Tunnels
FS27 I have 55 army, all 3 tunnels are active but almost no outposts are spawning. Do the surrounding low-level army bases affect this mechanism? I haven't played the game for a long time, low armies used to block tunnels, a friend of mine told me that low armies don't block tunnels anymore. If it doesn't really affect it, why do I barely see any outposts? Currently, 1 outpost spawns every 2-3 hours. Thank you in advance for your answers.Tiberium Field Manual (from old forum)
Something linked to in the old forum that may still be relevant: Tiberium Alliances Field Manual - Home (google.com) As noted in the old forum it looks like a work in progress, where progress stopped! There's a blank chapter but for new players may be useful generally. It doesn't deal with Morale/Malus or Forgotten Attacks.1.5KViews1like3CommentsHow to Simulate Attacks
I run game on Microsoft Edge browser on Surface Pro pc/tablet. I am now lvl 18 and still unable to run this game helper in my atk screen. I have been told to down load a script. But I found that too hard. Can anyone 'please' provide a simple solution to make this in game tool work on pc?How your Offense Level is calculated
Level Calculation For calculating the Offense Level of your army, the value of every unit is considered and transferred into an arbitrary score. That score is based on the level, its Army Point Cost and a magic number that acts as a modifier to balance powerful units against weaker units. That score then gets calculated against a theoretical army score on a given level to find out how close you are to your army’s hypothetical power potential of that level. Unit Score First, the individual score of every of your fielded units is calculated. All Unit Scores add up to the final Player Army Score Offense Level Modifiers The strongest units of a faction have a magic number they bring into the formula. This ensures that, due to their power, these units are also weighted heavier in the calculation of the Offense Level. GDI Offense Level Modifiers: Commando: 2,6 Mammoth: 2,6 Juggernaut: 1,5 Kodiak: 2,6 Nod Offense Level Modifiers: Confessor: 1,5 Commando: 2,4 Avatar: 1,5 Specter: 2,6 Salamander: 2,6 Any unit not listed can be assumed to have an OLM of 0 (in words: Zero) Theoretical Army Score For calculating the Final Army level another value is needed, the value of an theoretical army using all available army points and has all units at its available max level. This does not take the magical numbers of the OLM into account. Army Score Fraction Before the Final Army Level, a Fraction is calculated based on the Player Army Score compared against the Theoretical Army Score of a given level. The game calculates the Theoretical Army Score from level 1 to 200 (just in case) and then checks the Player Army Score against that array of values. The TAS that is the next lower value to the PAS is then chosen as the Theoretical Army Score for the calculation. Both are subtracted with the TAS that is one level below the TAS corresponding to the PAS. Final Army Level Ultimately the Final Army Level is calculated with the formula below and rounded to two digits after the comma. If the TAS and PAS are identical, this value will return 1, which will result in an even Offense Level equal to the Command Center level, as intended. In some rare cases the Offense level may exceed the CC level. That is when fielding only endgame units with an OLM greater than 0 (see list) in a low-level army; like 6x level 10 Salamanders at a level 10 CC. Naturally, the mix of units is what ultimately decides the effectiveness of your army in combat, not the raw Offense Level alone. The strongest units won't be worth their repair costs if they are not used effectively.1.6KViews2likes2Comments