Forum Discussion
6 years ago
@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.
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.
About Tiberium Alliances General Discussion
Talk with other players about what is going on in your Command and Conquer: Tiberium Alliances game.
1,182 PostsLatest Activity: 4 days agoRelated Posts
Recent Discussions
- 5 days ago
- 8 days ago
- 14 days ago
- 14 days ago