Search found 67 matches

by MaugTheInfirm
Sun Jan 08, 2017 8:50 am
Forum: Creativity Corner
Topic: OpenDeadlock Alpha 1 Map Contests - Tiny World
Replies: 4
Views: 9512

Re: OpenDeadlock Alpha 1 Map Contests - Tiny World

Set size 20 and "earth like" to achieve a 4x5 map. Idea remains same: player starts on forest and learns that plains grows faster. A couple territories away are swamps and mountains. I set 4 starting races, with player as "Human" upper left. I meant to research screenshots but ha...
by MaugTheInfirm
Mon Jan 02, 2017 12:44 am
Forum: Creativity Corner
Topic: OpenDeadlock Alpha 1 Map Contests - Tiny World
Replies: 4
Views: 9512

Re: OpenDeadlock Alpha 1 Map Contests - Tiny World

In the map editor, I picked "size 30" (of 20-40) and got a 7x7 map. What size setting should be used in the map editor?

I just tried to upload MiningExpedition.MAP and was rejected by the website ("The extension map is not allowed").
by MaugTheInfirm
Sun Dec 04, 2016 2:41 pm
Forum: General Discussion
Topic: Community Multiplayer Games - Deadlock 1 or 2?
Replies: 5
Views: 28508

Re: Community Multiplayer Games - Deadlock 1 or 2?

I hated Deadlock II for years. The pop-up windows instead of moving colonists around was too jarring. I liked how in Deadlock you were always on the main screen (zoomed or not). So I avoided Deadlock II for a very long time... then I learned it has scenarios. Having invented all kinds of self-impose...
by MaugTheInfirm
Sun Aug 14, 2016 4:41 pm
Forum: General Discussion
Topic: Deadlock - Official 20th Anniversary Topic
Replies: 18
Views: 35739

Re: Deadlock - Official 20th Anniversary Topic

I found Deadlock in a bargain bin for $10 and enjoyed the character of the manuals and back story enough to get my $10 worth. My typical Deadlock game featured me in 3 territories at the corner of a map, with all AIs against me to keep it interesting. Only then would I get enough attacks and sabotag...
by MaugTheInfirm
Fri Jul 22, 2016 5:56 am
Forum: Strategies, Hints and Tips
Topic: Deadlock II: ChCh't, Campaign Scenario 1 (Barradica)
Replies: 1
Views: 9920

Re: Deadlock II: ChCh't, Campaign Scenario 1 (Barradica)

Why are you mixing the introduction of a new campaign with a play through? It seems like you'd want to separate it into: 1. The campaign, rules for the campaign, and allow players to play it their way 2. Somewhere else, provide hints on the campaign for players who get stuck or are new 3. A playthro...
by MaugTheInfirm
Fri Jul 22, 2016 5:52 am
Forum: Strategies, Hints and Tips
Topic: Deadlock 2 : Increase Population ?
Replies: 6
Views: 17864

Re: Deadlock 2 : Increase Population ?

I recently confirmed what sdu754 describes above: with Cyth, you can run 0 farms / 0 food production. The food shortage hurts morale - which Cyth ignore. I tracked population growth before and after reaching 0 food, and saw no change in growth rates in grasslands, swamp, or forest. I'm finishing out...
by MaugTheInfirm
Fri Jul 22, 2016 5:44 am
Forum: General Discussion
Topic: aquire enemy town center in DL2
Replies: 2
Views: 8513

Re: aquire enemy town center in DL2

I recently experienced something similar in Deadlock 1. I sent my military with orders to kill units only. They wiped out the colonists but didn't survive the defenses at the rear side of the colony. So my next attack simply seized the 0 population territory, energy defenses and all.
by MaugTheInfirm
Sat May 21, 2016 4:28 am
Forum: Creativity Corner
Topic: OpenDeadlock Pre-alpha Announced
Replies: 14
Views: 50976

Re: OpenDeadlock Pre-alpha Announced

Converting Deadlock 2 maps is a great feature. Thanks for mentioning it.
by MaugTheInfirm
Wed May 11, 2016 6:49 am
Forum: Creativity Corner
Topic: OpenDeadlock Pre-alpha Announced
Replies: 14
Views: 50976

Re: OpenDeadlock Pre-alpha Announced

You'll probably need to have a map editor as part of developing Open Deadlock. I'd be interested in trying out the map editor, if that's eventually part of the release (probably not in pre-alpha, though - but one can hope).
by MaugTheInfirm
Fri Feb 19, 2016 7:11 pm
Forum: Strategies, Hints and Tips
Topic: 3 questions
Replies: 6
Views: 27039

Re: 3 questions

Oh, okay. You're more interested in why they didn't flee. Do you change the "retreat at" setting? Your earlier posts didn't mention it. Next time this comes up, bring up the unit detail for your scout(s) and look for "retreat at [100] % damage". Change that to "retreat at 0 ...