• @Oktan: Yes, with Elite AI it poses quite a challenge to know that you will be at war with the entire AI world regardless what you do.


    Further, the game lacks tools to improve your reputation. In the old stand alone 'Making History', you could do a bunch of things to improve relations, like send gifts (goods or troops or provinces to the AI. I mentioned the old 'Making History; , bc this game and the other Bytro war games are much alike.

    Yes, I agree, without additional options from the deal with AI, we only have eternal wars. This game is about conquering and fighting. fighting with AI is boring after 3 days with the desire to throw a map into the archive.

    If they wanted to introduce additional elements from AI they must take into account, give players tools that will allow us to act.

  • I see more potential in S1 than most of the other games in this series:

    1. the introduction of open roads makes maneuver a more significant factor,

    2. maximum rank limits, especially good on the tutorials.

    3. adding AAA, even tho not historically accurate, gives an additional counter to enemy air.

  • @Oktan: Yes, with Elite AI it poses quite a challenge to know that you will be at war with the entire AI world regardless what you do.


    Further, the game lacks tools to improve your reputation. In the old stand alone 'Making History', you could do a bunch of things to improve relations, like send gifts (goods or troops or provinces to the AI. I mentioned the old 'Making History; , bc this game and the other Bytro war games are much alike.

    I wouldn't mind that option of giving gifts for AI. I don't know if the game tracks the AI's resources or not, but it'd be cool if say the game detects they're low on this resource, you could gift them something for better relations, or gift units for their wars against humans. I usually don't take that kinda stuff far cause it's a lot of work to do, but I agree that there should be something to help Popularity and make it more vital in the game

  • 2. maximum rank limits, especially good on the tutorials.

    Yes, but then reversed pls!


    Minimum ranks are required more than maximum ranks.


    As long as Bytro keeps attracting the wrong type of player with the wrong type of marketing, maps will be flooded with dimwits that come by for half a day to never return.


    Besides, the Flanders map is more of a challenge than the Great War, so I am sorry that I can't play that one anymore.

    Haven't played the 3rd one yet.


    In connection with my post about a new ranking system: there should be maps with rank requirements that should be really high, to prevent the players like I mentioned in my post about ranking from entering.... Until a good new ranking system is in place, those ever returning, always inactive-going map-trolls should be warded off somehow.



    A suggestion in that respect: use average score per map as an entry barrier. Should be simple enough to program into the entry requirement of a map:


    If ((cumulative score/number of maps joined)>X; Entry allowed; not allowed)


    That could also be the basis for a new ranking system, to prevent map-trolls attaining a high rank from map farming, while never playing.

  • In connection with my post about a new ranking system: there should be maps with rank requirements that should be really high, to prevent the players like I mentioned in my post about ranking from entering.... Until a good new ranking system is in place, those ever returning, always inactive-going map-trolls should be warded off somehow.

    The third map is exactly that. It's basically a Flanders front map, but with higher requirements to join the map. One needs to be at least lvl 20 in order to join that round

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  • Yes the third map serves exactly that purpose that is demanded, a battlefield only for veterans. The normal Flanders Front map instead is the tutorial map, so it can't have any minimum requirements.


    Regarding the AI feedback: The team is planning to improve and normalize how AI behaves, so look forward to some improvements there.

  • The third map is exactly that. It's basically a Flanders front map, but with higher requirements to join the map. One needs to be at least lvl 20 in order to join that round

    Good, Haven played the 3rd one yet. However, rank 20 is not really a barrier for map-trolls.

    This being a game requiring some dedication, I think serious players would be served with a map-troll-free environment.

    The dedicated players (whether good or bad doesn't matter; the dedication does however!) surely love it to play with less inactives.


    It therefore might be an idea to have another Veterans Front map (until a 4th comes out) with a significantly higher entry requirement.

  • Troop behaviour while waiting.


    Say I have an army on 'waiting' in a spot for a number of hours.

    But while they wait, their position is attacked.


    In the current case, which triggered the question, I have 1 garrison holding a position and I had a 2nd army waiting to depart in a few hours.

    I see the garrison. in the spot under attack, stating it is fighting back (attack w/o timer).

    The 'waiting' only states it is 'waiting'.


    Does the waiting army also defend? It is in the same spot after all.

  • Hey Pontus,


    If I understand your question correctly, your waiting units do take hits when the tick hits. Altough that little icon is not always there, your troops also should attack the enemy units back while waiting, if they are close enough.


    Once the battle is over your troops will start moving to their destination as you cannot retreat from battle.

    Community Support

    Supremacy 1: The Great War | EN Main Administrator

    Supremacy 1914 | NL Moderator

  • Being a long time CoW player and having played CoW 1.5 I have now played S-1 and the original Supremecy 1914/


    S1 is superior to 1914 by a lot.

    1.

    the tone down in the fortresses is good, probably should change the name to Entrenchment to fit with the theme of WW1

    2. The graphics are great looking on the lowest scale which is needed many times because the summary labels block the positioning of the units,

    3. I get a lot of cases where going from one city to another the display at the bottom shows one on top of the other, this is a display bug.

    4. the constant popping of enemy forces behind your lines is not only annoying but it is also contrary to the theme of the game as it reflects more of the partisan activity of WW2 than that of WW1. Please end it.

    5. Terrain modifications needs to be spelled out

    6. Likewise the artillery, aircraft and ship Efficiency Damage factors to counter mass numbers of units needs to be applied to those categories. A force of 50 planes can be overwhelming more like carpet bombing in WW 2,.

    7. Not being able to use goldmarks on research is interesting in a limiting manner. Not sure of one at a time is the right way to go. I do like that you can queue them.

    8. Why are main cities none resource oriented. Makes no sense since cities is where the industry was located in the early 20th century,

    9. The propaganda buildings are way too long to make and not as effective for the cost or time.

    10. Aerodromes are too fast to build.

    I1. It appears that the major roads on the map are superior in speed to the railroads, which makes no sense.

    12. Time balance needs to be looked at, you can build a bunch of low level units very very fast and they can be very effective in the instant reaction to a situation where as the higher level unit may take 3 times as long and have the same bulk combat effectiveness though not the upkeep cost.

    13. Upgrade of units needs to be handled some way.

    14. I do not know if the introduction of manpower is a design plus here.

    15. in 1914 you had the matching of 2 or 3 resoures and you could balance off one in favor of another. That is gone in S-1,

    I think it is a cute function but again not very realistic.

    16. Many people have commented on the problem of the popularity triggering the AI to go nuts on you.

    a. you should not be able to get RoW and Shared Maps with AI countries period.

    b. They should rarely go to war against a superior country. In CoW had a silly case of Luxembourg declaring war on Germany just as it was about to close in on winning the game. This could happen here as well.

    c. Suggest you relook at the diplomatic interactions.

    17.The domination of torpedo boats, is not good, they did have destroyers in WW2.

    18. Planes are too powerful

    19. Would be nice if Railroads had some positive impact on resource production/availability.

    20. you might want to consider increasing the time of unit construction outside of the home land. this makes the core home more valuable as well as brings in the importance of railroad which was actually a major factor in the going to war in WW1 in the first place.


    There is some comments,.

  • It therefore might be an idea to have another Veterans Front map (until a 4th comes out) with a significantly higher entry requirement.

    a very good idea,

    unfortunately, the exact opposite was inacted:

    there is no Veterans Front map.

    ALL maps are open to first time quitters.

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