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Stalled Production

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I have a stalled artillery. The factory is undamaged, province morale is 100, and I'm not out of any materials. In the production window, the progress bar for the artillery is full, but red instead of green. What causes this? how can I fix it?

Infantry vs BB-s

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Hey all,

Just wanted to share some of my experience and ask veterans their input. I've entered a big war, having total domination on the sea. My opponents had 4 rail-guns (not in the same province). I had 5 BB-s going. I started with bombarding a small island that had a rail-gun on it. It had level 2 fortress and I've assigned 2 BB-s for this mission. I've killed this rail-gun rather quick (like 2 hours of bombardment). My other 3 BB-s were bombarding his capital, cuz I was almost sure that he produces another rail-gun or BB there. Took me 6 hours to damage his infrastructure enough to move on. My next step was to kill another rail-gun. And that's were my surprise started. First of all I have bombarded this rail-gun for 2 hours straight using 4 BB-s (no fortress) and all I did is a little dent (8% of his conditions got damaged) my BB-s on other hand were bombarded by 2 rail-guns and went down to around 78% conditions. Well I guess he got lucky, it happens I thought. And that's when I had even bigger surprise. 100k of his infantry showed up to fight my BB-s. Well I admit I thought infantry can't kill BB, but man 100 k of his infantry supported by 2 rail-guns fighting in the sea killed 2 of my 5 BB-s and he still has like 20 k left. I would like to hear from veterans how and why did it happen? How is infantry even capable of killing a ship in the water? Both rail-guns took one of my BB-s to 65% conditions in 8 hours and now in 2 hours infantry just killed my common sense :p

Aparece advertencia que en el juego alguien se conecta a dos cuentas

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Hola, pues eso, nos ha aparecido la advertencia en varias oportunidades en los últimos dos días. Juego 933729. Disculpen las molestias y gracias.

Tempo de Recrutamento.

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Olá, gostaria de saber o tempo de recrutamento de cada pronvincias, de produção normal e dupla, e com lvl 1 e 2 de quartel.

Estou com essa duvida pq alem de alguns tempos estarem bugados, uma de minhas províncias de produção dupla, com 100% de moral e sem quartel, recruta a cada 16H, e outra tambem de produção dupla, mas com lvl 2 do quartel, recruta em 8 horas, não deveria ser 4 horas?? já que o quartel ta lvl 2.

Machine guns: A new approach?

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I’m new to this game, and enjoying it, immensely. As an admitted dilettante of military history, it’s a small disappointment that the machine gun is not overtly represented, especially given its fundamental role in shaping how the Great War was fought. At the risk of beating a dead horse, I think I have a workable system that could be incorporated without altering with the game mechanics overly much. Apologies in advance if something similar has already been proposed. When searching the forum, I saw no suggestions along these lines, but that doesn’t mean there isn’t something lurking in the archives that I overlooked. In making these suggestions, I am attempting to firmly keep in focus the strategic nature of the overall game, and not overly imbalance the current combat resolution system in place.

Overview and basic assumptions:

WWI machine guns are primarily defensive weapons, and must be treated as such. They cannot be used in offensive combat due to size and logistics. They are also support weapons, and cannot be used in the absence of screening units. Additionally, their overall effectiveness is in relation to their integration with paired units, so that a player is rewarded for maintaining balanced forces and penalized for having imbalanced forces.

The Unit:

The MG unit is available to be built from a Level 1 Workshop. It is a company sized unit, consisting of 100 men and 16 MG’s spread over 4 platoons. Cost for construction is nominal:

£1,000; 500 Grain; 250 Iron. Build time, perhaps 12 hours at level one, adjusting as other build times do as the workshop is upgraded to factory status.

Logistics:

I have no preference as to whether it consumes additional grain and/or gasoline once built, like other units.

Movement:

MG units may move like regular infantry. In order to begin movement, they must “limber” for 4 hours (similar to Harbor loading) before beginning their move, and when they arrive, they must “entrench” for 8 hours before becoming operational. Newly built units must also entrench for 8 hours before becoming operational. A MG may remain stationary indefinitely in limbered status. A button on the status bar can be used to toggle the entrenchment status. If they are arriving to reinforce a position under attack, then 12 hours are required for entrenching. MG’s forced to fight in a limbered state defend at 10% effectiveness, similar to other units disembarking from ships. MG’s stacked with units that have initiated an attack have “0” effect on that attack, and are subject to loss attrition as outlined in the “Combat” section.

Combat:

MG units may not operate alone. If they are caught unsupported in the open, they are eliminated without loss to the attacker. MG's may be built and stockpiled in unlimited quantities. When a position they occupy is attacked, a calculation is performed prior to any combat resolution. Each MG unit must be screened by 5 strength factors of any type, adjusted for morale. Before combat, the computer compares the ratio of MG units to the combat factor, and eliminates surplus MG units until the combat/MG ratio reaches 5:1 or higher. Once balanced, the computer calculates the ratio of MG units to combat factors: ([actual MG factors] x 5)/[combat strength]. The result is applied as a bonus to the defensive combat factor of the screening units in the following manner: 1:1 ratio = 100% bonus; 1:2 ratio = 50% bonus; 1:3 ratio = 33%, etc. Therefore, a defending unit with 5 combat factors and 1 MG doubles its defense, while a unit of 100 receives only a 5% bonus for a single MG unit, it needing 20 MG’s for a full “combined arms” bonus. MG’s may travel with units that have strengths lower than 5, but if they are attacked, they are eliminated before combat is resolved.

I am undecided as to whether I think this calculation should precede every combat round or not. The mathematics will ebb and flow in the defenders favor as he loses units, but maybe that’s OK, because it simulates the MG company having narrower fields of fire to support their screening units. If that’s unreasonable, then perhaps a re-calculation every 5 rounds is more in order.

Play Balance

It’s possible that adding in this new bonus would make upper level fortresses too strong when combined with MG’s so the fortress may need to be weakened to blunt that effect. Limiting the defensive bonus of the MG to 100% addresses that somewhat, but possibly not enough. Perhaps lowering the bonus of the optimum 1:5 ratio to a 50% defensive bonus might solve that without tinkering with other game mechanics, if that indeed turns out to be a problem.

Concluding remarks:

As an owner of several traditional board-game simulations, I freely admit that there is a certain appeal in seeing lots of different counters, with an array of abilities. While I can accept that the effect is already “baked in” to the combat system, it seems a regrettable omission that there isn't some way to overtly incorporate the weapon into the game. Thanks for reading to the end! Even if these suggestions are never adopted, it was a lot of fun to think through them.

Ich glaub ich dreh am Rad

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Ich wollte etwas Feedback zum "Glücksrad" loswerden. Zunächst dachte ich an Pech, dann begann ich mir die Drehergebnisse aufzuschreiben:

Insgesamt 38 Drehs, 20 einfach auslaufen lassen, sprich NICHT auf Stop gedrückt, 18 Mal auf Stop gedrückt, Bilanz:

2 Mal Goldmark gewonnen(Einmal rund 800 einmal rund 500), 1 Mal Cash(rund 2200 Pfund), 1 Mal Extradreh und sage und schreibe 34 Mal jedesmal jeweils 1 satter Bauplan(also insgaesammt 34).

Es hieß ja das Rad solle ursprünglich dazu dienen, mehr Aktivität zu fördern, also nach diesen Drehs bin ich aber so was von motiviert weiterzuspielen bzw. weiterzudrehn, aber so was von...^^

Σπεσιαλ Χαρτης !

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Καλησπερα,

Γυρνωντας ορεξατος απ τις μικρες διακοπουλες μου σκεφτηκα να φτιαξω ενα χρυσο χαρτη με οτι σπεσιαλ χρυση μπουρδα μας παρεχεται και να σας κερασω μια θεσουλα να βρεθουμε ενεργοι και παλιοι παικτες να περασουμε καλα με οτι αυτο συνεπαγεται (φαπες και μαλλιοτραβηγματα προφανως :p)

Στοιχεια Χαρτη:

- Αφρικη με 18 παικτες
- 6 Ομαδες των 3ων Ατομων
- Ελιτ Νοημοσυνη Υπολογιστη(ΑΙ)

- Χρυστο Πακετο Μοναδων
- Τυχαια Επιλογη Εθνους
- 2 Μερες Περιοδος Ειρηνης με ΑΙ
- 2 Μερες Περιοδος Ειρηνης με Ενεργους Παικτες

- 2 Μερες Περιοδος Αδρανειας
- Χωρις GoldMarks

Απαιτησεις Χαρτη:

- Βαθμος Ταγματαρχη (+)
- Ενεργοι παικτες



Συμμετεχοντες:




  1. [U.R.F] outsider
  2. [U.R.F] efprepios
  3. Crassus_M
  4. [ROUF] T.Lannister
  5. [18+] admiral_paulos
  6. [S.G.A] captainvagos
  7. [ROUF] gioris
  8. -
  9. -
  10. -
  11. -
  12. -
  13. -
  14. -
  15. -
  16. -
  17. -
  18. -





Για να δηλωσετε ποσταρετε εδω :) . Οταν συμπληρωθουν οι θεσεις θα ανοιξω το χαρτη και θα σας στειλω μυνημα με το κωδικο :)

Partita staff contro community!!!

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Dopo la partita offerta alla comunità per celebrare l'inizio di un nuovo ciclo all'interno dello staff italiano e l'ascesa di Rodami a Main Administrator del server, lo staff ha intenzione di offrire un'altra partita ai player di questo server per far sì che questi ultimi possano relazionarsi con i nuovi membri dello staff sul campo di battaglia oltre che in chat globale.

Per questo motivo, offriamo una partita gold 5 vs 5 su mappa europea da 10, 3 giorni di pace tra AI e player attivi e le solite caratteristiche delle partite ally della bytro.

lo schieramento dei Mod sarà composto da:

1) Quiete
2) Spielman
3) Monkey
4) Faber
5) Iug

schieramento community:

1)
2)
3)
4)
5)

per quanto riguarda lo schieramento dei players della community, ci riserviamo il diritto di fare una mini selezione all'ingresso qualora vi dovessero essere troppi iscritti. facciamo ciò affinché la partita sia più' interessante per noi e soprattutto per i prescelti della community. la community può anche scegliere un "selezionatore" purché questo non selezioni se stesso e purché selezioni 5 player provenienti da ally diverse (come è composto il team dello staff) per rendere le cose più' equilibrate.

Vi aspettiamo numerosi!

Saluti

Lo Staff Bytro


Lista Candidati:

Veleno GD
Pesce DEI
Castigamatti DM
Enjoyfree DEI

Epidemia e condizioni climatiche per area geografica e/o stagione.

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Si potrebbero aggiungere delle ondate di epidemie,durante lo svolgimento di una partita:tifo,influenza,colera.
Che colpiscano aree sconvolte dai combattimenti e che sono a morale bassissimo,oppure anche aree dove non si combatte che siano particolarmente povere e non sviluppate(anche di giocatori che sono in alto di classifica).

Questo potrebbe invogliare di più a sviluppare l'economia:chi più sviluppa meno si ammala.


Poi ho letto di qualche altro giocatore che proponeva l'introduzione delle condizioni climatiche per stagione e/o territorio:sono molto concorde sulla cosa.
Pioggia,neve,nebbia,fango,temperature molto sopra e molto sotto lo zero:che mettano alla prova la capacità di resistenza e mobilità di un esercito.

Give Light Cruisers sub-detection abilities

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The first working shipborne sub detection technology was developed during late WWI. It would make sense, then, for there to be a sub-detecting naval unit, especially since submarines can be such a pain. Since it would a job of work to put a new unit in the game, it seems logical to give LC's sub-detection capabilities. This would give them much more late-game use.

Thoughts?

Anti-Cheat for Unranked Games

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I occasionally host roleplay games that are open to the public. I have found that making the game unranked discourages players more interested in easy victories than roleplaying. The downside to this is that some players take advantage of this by multiaccounting to gain an edge. So I am hoping that the developers would make it possible for there to be unranked games without having to turn off the anti-cheat, maybe just a selection for whether it's ranked or not when the game is created. I think this would be a boost to the roleplaying community, who will hopefully not have to put up with as many people ruining the game for everyone.

dégoûté

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Voilà, je vais quitter ce jeu car il fait l'apologie de la trahison et des coups par dessous la table.rien de plus repugnant que de se faire trahir par un pseudo allié qui vous plante un couteau dans le dos apres vous avoir assuré de ses bonnes intention. Deja plusieurs parties que je joues et le scenario se repete, donc j'en conclus que c'est une strategie. Ajouté a cela les goldmaks achetés a gogo pour s' armer avant tout le monde, ce qui cree une difference trop grande entre les joueurs. Bref, un bon jeu , mais pourri et gangrené par la trahison qui est bien l'apage de l'homme et qui a mon avis est le moyen le plus facile pour gagner.

mobile Version umspielbar

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Hy, bin nach 2 Jahren wieder hier und wollte mal die mobile Version testen, aber auf meinem s3 mini sind die äußeren Ränder abgeschnitten, ich kann auch nicht rauszoomen, ist damit praktisch umspielbar, schade:(

This will be my last 1914 game...

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Really ive been having a blast. I joined 2 games about 40 days ago; got 2nd in one and on the other im in first place and most likely going to win. Its actually very interesting diplomacy going on and I cant wait to see how it goes. 906012 if anyone is interested.

Anyway im going to stop playing because of the late game battle mechanics. I cant deal with the micro management of bombardments. Greenland lost 700+ troops because 2 battleships managed to attack him while crossing the pacific. Which is fine whatever. I lost a couple of my battleships because I left for a few hours and they got attacked by infantry. Whatever. Early game I could leave my pc knowing that my vastly superior army wouldnt be destroyed without killing a single soldier because 10 artillery managed to creep out of the fog and massacre them (which is completely unrealistic. Most troops survive heavy bombardment just look at the battle of verdun or the somme). Or that a couple enemy battleships arent going to bombard them from the coast. Again killing them without a single loss to the bombarder. Earlier in the game morocco whom was in sweden got demolished by railguns. And only like 3 of them.

Im not mad at losing, and I get the point of artillery. But im losing just because I cant micro as hard as him? I dont even know where most of my casualities come from. I log in on average 3 times a day and it just reports causalities. The enemy (egypt) just bombards then floats away.

you guys really nailed it on 30kingdoms. Joined 2 games on that. one of them I lost early on and the other Im probaly going to win.

2.dünya rpsi

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RUSYA (SSCB)
KOMUTAN:Mihail Gorbaçov

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G.ABD ( ABD)
KOMUTAN:Franklin delano roosevelt

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YUNANİSTAN (BULGARİSTAN)
KOMUTAN:Kimon Georgiev

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BÜYÜK BRİTANYA (BİRLEŞİK KRALLIKLAR)
KOMUTAN:WİNSTON CHURCHİLL

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LİTVANYA (ÇEKOSLOVAKYA)
KOMUTAN:Tomáš Masaryk

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FRANSA
KOMUTAN:Charles de gaullle

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İTALYA
KOMUTAN:Benito mussolini

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GRÖLAND (JAPONYA)
KOMUTAN:Hideki tojo

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KANADA
KOMUTAN:
George VI

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A.MACARİSTAN (MACARİSTAN)
KOMUTAN:Miklos horthy

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ALMANYA
KOMUTAN:Karl dönitiz

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POLONYA
KOMUTAN:Edward rydz-smigly

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D.LİBYA (YUGOSLOVAKYA)
KOMUTAN:Josip broz tito
(D.LİBYADAKİ TÜM ORDUSUNU ALARAK SIRBİSTAN VE BULGARİSTANI ALICAK.VE D.LİBYAYI İTALYAYA VERİCEK.)


ALMANYA VE İTALYA DOLU
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The Fall of Rome - A 5th Century Roleplay (SEEKING PLAYERS)

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http://forum.supremacy1914.com/showt...ntury-Roleplay for information

The Fall of Rome is a 5th Century, alternate history roleplay set in 486, where a young soldier named Faustinus Livianus has reunited Italy in the name of the Roman Empire, driving off Odoacer's Heruli and several other tribes.

Most of the slots have been filled, but there are still several slots free for anybody to join (no sample required) provided you can post at least 3-4 times a week.

The slots free are:
Lithuania (Slavic tribes)
East Algeria (Vandals)
West Libya (Saharan Nomadic Tribes)

There are also some reserved but free slots, but they will be given some time to be filled.

Entrata ospite

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Non riesco più ad accedere alle partite come ospite.
Ringrazio in anticipo chi vorrà o potrà aiutarmi a risolvere la cosa.

Login als Gast schlägt immer fehl

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Hallo,

gerade bei RPG Runden stehen ja öfter mal Passwörter in den Zeitungen und auch so möchte man sich ja mal ein Bild über die Lage machen, bevor man dazu stoßt.

Bei mir jedoch schlägt jeder Versuch mich als Gast einzuloggen fehl, mit der Fehlermeldung "Unknown error: -1"
Nutze die HTML Version unter Firefox, habs unter IE auch schon probiert, selber Fehler.

Reports

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I know some people who deal with the report tickets get some simply controversial and stupid report tickets. I think there should be when you want to click report message some tick boxes, each of the tick boxes have certain categories: Language, Vulgarity, Spam etc. Then they HAVE to give a reason and why they have reported it, this would make the job easier for the people bored out of their minds dealing with these tickets. In my opinion I think it would make the job easier for the people dealing with the tickets. Some People on the chat are simply ***** about the tickets they send and are completely a waste of time, if that happens then imo a punishment should be put in place for the people wasting their time in the following order: Warnings, 2nd Warning and then a 1hr chat room ban.
I would like some opinion from the mods :)
cheers

Arricchimento della Marina e modifiche della Marina.

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Dedico una discussione specifica ad un'Arma della Marina:il sommergibile.
Mi è stato detto da altri giocatori che non spara in nessun caso:ingaggia come la fanteria.
A me sembra davvero che,visto il costo per produrlo,e visto cosa effettivamente è in realtà,sia inaccettabile che non spari nemmeno ad un'unità navale nemica.
Vi prego,datemi numerosi il vostro parere su questo punto.


Poi,secondo me,si potrebbe aggiungere altre 3 unità navali:
1)cacciatorpediniere.
2)nave da trasporto truppe:non mi è mai piaciuto il fatto che truppe di terra si muovano liberamente in mare;non mi risulta che gli americani,nel'17,siano arrivati a nuoto.
3)nave da rifornimento:se invado una nazione oltremare,la prima differenza che si sente,sul territorio conquistato e sulle truppe,è la lontananza dalla Capitale;questa nave potrebbe essere un lenitivo per questa situazione,finché la provincia non recupera morale e non si alza la sua produzione.
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