardest part. I found just a guppy landing in the creep next to the CN as it went past wasn't enough, I needed another unit to bridge the gap, so the CN was closer to the totems. Then some fiddly flying back and forth. But even that wasn't enough, so I used the second mass driver to make another landing pad in the middle at the bottom, and moving the CN towards that allowed it to stay connected to the totems/guppy just long enough to charge to the required levels
[close]
Phase2: establish base at the bottom, get artifacts
Spoiler
This wasn't hard. Rebuild the forge here, use the fully ranged terp to get to the PZ, some more tricky flying to get a collector bridge to the PZ and build a nullifier there - but don't nullify the inhibitor yet!
[close]
Phase3: harvest AC
Spoiler
The bickford patch at the top seems to be a distraction, couldn't see how to make that work. So instead I used the berthas to clear the creep next to the totems, make a landing spot and send some guppies. Use the singularity a few times north of the central emitter to create a creep vortex, and land a sprayer there to collect the AC when the creep overflows. Repeat until the CN has stored 600 AC.
[close]
Phase4: win!
Spoiler
The easy but long part: kill the inhibitor, build a set of guppies to transport the AC to the top. Fill up the core - it would be better if this core could fill quickly - there was nothing to do but wait at this stage!
[close]

question:
Spoiler
Is it possible to use the bickford patches at the top on this map? Was that your design?
[close]


So, many thanks for this explanation. Last question: it could be a distraction as well.

However, from your solution I can see that I made one crucial mistake, and the worst part is that I actually thought of it while designing the map!

Anyway, you are like water finding your way anywhere  😉

Thanks for playing
#5
Farsite Colonies / Custom Map #4479: [LPAS] Steep...
Last post by AutoPost - Today at 02:59:38 AM
This topic is for discussion of map #4479: [LPAS] Steep Adjustment Curve


Author: LiteralNoob
Size: 256x160
DISCUSS ON DISCORD
#6
Farsite Colonies / Custom Map #4478: AC Curser. ...
Last post by AutoPost - Today at 12:40:43 AM
This topic is for discussion of map #4478: AC Curser


Author: Tero
Size: 256x160
DISCUSS ON DISCORD
#7
Colonial Space Map Discussion / Re: Custom Map #10887: New Gam...
Last post by creepergirl - September 29, 2023, 11:20:10 PM
Beautiful map and concept. I can't quite get a foothold but that's ok.
#8
Colonial Space Map Discussion / Re: Custom Map #10892: AC Core...
Last post by Weasee - September 29, 2023, 08:25:35 PM
Quote from: Martin Gronsdal on September 29, 2023, 09:16:15 AM
Quote from: Weasee on September 29, 2023, 05:06:34 AM
Quote from: Martin Gronsdal on September 29, 2023, 05:02:28 AMThat's why I didn't give any hints earlier as I expected Weasee to spend 3 seconds looking at my map, to find the answer.

well, it was a bit longer than that on this map for me!


so how did you attack this?

Phase1: charge the totems enough
Spoiler
This was the hardest part. I found just a guppy landing in the creep next to the CN as it went past wasn't enough, I needed another unit to bridge the gap, so the CN was closer to the totems. Then some fiddly flying back and forth. But even that wasn't enough, so I used the second mass driver to make another landing pad in the middle at the bottom, and moving the CN towards that allowed it to stay connected to the totems/guppy just long enough to charge to the required levels
[close]
Phase2: establish base at the bottom, get artifacts
Spoiler
This wasn't hard. Rebuild the forge here, use the fully ranged terp to get to the PZ, some more tricky flying to get a collector bridge to the PZ and build a nullifier there - but don't nullify the inhibitor yet!
[close]
Phase3: harvest AC
Spoiler
The bickford patch at the top seems to be a distraction, couldn't see how to make that work. So instead I used the berthas to clear the creep next to the totems, make a landing spot and send some guppies. Use the singularity a few times north of the central emitter to create a creep vortex, and land a sprayer there to collect the AC when the creep overflows. Repeat until the CN has stored 600 AC.
[close]
Phase4: win!
Spoiler
The easy but long part: kill the inhibitor, build a set of guppies to transport the AC to the top. Fill up the core - it would be better if this core could fill quickly - there was nothing to do but wait at this stage!
[close]

question:
Spoiler
Is it possible to use the bickford patches at the top on this map? Was that your design?
[close]

#9
Colonial Space Map Discussion / Custom Map #10904: New Game Pl...
Last post by AutoPost - September 29, 2023, 08:24:48 PM
This topic is for discussion of map #10904: New Game Plus - Choix


Author: kaiden
Size: 140x140

Desc:
The world certainly has gotten more chaotic since the last time you were here. Spoiler alert!!!
#10
Colonial Space Map Discussion / Re: Custom Map #10901: 242-Mor...
Last post by creepergirl - September 29, 2023, 06:10:31 PM
You have to nullify the round things that create anti creeper, just the 4 on the bottom half of the  map.