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#1
There's no command module. You can only build your units in creeper, so build a collector or two near the emitter. When you can, build a terp near the emitter and it will build digi which hopefully will expand your build space a little more quickly.

Tip: Flying units make a lot more lag and they're a pain to delete. I'm not sure they're necessary but just thought I'd let ya know, for what it's worth.

Cheers!
#2
Colonial Space Map Discussion / Custom Map #11637: Ore Mine Ma...
Last post by AutoPost - December 15, 2025, 10:41:26 PM
This topic is for discussion of map #11637: Ore Mine Master Achievement


Author: Ashfall
Size: 180x90

Desc:
For the achievement Ore Mine Master. Exactly 1000 Ore Patchs. 4x10 000 Energy Siphons Patchs. 2x10 000 Ore Siphons Patchs. 6x10 000 Aether Siphons Patchs.
#3
Farsite Colonies / Re: Custom Map #10: First step...
Last post by Venoltar - December 15, 2025, 10:33:53 PM
Is this bugged?  Or are you supposed to be able to nullify the skimmer in under 2 minutes from game start?
#4
Colonial Space Map Discussion / Re: Custom Map #11634: 4zu0-PA...
Last post by Charlie Martini - December 15, 2025, 01:45:44 PM
I am going to give this map a shot, but I need to archived messages and cant get them to appear again. Mostly trying to understand where the Command module is found.
#5
Colonial Space Map Discussion / Re: Custom Map #11636: Implode...
Last post by Johnny Haywire - December 14, 2025, 09:29:31 PM
This can actually be done relatively quickly if you're smart about the singularity placement. I just played around with it and had fun because I wanted to clear all the creeper. But that's unnecessary.

Tip: If you're struggling with the start - three collectors for power and then only power up 3 of the converts, then use them on the deepest creeper on the main land near your island so the creeper stops crossing. Do it right and you should be safe for just about the rest of the game. Hopefully you can figure out the rest.

If you really can't figure out the rest, don't worry. Just build one blaster, and get the AC going and the forge, then destroy anything else. Trust.
#6
Colonial Space Map Discussion / Custom Map #11636: Implode the...
Last post by AutoPost - December 14, 2025, 07:13:43 PM
This topic is for discussion of map #11636: Implode the Ocean


Author: Johnny Haywire (just an edit)
Size: 256x256

Desc:
All credit goes to Tamohi for map #11624. All blame goes to me for making this a little more challenging. I meant to set the victory condition to require 99% of the map to be filled with AC, but forgot. Oh well. Next time. Questions? Not that you'd ask on the forums, but that would be the best idea. Good luck and have fun!
#7
Colonial Space Map Discussion / Custom Map #11635: Anvil PAC. ...
Last post by AutoPost - December 14, 2025, 04:22:54 PM
This topic is for discussion of map #11635: Anvil PAC


Author: IronJohnLogan
Size: 160x229

Desc:
Anvil PAC Enjoy
#8
Farsite Colonies / Custom Map #5910: You've Got M...
Last post by AutoPost - December 14, 2025, 02:21:25 PM
This topic is for discussion of map #5910: You've Got Mail!


Author: blobskin
Size: 129x167
DISCUSS ON DISCORD
#9
Colonial Space Map Discussion / Re: Custom Map #11634: 4zu0-PA...
Last post by Johnny Haywire - December 13, 2025, 11:19:43 PM
Dude, sorry for the hate this map is getting. Might be the lag (?) but other than that, this is really cool. Perhaps a smaller map might be more helpful at least to start.

To solve the lag, I just went afk for an hour or so, and about 10 minutes of game-time had gone by. Not the best way to play a map but I really do like the concept and hope you'll make another map. I know that making it smaller eliminates some opportunity for different strategies but I think reducing the lag would be worth it. Just my thoughts.

Thanks for the map! =)
#10
Colonial Space Map Discussion / Re: Custom Map #11624: Explode...
Last post by Johnny Haywire - December 13, 2025, 05:06:49 PM
Someone needs to remake this, but with no beams available. And maybe a lot of other stuff missing, just to make it actually evil.

Decent concept as it is though, and there's plenty of time to set up a defense. Most of the time spent on the map is clean-up but there aren't that many emitters so it's decent.

Thanks for the map! =)