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  • Quote from RogodeterSnowl: “Just happened again - this time the cause is well defined - my Share Intel partner wandered around with subs on Aggressive mode and ran into one of mine (in normal mode). His sub attacked mine which I think should not happen if you have ROW, Shared Maps or Shared Intel. I have asked him to move his subs in Offensive mode since he is already at war with the ships he is targeting but the point really is that you should not have to be in coalition to get the protection i…

  • Skins as an additional revenue source was discussed and considered. We are not opposed to trying that. But it is still alot of work with an uncertain outcome, so that's why other things usually took priority. Maybe it can be tried in the future or combined with other ideas.

  • Historical World War 1.5 rounds end after 56 ingame days.

  • Popularity balancing

    freezy - - Bug Reports and Issues

    Post

    Not declaring war before attacking does not add any negative modifier, so its the same if you declare war or just attack (since November 2019). Each action in the game adds either a positive reaction or a negative reaction to the AI, with a certain reaction value. The popularity percentage is then calculated via this formula: (positive reactions +1) / (positive reactions + negative reactions +2) Meaning if declaring war would add +1 negative reaction (just a hypothetical number, can also have de…

  • Sorry for the inconvenience. IPhone6 is unfortunately a bit old. We are working on a low performance mode which should help older devices to run the game. Btw one more thing you could try is accessing the game from a mobile browser on your phone (same adress as on desktop)

  • AI war

    freezy - - Suggestions / Criticism

    Post

    No, getting war declared on to you grants you a popularity bonus, declaring war back does not have any effect in popularity. See release notes from November 27, 2019.

  • Nice ideas, but with current mechanics not possible. Might be a possibility at some point in the future when we invest dev time into it. The other units which don't have this feature still have merit simply due to the rock-paper-scissors balancing approach. Stealth or scout units are nice but they do not beat all other units, so one still does need the other units to play effectively. If the community is of the opinion that the stealth or scout abilities give too great of a value to units we can…

  • Production levels

    freezy - - General Discussions

    Post

    dissipates within a week.

  • In CoW1.5 the requirement for solo win is 45%. If more than 1 player has more than 45% of the points, then the player with more points wins at daychange. A solo win is never awarded to more than 1 player.

  • This has always been like that for upgrading units. Current game mechanics do not support healing of the unit. We have it in our backlog already to implement that. Can't say if or when it will be done.

  • If you cancel a unit in production that only has 1% of progress left, you will only receive 1% of the resources back. The time values for converting have been set for balancing reasons, not for realism. No values in the game are final of course, we could still tweak them in the future. Canceling is just not supported feature wise yet, so it would have to be coded in. As usual features that need development time compete against other features, depending how much it brings to the game, the amount …

  • Thank you for the report. From the description I can hardly imagine the bug yet. Can you please make a screenshot of your whole screen when the issue appears and post it here? I think everything will be clear then.

  • Building damage is currently bugged (for a long time). The anti building values in the unit details are not correct, they are in practice ~5% of the displayed value. We are currently working on overhauling the damage calculation for buildings to fix this. This is no small feature since its intertwined with the battle calculation, so it will take a bit still until we can release it.

  • Production levels

    freezy - - General Discussions

    Post

    well their only bonuses are the aforementiones production bonus for some days and the additional medium tank and 2 Infs at the start of the game.

  • Production levels

    freezy - - General Discussions

    Post

    This is indeed just the "tutorial bonus" for new players. This will wear off after some days.

  • Quote from Edepedable: “When seen like this the armoured car is more like an 'anti infantry' assault unit than the light tank is and the light tank is more like an 'anti-armoured car' assault unit. At the start of the map it really is the only thing it is better at than other units in the early game. It also has less utility because of its lower speed and as was mentioned before, armoured cars defence against air is more than double that of light tanks. ” This was indeed the balancing intention.…

  • Well let me care to respond to this thread then. Usually we don't respond to these threads because there were indeed too many over the years and it becomes tiresome to answer them nearly every week. I will answer both on the suggestion to put in a gold limit as well as the suggestion to change the business model in order to monetize differently (e.g. unit skins or upfront gold costs for entering rounds). - We won't change the business model of Call of War anytime soon. - We know about the advant…

  • We also like the display in HOI4. It is not that easy to do with our path system without looking strange or cluttering the map, but it is on our backlog of ideas. Maybe in the future.

  • A way to heal troops

    freezy - - Suggestions / Criticism

    Post

    thanks for the suggestion. It is on our backlog of ideas. Maybe in the future.

  • Resource/Unit Balance 1.5

    freezy - - Suggestions / Criticism

    Post

    The amount of units one can produce in CoW1.0 and CoW1.5 is not that different. It may only appear this way because prodution times are much faster, meaning a player cannot constantly keep all production lines busy anymore without running out of resources. It is up to the player to plan ahead and also improve his economy to be able to build more units. But overall the number of units one can build is nearly the same. Btw. with standard resource production at the beginning of the game and conside…