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Yes, HC should have research queue. Another problem with queuing is that spy costs default. Spy costs should be consistent to the rest of the game design and be a logistic rate instead of a lump sum at day change to avoid queuing purchase conflicts. If someone is expected to pay money for a premium account than at least the interface should be seamlessly user friendly with the premium features. I think premium accounts should have double speed production and research and microtransactions should…
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I think the single best design change would be getting rid of pathlines and allow units free ranged movement by x and y coordinates. There are many different paths supremacy could take to becoming a more unique and better wargame. Sadly, I think innovative design has run against a brick wall. >dudes, I got it! supply crates that like raise the units to level x and stuff! the idiots will make us millionares. It's literally like playing pokemon go in ww2. I think that the more realistic and brutal…
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One step forward!
PostFixing poor design is a monumental achievement? I would have been happier if South West Africa didn't have 5 double resource provinces. Save your celebratory themed post until all your poor design flaws have been handled, current bugs fixed, and stats rebalanced. I don't doubt that CoW is grossing more than the other Supremacy variants combined by now and yet real innovative development here has halted for over 6 months.
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Tutorial
PostThis thread is for commentary and criticism on the FP tutorial. -The economic advisor should direct new players to build infrastructure in all resource provinces after completing barracks within the cities. -New players should not receive medium tank units.
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I'm sure a game operator would be forgiving if you made a game issue report from the support link at the bottom of the main page. With your round ID included and details of what occurred. The gold buttons should have a toggle so that they can't be hit accidentally. Would be especially helpful to shut off gold use for certain moderated rounds.
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They literally uploaded the graphics changes to FP rounds on Tuesday. Without much time to actually test we still reported the host of glitches. Developers ignored us and the glitchy patch was uploaded to standard rounds today (Wednesday, a day after release to beta). There is a communication disconnect and the company should monitor their beta-test subjects in order to not crash the engine every week when they pull an update. 'Measure twice and cut once' so to speak.
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What is up with changing unit commands over and over. Choose a format and stick with it Devs! Noone was complaining that there wasn't a "choose 1 unit of this type" button in our menu. It is clutter and causes glitches (I've noticed it jumps back to unit total when I attempt using the slider, can work around by making slow corrections) due too to much resources within a single application window.
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I think armored cars should be renamed reconnaissance regiment. They should offer even greater line of sight and be just as fast as motorised infantry. Consider them a mix of armored cars and motorised/motorcycle infantry. They should have 150% the soft attack of infantry and basically be used as recon. 25% penalty in mountains and cities as they are half soft themselves.
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Yes, that sounds like bugginess due to the 'enemy' player having already routed onto your province before you joined the game. Needs to be fixed. An AI peace period or (major AI nation peace period) would be an easier fix and keep this from happening. Also, retardedly long peace periods need to be indicated in game details so that I don't join these nonsense rounds inadvertently!