They are extra slow without an IC. It's a bug IMO, but has always been like that.
Time to Create a Militia
The research screen for militia says militias are created quickly (7hrs, 12 minutes). But in recent games it has taken 23 or more hours to create a militia. Dont want to spend valuable resources for militia if they take as long as infantry to create. Can you fix this problem please?
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Time to create a militia regiment ----
with L5 industrial complex: 4 hours 30 minutes
with L1 industrial complex: 9 hours
with no industrial complex: 36 hours (per @DxC)
36 hours
and lvl 1 7.2 hrs and lvl 5 4 hrs, because barracks have to be enabled.
There was an in depth discussion about this last month:
https://forum.callofwar.com/index.php?thread/16589-barracks-malfunction/
VorlonFCW
Retired from Bytro staff as of November 30, 2020.
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I'm not sure I had noticed that before now ---- it's really quite odd that the listed production times for all infantry units change when the barracks in the particular province is enabled or not. Even odder when you consider that none of the infantry units ---- militia, infantry, motorized infantry, mechanized infantry ---- can be produced without a barracks.DxC wrote:
and lvl 1 7.2 hrs and lvl 5 4 hrs, because barracks have to be enabled.
Yea. It's just a generic client side informational calculation that has no bearing on what is sent to the server. Pretty easy thing to miss or not want to deal with when writing the interface. On the other hand, it is useful for understanding how barracks affect production time.
I make liberal use of the accelerated production time of non-infantry units available when the barracks are enabled in a given province, most often early in the game when all of my industrial complexes are L1 and L2. I was aware that the production menus list different production times for non-infantry units when the barracks are enabled and when they are not. But it would never have dawned on me that different production times would be listed for infantry units because they cannot be produced unless the barracks is enabled. Listing a different production time for the instance when the barracks is not enabled is not only misleading and illogical, it's kind of bizarre since the units cannot ever be produced with that production time.DxC wrote:
. . . it is useful for understanding how barracks affect production time.
I can agree with that, however, I think that having one simple rule: "barracks reduce production time" is much easier to implement than: "Barracks reduce time for some units but not others."MontanaBB wrote:
Listing a different production time for the instance when the barracks is not enabled is not only misleading and illogical, it's kind of bizarre since the units cannot ever be produced with that production time.
VorlonFCW
Retired from Bytro staff as of November 30, 2020.
>>> Click Here to submit a bug report or support ticket <<<
But they don't reduce production time for any unit that actually requires a barracks to produce it.VorlonFCW wrote:
"barracks reduce production time"
The "general rule," as stated, fails. If there is a valid general rule, it's "enabled barracks reduce the production time of all non-infantry units," (i.e., those that are not militia, infantry, motorized infantry, mechanized infantry or commandos).
Of course it gets even more muddled when you consider the "non-infantry" members of the "infantry" armor class (i.e., anti-aircraft, anti-tank, and artillery), which an enabled barracks will accelerate their production.
I think most understand that a unit that requires a barracks can't be built without an active barracks. I guess they could just put a "NA" for the time if the buildings weren't available as you seem to be promoting, but that would suck, lol.
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