Open Beta Patch v1.26o2 (12 may 2025)

Stop here if you are eager to try in advance new patches! Please note that these patches are not compatible with the Steam version of the game.

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GodwinW
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RE: Open Beta Patch v1.03-beta10 (last update 23 june!)

Post by GodwinW »

Missed this for a while because the title wasn't updated, thanks for putting out a new beta :)
Changelist to v1.04-beta1
-Changed the way Supply Bases are giving extension. They now only give extension points upto the point normal action points have already been used. This makes them function as actually intended. Will only be in effect with games started with v1.04-beta1 *

Ah wow.. Didn't expect this. I figured it was made this way to avoid loads of thinking and planning required on where to put down supply bases and to cut down on micromanagement and to not make you put down many of them along different branches.
For example you need to take into account the future update to Sealed Roads and of course should avoid administrative strain and it will get quite difficult if you have a trio of cities relatively close where the best spots will be. It'll be interesting to see how this works out in practice.
-“Loyal AI” no longer going to emergency hostility if getting close to losing the game
-No longer losing Stratagems in some cases with dip/spy stratagems where you lost the previous level of the stratagem and that caused a higher level to disappear.

Thanks!! I'll test this evening :)
Destragon
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RE: Open Beta Patch v1.03-beta10 (last update 23 june!)

Post by Destragon »

ORIGINAL: GodwinW
For example you need to take into account the future update to Sealed Roads and of course should avoid administrative strain and it will get quite difficult if you have a trio of cities relatively close where the best spots will be. It'll be interesting to see how this works out in practice.
Yeah, I'm liking the sound of this change a lot. Placing down supply bases is a lot more interesting of a decision now, instead of just placing them right next to your trucks or right on top of them.
I'm liking this nerf to trucks a lot more than the branching penalty, though I haven't tested it yet.
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springel
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RE: Open Beta Patch v1.03-beta10 (last update 23 june!)

Post by springel »

Hey @Godwin & @Destragon, this is the thread to announce new beta patches, not to discuss features.
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Malevolence
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RE: Open Beta Patch v1.04-beta1 (last update 30 june!)

Post by Malevolence »

I just noticed the limitation for Open Beta Patch v1.04-beta1. The patch must be manually installed over the official v1.04 update.

Also, the title of the thread was not updated.
Nicht kleckern, sondern klotzen!

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zgrssd
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RE: Open Beta Patch v1.03-beta12 (last update 25 june!)

Post by zgrssd »

ORIGINAL: Vic

-Added a cap to Incr Sales Tax, inc Income Tax, Incr Import Tariff, Incr Export Tariff stratagems. Max tax is 100%. *
"Tax the dude into space":
https://www.youtube.com/watch?v=3kX5ggw5AIU

I still think you should be starting a new Beta thread every major version. Why recycle one thread, over and over? If anything, a long thread makes it harder to find hte start in case you updated the beta.
actrade
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RE: Open Beta Patch v1.03-beta12 (last update 25 june!)

Post by actrade »

Vic,

There are many in another thread on supply bases confused as to how they now work. Could you post a picture like in the manual of how it works now? Thanks!
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MatthewVilter
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RE: Open Beta Patch v1.03-beta12 (last update 25 june!)

Post by MatthewVilter »

ORIGINAL: actrade

Vic,

There are many in another thread on supply bases confused as to how they now work. Could you post a picture like in the manual of how it works now? Thanks!

If this is all working out the way I think then the the example in the manual is actually an edge case where, because the supply base is put down right where the action points of the logistics run out, the system works the same either way (which has caused some confusion lol).
Destragon
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RE: Open Beta Patch v1.03-beta12 (last update 25 june!)

Post by Destragon »

ORIGINAL: actrade

Vic,

There are many in another thread on supply bases confused as to how they now work. Could you post a picture like in the manual of how it works now? Thanks!
Supply Bases used to give additional movement points to your logistics trucks, but now they only replenish the spent movement points of your logistics trucks.

Here's a small example. The supply base could potentially replenish 50 movement points, but because the logistics path has only used 20 movement points so far when it reaches the supply base, it is only able to replenish 20.
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LordAldrich
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RE: Open Beta Patch v1.03-beta12 (last update 25 june!)

Post by LordAldrich »

I've noticed that one of the recent updates - maybe the one that fixed armor/weapon calibre modifiers - seems to have also changed (fixed?) the way that HQ stratagems are being applied. In particular, having "Field Training" set is now REALLY noticeably detrimental to units in combat. This is a problem for the AI, which frequently has "Field Training" applied to its units in inappropriate situations. I've been slaughtering AI tank formations with basic infantry because of it.
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Vic
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RE: Open Beta Patch v1.03-beta12 (last update 25 june!)

Post by Vic »

@Destragon: Thanks for posting!

@LordAldrich: Going to check this up for the next patch
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Vic
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RE: Open Beta Patch v1.03-beta12 (last update 25 june!)

Post by Vic »

No patch today.

V104-beta2 will very probably arrive tomorrow. I am in the middle of adding some basic pull systems to the Logistics systems.

Results are promising and will make life easier on newbees.

Even for experienced players who got used to the Traffics Signs (which will remain there) it will give some options to easily finetune a certain amount of logistical points moving to a certain Hex.

Best wishes,
Vic
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zgrssd
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RE: Open Beta Patch v1.03-beta12 (last update 25 june!)

Post by zgrssd »

ORIGINAL: Vic

No patch today.

V104-beta2 will very probably arrive tomorrow. I am in the middle of adding some basic pull systems to the Logistics systems.

Results are promising and will make life easier on newbees.

Even for experienced players who got used to the Traffics Signs (which will remain there) it will give some options to easily finetune a certain amount of logistical points moving to a certain Hex.

Best wishes,
Vic
With "pull System", do you mean something like Operation range, but for buildings tha need Logistics?
That tbe building goes some of the way towards the next (main) road, rather then having supply split 50/50 on the crossing?
Are those changes going to be savegame compatible?
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Demonius
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RE: Open Beta Patch v1.03-beta12 (last update 25 june!)

Post by Demonius »

Got a crash on the finishing step of planet creation but stupidly just clicked it away. Lets see if it happens again.
eddieballgame
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RE: Open Beta Patch v1.03-beta12 (last update 25 june!)

Post by eddieballgame »

ORIGINAL: Vic

No patch today.

V104-beta2 will very probably arrive tomorrow. I am in the middle of adding some basic pull systems to the Logistics systems.

Results are promising and will make life easier on newbees.

Even for experienced players who got used to the Traffics Signs (which will remain there) it will give some options to easily finetune a certain amount of logistical points moving to a certain Hex.

Best wishes,
Vic

Don't break/fix this game for newbees, please.
More options per settings is always welcome, however.
Destragon
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RE: Open Beta Patch v1.03-beta12 (last update 25 june!)

Post by Destragon »

ORIGINAL: Vic

I am in the middle of adding some basic pull systems to the Logistics systems.
I really hope that works for assets. If assets automatically pulled exactly as many logistics points as they need to be productive and ignored traffic signs, it would be a godsend.
zgrssd
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RE: Open Beta Patch v1.03-beta12 (last update 25 june!)

Post by zgrssd »

ORIGINAL: eddieballgame

Don't break/fix this game for newbees, please.
More options per settings is always welcome, however.

ORIGINAL: Destragon

I really hope that works for assets. If assets automatically pulled exactly as many logistics points as they need to be productive and ignored traffic signs, it would be a godsend.
For me it sounds like he is taking the System in place for unit (Operational Supply), and expanding it to work for assets as well.
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Vic
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RE: Open Beta Patch v1.03-beta12 (last update 25 june!)

Post by Vic »

Well... the next Beta will be a bit experimental. So if curious try v104-beta2 (coming soon)... if you do not want any chance to end up in a mess ... hold off for a few days.
I am quite sure I am on the right track. But well... the proof will be in the pudding, right?
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ZiggyMaca
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RE: Open Beta Patch v1.01a-beta1

Post by ZiggyMaca »

ORIGINAL: GodwinW
-Reduced the chance for a Decision to be communicated through Metrics by a factor of 10.

What does this mean? :p I've searched through the manual but didn't find anything about Metrics. I hope there's no chance to suddenly get reports in Fahrenheit and Yards :D

Edit nvm lol.. it's the metrics collected for improving the game.. lol!
Metrics are sent to Vic to analyze the game, he is reducing the volume of sent messages. Right Vic?
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Vic
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RE: Open Beta Patch v1.01a-beta1

Post by Vic »

Roger that
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Vic
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RE: Open Beta Patch v1.04-beta2 (last update 2nd july!)

Post by Vic »

And i posted the beta with the new Pull Points system added to the existing systems.

This will require some fine-tuning for sure. Looking forward to your feedback.

Best wishes,
Vic
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