Forum Discussion
5 years ago
"SpeirFein;c-2162869" wrote:
@EE_Elephterion or @enigm,
Can you confirm a few things so I can update the page if things have changed in recent updates?
1. Per Soixie's statement, do level 50+ outposts follow the level 50 rule for camps? Level 50+ outposts are spawned at or under the level of the highest of defense or offense level of a base activating a tunnel. It sounds like this may be a bug if outposts are to still follow the outpost spawning rule instead of reverting to the level 50 camp rule.
Outposts above level 50 behave and spawn like OPs below level 51 and Idk why they would differ.
"SpeirFein;c-2162869" wrote:
3. Per the most recent guidance provided, Soixie is incorrect with -1 +3 for outposts. This level range is for camps only. Outposts are spawned at -2 + 2 of the offense level only of the base activating the tunnel.
I'd have to look that exact number up but it seems correct iirc.
"SpeirFein;c-2162869" wrote:
3. Please confirm that tunnels are activated by eligible bases that are within 4.5 spaces of a tunnel, and outposts are spawned within 6.5 spaces of the tunnel activated. Has this changed in recent updates, and does this rule apply to all worlds?
I am unaware of any changes to the radii recently or in the past.
"SpeirFein;c-2162869" wrote:
4. The physical base level impacts the probability of what level of outpost is spawned. Current guidance states that the following:
The offense level of a base determines whether a tunnel is activated or not (-6 or less). To fully activate a tunnel, 5 qualified offense level bases must be within 4.5 spaces.
That is correct afaik.
"SpeirFein;c-2162869" wrote:
5. Current guidance states that the level of camps spawned is truly random.
Camps are spawned basically from a players base, and their level depends on the level of that base. I'd have to look it up again on which level exactly it depends, but there is a certain +/- range with which the camps spawn.
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