Barracks malfunction

I just built a barracks in a city and now instead of reducing the 9 hours to build a militia, it is taking 4 times as long (36 hours)

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may be you have build barrack in a province, wich was targeted by enemiespies and get "mobilisation time increased"

Extremely unlikely. It's only day 4. and it is happening in 4 provinces. all of which built Barracks today.

Just started a tactical bomber in Province with new Barracks. It reacted normally. Might be specific to Militia

somezhing is wrong, make ingame ticket on support with link to screenshot.

yea, the least you could do is provide a screenshot showing the build time and the buildings in the city.

This is completely normal.

It can take 9 hours in a province with an industrial complex, and 1 day 12 hours in a non industrial complex province.

An industrial complex speeds up production.

If it is in a city with no industrial complex, it is normal for 36 hrs.

If it has one, and is taking 36 hrs, that is likely a bug.

Would have been nice to know that before I built 4 useless barracks. All along it just said 9 hours

It's true, it isn't obvious and it's different than other units in that respect so it should be specified somewhere in the research description. Research says it requires a lvl 1 barracks and shows a build time of 9 hours; how is a new player to know it will take 36 hours without an IC?

DxC wrote:

It's true, it isn't obvious and it's different than other units in that respect so it should be specified somewhere in the research description. Research says it requires a lvl 1 barracks and shows a build time of 9 hours; how is a new player to know it will take 36 hours without an IC?

Yes, the Militia unit spec sheet should distinguish between the production time for a militia unit produced in an level 1 barracks with no industrial complex and one produced in an L1 barracks with an L1 (or L2, L3, L4 or L5) IC. It's potentially misleading otherwise.

@Nigel Bismark: That said, if you open the unit production menu for any given province, you will see that the correct production time for every unit, in that province (which varies based on the level of industrial complex and other factors affecting production time), is listed next to the unit type and the required resources to produce it. See the little clock icon about 3/4s of the way to the right? Underneath, you will see "1 Day, 12 Hours" listed for the production time of a militia unit in the particular province with an L1 barracks and no IC.

Cheers.

Just so you know:

Militia are fairly useless. Some people do use them, but they are SLOW, and they take a lot of manpower which is precious in the first week.

War is a game that is played with a smile. If you can't smile, grin. If you can't grin keep out of the way til you can. - Winston Churchill
VorlonFCW
Retired from Bytro staff as of November 30, 2020.
>>> Click Here to submit a bug report or support ticket <<<

MontanaBB wrote:

Underneath, you will see "1 Day, 12 Hours" listed for the production time of a militia unit in the particular province with an L1 barracks and no IC
That is correct once you HAVE the barracks and check that.

BEFORE you have built the barracks you get a 9 hour time listed in the production order window, and it only lists requirements of barracks.

War is a game that is played with a smile. If you can't smile, grin. If you can't grin keep out of the way til you can. - Winston Churchill
VorlonFCW
Retired from Bytro staff as of November 30, 2020.
>>> Click Here to submit a bug report or support ticket <<<

Actually, the information description for Barracks shows that unit production speed is multiplied by 25%. This works for all intent and purposes depending on whether you have an Industrial Complex ("IC" or "Factory") or not. In other words, whatever the "normal' time for production of a Militia, having the multiplier by itself means that it's actual time to produce is reduced to a fourth of the regular time.

bps / 25% --> 0.25 bpr (where bps = base production speed and bpr = base production rate).

==================================================================================================

Here's how it works:

When you have a Factory, the Barracks multiplier value gets added to the Factory multiplier, so instead of being multiplied by 0.25, the base production rate gets multiplied by 1.25.

( 25% x bpr ) + ( 100% x bpr ) = 0.25 + 1 = 1.25

Each level of Factory increases it's percentage multiplier.

Factory Level 0 = 0%

Factory Level 1 = 100%

Factory Level 2 = 125%

Factory Level 3 = 150%

Factory Level 4 = 175%

Factory Level 5 = 200%

==================================================================================================

Defining the Formula:

Depending on the level (or fractional level) of the Factory, if a fully-functioning (level 1.0 or higher) Barracks is enabled, it's multiplier gets added to the IC.

So the formula for calculating the production rate for units is:

( Fl x bpr ) + ( Ba x bpr ) =

bpr ( Fl + Ba ) =

bpr ( [ 0 , 1.0 , 1.1 , 1.2 , ... , 2.0 ] + [ 0 , 0.25 ] ) = production rate multiplier

(Where "l" is the level of the IC and "a" is the active status of the Barracks.)

The production rate multiplier is then used as a denominator against the unit production speed (hours to produce the unit) which acts as numerator in the fractional formula to calculate total time of production

numerator = base production speed ("bps") in hours

denominator = production rate multiplier

==================================================================================================

Militia Sample:

If the base production speed for Militia is 12 hours, and you have no Factory but do have an active Barracks, then when its production rate multiplier gets divided into the Miliita's base production speed, you have 12 hours / 0.25 = 48 hours. If there is a Level 1 Factory present also, then the multiplier is 1.25, so 12 / 1.25 = 9.6 hours.

==================================================================================================

Final Formula:

Now that we've covered all that, it should be known that in Call of War, the base production rate ("bpr") always equals "1.0" and, since the "1" is implied in reduced math, it can be dropped from the formula. So, to calculate actual unit production speed ("ups") for all units, use this formula:

bps / ( Fl + Ba ) = ups

==================================================================================================

Example of usage:

So, for Light Tanks, in a province with a Level 2.8 Factory* and an active Barracks, the formula is:

bps / ( Fl + Ba ) = ups

24 hours / ( ( 1.25 + ( 0.8 x 25% ) ) + 0.25 ) =

24 / ( 1.45 + 0.25 ) =

24 / 1.7 = 14.12 hours

==================================================================================================

Notes:

*The Factory in the last example has a rate of 1.25 + 0.8x25% which is the rate multiplier difference from level 2 IC (125%) to level 3 IC (150%). For each fractional factory level, you multiply the fractional rate above the factory's whole number level times the percentage increase in rate. So, in this case, a 2.8 factory level is really a level 2 factory and 0.8 times the difference between factory levels (the difference is a 25% production rate multiplier). So, a 2.8 factory has:

1.25 + (0.8 x 0.25) = 1.7 production rate modifier

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

Ouch my head hurts .

"Warning may contain a nut"

Diab, you are correct but that was horribly confusing with a lot of unnecessary tangential information relative to getting the main point across. However, it does nicely reveal why the build time of militia is quadrupled when there is no IC. It is almost certainly something the devs didn't catch, wasn't intended, and is a bug.

Diabolical, did you reverse engineer the software? or just observe and analyze? I need a quiet room and a lot of coffee to digest that. lol.

War is a game that is played with a smile. If you can't smile, grin. If you can't grin keep out of the way til you can. - Winston Churchill
VorlonFCW
Retired from Bytro staff as of November 30, 2020.
>>> Click Here to submit a bug report or support ticket <<<

VorlonFCW wrote:

Diabolical, did you reverse engineer the software? or just observe and analyze? I need a quiet room and a lot of coffee to digest that. lol.

It's the latter, a combination of observation and analysis. I carefully went through the data, put together a mathematical textbook explanation, and showed -- step by step -- exactly how the values work together.

I am a software engineer. Though I don't have access to Bytro's code base, I can easily recognize how things are done. Many of the aspects of the game logic are not hard to understand from a coder's perspective. And, for the most part, I could probably duplicate much -- if not all -- of the game engine functionality in at least three different programming languages.

That being said, I've got a lot of respect for the folks at Bytro who have put their heart and soul into bringing the Supremacy 1914 core game engine into being (I'm certain that the same base code is logically used by all of Bytro's war games). Unfortunately, I suspect that in the days long since the early days of their rising star's software development cycle, the newer code fixes are likely difficult to implement because of a very common programmer mistake...not clearly documenting a coding standard and enforcing strict adherence to it.

So, in my expert professional opinion, Bytro's code base is likely in the same shoes as many companies that have had a fast rise to stardom. And the likelihood is that it resembles something we in the industry call "spaghetti code" which is code that tends to have a mix of different communications that don't interface well, functions that unnecessarily duplicate each other, and other various tidbit issues. This isn't meant as an insult in any way, to those whom understand what I mean, as it's simply the reality of the computerized world we live in.

In an ideal programmer's world, everybody documents everything, every function is well-maintained and has easy-to-identify library status, and everyone ensures that the code segments they are responsible for adhere to strict interface standards. But that's not life in the real world. And Bytro is a part of the real world and has real programmers who are real people who work for real money and have real lives and real families to go home to.

Frankly, it's because of that, that I have so much respect for the products that Bytro publishes. Not only do I love and enjoy playing Call of War (and sometimes, other Bytro titles), but I'm very forgiving when bugs do pop up and things don't go the way you think they should. I do point out bugs when I see them, but I also offer a professional external analysis of the likely problem to make the job of the testers a little bit easier. (I used to be a software tester, and I remember how having people report bugs without explaining at least what they were doing at the time can make that job exceedingly difficult.)

Anyway, I offer a programmer's salute to the people at Bytro and I still hang onto the hope that I'll someday be able to work for them.

DxC wrote:

Diab, you are correct but that was horribly confusing with a lot of unnecessary tangential information relative to getting the main point across. However, it does nicely reveal why the build time of militia is quadrupled when there is no IC. It is almost certainly something the devs didn't catch, wasn't intended, and is a bug.

I'm sorry that my textbook definition was confusing for you. I tried hard to lay out how it works in logically ordered detail. That being said, the development team know full well about the Militia development times for Barracks operating without a functioning IC. This is not a bug, it is a design element. It's to represent how hard it would be to scrounge up the materials (without a nearby production facility) to arm a bunch of volunteers in a not-so-regimented and rag-tag group of fighters....in essence, a militia in this game can represent both an official militia of government as well as resistance fighters who've banned together on behalf of their beleaguered and war torn nation.

As for the math, the fact that it works is a testament to someone on Bytro's programming staff being real smart with reusing the calculation for the unit production rate sample for Militia in a Barracks with or without an accompanying Factory as well as acting as the rate bonus for all units when the factory is present. In other words, the math works. If you don't agree with the math, test the formula against any unit in any factory in a match.

bps / ( Fl + Ba ) = ups

Remember, that's the original unit production speed (listed ONLY in the Research area of each unit) divided by the sum of the exact rate of the factory (0 < 2) plus the exact rate of the Barracks (0 , 0.25). Test the numbers and you'll find that the construction time reported aligns with what I've explained in my earlier post.

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

Very nice Diabolical, and you are totally correct.

Also thank you for the kind words, we will let the Devs know :)

Diabolical wrote:

I'm sorry that my textbook definition was confusing for you.
Ha. Well, I could decipher it because I already understood it, but I'd imagine it will be gibberish to a lot of people. A more user friendly plug and chug explanation might be:

Militia without IC:

construction_time = base_time / 0.25

IC but no active barracks (only units not requiring barracks)

construction_time = base_time / ( 0.75 + 0.25 * IC-level )

Any unit with active barracks and IC:

construction_time = base_time / ( 1 + 0.25 * IC-level )

where base_time is the time found in the research tab and IC-level is between 1 and 5 and can be fractional.

I was just explaining from a programmer's perspective as well as the precise math that seems to be at work here. It took me a bit of checking to confirm your rearrangement of the inner factory-level math. At first I thought you were off by 0.25, but after double-checking the numbers, I saw where you were going with it. Nice. It's essentially the same formula but a little less prickly. You managed to reduce one of my primary steps into a simpler calculation. Overall, good job summarizing.

freezy wrote:

Very nice Diabolical, and you are totally correct.

Also thank you for the kind words, we will let the Devs know :)

Wow! I got praise from Bytro!

Thanks for passing the word to my gaming heroes.

:thumbsup:

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

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