Open Beta v1.07 (16th Jan 2024)
Moderator: Decisive Campaigns Ardennes Offensive Mods
RE: Open Beta v1.00.06 (9 dec)
adding it for new upload v1.01.02b
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RE: Open Beta v1.00.06 (9 dec)
Is the upload correct - it shows as empty file with 0 kb size
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RE: Open Beta v1.00.06 (9 dec)
ORIGINAL: ZygfrydDeLowe
Is the upload correct - it shows as empty file with 0 kb size
No, it is not working. For me too > 0 kb
Sure, Vic will fix it when he reads our response
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RE: Open Beta v1.00.06 (9 dec)
Sry something went wrong. Link should work now!
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RE: Open Beta v1.00.06 (9 dec)
I am not using the beta right now but I thought I would bring this issue up here.
I am wondering if US artillery is getting the benefit of night recovery for readiness and vigor. The way turns are set up, will US artillery get normal recovery at night if they intercept fire in the morning? Do they need to not move and fire for a complete turn including both the US night turn and morning German turn? The Germans normally will go through a complete German and US night turn without firing and thus get the night recovery of vigor and readiness but the US doesn't get a complete night turn. A full US turn includes both the night turn and the German morning turn. I am noticing problems of vigor and readiness recovery for US troops in the St Vith scenario particularly for artillery. Although it may be related to the supply situation also.
Basically the US side does not go through a complete turn cycle, US and German turn, without having a situation not requiring artillery fire. Every US cycle includes a German day cycle, either afternoon or morning, in which artillery needs to be active. Hopefully, I am worrying about something that is not an issue but wondering.
I am wondering if US artillery is getting the benefit of night recovery for readiness and vigor. The way turns are set up, will US artillery get normal recovery at night if they intercept fire in the morning? Do they need to not move and fire for a complete turn including both the US night turn and morning German turn? The Germans normally will go through a complete German and US night turn without firing and thus get the night recovery of vigor and readiness but the US doesn't get a complete night turn. A full US turn includes both the night turn and the German morning turn. I am noticing problems of vigor and readiness recovery for US troops in the St Vith scenario particularly for artillery. Although it may be related to the supply situation also.
Basically the US side does not go through a complete turn cycle, US and German turn, without having a situation not requiring artillery fire. Every US cycle includes a German day cycle, either afternoon or morning, in which artillery needs to be active. Hopefully, I am worrying about something that is not an issue but wondering.
Re: Open Beta v1.01.04 (15 march)
bump!
Big new open beta patch including Davide's huge new what-if campaign "Plan Martin" and Direct2D acceleration for DPI scaling!
As well as some other nudges and finetunings!
Thanks everybody for the continued feedback. It is very much appreciated.
Best wishes,
Vic
Big new open beta patch including Davide's huge new what-if campaign "Plan Martin" and Direct2D acceleration for DPI scaling!
As well as some other nudges and finetunings!
Thanks everybody for the continued feedback. It is very much appreciated.
Best wishes,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
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Re: Open Beta v1.01.04 (15 march)
I don't see Antwerp on the Martin scenario map. Takes all the challenge out of it.
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Re: Open Beta v1.01.04 (15 march)
Even Liege was too over ambitious back then. We'll see how this one plays out.Jagger2002 wrote: ↑Tue Mar 15, 2022 3:55 pm I don't see Antwerp on the Martin scenario map. Takes all the challenge out of it.
Klink, Oberst
Re: Open Beta v1.01.04 (15 march)
It doesn't work in Steam I guess. Copy paste to Steam exe says wrong serial.
Re: Open Beta v1.01.04 (15 march)
No open beta's are Matrix only. Sorry there. They'll get to Steam with a little bit of delay as release versions.
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Re: Open Beta v1.01.04 (15 march)
I experienced my first crash while playing Plan Martin. I am in the second turn playing as the Axis. As I press the Cards tab the game crashes due to "Index out of bounds exception". In the first turn, there were no such issues. I have the save file, if you need it for debugging.
Re: Open Beta v1.01.04 (15 march)
Yes please get that savefile to vic@vrdesigns.net !vege1 wrote: ↑Mon Mar 21, 2022 10:34 pm I experienced my first crash while playing Plan Martin. I am in the second turn playing as the Axis. As I press the Cards tab the game crashes due to "Index out of bounds exception". In the first turn, there were no such issues. I have the save file, if you need it for debugging.
I'll fix ASAP
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Re: Open Beta v1.02 (23 march)
Bump! fixed a recent bug. Hoping to soon do an official release patch. Please try to keep playing / testing to help make sure no bugs remain 
Thanks for all the help already!
Very best wishes,
Vic

Thanks for all the help already!
Very best wishes,
Vic
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Re: Open Beta v1.02 (23 march)
Thanks for the quick fix. I found a couple of graphical errors:
1) I noticed that you added the red box that says "Beta" to the main menu, and for some reason the red boxes appear when you launch an attack to the "Recon In Force" and "All-Out Attack" buttons (happens in Plan Martin and Wacht am Rhein).
2) If you play the air recon card the strategic mini-map turns partially yellow, if you have it open at the same time. The yellow area disappears if you close the mini-map and open it again.
Regarding game balance, I was surprised that the reliability of Panthers and Tigers has deteriorated significantly since the release of Plan Martin patch. Both models now take massive losses by accidents. I thought that both tanks were supposed to be made more reliable a few patches ago. Also, in ranged combat you can lose up to 20% of king tigers at one go against an inferior enemy. But, I am no expert in this field, so I cannot say what kind of losses should I expect. Previously it was sad to lose one even one tank, now it is a great performance if your tank loses are less than 20%. This of course has some gameplay implications that you need to be more careful with using your tanks.
1) I noticed that you added the red box that says "Beta" to the main menu, and for some reason the red boxes appear when you launch an attack to the "Recon In Force" and "All-Out Attack" buttons (happens in Plan Martin and Wacht am Rhein).
2) If you play the air recon card the strategic mini-map turns partially yellow, if you have it open at the same time. The yellow area disappears if you close the mini-map and open it again.
Regarding game balance, I was surprised that the reliability of Panthers and Tigers has deteriorated significantly since the release of Plan Martin patch. Both models now take massive losses by accidents. I thought that both tanks were supposed to be made more reliable a few patches ago. Also, in ranged combat you can lose up to 20% of king tigers at one go against an inferior enemy. But, I am no expert in this field, so I cannot say what kind of losses should I expect. Previously it was sad to lose one even one tank, now it is a great performance if your tank loses are less than 20%. This of course has some gameplay implications that you need to be more careful with using your tanks.
Re: Open Beta v1.02 (23 march)
Thanks for this very useful feedback. Could not repeat [2] thoughvege1 wrote: ↑Wed Mar 23, 2022 11:26 pm Thanks for the quick fix. I found a couple of graphical errors:
1) I noticed that you added the red box that says "Beta" to the main menu, and for some reason the red boxes appear when you launch an attack to the "Recon In Force" and "All-Out Attack" buttons (happens in Plan Martin and Wacht am Rhein).
2) If you play the air recon card the strategic mini-map turns partially yellow, if you have it open at the same time. The yellow area disappears if you close the mini-map and open it again.
Regarding game balance, I was surprised that the reliability of Panthers and Tigers has deteriorated significantly since the release of Plan Martin patch. Both models now take massive losses by accidents. I thought that both tanks were supposed to be made more reliable a few patches ago. Also, in ranged combat you can lose up to 20% of king tigers at one go against an inferior enemy. But, I am no expert in this field, so I cannot say what kind of losses should I expect. Previously it was sad to lose one even one tank, now it is a great performance if your tank loses are less than 20%. This of course has some gameplay implications that you need to be more careful with using your tanks.

Posted v1.02b
best wishes,
Vic
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Re: Open Beta v1.02b (24 march)
Thanks for the quick changes. I am testing 1.02b now. The ranged tank combat feels more realistic. However, I don't know is Retreat: Att.Accident still working as intended. You said that:
-Finetuned attack accidents to only happen now when making a KILL (no longer on scoring a RETREAT).
I might be misinterpreting this particular case, but the attack caused a retreat and Tiger II got killed in the process.
-Finetuned attack accidents to only happen now when making a KILL (no longer on scoring a RETREAT).
I might be misinterpreting this particular case, but the attack caused a retreat and Tiger II got killed in the process.
Re: Open Beta v1.02b (24 march)
Your right will fix it! Instead of saying i fixed it.
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Re: Open Beta v1.02b (24 march)
i am a new player , How to get fuel from the strategic supply base? Or the strategic supply base not represent a real supply base?
I took Liege, Eupen, Namur, Charleville in Campaign
strategic supply base only works in Regular mode (locked by a green frame)
I can't choose Delete or Evacuate or Destroy
Even though my frontline troops and Campaign Supply source(115,52) have been depleted of fuel,
These occupied strategic supply bases are still unwilling to provide fuel
The same for the initial strategic supply base in Germanyside
(Major, medium, and small supply bases can switch to Delete or Evacuate or Destroy)
(I have updated the game,v1.01.03 to v1.02b)
I took Liege, Eupen, Namur, Charleville in Campaign
strategic supply base only works in Regular mode (locked by a green frame)
I can't choose Delete or Evacuate or Destroy
Even though my frontline troops and Campaign Supply source(115,52) have been depleted of fuel,
These occupied strategic supply bases are still unwilling to provide fuel
The same for the initial strategic supply base in Germanyside
(Major, medium, and small supply bases can switch to Delete or Evacuate or Destroy)
(I have updated the game,v1.01.03 to v1.02b)
Re: Open Beta v1.02b (24 march)
beside, the new campaign PLAN MARTIN is great, thank you very much
I wonder if there could be a bigger campaign, from December 16th to January 16th?
I wonder if there could be a bigger campaign, from December 16th to January 16th?