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Leo7044 wrote:
While we're on the topic of Tunnel Exits let me use the opportunity to explain how they're activated and work in general. In order to activate the tunnel exit your base needs to be in a 4.5 field radius around the tunnel and your offense level should not be lower than 6 levels below the level of the tunnel. All bases meeting these criteria are then counted and together with percentage values for the spawn chance used in the formula to calculate if an outpost spawns or not. To guarantee that an outpost is spawned 5 bases are needed. Once the system decides to spawn an outpost it looks within a radius of 6.5 fields to find a suitable place to spawn an outpost. The system will spawn a new outpost every 60 minutes until the maximum of 10 outposts is reached.
In answer to your direct question - by making lower level camps you are denying the slot to a higher level outpost, so doing would be considered as blocking the tunnel on many worlds by many alliances.- @leo7044 , this information is false. There is no current methodology of any kind to prevent tunnels from spawning outposts in any capacity. Envision turned off all roadblocks for the purpose of flooding the map, increasing overall CP costs to farming. This is the current code;
If within_range(=<4.5) then
If Player_level()-Outpost_level() > -7 then
If random_check(100) > (QPB X20) then spawn_outposts()
else return
else return
else return
Every qualified player base (QPB) within range adds 20% to time check. If 5 or more QPB, then an outpost will spawn from that tunnel every time the check is called to a maximum of 10 outposts per tunnel. An 11th+ shall spawn, but remain in que, hidden until one of the first 10 are destroyed. There is a maximum to how many can remain in que and I believe there is a call check performed when one is destroyed.
Side note; Offensive is irrelevant. Player_Level() for the purpose of this code is the higher of Offense or Defense of the player base in question.
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