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Difference between revisions of "Marching Orders (RPCSS)"

From Sanctuary Shard

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''Marching Orders is the primary way in which you move armies around the map, initiate combat, and occupy new hexes.  More details can be found [[Marching Orders (RPCSS)|here]]. <noinclude>[[category:RPCSS]]
 
''Marching Orders is the primary way in which you move armies around the map, initiate combat, and occupy new hexes.  More details can be found [[Marching Orders (RPCSS)|here]]. <noinclude>[[category:RPCSS]]
  
;Update 6/2/2020
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Marching Orders is used to move one army up to seven hexes away, which is a speed of 10 miles a day across a single hex.  One order can only move one army.
:How Marching orders works WILL be changing.
 
  
Marching Orders is used to move one army up to seven hexes away, which is a speed of 10 miles a day across a single hexOne order can only move one army. <s>However the general/warlord can issue additional marching orders to other armies, but subsequent marching orders function at a -1 penalty on combat for the first additional order, then -2, then -3 and so on. '''{March Order Modifier}''' </s>
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=How To=
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#To move an army click '''Warlord''' on the left side of the screen. This will open the Warlord window.
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#Click '''Marching Order''' under the New Actions section on the right side of the screen.
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# A map of the world will pop up. Click and hold on the map to drag it around until you find your estate. It does not automatically go to where your estate is. You will need to re-orient it each time you access the map.
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# Your armies which show with a blue marker shaped like a guitar pickClick once on each army to get its name.
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# Select the army you want to move from the list in the lower right screen.
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#Select a path of up to 7 adjacent hexes heading in the direction you wish to go.  You must select the hexes in order. If you select them out of order, it won't validate. You can not travel over water or impassable hexes -- obviously.
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#Once you have the path click submit.
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#If that does not work, go back and carefully read the guidelines on the page and try again.
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#After you submit, click on the '''Dashboard''' in the top left of the main screen to reset the map. If you don't do this the map will act weird. (This is a known bug we are working on.)
  
To move an army, go to your Warlord Tab and select the action Marching Order.  A map of the world will pop up showing where your armies are with a blue marker shaped like a guitar pick.  Select a path of up to 7 adjacent hexes heading in the direction you wish to go.  You must select the hexes in order if you select them out of order, it won't validate. You can not travel over water or impassable hexes -- obviously.
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;Once you have a valid path click submit. At the end of the turn, you will be informed of what happened.  Possible outcomes include:   
 
 
Once you have the path click the validate path button and RPCSS will check the path to make sure it's valid.  You can reset this path before you submit if you change your mind by clicking the reset path button. Once you have a valid path click submit. At the end of the turn, you will be informed of what happened.  Possible outcomes include:   
 
  
 
* No problems at all, the path was clear and you arrive at your destination with no difficulties.
 
* No problems at all, the path was clear and you arrive at your destination with no difficulties.
 
* Your path collides with another factions territory.  However, there is no army in that hex, you may pass through, but the other faction is (100%) informed of you crossing their borders.
 
* Your path collides with another factions territory.  However, there is no army in that hex, you may pass through, but the other faction is (100%) informed of you crossing their borders.
* Your path collides with another army.   
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* Your path collides with another army and combat ensues.   
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Marching orders are resolved by initiative and the entire order is performed.  Therefore, if you collide with another army that army was already there, or beat you to that hex with a better initiative.  Two armies in motion do not collide because armies are never "in motion" at the same time as far as the end of turn goes and the rules for the initiative.
  
Marching orders are resolved by initiative and the entire order is performed.  Therefore, if you collide with another army that army was already there, or beat you to that hex with a better initiative.  Armies in motion do not collide because armies are never "in motion" at the same time as far as the end of turn goes and the rules for the initiative.
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<font color="red">Reviewed and updated: 12/23/2020.</font>
<font color="red">
 
As other actions such as alliance, support order and defend order go in, there will be ways to pass through another's territory without causing an uproar.</font>
 
  
 
[[image:rpcss-Marching.png|900px]]
 
[[image:rpcss-Marching.png|900px]]

Revision as of 17:46, 23 December 2020

Marching Orders is the primary way in which you move armies around the map, initiate combat, and occupy new hexes. More details can be found here.

Marching Orders is used to move one army up to seven hexes away, which is a speed of 10 miles a day across a single hex. One order can only move one army.

How To

  1. To move an army click Warlord on the left side of the screen. This will open the Warlord window.
  2. Click Marching Order under the New Actions section on the right side of the screen.
  3. A map of the world will pop up. Click and hold on the map to drag it around until you find your estate. It does not automatically go to where your estate is. You will need to re-orient it each time you access the map.
  4. Your armies which show with a blue marker shaped like a guitar pick. Click once on each army to get its name.
  5. Select the army you want to move from the list in the lower right screen.
  6. Select a path of up to 7 adjacent hexes heading in the direction you wish to go. You must select the hexes in order. If you select them out of order, it won't validate. You can not travel over water or impassable hexes -- obviously.
  7. Once you have the path click submit.
  8. If that does not work, go back and carefully read the guidelines on the page and try again.
  9. After you submit, click on the Dashboard in the top left of the main screen to reset the map. If you don't do this the map will act weird. (This is a known bug we are working on.)
Once you have a valid path click submit. At the end of the turn, you will be informed of what happened. Possible outcomes include
  • No problems at all, the path was clear and you arrive at your destination with no difficulties.
  • Your path collides with another factions territory. However, there is no army in that hex, you may pass through, but the other faction is (100%) informed of you crossing their borders.
  • Your path collides with another army and combat ensues.

Marching orders are resolved by initiative and the entire order is performed. Therefore, if you collide with another army that army was already there, or beat you to that hex with a better initiative. Two armies in motion do not collide because armies are never "in motion" at the same time as far as the end of turn goes and the rules for the initiative.

Reviewed and updated: 12/23/2020.

Rpcss-Marching.png

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