Posts by Arcorian

    Hey nemuritor98,
    Again thank you for sharing your feedback and ideas. It is highly appreciated!

    There are more factors to production times than just the level of the production building. Morale in the provinces are likely to be different as well, which will alter production times between those provinces as well.


    In the end it kind of comes down to a matter of consistency I suppose. Right now, when you select multiple provinces the production time will not be displayed. If that was different and production times would be displayed in those rare cases where all factors are exactly the same and production times are indeed equal, players would likely be confused why it is displayed sometimes and why it is not at other ocasions. Or they start wondering why is it not displayed? What is different? But don't get an indication displayed either.


    I fully agree that it would be great to have the production time displayed when selecting multiple provinces, but that needs a proper and consistent solution in terms of display space, usability. Until a feasible solution is found there, I think the current setup works best, although not perfect.

    Thanks for the report guys, we will look into it.

    For now the following workaround should help:

    • Start any round (maximized Chrome window)
    • Go back to game menu (e.g. to check ranking and stats of another player)
    • Resize your window then go back into the game.
    • Resize window again to fix (world map is displayed again)

    Seems to work... I edited your post.
    Can you check whether it works for you as well?

    Just click on the image icon in the bar above your post and add the url to your gif "https://i.gyazo.com/b717154a780f91af9bf0960cc633417a.gif" in the "link" section".


    Alternatively you can use the following BBCode:

    Code
    1. [img]https://i.gyazo.com/b717154a780f91af9bf0960cc633417a.gif[/img]

    In the extensions allowed I see .gif as one of them, however I think we have a problem here, a full extended gif of Gyazo weights around 10MB, right now I'm not sure the exact limitation but I don't think it goes over 2MB, would it be possible to improve that so we can add gifs?


    Do we have other options that creates easy gifs with less weight? The same gif in .mp4 weights about 3MB but I understand that you wouldn't allow the upload of .mp4 files.


    Additional info: in the Gyazo settings I have Gifs set up to 1280x720 final resolution

    Hey there nemuritor98 ,
    I am not sure what this gif is supposed to share (I assume for bug reporting?). Maybe uploading the gif at different site and sharing it here might be an option.

    PS. It would be nice if you considered the possibility of creating Kronstadt :saint:

    We took another look at the Kronstadt suggestion. Kronstadt is too close to St. Petersburg on this map. We might add it to other maps, where the scale allows it. But for this map we figured St. Petersburg is more recognizable and important to be on the map than Kronstadt.

    Hello PACCBET and everyone else ,


    first and foremost, thank you all for taking the time an provide such high-quality feedback. It is highly appreciated and helps us a lot!


    Maybe I can share some insights on the topic.


    When the team designed “Fall of Empires” they wanted to avoid countries that span the entire globe, but at the same time wanted to be as historically correct as possible.

    To achieve this, we fall back to historic power structures for countries like the United Kingdom and removed some Dominions and Protectorates from its direct territory. These countries, like the United Kingdom, France or Russia, still remain very big countries and more difficult countries to play. Keep in mind that it gets more difficult to play a country the more provinces it owns (e.g. penalty factors).

    On the other hand, this generates buffer nations and territories all players (incl. those playing smaller countries) can conquer, without having to declare war to one of the empires right at the start.


    To sum it up:


    - It makes the big countries easier to play (more manageable)

    - It creates buffer zones between countries

    - It creates territories to conquer


    Regarding Finland:


    Finland acts as a buffer nation to Sweden. Finland used to be a very autonomous, if not the most autonomous territory in the Russian Empire in those days. Following suite with what I mentioned above, it suggested itself to use Finland as a buffer nation. The fact that Finland and the German Empire supported each other during the war (there were even Finish units fighting for the German Empire) adds to that train of thought.


    It would be great to hear if you can follow these arguments and whether you think that adjusting these historical facts in favor of gameplay is reasonable and a good way to deal with it.


    Regarding the city names:

    We will look at the ones you mentioned here. Again, this is extremely helpful for us. If you find anything else in this regard, please do not hesitate to add them to your list. Especially Russian and Ottoman cities are rather tricky.


    In general,…

    ...would you say that you enjoy playing the Russian Empire, or is there something that bothers you about it? Would be great to hear your suggestions.

    Hello PACCBET ,
    Thank you for sharing this wiht us. We highly appreciate the time and work you invested to present these experiences. I can assure you that the team took note of your feedback and I encourage you and everyone lese to keep on sharing your game experiences here with us. This helps the team tremendously to continue to tweek and develop the game.

    Hey guys,

    Thanks a lot for sharing your feedback on "Fall of Empires" with us. Just to underline what Jacques Thomas already indicated, we are following this thread and are glad for how constructive you discusse all the apsects here.

    Keep sharing your experiences through out your games please, as it helps our game desiners quite a lot. :)

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    Attention, Generals!

    The last update happened just a week ago, and here we are again with the next update for Supremacy 1: The Great War! Today’s update brings another round of balancing changes and bug fixes.

    Player ranks were adjusted, including rank requirements for certain maps. Some of you might have noticed a promotion, which was no mistake. Privates are promoted to Lance-Corporal with level 6 now and all following ranks follow suit. For example, players are now promoted to Corporal at level 16, instead of level 21.

    In addition to the ranks, several adjustments to the AI were made. You will notice that the mood of AI countries at the beginning of a game round changed in newly created games. There are less AI countries with an extremely negative or positive mood towards your country. This makes it less likely that a bigger group of AI nations declares war on you right at the start of the game. We also adjusted how active AI countries are on the different maps. While the AI is less active in Tutorial maps, to give you room to breathe and learn how to play the game, the AI is more active on other maps, to provide more experienced players a challenging game experience.

    Last but not least, the expansion penalty was adjusted and reduced on some maps. The reduction varies depending on the map. While the expansion penalty kicks in with a higher number of provinces owned by a player on the tutorial map, on other maps the penalty kicks in earlier, but grows more slowly with each additional province. You can find more details for specific maps and the complete overview about today’s update in the list below.

    Balancing:

    • We adjusted the Private rank requirements on 2020-08-20. All players with level 1 to level 5 have the rank Private (Before: Level 1-10). All following ranks are awarded 5 levels earlier now, but no other changes were made.
    • The rank requirements for some maps were adjusted.
      • [Tutorial] - Europe 1914: Available with level 1 (Private)
      • The Great War: Available with level 1 (Private)
      • Fall of Empires: Available with level 6 (Lance-Corporal) instead of 1
      • 1917: Flanders Front: Available with level 16 (Corporal) instead of 11
    • The effect that neighboring provinces of your own country have on a province was adjusted on some maps.
      • [Tutorial] - Europe 1914: The neighbor effect was reduced.
      • Fall of Empires: The neighbor effect was increased.
      • 1917: Flanders Front: The neighbor effect was increased.
    • The expansion penalty factor was reduced on some maps.
      • [Tutorial] - Europe 1914: Expansion penalty starts with a higher number of owned provinces.
      • Fall of Empires: Expansion penalty starts with a lower number of owned provinces but grows more slowly with each additional province.
      • 1917: Flanders Front: Expansion penalty grows more slowly with each additional province.
    • The AI starting mood was adjusted for all maps.
      • The starting mood of AI countries towards a player’s nation was made less extreme. Fewer AI countries have an extremely negative opinion of a player’s nation on day 1 and fewer AI countries have an extremely positive opinion of a player’s nation now.
      • This change was made for all maps, but is slightly stronger for the [Tutorial] - Europe 1914 map.
    • The activity of the AI per in-game day on all maps was adjusted.
      • [Tutorial] - Europe 1914: The AI has 2 sessions per in-game day (previously 9).
      • The Great War: The AI has 5 sessions per in-game day (previously 9).
      • Fall of Empires: The AI has 8 sessions per in-game day (previously 9).
      • 1917: Flanders Front: The AI has 10 sessions per in-game day (previously 9).
      • NOTE: AI sessions happen randomly during an in-game day and are not set at certain times during the day. They can happen minutes or hours apart from each other.
    • The costs for Barracks, Factories, Heavy Industries, Aerodrome and Harbors were adjusted.
      • The money costs were changed to Level 1: 1,000, Level 2: 2,000, Level 3: 5,000, Level 4: 12,000 and Level 5: 25,000 (previously Level 1: 5,000, Level 2: 3,000, Level 3: 7,000, Level 4: 14,000, Level 5: 22,000).
      • The costs now include a third resource type (Level 1: 1,500, Level 2: 700, Level 3: 1,400, Level 4: 2,000, Level 5: 3,000).
    • The movement speed of units on enemy territory was reduced to 40% instead of 50%.
    • Damage to buildings (except harbors) and Morale is only applied when fighting in the province core.
    • Harbors get damaged when the fight takes place close to the harbor instead of the core.

    General:

    • To indicate the Money production bonus given by Headquarters and Propaganda Offices, an icon was added to their building info panel on Mobile devices.
    • The resource bar on Mobile devices now includes indicators that inform players about the trends of their resource productions.
    • The production button in the province bar is now greyed out and the notification text “No buildings” is displayed if no production building is available in the selected province.

    Bug fixes:

    • An issue on mobile was resolved, that caused the displayed resource costs to be displayed incorrectly. In some cases, costs were displayed as 2K grain, 2k wood, and 4k cash, instead of 1.5K grain, 1.5k wood, and 4k cash.
    • A bug was fixed that could cause an error message to be displayed when reloading a Gas Artillery in aggressive fire mode.
    • A bug on mobile was fixed that caused the army label of retreating units to be displayed incorrectly.
    • A bug was fixed that caused the construction and production panels to remain visible when a player entered the shop.
    • A bug was fixed that prevented sliders in the game from functioning correctly.
      • Sliders now also work with a single click. Dragging and dropping a slider is not the only method to set sliders anymore.
    • A bug was fixed that prevented the bonus ribbons for some shop offers from being displayed correctly.

    We hope you like all the changes and bug fixes of today’s update and wish you and your troops all the best on the battlefield!


    Your Bytro Team

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    Attention, Generals!


    Today’s update brings several bug fixes for Supremacy 1914. One of the bugs that is fixed now, are the sliders in the game. Yes, sliders. Your wiggly friends. Where sliders are available to adjust values, you can now set them by one simple click! Dragging and dropping the slider still works, but you can also just click on a point on the slider to set the value now.


    For a complete overview of today’s changes, please see the following list below:


    Bug fixes:

    • A bug was fixed that prevented sliders in the game from functioning correctly.
      • Sliders now also work with a single click. Dragging and dropping a slider is not the only method to set sliders anymore.
    • An issue on mobile was resolved, that caused the displayed resource costs to be displayed incorrectly. In some cases costs were displayed as 2K grain, 2k wood, and 4k cash, instead of 1.5K grain, 1.5k wood, and 4k cash.
    • A bug on mobile was resolved that could cause the game to freeze when pausing certain buildings and clicking the info button.
    • A bug on mobile was fixed that prevented the construction costs of buildings from being displayed in the building details panel.
    • An issue was resolved that prevented some texts in the “Building Effects” section of some building descriptions to be displayed correctly, when trying to build them in a province.
    • A bug was fixed that prevented the bonus ribbons for some shop offers from being displayed correctly.

    We hope you like today’s updates and wish you and your troops victorious endeavours on the battlefield. And do try those sliders, we beg you.


    Your Bytro Team

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    Attention, Generals!


    Today’s update brings a major map visual overhaul for Supremacy 1! Countries and their borders are much easier to distinguish from one another, potential revolts are visualized on the map, connections can be seen much easier and selected provinces are highlighted much clearer on the map now.


    We also introduced a big number of quality of life improvements and bug fixes for our mobile generals and made several balancing adjustments to the game. One major change for example is that tutorial game rounds now run up to 20 days instead of 15 days.


    For a complete overview over all changes of today’s update please see the list below:


    Map:

    • To make it easier to distinguish countries from one another on the map, country borders were adjusted.
      • Country borders are now more prominent through size, color saturation and a drop shadow.
      • At far zoom levels, an inner glow / color gradient was added to a country's border.
      • The saturation of the country colors now increases when zooming out and decreases again when zooming in to make sure that terrain is still visible at lower zoom levels.
    • Terrain
      • In order to make the map more easily readable at far zoom levels we made the terrain graphics more prominent when zoomed in and less prominent when zoomed out.
    • Connections
      • The way connections are displayed was adjusted to improve readability of them. Connections on all terrains, especially on water, are now easier to see on the map.
    • Province selection
      • The province selection style was adjusted. Selected provinces are now highlighted clearer on the map.
    • Fog of War
      • We improved the style of the fog of war / vision range indicator.
    • Potential revolts in a province are now visualized on the map with a pulsing red outline.

    Balancing:

    • Money was added to the upkeep costs of all level 3, 4 and 5 units (except spies, scouts and balloons).
    • Upkeep costs now do not include resources that are part of the production costs.
    • The main damage dealt by Artilleries and Howitzers was reduced.
    • The special weapon damage of Grenadiers (attack and defense) was increased.
    • The air damage of Balloons (attack and defense) was reduced.
    • The time limit for the tutorial map was increased. Maps now run up to 20 days instead of 15 days.
      • To balance the longer running time of the tutorial map the victory conditions were adjusted. Players now need 250 Victory Points for a solo victory and coalitions need 600 Victory Points for a team victory.
    • These balancing changes affect only newly created game rounds. Game rounds created before this update are not affected.

    General:

    • The split command popup was reworked and has the same style as the army bar.
      • The total value of each unit type is displayed in the popup now, to make it easier to evaluate the split armies.
    • On mobile, we added a clickable link to the “fighting” information in the army bar that selects the target army/province on the map.
    • We changed the wording in the buy/sell popup of the stock market to make it clearer who is the seller and who is the buyer.
    • We changed the resource bar on mobile to include the player's nation profile and relocated the Gold balance and button.
    • The capital indicator on Android and iOS was removed from the map, as capitals do not need a special indicator anymore to be highlighted as the capital of a country.
    • When adding a building or unit to the construction/production queue on mobile an information popup appears, should needed resources be missing.
    • An icon is displayed on units or buildings in the construction/production queue when needed resources are missing on Android and iOS.

    Bug fixes:

    • The description for High Command in the Supremacy 1 shop on mobile was adjusted to point out that the Building queue is a feature available with High Command membership.
    • An issue was resolved that caused offers at the edge of the screen from not disappearing and duplicating for some players on Android and iOS.

    We hope you like the new look of the map and all the other adjustments and bugfixes. We wish you best of luck on the battlefield!

    Your Bytro Team

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    Attention, Generals!


    Today’s release brings a lot of quality of life improvements for our mobile generals!


    The army and province info popups received an overhaul and got a lot of information added to them. The information available at your fingertip allows you to base your decisions on the latest intel there is, no matter where you are.


    A new feature was implemented today that automatically adjusts the image quality in the Supremacy 1914 app according to the memory available on your mobile device. This might slightly lower the image quality on low end devices but will significantly increase the performance of the game.


    Although a lot was done for our mobile generals, many changes affect desktop generals alike. Like the change made what allies can protect your provinces from 3rd parties when you are not around to defend them yourself. Now only close allies which you trust with “shared map” or “shared intelligence” can help you out at the homefront, befriended nations which you only gave “right of way” won’t be able to counter an enemy attack on your province anymore, unless they declare war on the enemy themselves.


    These are just some changes of today’s release, for a complete overview, please check the list below:


    General:

    • The army info popup on Android and iOS was reworked and additional important information added to it.
    • The province info popup on Android and iOS was reworked and additional important information added to it.
    • Only close allies block 3rd party units from conquering an ally’s province.
      • Nations with “shared map” or “shared intelligence” block 3rd party units from conquering provinces, while nations with “right of way” don’t do so anymore. This change was made to address the issue that 3rd party units were blocked from conquering provinces when their ally had “right of way” with the attacked nation.
    • On mobile, image quality is now automatically adjusted according to the memory available with a device to improve performance.
    • The app on Android and iOS was renamed to “Supremacy 1914” to make it easier for players to immediately identify/find the app on their mobile devices.
    • “Army Strength” was renamed to “Garrison Strength” in the province morale tooltip to make it clearer that the strength needed to suppress a revolt is calculated differently from the army strength.
    • Explanatory headers were added to the buy and sell tables of the stock market on mobile.
    • Buy and sell tables of the stock market on mobile now have expandable panels to hide/show offers.

    Bug fixes:

    • A bug was fixed that caused the displayed production time and the actual production time on speed maps to not be consistent. The displayed production time now matches the actual production time on speed maps.
    • An issue was resolved that prevented amounts of resources being displayed with a red font on mobile when a player lacked resources to build or construct something.
    • A bug was fixed that could cause victory points being hidden in the resource bar when the game was played at certain resolutions on desktop.
    • An issue was resolved that caused units to be displayed in an incorrect size on desktop and mobile. With the fix, units are now displayed slightly bigger on the map.
    • A bug was fixed that prevented the province bar of several provinces on the Dominion Mesopotamia map from being displayed. The province bar is now visible for all provinces on the Dominion Mesopotamia map.
    • Starting units in the Arms Race event do not include naval units anymore.
    • A bug was fixed that prevented vital information in the game info panel on mobile from being displayed. Game info panels now display all available information again.
    • Multiple typos were fixed in the EN version of the game.

    We hope you like all these changes and bug fixes and wish you best of luck on the battlefield!

    Your Bytro Team

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    Attention, Generals!


    Today’s release marks the public launch of the Supremacy 1 mobile app for iOS and Android! Head over to the respective store page now and download the app on the device of your choice. To celebrate this milestone we also include lots of changes and new content in today’s release: new units and buildings, a new map and further improvements to the UI on mobile!


    The new detailed historical world map “Fall of Empires” puts up to 28 players on a global stage. Fight for your nation on all continents, protect your overseas territories or establish an empire on which the sun never sets!


    The new Super Heavy Tank brings additional strategic options to the battlefield. Use this behemoth and its remarkable durability to wear down your enemies over time or bypass them to attack them from the back lines.


    Last but not least we moved on with our rework of the user interface on mobile to improve the readability and usability of the UI in terms of visual hierarchy, grouping of elements, information display and distinguishability of input/interaction points. Today’s release also includes the improved versions of the army and province bar on Android and iOS.


    These are only the highlights of today's release. Please find a complete overview of all updates, adjustments and bug fixes in the list below:


    New Features:

    • The new map “Fall of Empires” was released to Supremacy 1.
      • “Fall of Empires” is a detailed historical world map for 2-28 players.
      • On this new map you face your opponents on every continent, turning each match into a truly global conflict.
      • “Fall of Empires” encourages unique play styles for each nation: Especially imperial empires like Britain play significantly differently compared to "compact" nations such as Argentina.
      • Provinces are not equal in importance: Urban provinces are of high value in terms of money income, some provinces are economic centers while other provinces are of high strategic value featuring bonus victory points for the player controlling them
    • The new Super Heavy Tank was released to Supremacy 1.
      • The Super Heavy Tank extends the range of heavy units as a powerful elite unit.
      • The tank features the highest amount of hitpoints in S1, allowing it to survive even the fiercest battle.
      • Enemies fighting this behemoth will find themselves locked in combat - allowing the tank commander to bring in reinforcements or bypass the battlefield and attack the back lines.
      • When sending Super Heavy Tanks to the front, keep in mind that they have a hard time moving through mountains, swamps and urban terrain.
    • We introduced a new building: the Airstrip
      • Airstrips allow you to land, refuel and start planes, but don’t allow you to build them there.

    UI:

    • A new UI style was implemented for Android and iOS
      • The new style improves the readability and usability of the UI by improving the visual hierarchy, grouping of elements, information display, distinguishability of input/interaction points.
      • We reinforced the game’s theme through the UI with the use of appropriate textures, shapes, images and other decorative design elements.
      • We improved the style consistency of the UI in general.
      • The new style improves text contrast and makes buttons stand out more.
      • We reduced the number of steps required for carrying out certain actions.
    • The army bar was improved and matches the new UI style.
    • The province bar was improved and matches the new UI style.

    General:

    • Only close allies block 3rd party units from conquering an ally’s province.
      • Nations with “shared map” or “shared intelligence” block 3rd party units from conquering provinces, while nations with “right of way” don’t do so anymore. This change was made to address the issue that 3rd party units were blocked from conquering provinces when their ally had “right of way” with the attacked nation.
    • We made changes to the resource production of provinces on the “Europe 1914” map:
      • We decreased resource production in ‘double production’ provinces from 12,000 to 9,000.
    • We increased resource production in ‘normal provinces’ from 2,000 to 4,000.
    • We have adjusted the Russian provinces on the “Europe 1914” map to fill the full map and removed some neutral provinces in the process.
    • The appearance of Assault Infantry units was reworked.
    • The sub-heading in the army bar now states “Under Attack” instead of “Attacking” when a unit is under attack and has no attacking target.
    • Images of all units were replaced by high definition images to avoid blurry effects when zoomed in to the closest level.
    • Image quality is now automatically adjusted according to the memory available with a device to improve performance.
    • Explanatory headers were added to the buy and sell tables of the stock market on mobile.
    • Buy and sell tables of the stock market on mobile now have expandable panels to hide/show offers.
    • Victory Points shown on the map now have the same style as the Victory Point icons and are displayed slightly bigger.
    • “Army Strength” was renamed to “Garrison Strength” in the province morale tooltip to make it clearer that the strength needed to suppress a revolt is calculated differently from the army strength.
    • The app on Android and iOS was renamed to “Supremacy 1” to make it easier for players to immediately identify/find the app on their mobile devices.
    • We reworked the display of province centers to be more prominently visible. The 'metal caps' now used to indicate province centers will change size and style when fortifications are also built in the respective province.
    • The collapsible “More Info” description of the morale section was updated and set to expand by default to make sure that players don’t miss vital information.
    • The Game Manual was removed from the head-up display (HUD) on Android and iOS. It can now be opened from the “more” button of the main menu bar.
    • A “Sign in with Apple” option was added for desktop and mobile.
    • Additional starting units were added to the Tutorial map.

    Bug fixes:

    • A bug was fixed that caused the displayed production time and the actual production time on speed maps to not be consistent. The displayed production time now matches the actual production time on speed maps.
    • A bug was fixed that could cause victory points to be hidden in the resource bar when the game was played at certain resolutions on desktop.
    • An issue was resolved that caused units to be displayed in an incorrect size on desktop and mobile.
    • A bug was fixed that could prevent players from finishing the advisor task “Build Armored Car (lvl1)”.
    • An issue was resolved that prevented units from being displayed in one of the tutorial steps due to an incorrect zoom level.
    • A bug was fixed that caused the wrong image for propaganda offices to be displayed in the constructional menu on desktop.
    • Multiple typos were fixed in the EN version of the game.
    • A bug was fixed that prevented vital information in the game info panel from being displayed. Game info panels now display all available information again.

    For the new “Fall of Empires” map we are looking for active, dedicated Supremacy 1 players who would like to help us by participating in a vicious, intense and ambitious test round. If you are an active Supremacy 1 veteran, fluent in English, think you are able to find every single flaw on that new map and have a Discord account, please apply through this form right now (until August 13th 2020 at 09:00 am CEST!!!).


    We hope you enjoy the launch version of Supremacy 1 on Android and iOS and wish you best of luck on the new “Fall of Empires” map!

    Your Bytro Team