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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RE: Open Beta Patch v1.05-beta16 AIR FORCES (last update 21 nov!)

Post by Vic »

ORIGINAL: Destragon
ORIGINAL: Vic

-When you now redesign an Aircraft Model (negative command at end) the previous choices you made will be indicated with a † symbol and highlighted in yellow to help you fine-tune your design.
This is nice, but I already mentioned in the airplane design tech support thread that when the aircraft design is not able to fly, then pressing the "negative" button will close the window, instead of bringing you back to the beginning, so this new feature won't help in cases like that.

okay. will look into that, missed that remark. thanks for repeating yourself :)
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Destragon
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RE: Open Beta Patch v1.05-beta16 AIR FORCES (last update 21 nov!)

Post by Destragon »

Thanks, Vic. Do you plan on changing the model design window to something that makes experimenting with designs more easy to do later or will you keep it the way it is right now?
I'm experimenting with helicopter designs right now and the process of finding a design that has a good range seems to require a lot of trial and error, because of how complex the calculations are. I just noticed that increasing the fuel tank of the helicopter can actually REDUCE the operational range, probably because of the added weight, and that the speed of the helicopter seems to also affect the operational range. I had increased the engine and noticed that the operational range increased, I assume because of the speed.

Were helicopters nerfed a lot in the last updates? I noticed that if I redesign the same helicopter I had before (on the same planet), then its operation range of 17 hexes goes down to 4.

Edit:
I'm trying to design medium airplanes now and I can't really seem to get it past a range of 3 tiles for some reason. Did you reduce aircraft ranges in general? When I started this game, I had a light plane with a range of 25 hexes, but now aircraft designs seem to be more around just 5 hexes most of the time.

I think I would probably be a lot less confused about aircraft designs if you were to expose a little more about how these stats are actually calculated. Right now it feels like punching random numbers into a black box and hoping for the best.
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RE: Open Beta Patch v1.05-beta16 AIR FORCES (last update 21 nov!)

Post by Vic »

ORIGINAL: Destragon

Thanks, Vic. Do you plan on changing the model design window to something that makes experimenting with designs more easy to do later or will you keep it the way it is right now?
I'm experimenting with helicopter designs right now and the process of finding a design that has a good range seems to require a lot of trial and error, because of how complex the calculations are. I just noticed that increasing the fuel tank of the helicopter can actually REDUCE the operational range, probably because of the added weight, and that the speed of the helicopter seems to also affect the operational range. I had increased the engine and noticed that the operational range increased, I assume because of the speed.

Were helicopters nerfed a lot in the last updates? I noticed that if I redesign the same helicopter I had before (on the same planet), then its operation range of 17 hexes goes down to 4.

Edit:
I'm trying to design medium airplanes now and I can't really seem to get it past a range of 3 tiles for some reason. Did you reduce aircraft ranges in general? When I started this game, I had a light plane with a range of 25 hexes, but now aircraft designs seem to be more around just 5 hexes most of the time.

I think I would probably be a lot less confused about aircraft designs if you were to expose a little more about how these stats are actually calculated. Right now it feels like punching random numbers into a black box and hoping for the best.

What kind of Planet? Gravity and Airpressure please?

And yes I reduced ranges somewhat since they can still be much extended by Tech improvements.
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RE: Open Beta Patch v1.05-beta16 AIR FORCES (last update 21 nov!)

Post by Destragon »

The planet has 0.5 g and 84% atmosphere. (The game was started on a previous beta though, not sure if that messes the calculations up.)
It makes sense to reduce the ranges, because 25 hexes on a starting tech propeller plane does sound a bit overkill, but now the range of that same plane is down to 7 hexes and medium planes with propeller engines don't seem to be viable at all to me, so not sure if it's been nerfed too much.
Reducing the range of my starting tech, light and medium helicopter bombers to 4-5 hexes sounds extreme, too, but since they are helicopters and can just land anywhere anyway, it probably doesn't matter that much.
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RE: Open Beta Patch v1.05-beta16 AIR FORCES (last update 21 nov!)

Post by pauls2271 »

Beta 17

Minors with 1 city are evacuating it when troops are moved next to the city.
Happened both when at war with the Minor and Not at war with the Minor.
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RE: Open Beta Patch v1.05-beta16 AIR FORCES (last update 21 nov!)

Post by Vic »

ORIGINAL: pauls2271

Beta 17

Minors with 1 city are evacuating it when troops are moved next to the city.
Happened both when at war with the Minor and Not at war with the Minor.

If you got a save file where I can see them to do that after pressing end turn that would be great.

Could you send it to vic@vrdesigns.net ?

Would be much appreciated.

BEst wishes,
Vic
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RE: Open Beta Patch v1.05-beta18 AIR FORCES (last update 23 nov!)

Post by Vic »

beta18 posted!
you'll need to start a new game to get 90% of the improved AI functionality.
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RE: Open Beta Patch v1.05-beta18 AIR FORCES (last update 23 nov!)

Post by Destragon »

It's telling me to enter username and password.
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RE: Open Beta Patch v1.05-beta18 AIR FORCES (last update 23 nov!)

Post by Dashwood »

Same here, with Username and Password. Is it linked to slitherine accounts? Because the one I've tired to set up and merge is not playing nice.

Disappointing to not be able to access the game!
Destragon
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RE: Open Beta Patch v1.05-beta18 AIR FORCES (last update 23 nov!)

Post by Destragon »

I think it's some developer build of the game. Same thing happened in an earlier beta, too. Just gotta wait for him to upload the proper version.
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RE: Open Beta Patch v1.05-beta18 AIR FORCES (last update 23 nov!)

Post by Vic »

Uploaded beta18 again. The correct zip this time :)
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RE: Open Beta Patch v1.05-beta18 AIR FORCES (last update 23 nov!)

Post by Vic »

And after beta16 gaff I am trying to check the forums an hour after uploading :)
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RE: Open Beta Patch v1.05-beta18 AIR FORCES (last update 23 nov!)

Post by Destragon »

I think I would suggest changing the "eng. eff." to just "efficiency", because less abreviations makes it clearer.
What exactly does this number relate to again? Is it "force per unit of fuel" like the changelog says? Do smaller engines give more power per weight, but also more power per unit of fuel?

Also, Vic, can you confirm or deny that aircraft speed has an impact on range?
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RE: Open Beta Patch v1.05-beta18 AIR FORCES (last update 23 nov!)

Post by Shards »

Crime Raid and Crackdown on Crime.

Tooltip says they use an Operational Command Skill but the preview says that it's a Streetwise Skill Roll.

Result says that it's an Operational Command roll.

Which is it :D
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RE: Open Beta Patch v1.05-beta18 AIR FORCES (last update 23 nov!)

Post by Vic »

ORIGINAL: Destragon

I think I would suggest changing the "eng. eff." to just "efficiency", because less abreviations makes it clearer.
What exactly does this number relate to again? Is it "force per unit of fuel" like the changelog says? Do smaller engines give more power per weight, but also more power per unit of fuel?

Also, Vic, can you confirm or deny that aircraft speed has an impact on range?

Yes higher speed has a positive impact on range, though engine efficiency comes into play here.

best wishes,
Vic
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RE: Open Beta Patch v1.05-beta18 AIR FORCES (last update 23 nov!)

Post by Vic »

@Destragon (and others)

I am running some matrix tests with all possible airpressure and gravity values to final quality control the formulas.
For beta19.
I'll share them too

best wishes,
Vic
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RE: Open Beta Patch v1.05-beta18 AIR FORCES (last update 23 nov!)

Post by Destragon »

Sweet, thanks. That sounds like it will be helpful.
I'm trying to accumulate the info on what value affects what in aircraft design and I'll put it into a thread later.

Edit: Posted it already:
https://www.matrixgames.com/forums/tm.asp?m=4915446
It's missing a bit here and there, but it's coming together.
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RE: Open Beta Patch v1.05-beta18 AIR FORCES (last update 23 nov!)

Post by Vic »

Here an overview of the Airpressure / Gravity matrix for upcoming beta19:

Image
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RE: Open Beta Patch v1.05-beta18 AIR FORCES (last update 23 nov!)

Post by Clux »

Thanks! once we get the formulas we will be able to make spreadsheets to calculate models without having to go back and forth till we get a decent model to our needs :)
Amateurs talk about strategy. Professionals talk about logistics!
Destragon
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RE: Open Beta Patch v1.05-beta18 AIR FORCES (last update 23 nov!)

Post by Destragon »

Huh, I wasn't expecting air pressure to increase range so much, but it makes sense. Is this different for the other engine types or is only the rocket engine that is a special case? I assume the rocket engine actually increases in range the lower the air pressure?

By the way, this reminds me. When we are generating the atmosphere of a new planet, we don't get exact information for how thick it is until the later screens in planet generation. It only says something like "thick, but modest". Could you maybe add the mbar value to that screen, because it's important for aircraft?
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