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#91
Colonial Space Map Discussion / Custom Map #11615: Unbelieveab...
Last post by AutoPost - October 27, 2025, 07:07:58 PM
This topic is for discussion of map #11615: Unbelieveable PAC


Author: IronJohnLogan
Size: 200x200

Desc:
Economies to exploit as the humans reteat into defencive positions. Use all the tactics in your arsenal to overcome. Unbelieveable PAC Enjoy!
#92
Colonial Space Map Discussion / Re: Custom Map #11610: CSM B-2...
Last post by Loren Pechtel - October 27, 2025, 04:39:32 PM
What's the point of the upgrader and boom in the corner?  By the time I got close enough to consider using the upgrader all that was left was that one block, the bomb goes off but you win at that point.
#93
Colonial Space Map Discussion / Re: Custom Map #11608: test1. ...
Last post by Johnny Haywire - October 27, 2025, 03:02:08 PM
Those aren't "pumps" - those are emitters. Not a big difference, but in many maps "pumps" amplify creeper and are therefore considerably more dangerous.

This is a good map, and I don't think it's difficult enough to get such a low rating. I like that you can approach it from just about any strategy you like - You can rush and beat the map before the emitters come alive, or you can just set up in the main base and build up the forge enough to just keep the creeper at bay until you can spam singularities, or any mix of the two.

I'm guessing the early spore launch is what people are struggling with, but those people don't use the forums (#provemewrong) so I'll just leave it at that. Nicely done map with about a difficulty of about Six-SEVen. =P

Thanks for the map!
#94
Colonial Space Map Discussion / Re: Custom Map #8870: UFOMANIA...
Last post by toolforger - October 27, 2025, 12:01:14 PM
Tips:

Surviving the first small UFO waves (big spoiler):
Spoiler
There are three unlimited-range, pretty fast UFOs that abduct CNs - which might be unexpected (they usually don't do that).
You can't shoot them down in time, at least not initially, but abducted CNs will be back after 20 seconds like usual, so losing all CNs isn't defeat.
You can mitigate this:
Spoiler
Deploy just one or two CNs. Deploy the third one only when you see another CN abducted, so your packet network remains supplied.
[close]
[close]

Dealing with the masses of incoming UFOs:
Spoiler
Don't worry too much about getting your units abducted. With enough energy, you can rebuild faster than they can abduct.
(Having to rebuild in all kinds of spots is kinda annoying though, but you have to rebuild to keep your energy up.)
[close]

Being sustainable:
Spoiler
Do a regular check on your front and see if too much was abducted.
It's okay to lose some beams, but once they start eating into your energy production, you need to put a stop to that.
[close]

Conserving energy:
Spoiler
Don't bother killing the UFOs. It's cheaper to shoot them down when they revive.
UFOs respawn in groups of four, so if you kill three UFOs and keep the fourth one grounded, that's the cheapest option; however, since UFOs tend to change position after reviving and will fall into a chasm eventually, you can't really control that, and keeping track of UFO groups is going to be too much work to be worth the bother. Just make sure there are enough beams around to shoot down any reviving and incombing UFOs.
[close]

Ore and AC:
Spoiler
Useless initially; your starting island is not threatened by creeper.
Later just use AC as you would normally.
[close]
#95
Farsite Colonies / Custom Map #5851: The Gap Cros...
Last post by AutoPost - October 27, 2025, 09:39:51 AM
This topic is for discussion of map #5851: The Gap Crossing Creep


Author: MattyP1397
Size: 320x200
DISCUSS ON DISCORD
#96
Farsite Colonies / Custom Map #5850: Prepare two....
Last post by AutoPost - October 26, 2025, 09:57:31 PM
This topic is for discussion of map #5850: Prepare two


Author: EZM
Size: 512x128
DISCUSS ON DISCORD
#97
Farsite Colonies / Custom Map #5849: Jumping Squa...
Last post by AutoPost - October 26, 2025, 09:57:06 PM
This topic is for discussion of map #5849: Jumping Squares


Author: EZM
Size: 320x200
DISCUSS ON DISCORD
#98
Colonial Space Map Discussion / Re: Custom Map #11601: 2025 PA...
Last post by Loren Pechtel - October 26, 2025, 03:04:03 PM
Can't figure out how to get onto the island.
#99
Farsite Colonies / Custom Map #5848: The Gap Cros...
Last post by AutoPost - October 25, 2025, 10:43:38 PM
This topic is for discussion of map #5848: The Gap Crossing Creep


Author: MattyP1397
Size: 320x200
DISCUSS ON DISCORD
#100
Colonial Space Map Discussion / Custom Map #11614: ing. By: D...
Last post by AutoPost - October 25, 2025, 03:56:07 PM
This topic is for discussion of map #11614: ing


Author: Daw
Size: 128x84

Desc: