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#21
Cool, straightforward map.

I took the advice in the description and didn't let the map fool me.

I realized that it wasn't actually the Toyota Prius steering column knuckle which it deceivingly claimed to be. "HA HA! Not THIS time!" I replied. Quickly rolling my Epiq Snap-On tool box back into the garage, I decided to approach this like a map instead of a random car part. The strategy worked beautifully, and I'd strongly recommend to anyone wanting to play this map not to let the map fool you into thinking it's something else like a lost kitten or fungus-infested aardvark. It's a map. And it's fun. Enjoy.

Thanks for the map! =)
#22
Farsite Colonies / Custom Map #5678: project ERAD...
Last post by AutoPost - June 13, 2025, 01:07:14 PM
This topic is for discussion of map #5678: project ERADICATION | day 2


Author: megablaster
Size: 192x120
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#23
Colonial Space Map Discussion / Re: Custom Map #11514: S03-0C ...
Last post by LappySheep - June 13, 2025, 06:46:45 AM
Quote from: Martin Gronsdal on June 12, 2025, 07:14:29 PMFirst off, I just want to say I really enjoy these maps—great work and thanks so much for making them!

That said, I wanted to share a bit of feedback regarding the aether generator. Personally, it doesn't quite click for me. I feel like it doesn't really add much to the gameplay beyond providing a too slow trickle of aether. I think the experience might be stronger with regular totems instead—perhaps with singularity disabled to keep them from being too efficient.

Of course, that's just my take, and I completely respect that these are your creations and your vision.

Thanks again for putting so much effort into these maps—they're genuinely appreciated!

Quote from: Johnny Haywire on June 13, 2025, 01:34:39 AMI was worried when I saw "easier" in the description, but this isn't an easy map. Another very enjoyable battle, and the "boss" in the middle was a great fight.

It looked like some of my units got insta-zapped by something at one point, when I was close to one of the Hive units. Is that a new skill? I like that the things don't just suicide-splash into the base - they can do some pretty nasty things!

As for the aether issue - I'm not really sure what would be best. I only use a few level 1 upgrades (range, rof, energy, and AC) and by that point the mission is close to being finished.

If a new player managed to survive the initial attacks and build a base, I suppose they could just wait for a few hours of game-time and get higher upgrades which would make it easier. But that's a long time to wait. I do think the tech limits help make it more challenging but with such a slow rate of aether I don't think they're necessary. It would take nearly 24 hours to get a level 5 range upgrade I think. So while I think having a faster aether gain might make it more enjoyable for most players (that goes for me as well), I'm ok with it as is. My main concern would be how increased aether could make it far less challenging.

Ultimately, please feel free to keep it, tweak it, whatever. I love these battles just as they are, and they keep getting better!

Thanks for the map! =)

Thanks for your comments. Regarding the points made on aether, I intend on keeping it along the current system, with some minor tweaks in future. Aether is supposed to be a small quality of life improvement, not a major point of benefit, although I might change this for more-dense maps later.

As for the "insta-zapping", that's likely due to the new "Hydra" unit. Roaches attack from a short distance for 0.4 DPS, Hydras attack from slightly further and for a base DPS of 0.75, going up to 1.125 DPS across 1.4 seconds. It's much less noticeable if you aren't playing on 1x game speed; when sped-up it can definitely feel instant.

I referred to the map in the description as "easier" because of less pressure to move quickly via spores. I wanted the new unit to be more impactful (respective to the other units).
#24
I was worried when I saw "easier" in the description, but this isn't an easy map. Another very enjoyable battle, and the "boss" in the middle was a great fight.

It looked like some of my units got insta-zapped by something at one point, when I was close to one of the Hive units. Is that a new skill? I like that the things don't just suicide-splash into the base - they can do some pretty nasty things!

As for the aether issue - I'm not really sure what would be best. I only use a few level 1 upgrades (range, rof, energy, and AC) and by that point the mission is close to being finished.

If a new player managed to survive the initial attacks and build a base, I suppose they could just wait for a few hours of game-time and get higher upgrades which would make it easier. But that's a long time to wait. I do think the tech limits help make it more challenging but with such a slow rate of aether I don't think they're necessary. It would take nearly 24 hours to get a level 5 range upgrade I think. So while I think having a faster aether gain might make it more enjoyable for most players (that goes for me as well), I'm ok with it as is. My main concern would be how increased aether could make it far less challenging.

Ultimately, please feel free to keep it, tweak it, whatever. I love these battles just as they are, and they keep getting better!

Thanks for the map! =)
#25
First off, I just want to say I really enjoy these maps—great work and thanks so much for making them!

That said, I wanted to share a bit of feedback regarding the aether generator. Personally, it doesn't quite click for me. I feel like it doesn't really add much to the gameplay beyond providing a too slow trickle of aether. I think the experience might be stronger with regular totems instead—perhaps with singularity disabled to keep them from being too efficient.

Of course, that's just my take, and I completely respect that these are your creations and your vision.

Thanks again for putting so much effort into these maps—they're genuinely appreciated!
#26
this map makes you proud to have finished! excellent!
#27
Colonial Space Map Discussion / Re: Custom Map #11509: S03-0B ...
Last post by LappySheep - June 12, 2025, 04:14:03 PM
Quote from: lividbishop on June 11, 2025, 04:47:38 PMHmm.  I'm pretty good at this game but I'm sorta lost on this one, not getting a lot of clues what the right thing is to do.  Can't get enough power or beams going to stay alive.  Is that the right path, just brute forcing it or is there something... missing?

Literally can't figure it out.

Here's an example from one of my early save files. You might be able to glean some strategies from the S03 Unit Data page.
Spoiler
[close]

I would also recommend looking at completing the moon map for S03-0B to benefit more from using shields. They're stronger in S03-0B than S03-0C (which is what the unit data page refers to).
#28
Farsite Colonies / Custom Map #5677: Creeper awh ...
Last post by AutoPost - June 12, 2025, 02:56:46 PM
This topic is for discussion of map #5677: Creeper awh man


Author: Me trust
Size: 320x200
DISCUSS ON DISCORD
#29
Quote from: lividbishop on June 11, 2025, 04:47:38 PMHmm.  I'm pretty good at this game but I'm sorta lost on this one, not getting a lot of clues what the right thing is to do.  Can't get enough power or beams going to stay alive.  Is that the right path, just brute forcing it or is there something... missing?

Literally can't figure it out.

Have you played the other games leading up to this? The key to these is understanding that most of these units are more efficiently killed with snipers than beams. So build a couple snipers along with the beams and you should be able to build a decent defense.

I should add that it's best to build the beams behind the snipers.
#30
Farsite Colonies / Custom Map #5676: project ERAD...
Last post by AutoPost - June 12, 2025, 12:06:23 PM
This topic is for discussion of map #5676: project ERADICATION | day 1


Author: megablaster
Size: 256x160
DISCUSS ON DISCORD