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#81
Exchange Map Comments / Re: Custom Map #2013: sdimaryP...
Last post by teknotiss - October 23, 2025, 01:27:23 PM
having a bash at some large maps and this one has me stumped.

overwhelmed by ships and stunners long before a single ship is built.

off to retry with a custom fleet but if anyone has any tips i would be grateful! 8)
#82
Farsite Colonies / Custom Map #5846: Blokker. By...
Last post by AutoPost - October 23, 2025, 11:17:15 AM
This topic is for discussion of map #5846: Blokker


Author: deurstopper
Size: 506x99
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#83
Farsite Colonies / Custom Map #5845: Bee Movie. ...
Last post by AutoPost - October 23, 2025, 01:15:11 AM
This topic is for discussion of map #5845: Bee Movie


Author: Lincent
Size: 180x320
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#84
Exchange Map Comments / Re: Custom Map #2094: Sim 1. ...
Last post by CyberDyneSystems - October 22, 2025, 07:19:23 PM
I REALLY liked this one! Thanks.

At first I was really nervous at how busy it is, and so much to take out, but that was before I realized what you'd done with the blue struc. Very clever balance on this. Likewise with the phantom/stun emitters.
Spoiler
Sooo many I thought I'd be building nothing but stunners to survive, but the key of course is how we use the amp gems and prolific mines.
[close]

Pleas remake more :)

Thanks again!
#85
Exchange Map Comments / Re: Custom Map #1181: Build A ...
Last post by CyberDyneSystems - October 22, 2025, 07:11:34 PM
Quote from: Sorrontis on October 22, 2025, 12:12:19 PMSeven years, still making rage quit happen. I feel proud :D

Hey, you've got a reputation to maintain! I thought I'd let you know that your still on brand! :) :) :)
#86
Exchange Map Comments / Re: Custom Map #2095: Ep1.1 Fi...
Last post by CyberDyneSystems - October 22, 2025, 07:07:39 PM
Hey,
Thanks for posting up your map! I had a good time with it. Excellent job.

If you don't mind, can I offer some suggestions?
You provided both disrupters and grabbers in the default fleet, but neither were needed or useful for the mission.
This may just be me, but I really like to see AMP gems right from the get go. Back in the days when maps were plentiful, I might not even play maps without them. Even if your strategy/plan for a map requires no access to specific techs, I'd prefer the availability be limited, vs non existent. Some just should always be available IMHO. Build speed for example, I can't see any reason to make us just wait longer to build our fleet. I also feel like Omni Maps need their upgrades, but that's more flexible. You did provide tankers to keep them working out of range of energy mines.

I really liked your choke point in the middle. Definitely made a challenge to work around.

Well done, and thanks.
#87
Colonial Space Map Discussion / Re: Custom Map #11607: Fortres...
Last post by Portelly - October 22, 2025, 03:01:37 PM
Breaking the VOID barrier

\o. |o| .o/   


#88
Exchange Map Comments / Re: Custom Map #1181: Build A ...
Last post by Sorrontis - October 22, 2025, 12:12:19 PM
Seven years, still making rage quit happen. I feel proud :D
#89
Farsite Colonies / Custom Map #5844: The Gap Cros...
Last post by AutoPost - October 21, 2025, 08:30:40 PM
This topic is for discussion of map #5844: The Gap Crossing


Author: MattyP1397
Size: 320x200
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#90
Farsite Colonies / Custom Map #5843: CW4 hardcore...
Last post by AutoPost - October 20, 2025, 08:45:49 PM
This topic is for discussion of map #5843: CW4 hardcore mode, no load allow


Author: Hypnotic22
Size: 220x80
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