Open Beta Patch v1.26o2 (12 may 2025)
Moderator: Vic
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- Posts: 35
- Joined: Thu Mar 04, 2021 6:10 am
Re: Open Beta Patch v1.11.05 (last update 5 july)
Great to see content churned out.
Re: Open Beta Patch v1.11.05 (last update 5 july)
I'm really liking the look of the rivers in this version. 
I had a few more little things I would love to see in the game:
- The ability to re-roll the Dissolution War.
- Some sort of reference on the map back to the city names from the Colonization Era. Maybe the ruins retain that name? Would be cool when looking back through the history of the planet.

I had a few more little things I would love to see in the game:
- The ability to re-roll the Dissolution War.
- Some sort of reference on the map back to the city names from the Colonization Era. Maybe the ruins retain that name? Would be cool when looking back through the history of the planet.
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- Posts: 22
- Joined: Thu Jun 16, 2022 4:35 am
- Location: Cleveland
Re: Open Beta Patch v1.11.05 (last update 5 july)
Loving the variations ive seen and im hoping its not the placebo of being told there are changes. I even seen some cool everglade like river/swamp systems.
Is there a possibility in the future we'll have a clearer stats screens? Being able to turn on and off data points would just do me absolute wonders in readability.
Lastly, as far as my untrained eye is able to see i haven't had any major bugs come my way and no crashes of any sort with planet gen changes
Is there a possibility in the future we'll have a clearer stats screens? Being able to turn on and off data points would just do me absolute wonders in readability.
Lastly, as far as my untrained eye is able to see i haven't had any major bugs come my way and no crashes of any sort with planet gen changes
Re: Open Beta Patch v1.11.06 (last update 10 july)
bump! New beta version. Big changes for trading!
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Re: Open Beta Patch v1.11.06 (last update 10 july)
New changes look great. That is going to impact the difficulty quite a bit. 

Re: Open Beta Patch v1.11.06 (last update 10 july)
The beta versions since v1.11.0 have driven the game to a new level. Totally awesome. This game is really getting polished.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Re: Open Beta Patch v1.11.06 (last update 10 july)
I have fallen behind with updating the beta version, with the latest one being 1.11.06 it says "Make sure you have the v1.11.00 or higher before applying the patch below." So where can i find older builds? Is there a repository for these somewhere? i think my last download/update i did was 1.10.09
*edit
Nevermind i found the repository https://www.vrdesigns.net/openbeta/
*edit
Nevermind i found the repository https://www.vrdesigns.net/openbeta/
Re: Open Beta Patch v1.11.06 (last update 10 july)
Use the Updater in the launcher to get it up to last release build.Daza99 wrote: ↑Sun Jul 10, 2022 10:45 pm I have fallen behind with updating the beta version, with the latest one being 1.11.06 it says "Make sure you have the v1.11.00 or higher before applying the patch below." So where can i find older builds? Is there a repository for these somewhere? i think my last download/update i did was 1.10.09
*edit
Nevermind i found the repository https://www.vrdesigns.net/openbeta/
Re: Open Beta Patch v1.11.06 (last update 10 july)
Have not tested it properly yet, but big thanks for the fix of water prices! Constant forced water sales were making money a non-existing factor on pretty much every planet with rains, since the game release. Absolutely happy to see the game becoming better and better every patch.
Air units consume 10-100x the ammunition per attack compared to artillery, etc.
[v1.11.06]
Ammunition basic load+consumption for air units in general and bombhatch+load bombers in particular seems to be off by at least an order of magnitude.
ex: A sub-unit of 10 artillery armed with 300mm howitzers uses 3.6 ammunition when attacking, and carries 54 max ammunition. It used 36 ammunition in a full-turn ranged attack, and ~11 ammunition in a typical battle.
A sub-unit of 10x light 'thopter armed with Precision Bombs 300kg (10x) uses 30 ammunition when attacking, and carries 450 max ammunition. It used 270 ammunition in a full air attack.
A sub-unit of 10x heavy 'thopter armed with a bombhatch and 40k load uses 400 ammunition (!) when attacking and carries 6000 max ammunition. It used 3200 ammunition in a full air attack.
So one turn of air attack by a single sub-unit of heavy 'thopter consumes the same ammunition needed to supply a full division of 300mm howitzers containing 60 sub-units. Replacing the ammunition expended in one attack also costs 3x-4x the IPs and metal needed to build the heavy 'thopter to begin with.
Upshot:
Precision Bombs consume ~10x the ammunition of an equivalent-ish artillery attack.
Bomb hatch + load consumes ~100x the ammunition of an equivalent-ish artillery attack.
I don't think it was always like this, so something probably changed with how ammunition usage was calculated for air units. Could use a balance pass in general across air units, although I'm usually either getting wiped out or rolling toward victory by the time air is a significant factor in most of my games.
Ammunition basic load+consumption for air units in general and bombhatch+load bombers in particular seems to be off by at least an order of magnitude.
ex: A sub-unit of 10 artillery armed with 300mm howitzers uses 3.6 ammunition when attacking, and carries 54 max ammunition. It used 36 ammunition in a full-turn ranged attack, and ~11 ammunition in a typical battle.
A sub-unit of 10x light 'thopter armed with Precision Bombs 300kg (10x) uses 30 ammunition when attacking, and carries 450 max ammunition. It used 270 ammunition in a full air attack.
A sub-unit of 10x heavy 'thopter armed with a bombhatch and 40k load uses 400 ammunition (!) when attacking and carries 6000 max ammunition. It used 3200 ammunition in a full air attack.
So one turn of air attack by a single sub-unit of heavy 'thopter consumes the same ammunition needed to supply a full division of 300mm howitzers containing 60 sub-units. Replacing the ammunition expended in one attack also costs 3x-4x the IPs and metal needed to build the heavy 'thopter to begin with.
Upshot:
Precision Bombs consume ~10x the ammunition of an equivalent-ish artillery attack.
Bomb hatch + load consumes ~100x the ammunition of an equivalent-ish artillery attack.
I don't think it was always like this, so something probably changed with how ammunition usage was calculated for air units. Could use a balance pass in general across air units, although I'm usually either getting wiped out or rolling toward victory by the time air is a significant factor in most of my games.
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- Posts: 22
- Joined: Thu Jun 16, 2022 4:35 am
- Location: Cleveland
Re: Open Beta Patch v1.11.06 (last update 10 july)
I had an unhandled exception error just now and the first thing that it caused was the menu music to start playing and a frozen game. Unfortunately i totally forgot to screen grab it i apologize for that...
I have metrics enabled will you be able to access any helpful data?
I have metrics enabled will you be able to access any helpful data?
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- Posts: 271
- Joined: Tue Oct 26, 2021 1:37 am
- Location: Trans-Cascadia
Re: Air units consume 10-100x the ammunition per attack compared to artillery, etc.
When you put it that way, 100x artillery, then it sounds ridiculous. But an air attack is also about 10 more effective than an equivalent sized artillery attack, per company-sized unit. More or less.Behrooz wrote: ↑Wed Jul 13, 2022 6:51 am Upshot:
Precision Bombs consume ~10x the ammunition of an equivalent-ish artillery attack.
Bomb hatch + load consumes ~100x the ammunition of an equivalent-ish artillery attack.
I don't think it was always like this, so something probably changed with how ammunition usage was calculated for air units.
In my game, the ammunition use seems excessive in number terms, true, I noticed that too. But it functions to limit my air superiority advantage, when I cant actually attack at full strength for lack of ammunition replenishment, across all my forces, because Ive dropped so much stuff from the air. Which is good. Because even my small Airforce was destroying them...
I play with ammunition factories from CMod, which flattens out these fluctuations in ammunition supply, making them less annoying to manage.
Re: Air units consume 10-100x the ammunition per attack compared to artillery, etc.
It has been always like that since they were released, most people complained about it, there are some mods to fix the ammo usage or let you make ammo factories.Behrooz wrote: ↑Wed Jul 13, 2022 6:51 am [v1.11.06]
Ammunition basic load+consumption for air units in general and bombhatch+load bombers in particular seems to be off by at least an order of magnitude.
I don't think it was always like this, so something probably changed with how ammunition usage was calculated for air units. Could use a balance pass in general across air units, although I'm usually either getting wiped out or rolling toward victory by the time air is a significant factor in most of my games.
Amateurs talk about strategy. Professionals talk about logistics!
Re: Open Beta Patch v1.11.06 (last update 10 july)
I made a small suggestion to improve OOBs of several unit types, I think than it would be quite easy to do and would greatly improve the game experience.
Amateurs talk about strategy. Professionals talk about logistics!
Re: Open Beta Patch v1.11.06 (last update 10 july)
Ammunition "finetuning" is on my to-do list.
As for the OOBs... would the customize OOB feature not help you out here?
best,
Vic
As for the OOBs... would the customize OOB feature not help you out here?
best,
Vic
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Re: Open Beta Patch v1.11.07 (last update 21 july)
-edited-
Patch v1.11.07 has been removed again
Hopefully I can fix a bug i missed tomorrow
Patch v1.11.07 has been removed again
Hopefully I can fix a bug i missed tomorrow
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Re: Open Beta Patch v1.11.07 (last update 21 july)
Okay! v1.11.07 should be stable now!
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Re: Open Beta Patch v1.11.06 (last update 21 july)
Noice!
Any chance for an update to the zone borders - thicker, more colorful... anything to make them more identifiable. Maybe a button/toggle that shades each zone in a different color for easy identification?
Any chance for an update to the zone borders - thicker, more colorful... anything to make them more identifiable. Maybe a button/toggle that shades each zone in a different color for easy identification?
- Nachtjager
- Posts: 71
- Joined: Fri Mar 02, 2018 4:17 am
Re: Open Beta Patch v1.11.06 (last update 21 july)
Rivers look great now! My new game is on a really good looking map, 26% mountains, 59% plains, 15% oceans, and 414mm rainfall per year. Rivers run down from the mountains, across the plains, between lakes, and into the oceans across the entire planet.
Re: Open Beta Patch v1.11.06 (last update 21 july)
+1Nachtjager wrote: ↑Sat Jul 23, 2022 2:32 pm Rivers look great now! My new game is on a really good looking map, 26% mountains, 59% plains, 15% oceans, and 414mm rainfall per year. Rivers run down from the mountains, across the plains, between lakes, and into the oceans across the entire planet.
All looking better, QOL improvements, niggling annoyances fixed. Just wish I could make the rivers running across The Peoples Republic of Mordor run red.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand