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CAMP CR DEPLOYMENT IN PROGRESS
*sam*
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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.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 27, 2020, 4:46 pm Last edited Apr 27, 2020, 4:51 pm by *sam*
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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.
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Posted Apr 27, 2020, 6:32 pm
*Longo*
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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.
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Posted Apr 27, 2020, 6:40 pm
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Have the same problem error message is:

Fatal error: Call to undefined function campOpenedForPvp() in /var/www/camp.php on line 296
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Posted Apr 27, 2020, 6:41 pm
*Longo*
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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.
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Posted Apr 27, 2020, 6:42 pm
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Thanks Longo, I have tried many of my camps to open PvP and I am getting the error as Celticfrost has posted.
Appreciate everything.
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Posted Apr 27, 2020, 6:43 pm
*Longo*
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*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
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Posted Apr 27, 2020, 6:58 pm
*sam*
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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?
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Posted Apr 27, 2020, 8:22 pm
*sam*
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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.
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Posted Apr 27, 2020, 8:38 pm Last edited Apr 27, 2020, 8:42 pm by *sam*
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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?
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Posted Apr 27, 2020, 8:42 pm
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How do you reset CR deployment. It will not reset for me as I want to change my move.
Please advise.
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Posted Apr 27, 2020, 8:42 pm
*sam*
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*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.
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Posted Apr 27, 2020, 8:43 pm
*sam*
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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
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Posted Apr 27, 2020, 8:49 pm
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Okay things are now working, I am able to reset CR.
Thanking you.
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Posted Apr 27, 2020, 10:04 pm
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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?
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Posted Apr 27, 2020, 11:01 pm Last edited Apr 27, 2020, 11:03 pm by darthspanky
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Option #2 Darth. If there's no contest, you take it.
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Posted Apr 27, 2020, 11:04 pm
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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?
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Posted Apr 28, 2020, 2:42 am Last edited Apr 28, 2020, 2:45 am by *Longo*
*sam*
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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.
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Posted Apr 28, 2020, 6:06 am
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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?
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Posted Apr 28, 2020, 6:23 am
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*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?
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Posted Apr 28, 2020, 6:26 am
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