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» Design Maps That Use Ghost Ports
Mon Aug 28, 2017 3:31 pm by Xmo5


Design Maps That Use Ghost Ports

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Design Maps That Use Ghost Ports

Post  blipsANDchitz on Sun Aug 27, 2017 9:02 pm

I wasn't sure where exactly to post this thread but this seems like an OK place.

Could someone explain to me exactly how ghost ports work? I have heard from discussion that transports cannot unload troops they are carrying on these spaces or something along those lines. However, are they still able to be captured and if so do they still give you funds like normal properties?

I would appreciate it if someone has the time to explain this bug/feature.

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Re: Design Maps That Use Ghost Ports

Post  Xmo5 on Mon Aug 28, 2017 9:00 am

So first thing: For those who don't know, "ghosting" involves placing a predeployed unit from a country without an HQ on a given tile.  You can ghost ports, airports, bases, cities, regular terrain, or anything you like, really. You can even ghost almost everything if you so desire. With that in mind, this explanation applies to every ghost tile; no matter the terrain/property being ghosted, it will behave as described below:

Anything that has been ghosted will behave exactly the way it normally does, but with the following exceptions:

  • You cannot build a unit on this space
  • You cannot unload a transport onto this space
  • You cannot load a transport that is on this space
  • You cannot join units on this space
  • You cannot spawn units here by other means, such as Hachi/Sensei's SCOPs

This does not impact income or other effects granted by properties, it does not impact healing/refueling, it does not impact capturing, and it does not impact terrain defense or movement cost, etc. Also, note that while you can't unload onto a ghosted tile and you can't load a transport on this tile, you can unload a transport from a ghosted tile, so long as you're unloading onto a tile that isn't ghosted.

Hope that helps!

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Re: Design Maps That Use Ghost Ports

Post  blipsANDchitz on Mon Aug 28, 2017 3:17 pm

OK.

I had initially thought of ghosted tiles as "blank" tiles most similar to a pipe tile where no unit can even pass onto it or through it.

Your response and the link to your map has now made me understand the use of ghosting and ghost tiles.

Thanks, I appreciate the in-depth explanation.

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Re: Design Maps That Use Ghost Ports

Post  Xmo5 on Mon Aug 28, 2017 3:31 pm

No problem! I think I saw you join the discord server a day or so ago, so if you have questions, you can always post them there for a more timely response; people tend to be a lot more active there than they are here. That said, you might get a bit more of a disorganized response from a bunch of people, rather than a single, self-consistent, coherent response. Razz

Then again, you can always just post the question here and then link the post in the appropriate channel on the discord server; that hopefully gives you the best of both worlds.

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