The following changes are available in new game rounds of Call of War 1.5, which are created after the update. This is to not influence any ongoing military operations or strategies in older rounds.
Buildings
Decreased Food cost of Barracks and added Metal cost to Barracks for a more balanced resource distribution.
Decreased costs of Capitol building to make relocating capitals more viable.
Increased manpower production boost from Industry to 120% at maximum level to alleviate manpower shortages in later stages of the game.
Increased manpower production boost from Local Industry to 240% at maximum level to alleviate manpower shortages in later stages of the game.
Slightly reduced construction times of Industry and Local Industry to be more on par with other buildings.
Reduced building speedup costs, because they were too high on later levels.
Aircraft Factory: Reduced refueling time for the first building level to 30 minutes and changed subsequent levels to lower the refueling time by 5 minutes each. This makes Aircraft Factories more consistent with Airstrips.
Researches
Decreased research times of Mechanized Infantry to incentivize researching it.
Decreased day of availability of Mechanized Infantry to make it a more viable alternative in the mid game.
Increased research times of Rocket Artillery to account for fewer researchable levels.
Increased research times of Attack Bomber to account for fewer researchable levels.
Slightly decreased research costs of Attack Bombers to be consistent with its lowered production cost.
Decreased research times for technologies which are available on day 2 (in the base balancing) to better smooth out waiting times between early game and mid game.
Made research times more consistent for units which unlock earlier or later in different Doctrines to adhere to the bonuses specified in the Doctrine overview table.
Units:
Reduced damage of Rocket Artillery & SP Rocket Artillery, because it was just too strong.
Slightly increased cost of Motorized Infantry to better match its strength.
Reduced hitpoints and damage of early levels of Mechanized Infantry to account for its new earlier availability.
Decreased manpower costs of Rockets to account for their one-time use.
Slightly reduced build time of rockets to make them more viable.
Decreased manpower costs of Flying Bomb to account for their one-time use.
Increased Commando’s damage vs. unarmored targets and decreased its damage vs. light armored targets to be more realistic.
Slightly reduced Medium Tank’s damage to account for its rather early availability.
Slightly increased damage of Anti Tank units.
Tweaked damage progression of Tank Destroyer and Heavy Tank to be more consistent.
Decreased cost of Attack Bomber to account for its lower range and hitpoints compared to other bombers.
Increased Attack Bomber’s damage vs. heavy armor to make it more viable.
Increased range of Naval bomber to make it more viable.
Increased damage of Naval Bomber to account for high hitpoint values of ships and to make it more viable.
Enabled Tactical Bomber to land on Aircraft Carriers on level 1, to incentivize carrier usage.
Aircraft carrier: Reduced aircraft refueling time to 30min to be consistent with new refueling times for Aircraft Factories and Airstrips.
Increased Cruiser’s damage vs. aircrafts to make it more consistent with Anti Air.
Increased speed of all ships (including transports) by 25% to make traversal of large oceans faster.
Increased Battleship's and Cruiser's damage vs. structures to make them more viable in coastal control operations.
Reduced unit speedup costs on later levels, because they were too high.
Lowered condition boost costs of select units with higher amounts of hitpoints, in order for their costs to be closer to units with lower amounts of hitpoints.
production costs, especially manpower, for higher unit levels now increase less steeply. This addresses resource shortages in later stages of the game.
Adjusted ranking factors based on new unit roles and unit strengths, since the old values did not reflect the new balancing. Higher unit levels now also grant higher ranking points than lower unit levels.
Misc.
100 player World at War map: Increased the range of positive morale influence of the capital, making the morale penalty max out further away from the capital. This is done to help with morale management on this large map size; future maps will have this morale range adjusted as well based on their map size.
Several menus: Replaced some historical unit names to make them more accurate, based on community feedback. This change affects also existing CoW 1.5 rounds in contrast to the other changes in this list, which only affect new game rounds.
We hope you like these changes and are looking forward to more feedback from you!
72 Replies
4 Jul 2020, 23:43
Today's bugs (reported under bug reports
1) I received a supply drop in a coalition partners province
2) Set a trade for the supply drop province and when I implemented the trade, no menu pop up of what was received if anything for the supply drop. I even posted a unit there in case a unit in the province was required.
3) A tank landing on Pago Pago was apparently caught by my sub, but now the tank is on land and beating the hell out of my sub, which is not allowed to run away???????? Something is really messed up here. Please explain if this is supposed to happen.
"A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton, Jr. "Do, or do not. There is no try" - Yoda
5 Jul 2020, 00:22
OK, I think I found my answer:
This is a Medium tank. The last attack factor is versus subs. (1.0)
Attributes
Strength against armor class
Attacking
4.5
6.5
3.5
2.0
1.0
1.0
Defending
3.0
4.3
2.3
0.5
As my sub is dying I have to assume the tank is getting the 1.0 attack factor.
Here is my sub: ( I believe the third box "blank" is the medium tank)
Attributes
Strength against armor class
Attacking
6.0
2.5
Defending
1.0
6.0
2.5
Therefore, if you see a medium tank disembarking do not attack it, because it will continue to disembark while attacked and once on land your sub is toast, as the tank will go on the attack where combat odds are 1.0 tank versus 0 sub.
This never worked this way in the past that I ever ran across.
"A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton, Jr. "Do, or do not. There is no try" - Yoda
5 Jul 2020, 15:18
Peter Mat wrote:
Today's bugs (reported under bug reports
1) I received a supply drop in a coalition partners province
2) Set a trade for the supply drop province and when I implemented the trade, no menu pop up of what was received if anything for the supply drop. I even posted a unit there in case a unit in the province was required.
3) A tank landing on Pago Pago was apparently caught by my sub, but now the tank is on land and beating the hell out of my sub, which is not allowed to run away???????? Something is really messed up here. Please explain if this is supposed to happen.
1). while supply drops are not intended to appear in allied provinces there is the occasional possibility that this happens due to capture of the province after the supply drop is scheduled.
2). Capturing a supply drop requires capturing the province in combat. Trading for the province does not activate the supply drop.
3). Combat is intended to continue in most cases. Naturally submarines are not very effective against land units. To prevent this in the future be sure to place the sub far enough offshore that the unit cannot disembark.
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 <<<
Thank you, I may not like it, but at least I understand it better. I always thought disembarking stopped when combat commenced (as it is movement), but based on what I saw and you are saying, that is not the case.
"A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton, Jr. "Do, or do not. There is no try" - Yoda
6 Jul 2020, 17:10
I also don't like it that the battle doesn't stop the moment the ground unit has disembarked. Vague memory says it's been like that some time ago, but I'm not sure about this.
Anyhow even if it was, this probably cannot be changed back without other negative effects.
The issue is that intuitively, before running into this trap the first time, players of course think it's a good idea to attack a ground unit that's currently disembarking with a sub. While in fact, currently it only is beneficial if the sub manages to destroy the ground unit before it has finished disembarking.
However, with next release, subs will most probably get a small damage value against ground units. So assumably from then on, it's also good to attack disembarking ground units if the sub heavily damages them before they finish the landing. Which I guess will turn out to be alright, but we'll have to see...
7 Jul 2020, 02:07
Paratroopers?
I landed a paratrooper at an ROW airbase, and did not check the unit stationed there that happened to belong to a third AI that I was declaring war on (they had an ROW also. Both AI's had been in our coalition but went inactive.) Now my paratrooper is on the ground and caught in combat, but is fighting as a plane. In some future update, is it possible to either have the unit automatically convert to a grounded infantry as if it had jumped, or give us a conversion option from air ready to grounded?
"A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton, Jr. "Do, or do not. There is no try" - Yoda
7 Jul 2020, 15:53
Peter Mat wrote:
Paratroopers?
I landed a paratrooper at an ROW airbase, and did not check the unit stationed there that happened to belong to a third AI that I was declaring war on (they had an ROW also. Both AI's had been in our coalition but went inactive.) Now my paratrooper is on the ground and caught in combat, but is fighting as a plane. In some future update, is it possible to either have the unit automatically convert to a grounded infantry as if it had jumped, or give us a conversion option from air ready to grounded?
Codewise not that easy to do due to alot of edge cases and intertwined mechanics. Would be certainly nice to fix, but because of the difficulty of the fix and the rare occurence of this situation it is rather low priority.
8 Jul 2020, 01:26
freezy wrote:
Codewise not that easy to do due to alot of edge cases and intertwined mechanics. Would be certainly nice to fix, but because of the difficulty of the fix and the rare occurence of this situation it is rather low priority.
A player button for manual conversion might be a lot easier to implement and be a applicable to a lot more situations.
"A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton, Jr. "Do, or do not. There is no try" - Yoda
8 Jul 2020, 14:51
Peter Mat wrote:
freezy wrote:
Codewise not that easy to do due to alot of edge cases and intertwined mechanics. Would be certainly nice to fix, but because of the difficulty of the fix and the rare occurence of this situation it is rather low priority.
A player button for manual conversion might be a lot easier to implement and be a applicable to a lot more situations.
We could probably easily add a manual convert button additionally as the feature exists already, but converting does not happen while a unit is in combat (will convert after combat is over) and this is also a mechanic that we won't change. So if you didnt spot your paratrooper being attacked before the attack started, the convert button would not have helped you.
I actually have another use case in mind that speaks more in favor of adding this: Sometimes you may want to move some paratroopers into one of your own provinces that soon will be attacked, such a button would allow you to increase your garrison before the attack started, without the need to drop the paratroopers onto the enemy directly. Will discuss this proposal in the team.
9 Jul 2020, 13:05
The exact level of enemy buildings is still revealed in CoW1.5
Is this intentional?
9 Jul 2020, 13:21
cycle9 wrote:
The exact level of enemy buildings is still revealed in CoW1.5
Is this intentional?
Currently yes. In a future update we will release a new feature that hides unscouted buildings.
9 Jul 2020, 14:28
freezy wrote:
cycle9 wrote:
The exact level of enemy buildings is still revealed in CoW1.5
Is this intentional?
Currently yes. In a future update we will release a new feature that hide unscouted buildings.
Yeah that will be so good like cow 1.0 you must you have to spy on her to see the level of her buildings.
Chaos Elite domine mon grand ! :)
9 Jul 2020, 15:03
Congratulations, we are doing a great job! I'm in love 1.5
9 Jul 2020, 15:05
9 Jul 2020, 15:07
Yeah many updates are so professionel and i think cow can make best than 1.5 in the futur.
Dedication to all who work in this to give us a good game like that, nevertheless it is a permanent job.
Chaos Elite domine mon grand ! :)
11 Jul 2020, 20:37
BALANCES DESTROYERS VS SUBS
In the new balances the destroyers equal the subs in their match up so the
Destroyers are say 5.9 vs subs and the subs are 5.9 vs surfaces/
This is not a good match up, at the least the Destroyers should be 20% higher against the subs. When you are equal it does nothing to counter the spawning of mass amounts of subs since the sub stealth is so much work more than the destroyers and the costs for the destroyers is more.
I therefore appeal for a change to increase destroyers vs subs by 20 to 33% over the base of the subs. Subs should not want to think that they are a 50 50 chance vs a destroyer.
11 Jul 2020, 20:42
Economic balance in new players.. change needed
Comparing the new player economy in the Beta tests what you see is a 50% increase in the month production of the new players. Now while it is a good idea to give new players a boost, you should do so in such a manner that does not make them more of a target for the Veteran players.
When you boost their provinces base production it makes them a real ripe fruit for picking.
Instead I would suggest that you either
a. increase the stockpiles
or
b. increase by a lot the rewards for doing things like building troops and facilities.
12 Jul 2020, 22:31
EZ Dolittle wrote:
BALANCES DESTROYERS VS SUBS
In the new balances the destroyers equal the subs in their match up so the
Destroyers are say 5.9 vs subs and the subs are 5.9 vs surfaces/
This is not a good match up, at the least the Destroyers should be 20% higher against the subs. When you are equal it does nothing to counter the spawning of mass amounts of subs since the sub stealth is so much work more than the destroyers and the costs for the destroyers is more.
I therefore appeal for a change to increase destroyers vs subs by 20 to 33% over the base of the subs. Subs should not want to think that they are a 50 50 chance vs a destroyer.
I'm not sure this is out of balance as the unit convoy has a greater factor versus subs then they used to. In 1.0 I remember attacking un-escorted convoys with no harm to my subs and now I am receiving significant damage. Throw a destroyer into the mix and the sub is playing with fire. Unless your going to make a sub pack it is dangerous for the sub to attack much in 1.5. They are still great scouts and a threat to un-escorted convoys, but the subs seem to take a lot more damage in 1.5 after hitting convoys.
"A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton, Jr. "Do, or do not. There is no try" - Yoda
13 Jul 2020, 00:25
manpower on ships seem out of proportion. Probably way too high for subs and destroyers for sure compared to an aircraft carrier.
13 Jul 2020, 00:48
The manpower requirements being out of proportion to real life are due to game balance. I asked similar in a different thread. if they were IRL proportions some units would likely never be built.
"A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton, Jr. "Do, or do not. There is no try" - Yoda
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