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CAMP CR DEPLOYMENT IN PROGRESS
*Longo*
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on the wars tab in camp, can you put the list of camps back up, so we know who owns what?
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Posted Apr 29, 2020, 2:26 am
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+1 to Longos suggestion, there is no easy way to see all the camps anymore.
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Posted Apr 29, 2020, 3:29 am
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*goat starer* said:
Hi sam...

I understood that we were not intending there to be a drop off in CR for the first tile around your camp... but all my allocations have been reduced. Did I misunderstand?


That is what we said, yes.  Does it have any particular benefit though?
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Posted Apr 29, 2020, 9:59 am
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*Longo* said:
on the wars tab in camp, can you put the list of camps back up, so we know who owns what?


Done.  Is there any additional info that would be useful to list here, e.g. Hextile location?
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Posted Apr 29, 2020, 10:34 am
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Owners last log in, manager last log in
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Posted Apr 29, 2020, 11:42 am
*Longo*
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*sam* said:
*Longo* said:
on the wars tab in camp, can you put the list of camps back up, so we know who owns what?


Done.  Is there any additional info that would be useful to list here, e.g. Hextile location?


A link that will take you to each camp on the map itself? I’m still looking for camps on the map
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Posted Apr 29, 2020, 1:31 pm
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*sam* said:
*goat starer* said:
Hi sam...

I understood that we were not intending there to be a drop off in CR for the first tile around your camp... but all my allocations have been reduced. Did I misunderstand?


That is what we said, yes.  Does it have any particular benefit though?


Just seems like the area you are at full strength should be a little larger than your home hex.
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Posted Apr 29, 2020, 5:59 pm
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*sam* said:
*Longo* said:
on the wars tab in camp, can you put the list of camps back up, so we know who owns what?


Done.  Is there any additional info that would be useful to list here, e.g. Hextile location?


camps hometown?
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Posted Apr 29, 2020, 6:09 pm
*Ninesticks*
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While we are on the subject some questions Sam.

1. I take it where there are equidistant routes to a target hex the system will automatically take that with the highest travel value?

2. When the CR is calculated, is it the reduced CR from the previous hex that the new CR is calculated on?

3. I may have missed this elsewhere, but what it is the difference in calculation between light and heavy?
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Posted Apr 29, 2020, 6:09 pm
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*Ninesticks* said:
While we are on the subject some questions Sam.

1. I take it where there are equidistant routes to a target hex the system will automatically take that with the highest travel value?


No, the route is defined by the player as they deploy CR.

Quote:

2. When the CR is calculated, is it the reduced CR from the previous hex that the new CR is calculated on?


Yes.

Quote:

3. I may have missed this elsewhere, but what it is the difference in calculation between light and heavy?


For Slow (Heavy) CR, the reduced CR is:

CR * 0.97-((100-Travel*0.0012)

where Travel is the travel rating of the hex you're moving into (in the range 0-100)

For Fast (Light) CR, the reduced CR is:

CR * sqrt(0.97-((100-Travel*0.0012))
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Posted Apr 29, 2020, 6:20 pm
This member is currently online *The X Man*
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Trying to expand out from my "current circle" of owned tiles. I go to deploy CR to a tile next to my "current circle" and it says I can only move one tile at a time. How are we to expand outward??
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Posted May 8, 2020, 7:02 am
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*The X Man* said:
Trying to expand out from my "current circle" of owned tiles. I go to deploy CR to a tile next to my "current circle" and it says I can only move one tile at a time. How are we to expand outward??


same here.
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Posted May 8, 2020, 8:47 am
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:rolleyes: I see that I deploy CR from my camp to an adjacent tile that I now control, Then I am able to deploy to the next adjacent tile, to now take over.
This makes sense as you cannot expand out further than CR allows from your camp, and ties to defending effectively further away from your camp.
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Posted May 8, 2020, 8:58 am
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ShawnFireDragon said:
:rolleyes:  I see that I deploy CR from my camp to an adjacent tile that I now control, Then I am able to deploy to the next adjacent tile, to now take over.
This makes sense as you cannot expand out further than CR allows from your camp, and ties to defending effectively further away from your camp.


This is how it works, yep.  Every 2 weeks lets you reset where your CR is going.
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Posted May 8, 2020, 9:32 am
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I thought we were saying you could expand in borders. Your diminishing CR surely accounts for this without you having to devote Cr all along a chain. Or am I just utterly misunderstanding.
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Posted May 8, 2020, 12:22 pm Last edited May 8, 2020, 12:23 pm by *goat starer*
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As I understand it, you have to allocate the CR to the hex(es) next to your camp - this then forms the pool of CR for moving onto further adjacent hex(es) and so on.

This means you can choose the route that is most CR effective (to a point) of where you actually wish to end up having your CR allocated.

So you can expand your borders every two weeks, but only one hex further (in distance) than you already held.
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Posted May 8, 2020, 3:00 pm
*sam*
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*goat starer* said:
I thought we were saying you could expand in borders. Your diminishing CR surely accounts for this without you having to devote Cr all along a chain.  Or am I just utterly misunderstanding.


You don't have to devote any CR to any particular tile.  You can move some from your camp onto a tile, and then move the whole lot (if you choose) to another tile.
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Posted May 8, 2020, 3:41 pm
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*sam* said:
*goat starer* said:
I thought we were saying you could expand in borders. Your diminishing CR surely accounts for this without you having to devote Cr all along a chain.  Or am I just utterly misunderstanding.


You don't have to devote any CR to any particular tile.  You can move some from your camp onto a tile, and then move the whole lot (if you choose) to another tile.


Would it not make it easier if you were simply able to allocate CR to any hex you own and any adjacent hex without the extra steps? It's going to get a bit onerous as we expand.

And unless I am still misunderstanding it the stepping stone makes no game difference
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Posted May 8, 2020, 3:49 pm Last edited May 8, 2020, 3:50 pm by *goat starer*
*sam*
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*goat starer* said:
*sam* said:
*goat starer* said:
I thought we were saying you could expand in borders. Your diminishing CR surely accounts for this without you having to devote Cr all along a chain.  Or am I just utterly misunderstanding.


You don't have to devote any CR to any particular tile.  You can move some from your camp onto a tile, and then move the whole lot (if you choose) to another tile.


Would it not make it easier if you were simply able to allocate CR to any hex you own and any adjacent hex without the extra steps? It's going to get a bit onerous as we expand.

And unless I am still misunderstanding it the stepping stone makes no game difference


Maybe so, yes. I didn't have time to implement an automated route planning algorithm for it yet (which would have to find the shortest path in terms of Travel cost).
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Posted May 8, 2020, 4:13 pm
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what do the defence numbers mean or do for camps?
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Posted May 8, 2020, 5:15 pm
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