Darkwind
CAMP CR DEPLOYMENT IN PROGRESS

*sam*


Posted Apr 27, 2020, 4:46 pm
From now until Thursday, we're considered to be in Week 1 of the 2-week camp war cycle. It will switch to being week 2 of that 2-week cycle on Friday this week.

During week 1, pvp camps get to deploy their Fast-CR and Slow-CR - you'll see numbers on your home hexes. The smaller font at the top is the Fast CR, and the bigger font at the bottom of the tile is the Slow CR that's in the tile.

If you click the tile (not the camp), you'll be able to choose how much Fast-CR and/or Slow-CR to move to a neighboring tile. Enter a number, click the button and then click the neighboring tile.

If you make a mistake, just click your camp and click the 'Reset CR Deployment' button.

Whatever deployments you have done by Friday's camp update will be locked in, and will determine what happens in camps wars for hex tiles, during week 2 of the cycle. If you put CR in an undefended tile, you simply take the tile without resistance on Friday.

Anyone who is closed for pvp and wants to open, you can freely do so, and if we're in week 1 of the 2 week cycle you'll see the Fast and Slow CR numbers appear, as described above.

Your CR deployment numbers are hidden from everyone else.
ShawnFireDragon
coldmolasses@live.ca

Posted Apr 27, 2020, 6:32 pm
I am unable to open any camps to PvP. I have messaged you the Error details.
Please advise as I am excited to try the new camp war system.
:) Thanks Sam.
*Longo*


Posted Apr 27, 2020, 6:40 pm
ShawnFireDragon said:
I am unable to open any camps to PvP. I have messaged you the Error details.
Please advise as I am excited to try the new camp war system.
:) Thanks Sam.


None of your camps show open for Pvp Shawn. In the camp interface, check the wars tab and make sure it is clicked for Open pvp? Your Open Pvp camp should be centered on the hex and have a boundary around it.
Celticfrost


Posted Apr 27, 2020, 6:41 pm
Have the same problem error message is:

Fatal error: Call to undefined function campOpenedForPvp() in /var/www/camp.php on line 296
*Longo*


Posted Apr 27, 2020, 6:42 pm
Sam-
I am unable to move any CR. Also sent you a PM on something else related to this that strategically wouldn't be appropriate to post publicly.
ShawnFireDragon
coldmolasses@live.ca

Posted Apr 27, 2020, 6:43 pm
Thanks Longo, I have tried many of my camps to open PvP and I am getting the error as Celticfrost has posted.
Appreciate everything.
*Longo*


Posted Apr 27, 2020, 6:58 pm
*Longo* said:
Sam-
I am unable to move any CR. Also sent you a PM on something else related to this that strategically wouldn't be appropriate to post publicly.


If I try and go to a hex not adjacent to my hex, I do get the message that I cant move more than 1 cell at a time
*sam*


Posted Apr 27, 2020, 8:22 pm
Celticfrost said:
Have the same problem error message is:

Fatal error: Call to undefined function campOpenedForPvp() in /var/www/camp.php on line 296



I had a file in the wrong place, sorry!
Can you try again?
*sam*


Posted Apr 27, 2020, 8:38 pm
OK, the CR movement code should work now too. Caused by the same problem - file uploaded to wrong folder.

I probably need to explain something also, as I know it's confusing (and I have been asked about it):

The CR in your home tile is considered Heavy (because that's better, as it can be any type of vehicles when formed into a squad). From here, you deploy it to neighboring tiles as Heavy and Light as you choose.

All other tiles have separate numbers for light and heavy, and from them you can only deploy heavy onward as heavy, or light onward as light.
*Longo*


Posted Apr 27, 2020, 8:42 pm
Ok working for me now.

Minimum is 100 CR to a hex, correct.

Also, if you already own a hex, do you have to send a minimum CR there to maintain it each week?
ShawnFireDragon
coldmolasses@live.ca

Posted Apr 27, 2020, 8:42 pm
How do you reset CR deployment. It will not reset for me as I want to change my move.
Please advise.
*sam*


Posted Apr 27, 2020, 8:43 pm
*Longo* said:
Ok working for me now.

Minimum is 100 CR to a hex, correct.


Correct.

*Longo* said:

Also, if you already own a hex, do you have to send a minimum CR there to maintain it each week? 


No. You'll only lose it if someone takes it.
*sam*


Posted Apr 27, 2020, 8:49 pm
ShawnFireDragon said:
How do you reset CR deployment. It will not reset for me as I want to change my move.
Please advise.


Did you click your camp and then the Reset button? I just tested and it worked
ShawnFireDragon
coldmolasses@live.ca

Posted Apr 27, 2020, 10:04 pm
Okay things are now working, I am able to reset CR.
Thanking you.
darthspanky


Posted Apr 27, 2020, 11:01 pm
what happens on week 2? do we fight npc at all moving into hexes we took week 1?, if no other players claim that hex, or do we only fight vs other players who choose same hex?
*Awefense*


Posted Apr 27, 2020, 11:04 pm
Option #2 Darth. If there's no contest, you take it.
*Longo*


Posted Apr 28, 2020, 2:42 am
So Sam, a few questions...er alot. Had some PMs and also saw some questions in lobby etc -

So here is what I think is supposed to happen -
For each 2 week cycle, it goes like this -

Week 1, you deploy to hexes you want to conquer and defend. The ones you attempt to conquer must be adjacent to your border. This must be done by server reset Friday (Thursday night at 7pm for us Eastern Standard time guys). These deployments must be a minimum of 100 CR, and must be in increments of 100?(I know we discussed this, but didnt see it posted)

Week 2, any tiles we attempted to conquer that were not being attacked by another camp or being defended are ours. If they are being defended or multiple attacks, there is a scheduled battle. If more than 2 parties are involved, 2 parties fight and the winner of the battle must fight another battle against the 3rd party with original CR intact. How is the scheduled time determined? Is this time static, or can it be changed with mutual agreement like SCL? Does the winner take the losers vehicles? Will Mercs be ready for hire? Will there be auto escape for gangers, as was discussed, if you just right click them? Will they need to be out of the car to do this?

After all battles for week 2 have occurred, does the week 1 deployment effect anything for the following cycle? or during week 1 of the next 2 week cycle, does all of our CR again start in camp, and can be deployed accordingly?

There is just 1 deployment per 2 week cycle correct? You can't "save" any CR to redeploy in week 2?

When does camp start collecting resources. Is it a weekly or daily thing? When it says "8 food" is this per day or week or 2 weeks?
*sam*


Posted Apr 28, 2020, 6:06 am
Good questions, thanks.

*Longo* said:
So Sam, a few questions...er alot. Had some PMs and also saw some questions in lobby etc -

So here is what I think is supposed to happen -
For each 2 week cycle, it goes like this -

Week 1, you deploy to hexes you want to conquer and defend. The ones you attempt to conquer must be adjacent to your border. This must be done by server reset Friday (Thursday night at 7pm for us Eastern Standard time guys). These deployments must be a minimum of 100 CR, and must be in increments of 100?(I know we discussed this, but didnt see it posted)


This is all correct, apart from the 100CR increments which I didn't do. There is a minimum of 100 though.

*Longo* said:

Week 2, any tiles we attempted to conquer that were not being attacked by another camp or being defended are ours. If they are being defended or multiple attacks, there is a scheduled battle. If more than 2 parties are involved, 2 parties fight and the winner of the battle must fight another battle against the 3rd party with original CR intact.


Correct. It might get me a bit of time to get all this implemented,  i.e. more complex 3-way thing.

*Longo* said:

How is the scheduled time determined? Is this time static, or can it be changed with mutual agreement like SCL?


The system will pick a time from the open hours of the defending camp. But yes, it does make sense to have it changeable by agreement - I'll note that.

*Longo* said:

Does the winner take the losers vehicles?


The plan is to make this optional, so the winner decides.

*Longo* said:

Will Mercs be ready for hire? Will there be auto escape for gangers, as was discussed, if you just right click them? Will they need to be out of the car to do this?


Mercs might not be ready until our 2nd cycle of the 2 week process. Auto escape should be in for the 1st cycle - and yes, any character, even if inside a car.

*Longo* said:

After all battles for week 2 have occurred, does the week 1 deployment effect anything for the following cycle? or during week 1 of the next 2 week cycle, does all of our CR again start in camp, and can be deployed accordingly?


It all resets back to your camp.

*Longo* said:

There is just 1 deployment per 2 week cycle correct? You can't "save" any CR to redeploy in week 2?


Correct.

*Longo* said:

When does camp start collecting resources. Is it a weekly or daily thing? When it says "8 food" is this per day or week or 2 weeks?


It will be weekly, and will continue to be done the same way it currently is - i.e. you need an extraction facility to get it. Note also that "8 food" does not mean 8 units of food, it means 8% of the maximum possible that a single tile could give. I've set it up so that 100 food is the same as what the very best camps used to get (they were 100, but hidden behind descriptive wording previously).  With multiple owned hexes now of course you can easily go way higher than 100 in a resource, so an extraction plant will produce that much more too.
*Ninesticks*


Posted Apr 28, 2020, 6:23 am
Might I suggest that you reconsider having to have the production facility in the camp to get the resources from owned tiles.

Firstly this will hurt the smaller camps more than the larger camps, they already struggle for space as it is and could get quite a chore working out what you need to have in place to get the resources from various tiles.

Secondly just seems a bit odd having the facility in camp when the reesource could be potenitally hundreds of miles away- perhaps we could treat it like a tithe being brought to the camp rather than produced at the camp?
*sam*


Posted Apr 28, 2020, 6:26 am
*Ninesticks* said:
Might I suggest that you reconsider having to have the production facility in the camp to get the resources from owned tiles.

Firstly this will hurt the smaller camps more than the larger camps, they already struggle for space as it is and could get quite a chore working out what you need to have in place to get the resources from various tiles.

Secondly just seems a bit odd having the facility in camp when the reesource could be potenitally hundreds of miles away- perhaps we could treat it like a tithe being brought to the camp rather than produced at the camp?


Maybe, yeah.  What happens to production facilities? they just boost the production?
*Ninesticks*


Posted Apr 28, 2020, 6:28 am
Or possibly a generic refinement type building which allows you to turn the tithe into goods?
*goat starer*


Posted Apr 28, 2020, 8:15 am
a Tithe Barn for the capitalist swine

a Centralised Collection and Distribution Depot of the Glorious 5 Year Plan for us commies

TRACTOR PRODUCTION IS UP!
*sam*


Posted Apr 28, 2020, 9:12 am
So, how does this sound: in addition to the current daily system for producing water/food etc. via extraction facilities,  a pvp camp also gets 2x the face value of the resources of the hexes they control, once per week, as a tithe ?  (or, if it's the Vault, we'll call it a enforced voluntary donation from your downtrodden delighted subjects comrades).

This is just a guesstimate.. let me know if that figure sounds ok.
darthspanky


Posted Apr 28, 2020, 9:17 am
went from making 112 stone a day to 560 a day for awhile then today camp made 34 stone had same amount of workers the whole time
*sam*


Posted Apr 28, 2020, 9:21 am
darthspanky said:
went from making 112 stone a day to 560 a day for awhile then today camp made 34 stone had same amount of workers  the whole time


Sorry, I forgot the daily code needed updating too. I'll have it fixed for tomorrow.
darthspanky


Posted Apr 28, 2020, 9:30 am
ok thanks :)
*sam*


Posted Apr 28, 2020, 9:42 am
Actually darth, your stone production is going to be more like 7 per day now. You relinquished quite a bit when you moved your camp's location. The 560 was a bug due to the old (pre-move) camp stone resources and running 5x better than it should have (I thought I had until Friday to fix that).

The change I forgot to make will actually reduce your extraction by a factor of 5 (so, 34 becomes 7).

This is why quite a few camps didn't move: they preferred to keep the resources they already had.
*Ninesticks*


Posted Apr 28, 2020, 9:52 am
We can certainly see how the figures pan out for sure. Can you give us some examples of what that would mean from actual map data if that is possible? Should be able to extrapolate from that for more general levels.

How about 'Proletariat Insurgents State Owned Fighting Fund' or PISOFF for short?


*sam*


Posted Apr 28, 2020, 9:58 am
*Ninesticks* said:
We can certainly see how the figures pan out for sure.  Can you give us some examples of what that would mean from actual map data if that is possible? Should be able to extrapolate from that for more general levels.

How about 'Proletariat Insurgents State Owned Fighting Fund' or PISOFF for short?



OK, so I'm looking at a camp with one water plant and 25 water resource units.  The water plant gives 12 units of water daily.

Under my proposed rule, this tile (with 25 water resource units) will also deliver 25 units per week, by tithe and not needing a water plant.  (I've reduced my proposal from 2x to 1x.. I was looking at bugged data previously)
*Ninesticks*


Posted Apr 28, 2020, 10:07 am
At the risk of getting shot I would suggest that it seems a little generous :)
darthspanky


Posted Apr 28, 2020, 10:08 am
but i never moved my camp it was always in that location,so even tho when i got the camp i had moderate feul and stone in shanty i cant make any feul now as where i could before? unless i take the spaces that have more on thosse tiles? if i take a food or water tile, i couldnt make water factorys or farms ill be able to now? or how will i get food and water will i be able to build them now?
*sam*


Posted Apr 28, 2020, 10:17 am
darthspanky said:
but i never moved my camp it was always in that location,so even tho when i got the camp i had moderate feul and stone in shanty i cant make any feul now as where i could before? unless i take the spaces that have more on thosse tiles? if i take a food or water tile, i couldnt make water factorys or farms ill be able to now? or how will i get food and water will i be able to build them now?


Sorry, you're right you did not move.  It was confusing on my spreadsheet as you're one of only 3 who actually told me they weren't moving... so it looked like I had you marked down as moved.

I'll have to get your old resource numbers from a database backup, along with Joel's and Joskney's  (they were also affected)


edit: all three are fixed now.
*sam*


Posted Apr 28, 2020, 10:19 am
*Ninesticks* said:
At the risk of getting shot I would suggest that it seems a little generous  :)


It's only a guesstimate.  Let's say I can almost guarantee the gun pointing at you has very few bullets, what would the correct amount be to give in your opinion?
darthspanky


Posted Apr 28, 2020, 10:32 am
ah ok thanks, didnt realize that extra stone was a bug want me to trash the extra i got?
*sam*


Posted Apr 28, 2020, 10:34 am
darthspanky said:
ah ok thanks, didnt realize that extra stone was a bug want me to trash the extra i got?


No, it's fine. It was only 2 days I think.
ShawnFireDragon
coldmolasses@live.ca

Posted Apr 28, 2020, 10:56 am
Sam asked me to post the following:

Okay things are working now, I can reset the CR.
When do the CR deployed become permanent?
What if I want to add more to a tile later?
It seems to be difficult to strategize as I am not understanding the new rules fully?
I guess we can only deploy to adjacent tiles, when we own these tiles do we deploy our CR pool from there or what has been allotted to the tile has to be used to deploy further?
Lots of questions, is there a rule page or instructions put together yet?
Thanks again.


Quote *Sam*:
Can you post these in reply to my forum post? Other people are probably wondering too. Yeah, the rules are pretty detailed and although I do think these things were mentioned somewhere in the numerous posts I've made, it's bound to cause confusion for a bit.
*sam*


Posted Apr 28, 2020, 11:48 am
ShawnFireDragon said:

When do the CR deployed become permanent?


On Friday's camp update (at the end of camp wars week 1 of 2, which is this week).

ShawnFireDragon said:

What if I want to add more to a tile later?


You can't for a week, i.e. the start of week 1 of 2 for the next game 'turn'. At that time, the whole deployment process starts again.

ShawnFireDragon said:

It seems to be difficult to strategize as I am not understanding the new rules fully?
I guess we can only deploy to adjacent tiles, when we own these tiles do we deploy our CR pool from there or what has been allotted to the tile has to be used to deploy further?


You start again with everything in your camp at the start of each week 1, and deploy as you see fit. If you own more tiles that means you can push further next turn.
Grimm Sykes


Posted Apr 28, 2020, 3:49 pm
What about pathfinder? Why am I losing CR deploying on the road hex that contains the road to my camp?

If theres a road, why is light and heavy CR any different?
*sam*


Posted Apr 28, 2020, 4:26 pm
Grimm Sykes said:
What about pathfinder? Why am I losing CR deploying on the road hex that contains the road to my camp?

If theres a road, why is light and heavy CR any different?



This CR deployment process is very abstracted from these sorts of specifics, at least for the moment.
*goat starer*


Posted Apr 28, 2020, 10:05 pm
Hi sam...

I understood that we were not intending there to be a drop off in CR for the first tile around your camp... but all my allocations have been reduced. Did I misunderstand?
*Longo*


Posted Apr 29, 2020, 2:26 am
on the wars tab in camp, can you put the list of camps back up, so we know who owns what?
*Dark Tempest*


Posted Apr 29, 2020, 3:29 am
+1 to Longos suggestion, there is no easy way to see all the camps anymore.
*sam*


Posted Apr 29, 2020, 9:59 am
*goat starer* said:
Hi sam...

I understood that we were not intending there to be a drop off in CR for the first tile around your camp... but all my allocations have been reduced. Did I misunderstand?


That is what we said, yes.  Does it have any particular benefit though?
*sam*


Posted Apr 29, 2020, 10:34 am
*Longo* said:
on the wars tab in camp, can you put the list of camps back up, so we know who owns what?


Done.  Is there any additional info that would be useful to list here, e.g. Hextile location?
Grimm Sykes


Posted Apr 29, 2020, 11:42 am
Owners last log in, manager last log in
*Longo*


Posted Apr 29, 2020, 1:31 pm
*sam* said:
*Longo* said:
on the wars tab in camp, can you put the list of camps back up, so we know who owns what?


Done.  Is there any additional info that would be useful to list here, e.g. Hextile location?


A link that will take you to each camp on the map itself? I’m still looking for camps on the map
*goat starer*


Posted Apr 29, 2020, 5:59 pm
*sam* said:
*goat starer* said:
Hi sam...

I understood that we were not intending there to be a drop off in CR for the first tile around your camp... but all my allocations have been reduced. Did I misunderstand?


That is what we said, yes.  Does it have any particular benefit though?


Just seems like the area you are at full strength should be a little larger than your home hex.
PA Racers


Posted Apr 29, 2020, 6:09 pm
*sam* said:
*Longo* said:
on the wars tab in camp, can you put the list of camps back up, so we know who owns what?


Done.  Is there any additional info that would be useful to list here, e.g. Hextile location?


camps hometown?
*Ninesticks*


Posted Apr 29, 2020, 6:09 pm
While we are on the subject some questions Sam.

1. I take it where there are equidistant routes to a target hex the system will automatically take that with the highest travel value?

2. When the CR is calculated, is it the reduced CR from the previous hex that the new CR is calculated on?

3. I may have missed this elsewhere, but what it is the difference in calculation between light and heavy?
*sam*


Posted Apr 29, 2020, 6:20 pm
*Ninesticks* said:
While we are on the subject some questions Sam.

1. I take it where there are equidistant routes to a target hex the system will automatically take that with the highest travel value?


No, the route is defined by the player as they deploy CR.

Quote:

2. When the CR is calculated, is it the reduced CR from the previous hex that the new CR is calculated on?


Yes.

Quote:

3. I may have missed this elsewhere, but what it is the difference in calculation between light and heavy?


For Slow (Heavy) CR, the reduced CR is:

CR * 0.97-((100-Travel*0.0012)

where Travel is the travel rating of the hex you're moving into (in the range 0-100)

For Fast (Light) CR, the reduced CR is:

CR * sqrt(0.97-((100-Travel*0.0012))
*The X Man*


Posted May 8, 2020, 7:02 am
Trying to expand out from my "current circle" of owned tiles. I go to deploy CR to a tile next to my "current circle" and it says I can only move one tile at a time. How are we to expand outward??
*goat starer*


Posted May 8, 2020, 8:47 am
*The X Man* said:
Trying to expand out from my "current circle" of owned tiles. I go to deploy CR to a tile next to my "current circle" and it says I can only move one tile at a time. How are we to expand outward??


same here.
ShawnFireDragon
coldmolasses@live.ca

Posted May 8, 2020, 8:58 am
:rolleyes: I see that I deploy CR from my camp to an adjacent tile that I now control, Then I am able to deploy to the next adjacent tile, to now take over.
This makes sense as you cannot expand out further than CR allows from your camp, and ties to defending effectively further away from your camp.
*sam*


Posted May 8, 2020, 9:32 am
ShawnFireDragon said:
:rolleyes:  I see that I deploy CR from my camp to an adjacent tile that I now control, Then I am able to deploy to the next adjacent tile, to now take over.
This makes sense as you cannot expand out further than CR allows from your camp, and ties to defending effectively further away from your camp.


This is how it works, yep.  Every 2 weeks lets you reset where your CR is going.
*goat starer*


Posted May 8, 2020, 12:22 pm
I thought we were saying you could expand in borders. Your diminishing CR surely accounts for this without you having to devote Cr all along a chain. Or am I just utterly misunderstanding.
*Ninesticks*


Posted May 8, 2020, 3:00 pm
As I understand it, you have to allocate the CR to the hex(es) next to your camp - this then forms the pool of CR for moving onto further adjacent hex(es) and so on.

This means you can choose the route that is most CR effective (to a point) of where you actually wish to end up having your CR allocated.

So you can expand your borders every two weeks, but only one hex further (in distance) than you already held.
*sam*


Posted May 8, 2020, 3:41 pm
*goat starer* said:
I thought we were saying you could expand in borders. Your diminishing CR surely accounts for this without you having to devote Cr all along a chain.  Or am I just utterly misunderstanding.


You don't have to devote any CR to any particular tile.  You can move some from your camp onto a tile, and then move the whole lot (if you choose) to another tile.
*goat starer*


Posted May 8, 2020, 3:49 pm
*sam* said:
*goat starer* said:
I thought we were saying you could expand in borders. Your diminishing CR surely accounts for this without you having to devote Cr all along a chain.  Or am I just utterly misunderstanding.


You don't have to devote any CR to any particular tile.  You can move some from your camp onto a tile, and then move the whole lot (if you choose) to another tile.


Would it not make it easier if you were simply able to allocate CR to any hex you own and any adjacent hex without the extra steps? It's going to get a bit onerous as we expand.

And unless I am still misunderstanding it the stepping stone makes no game difference
*sam*


Posted May 8, 2020, 4:13 pm
*goat starer* said:
*sam* said:
*goat starer* said:
I thought we were saying you could expand in borders. Your diminishing CR surely accounts for this without you having to devote Cr all along a chain.  Or am I just utterly misunderstanding.


You don't have to devote any CR to any particular tile.  You can move some from your camp onto a tile, and then move the whole lot (if you choose) to another tile.


Would it not make it easier if you were simply able to allocate CR to any hex you own and any adjacent hex without the extra steps? It's going to get a bit onerous as we expand.

And unless I am still misunderstanding it the stepping stone makes no game difference


Maybe so, yes. I didn't have time to implement an automated route planning algorithm for it yet (which would have to find the shortest path in terms of Travel cost).
darthspanky


Posted May 8, 2020, 5:15 pm
what do the defence numbers mean or do for camps?
*sam*


Posted May 8, 2020, 6:24 pm
darthspanky said:
what do the defence numbers mean or do for camps?


Currently, the tile's Defence rating is added to the CR of the defending squad.  This seems like it might be a bit low to me now. Like other things, we might decide to tweak it later.
ShotGun Jolly


Posted May 8, 2020, 7:51 pm
Now being an owner of a camp, I can not turn on the camp PvP. Where and when do I get this ability?
*sam*


Posted May 8, 2020, 8:00 pm
ShotGun Jolly said:
Now being an owner of a camp, I can not turn on the camp PvP. Where and when do I get this ability?


It will be possible during the 2nd week of the 2 week cycle.
This is to stop a camp from suddenly opening pvp and deploying CR against a neighbour without them knowing
*goat starer*


Posted May 8, 2020, 9:56 pm
*sam* said:
darthspanky said:
what do the defence numbers mean or do for camps?


Currently, the tile's Defence rating is added to the CR of the defending squad.  This seems like it might be a bit low to me now. Like other things, we might decide to tweak it later.


might be better to be a defence multiplier... 1.15 etc
*sam*


Posted May 8, 2020, 10:49 pm
*goat starer* said:
*sam* said:
darthspanky said:
what do the defence numbers mean or do for camps?


Currently, the tile's Defence rating is added to the CR of the defending squad.  This seems like it might be a bit low to me now. Like other things, we might decide to tweak it later.


might be better to be a defence multiplier... 1.15 etc


yep
*The X Man*


Posted May 9, 2020, 5:29 am
*goat starer* said:
I thought we were saying you could expand in borders. Your diminishing CR surely accounts for this without you having to devote Cr all along a chain.  Or am I just utterly misunderstanding.


So, this means we are "bread crumbing" a trail of CR from camp, then to an owned tile, then to an open tile to expand outwards??

Still not able to expand past my "current circle" of owned tiles.

How soon do these moves need to be made, don't want to miss a turn to expand.
*sam*


Posted May 9, 2020, 7:28 am
You have until the next weekly camp update, 4.45am or so server time Friday. Breadcrumbs is a good analogy yes. So you move some CR to tiles beside your camp. Then you move it onwards to tiles beside those that you don't yet own.
*The X Man*


Posted May 9, 2020, 8:08 am
Thanks Sam, also had spank give me some help. Apparently, you cannot make moves to tiles that have travel = 0, and you cannot move from a tile that has travel = 0 to another tile. We will all get a hang of this more and more each week, but at least for now, I got my moves in.
*sam*


Posted May 9, 2020, 8:19 am
*The X Man* said:
Thanks Sam, also had spank give me some help. Apparently, you cannot make moves to tiles that have travel = 0, and you cannot move from a tile that has travel = 0 to another tile. We will all get a hang of this more and more each week, but at least for now, I got my moves in.


You should be able to move *to* a tile with travel = 0.
*The X Man*


Posted May 9, 2020, 8:26 am
*sam* said:
*The X Man* said:
Thanks Sam, also had spank give me some help. Apparently, you cannot make moves to tiles that have travel = 0, and you cannot move from a tile that has travel = 0 to another tile. We will all get a hang of this more and more each week, but at least for now, I got my moves in.


You should be able to move *to* a tile with travel = 0.


I cannot move from tile 22,24 to 22,25

OK, figured it out with more help, can move TO just cannot move FROM.
Wuulf


Posted Jul 18, 2020, 6:33 am
In terms of defensive CR from a tile does anyone know if this fast or slow (or does it depend on tile)
darthspanky


Posted Jul 18, 2020, 6:46 am
i thnk you can choose what type to deploy like 700 cr of heavy and 300 fast, for 1000 cr deployed in total
Wuulf


Posted Jul 18, 2020, 8:06 am
Cheers. Each tile also has a defence value that adds to the deployed CR in that tile, which is the bit I’m not clear on
darthspanky


Posted Jul 18, 2020, 8:40 am
yeah that im not sure about, think maybe it helps with loosing cr traveling but that just a guess, think sam said it adds to the cr but not sure how.
*sam*


Posted Jul 18, 2020, 8:52 am
Wuulf said:
In terms of defensive CR from a tile does anyone know if this fast or slow (or does it depend on tile)


It adds to your slow CR in a scheduled combat on the tile. Slow is of course flexible and can be deployed using fast vehicles if you wish (as Darth said).
Wuulf


Posted Jul 18, 2020, 12:41 pm
Cheers both. Never twigged that slow was flexible, but makes sense.

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