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#81
Colonial Space Map Discussion / Re: Custom Map #10110: Run!!!....
Last post by toolforger - January 16, 2026, 05:37:19 AM
Hm. Inhibitor nullified, but no victory screen.

Nevermind.
Had to pick up the Bertha tech, which I forgot because there wasn't any point in getting it.
#82
Colonial Space Map Discussion / Re: Custom Map #10110: Run!!!....
Last post by toolforger - January 16, 2026, 05:32:30 AM
Quote from: TimeWeaver on July 06, 2024, 01:31:21 AMI have never figured out how to get energy across those huge gaps.
A PZ will appear once you terp the island between the totems, and you can use that to bridge the gap.

You didn't miss anything, it was just the map hiding crucial information from you.
#83
Colonial Space Map Discussion / Re: Custom Map #11668: Clear t...
Last post by Lore - January 16, 2026, 03:49:02 AM
Actually a interesting little challenge to see which of the methods that you could use actually works best.

Cheers
#84
Farsite Colonies / Custom Map #5954: Containment ...
Last post by AutoPost - January 16, 2026, 12:39:50 AM
This topic is for discussion of map #5954: Containment Rings


Author: Andrew B
Size: 192x120
DISCUSS ON DISCORD
#85
Colonial Space Map Discussion / Re: Custom Map #11672: Planet ...
Last post by decrofull - January 15, 2026, 08:00:57 PM
thought i'd play a normal map, ended up with spore spam.
(why do i keep ending up with spore spam?...)
#86
Colonial Space Map Discussion / Re: Custom Map #11672: Planet ...
Last post by flaac - January 15, 2026, 05:29:52 PM
That's a fun map, I even forget to end it
#87
Colonial Space Map Discussion / Re: Custom Map #11628: Squares...
Last post by Loren Pechtel - January 15, 2026, 04:15:14 PM
Quote from: Lore on November 28, 2025, 09:15:01 PM
Quote from: EEderle on November 28, 2025, 03:30:15 AMThje first (upper) left square was no problem (but tedious) for me - but from there????

Any hint?
Thanks

If your talking about the upper left island then the next step would be to go south to the mid left island using spores.


If you are talking about the upper left square of the upper left island, you have two to three options:

With the three totems you should have enough power to just barrel into the PZ cannon, but not before (remember to connect the totems with digitalis to claim their power).

Alternatively, use two spores to cut off the energy supply to the cannon and to spread your digitalis.

A third option if all else fails (which I'm not entirely sure is intended), is to use the terraforming tool and the keybind to copy terrain height to make a 10 high wall around the cannon.


In either case ignore the right side of the first island where the berthas are targeting (other than just quickly grabbing the powerzone).

Got me stumped, also.  No luck even grabbing the PZ to the right, not enough spores to attack the square to the south.
#88
Colonial Space Map Discussion / Re: Custom Map #11671: 299-Syk...
Last post by Johnny Haywire - January 15, 2026, 11:09:00 AM
Definitely. That's exactly what I said in my earlier post! =D
#89
Farsite Colonies / Re: Custom Map #1295: PACursor...
Last post by toastkid - January 15, 2026, 09:09:42 AM
Quote from: toastkid on January 14, 2026, 08:03:17 AM
Quote from: phischphood on April 11, 2021, 03:19:10 PMgreat, thanks, it's the "as long as some creep is there" bit that I hadn't realised.
Even with that knowledge i can't get started on this map - the only creeper i can find is a big block behind pink walls in the mid-east but nothing really happens when i hover over that.
Never mind, i just saw the other post about clicking on the pillars.  Wish the instructions had mentioned that...
#90
Colonial Space Map Discussion / Custom Map #11672: Planet hopp...
Last post by AutoPost - January 15, 2026, 08:50:23 AM
This topic is for discussion of map #11672: Planet hopping


Author: BigBertha
Size: 256x256

Desc:
You'll probably end up with 3 independent bases by the time you're ready to assault the ffinal plateau. Good luck, and I hope you have fun playing!