CzarHellios wrote:
Part of the issue is that this game is SP1914+. Old spaghetti code where genuine fixes requires a actual rework of the overall system. And any possible patches or updates are done not based on fixing gameplay, but on encouraging players to spend or buy gold. When I would honestly prefer cosmetic micro-transactions and membership instead of GM, which would is a pretty good viable long term income model instead of the alternative - Which so far is a good short term strategy, horrid long term strategy. Especially for maintaining a actual competitive playerbase and mature community.For those players that were wondering about the programming issues, a lot of the code for CoW, from what I remember, was C/P from SP1914. I remember when the game was first released in Alpha, a lot of the stuff had names akin to SP1914 or 30K, including the newspaper at one time. And SP1914 is a ages old game from 07 which has been built on numerous times. With the biggest changes being from Java to HTML5 user side. But I have a feeling the overall core code is still pretty messy and bad, and everything Bytro does is working within the existing framework. Any actual changes as we want would require extensive reworkings of this framework, which would be a massive task. So it's easier to just copy the existing frameworks over, tweak things within said framework, build upon parts of it in certain ways, and update the artwork. And Bytro has a think for copying Paradox a lot.
It is true that Call of War is built on the S1914 game engine, which is to say it is built on older spaghetti code. Frankly, I've suggested before to
@freezy that they consider creating a standardizations infrastructure, then meticulously and diligently, rewrite the code -- one encapsulated section at a time -- to slowly bring the code up to code...pun intended. But it's all a matter of budget. There is also the issue that they have staffed themselves with different programmers with different styles and different practices from [I think] around the world.
Now, it's OK to have different styles, and so forth, so long as a strongly-enforced Object-Oriented Coding (OOC) standard is adhered to on the outside of each module. Though it would be helpful for the programmers to make their pieces of the pie to have the most efficient internals, so long as those internals function correctly enough to operate only on the expected input and to output only the expected results, then encapsulating those portions of the code can help to enforce the principle of each module not breaking other modules....by keeping that wall of separation principle of encapsulation in place.
By following such standards, they can have spaghetti code, internally to modular programming without being spaghetti where it counts most, thus making it easier for future programmers to follow the interactive logic and maintain the program. Oh, and heavy amounts of internal documentation helps that last part, too.
Since the front end is web-based, it seems that migrating from one version to another (Java to HTML5) might have actually made the OO Design (OOD) methodology more difficult to maintain, but that is neither here nor there (unless you're dealing with client/server systems, then "neither here nor there" takes on a whole new meaning...which, by the way, is a large part of how Call of War's web-based front-end functions). Regardless of the languages of choice (assumed to be differing for client/server, backend, etc.), keeping the OOD is crucial, if not critical, to the future of the game.
CzarHellios wrote:
Unpaid volunteers who do paid jobs for free can only go so far, especially when they got hands tied behind their backs.
Interestingly, I was noticing, just yesterday, that this Forum's list of "Retired Heroes" is growing rather large as the number of people who leave the volunteer staff must be getting frustrated with the amount of work they have to do...and I've heard from many, just how grueling this can be for the volunteers. The least you -- and everyone else -- can do, is to thank the volunteers who step up and help to administrate the community services of the game.
CzarHellios wrote:
- I and others have noticed maps are overall giving out less resources.
There have been tweakings, but aside from the Clash of Nations map, I've not really noticed a problem. Of course, there's always a shortage of Goods in the early game, a shortage of Metal and Oil in the mid-game, and a shortage of Rares in the late-game, this is a part of what keeps the game interesting as players have to compete for resources. Now, there is one exception to all this, and that is the artificial "secondary premium point" status that Manpower has, given how you can't trade it. By removing the ability to trade Manpower, unlike all other resources in the game, it is the only resource that can't be increased beyond hourly growth
except by using Gold (primary premium points).
I'd rather they eliminate the blockage of trading Manpower, and just keep the Gold as the "sole" premium point (if they insist on keeping premium points, that is). Although, in the past, I've also suggested creating a secondary market -- a black market -- where things like Manpower, units, and even spy information, could be anonymously traded.
In addition, to facilitate supplementing the semi-rare resource of "Money", I've proposed a uniquely-new part of the game where there could be an international "Swiss" style bank which offers loans and whose interest rates fluctuate with the demands and state of the market resources. Of course, then there'd be limits on the amount of Money that can be used when loan interest rates start piling up, so players would be encouraged to payoff their loans to save more in the long-run. With interest rates climbing, due to higher demand by overzealous builders, untempered spenders will find themselves being virtually unable to build until they've cooled down their rates by cleaning up their debts and paying off some loans....so, you'd gain but also lose if not carefully balanced....as any lending system typically operates.
CzarHellios wrote:
- Strategic bombers were never that useful. Don't care.
Actually, I totally disagree. Though I never used Strats very often, when employed properly, they can have a devastating effect against airbases, factories, fortresses, and the like. That they weren't very strong, made the buff necessary. Ironically, though they worked best in combination with other aircraft as army support in attacking a heavily-fortified position (to facilitate breaking the facilities), some players preferred them more as fodder to protect their "precious" Tactical Bombers.
This new update will give Strats more of a primary role than just as fodder.
CzarHellios wrote:
- Back to Infra cost increases. So we increase the cost of all these units and necessary requirements for these units, with what apparently seems to be less map resources. This removes quite a few of the dynamic offensive units we got, and nerfs early game play. Which means it will take longer in order to achieve the same forces. But the increased morale encourages players to slow down while attacking and slowly build the provinces up.
In other words, they're slowing down the game to encourage more Gold-spending by the impatient and cater to economic super-builders like myself....hm, sounds good to me!
CzarHellios wrote:
More morale = Bigger Empires: This seems horribly false. This would be more of a factor with Supremacy 1914 and definitely not call of war.
Oh, no. Absolutely not. One of my strategies against bigger empires is to use espionage to destroy their food production and create the rebellion death spiral. This update will actually make that more difficult since morale will have a better chance at being high enough to survive a temporary lapse in food stores while a rival ferrets out enemy spies.
If anything, for economic builders such as myself, the increased morale update to Infrastructure will make my late-game pre-planning have even better outcomes. You see, if you plan enough and well-enough ahead, you can forestall -- if not permanently-delay -- the supersize empire food shortages that so many less-experienced players fall prey too.

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