refuel times go from 30min (lvl1) to 10min (lvl3) for airstrips and from 60min (lvl1) to 10min (lvl5) for aircraft factories. To incentivize leveling them.Akulla3D wrote:
One comment not sure how the plane dynamics changed but I have noticed that refullng takes alot longer it went from 14 min approx to 30.Oh one more thing.
Not sure why you would build Militia now, as they have the same requirements to build as Infantry. Other, than cost of course.
Loving it though keep up the good work.
Militias are built much faster and are cheaper, while not being that much worse up until late game. Plus they have different terrain bonuses, maybe there will be a sitution where you need their forest/hills buff. They are a situational counter unit, or for preparing ad-hoc defense.
Nice, good to see new Militias in actionMadMike69 wrote:
I just came online to a player disembarking at one of my cities.3h 30 something mins.I i set a militia to build and 4 more with High Command queue.At 1 every 45 minutes, I was going to have 5 in city before he reached.
I Actually destroyed landing party with a destroyer and planes, but these new militia would have done the job
Its hard to make an interactive interface like that that is not totally cluttered. Right now we felt that splitting a stack as workaround to only upgrade some of the units is fine enough.Akulla3D wrote:
Sorry one more, it would be nice to be able to upgrade one or two units in a stack without having to move them a tiny bit or split them into thier own stack.
Thanks for the feedback. Nothing we can do about that I fear as it is just about different tastes. Other players for example commented that they like the change. And we at Bytro believe in it, so we will probably continue down that road. Mabe it is only about getting used to it?Fortune12345 wrote:
Please, please, please do not restrict victory points and building only to cities. As many have said before, this is turning into CoN. I love CoW and have been playing for about 2 years. This would kill my spirit and I really love this game. In the test event, my cities were overrun, and although I am playing a good defense, i cannot produce anything else to oprevent me from losing
If you are overun like this in 1.0, chances are high that you would also lose that game, because you wouldn't have resources and time to rebuilt the expensive lvl1 ICs elsewhere. If you have units left on the other hand, your chances in both versions are similar to conquer back your cities.
This is a balancing decision. We want to have units suitable against different armor classes. The tank destroyer is already very strong against HA, and still pretty strong against LA. Making it stronger than every unit in both of these categories would make it OP and the go-to unit of choice. Now you have a reason to build tank destroyers and still build additional Medium tanks for example. As for logic reasoning: Tank destroyers were not very maneuverable and rather ambushed their enemies. We feel it is reasonable to deduct some points against highly maneuverable light armored units for that reason (the damage value not only represents how well it can penetrate the armor, but also how well it fights in general, also taking accuracy, ability to take cover or maneurability etc. in consideration)Violet_Trooper wrote:
Tank destroyers have been made fragile in comparison to the rest of the armor faction, allied light armor/unarmoured units don't fair well against light tanks, and tank destroyers don't deal that much damage defensively, in fact, light tanks will deal more damage to lightly armored units than a tank destroyer will do defensively to light armored units, even medium tanks deal more damage to light armor than a tank destroyer.Edit: I think that strategic bombers are unbalanced in terms of dealing damage to units, but you fixed the building damage splendidly, but don't reduce the anti-air damage please.
Now to my opinion part: The anti-air on strategic bombers could go up as they've not had interceptors able to escort them past level three strategic bombers. (Unless you have elite I believe)
Strategic bomber already have better AA capabilities than tactical bombers or naval bombers. We don't want to increase that further as otherwise they could not be countered that well. There should always be a reason to also build other units, Interceptors in this case.
Well terrain modifiers have not been eliminated, they just have been changed and reordered. We went for only positive modifiers as they are easier comparable and understandable, plus buffs feel nicer than debuffs. Tanks are comparably still worse in cities because most other tech branches have advantages in cities. So we achieve a comparable result to 1.0 while only working with buffs.EZ Dolittle wrote:
I am not a fan of the elimination of many of the terrain modifiers. For example not having a negative for armor in Urban areas is a mistake. The terrain mods make for a more nuanced game relative to combat decisions and force make up.Also echo the absurdity of the manpower costs for upgrade troops.
Technical reason for manpower cost: Right now its a factor on the build cost. Since build cost includes manpower, upgrade cost does as well.
Logic reason for manpower cost: Workforce is needed to come to remote location, set up facility and actually upgrade the unit, plus staff gets training with new equipment. CoW is a simplification in many areas, so I think it is not unreasonable.
Thanks, glad you like it!Balhog wrote:
I like the way the ordnance factory was carved in there. It creates a nice tactical decision making point. I also like the creation of the specific factories for producing units wothout any other factories needed. It speeds up things quite a bit in the beginning game as far as troop building.What a treat to build Tac Bombers in a lvl 1 air factory so quicky in the game. While I really appreciated the gift, I think it doesn't hurt to requite little investment to get TACS.
Resources will be tweaked again for the next Event and should be a little less scarce. This said, maybe you should not research every single unit, choices have to be madeMichael Myres wrote:
So i have played a few of the round 2 games and i noticed that the research tab is basically no different from the current one because when you research most of the first level 1 units you have no resources left, by the time your resources replenish everything is already available for research, it would be a better improvement if you fixed it by having our resources replenish faster and the availability of the researchable units spread out so it would take 2 to 3 days longer till you can research a medium and level 2 light tank so we aren't so far behind on our research
Glad you like it.ShadowB wrote:
1.5 looks good,seams to me like the old style of play , been properly tactical about capturing cities is back.
and that the tarnsport connections will be back as assest both for structural placemenst and targeting.
i played years ago and just came back,the map sweepers clear maps too quickly in 1.4
Thanks for the proposal! We are not there yet to do specific balancing for the 25 map. That will be a task for later.Michael Myres wrote:
I also have an idea for the research tab for each nation only in the 25 player map if possible, okay instead of having all nations research all the same why not make it more realistic starting with Germany, Germany was producing panzer I, II, III and IV before the war so those should already be researched and didn't start producing panzer V, VI till 1943 so those shouldn't be researched till you reach the required year i'll make a table on how the whole research tab should look like, and tomorrow ill do a Soviet and USA.
yeah probably we won't change that, as this was our intentionAkulla3D wrote:
Only certain buildings are restricted to cities, those for manufacturing.This makes sense, to build a bunch of manufacturing buildings in the middle of no where with no population to support is unrealistic. The current dynamic makes capturing cities very important.
I really like the current dynamic please dont change this.

