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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grime
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Re: Open Beta Patch v1.25d (20 dec 2023)

Post by grime »

There's some oddness going on with road creation in zones connected by an air bridge to the SHQ. I can't directly create roads from the zone city which is the destination of the air bridge - it says no logistical connection to SHQ. However, I can build an asset within the zone and that will automatically create the road from the city.

There's other oddness there as well, such as the (sometime) inability to strategic move, or colonization -- both of which say no logistical connection.

The way around this seems to be creating SHQs, but that gets pretty pricey on planets with lots of islands, or MTH contracts, but requires that you have good relations with dominant MTH on the planet.
zgrssd
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Re: Open Beta Patch v1.25d (20 dec 2023)

Post by zgrssd »

grime wrote: Sat Dec 30, 2023 10:29 am There's some oddness going on with road creation in zones connected by an air bridge to the SHQ. I can't directly create roads from the zone city which is the destination of the air bridge - it says no logistical connection to SHQ. However, I can build an asset within the zone and that will automatically create the road from the city.

There's other oddness there as well, such as the (sometime) inability to strategic move, or colonization -- both of which say no logistical connection.

The way around this seems to be creating SHQs, but that gets pretty pricey on planets with lots of islands, or MTH contracts, but requires that you have good relations with dominant MTH on the planet.
By default, you need a Road connection to a SHQ. This is so things can still work when you cancel the Airbridge or something disrupts the trainline. The road is the fallback.
grime
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Re: Open Beta Patch v1.25d (20 dec 2023)

Post by grime »

zgrssd wrote: Sat Dec 30, 2023 2:29 pm By default, you need a Road connection to a SHQ. This is so things can still work when you cancel the Airbridge or something disrupts the trainline. The road is the fallback.
A MTH connection through a port will work as expected, allowing the direct creation of road networks even though they can be canceled. In theory the air bridge should work analogously to a port connection, and provide a temporary link to the SHQ.
Xebec
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Re: Open Beta Patch v1.25d (20 dec 2023)

Post by Xebec »

Thanks for the battle status report addition recently!
zgrssd
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Re: Open Beta Patch v1.25d (20 dec 2023)

Post by zgrssd »

grime wrote: Sat Dec 30, 2023 3:29 pm
zgrssd wrote: Sat Dec 30, 2023 2:29 pm By default, you need a Road connection to a SHQ. This is so things can still work when you cancel the Airbridge or something disrupts the trainline. The road is the fallback.
A MTH connection through a port will work as expected, allowing the direct creation of road networks even though they can be canceled. In theory the air bridge should work analogously to a port connection, and provide a temporary link to the SHQ.
Only the port does that, and only because there can be no road connections to islands and other continents.
So a special exception had to be created for Ocecania.

You can test the Road default with lines easily.
grime
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Re: Open Beta Patch v1.25d (20 dec 2023)

Post by grime »

zgrssd wrote: Sun Dec 31, 2023 4:30 pm [
Only the port does that, and only because there can be no road connections to islands and other continents.
So a special exception had to be created for Ocecania.

You can test the Road default with lines easily.
I'm aware of the Rail/road default.

This happened with completely landlocked absorbed minor on an island, surrounded by slaver minors. Interestingly enough, once I reached the shore and built a port, I was able to build roads normally, even though there was no transport contract to that port. The logistical connection was only through the air bridge.

Hence why I think this feels more like a bug than intended behavior. It should be consistent, and not solely dependent on the existence of a port.
Don_Kiyote
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Re: Open Beta Patch v1.25d (20 dec 2023)

Post by Don_Kiyote »

grime wrote: Sat Dec 30, 2023 10:29 am I can't directly create roads from the zone city which is the destination of the air bridge - it says no logistical connection to SHQ. However, I can build an asset within the zone and that will automatically create the road from the city.
zgrssd wrote: Sun Dec 31, 2023 4:30 pm Only the port does that, and only because there can be no road connections to islands and other continents.
So a special exception had to be created for Ocecania.
First thought is: I'm with grime; IP is meant to be an item like any other. If it can be transported by port, and be valid for building a road, it should be able to be transported by airbridge and also used to build a road, even if it begins and ends nowhere.

Like airlifting bulldozers in to the heart of the jungle, 'Apocalypse Now' style.

But then, it wouldn't consume any capacity on the airbridge.

There's also Thrake's post in tech support related to this question/issue: 1.25d Building roads overseas doesn't consume logistic points

Currently, IP used for roads is magically transported, ie. free of cost, to the end of the logistics network, no matter how far away that point may be.
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Vic
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Re: Open Beta Patch v1.25e (2 jan 2024)

Post by Vic »

@above,
Responded in the thread in the tech forum

@all,
Posted 125e. Just a series of bug fixes. But hopefully welcome none the less.
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
Wtface
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Re: Open Beta Patch v1.25e (2 jan 2024)

Post by Wtface »

Unless I'm missing something, giving armor thickness values to infantry units seems to greatly increase the value of machine guns relative to actual infantry. Their extra piercing means they are doing 25-50% more on top of the double defensive attack I think?

I can see their appeal in conditions of constrained ammo and supply, or very early game, but that seems to be a pretty niche use for something the game wants to put into every non-motorized formation.
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nadia911
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Re: Open Beta Patch v1.25e (2 jan 2024)

Post by nadia911 »

Hi, in the games, boths single and multiplayer, I have noticed that the increase in ammunition expenditure by MGs, Artillery, APCs and Tank units greatly restricts the game, both at a logistical level and in the variety of combat tactics, since in the early and mid-game it is only possible to use large infantry units, leaving the others as loose support battalions, was that the intention?
zgrssd
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Re: Open Beta Patch v1.25e (2 jan 2024)

Post by zgrssd »

nadia911 wrote: Sat Jan 06, 2024 1:59 pm Hi, in the games, boths single and multiplayer, I have noticed that the increase in ammunition expenditure by MGs, Artillery, APCs and Tank units greatly restricts the game, both at a logistical level and in the variety of combat tactics, since in the early and mid-game it is only possible to use large infantry units, leaving the others as loose support battalions, was that the intention?
I do not think you could ever use dedicated artillery formations pre-change either.
I always just attached independant units to my OHQ formations.
solops
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Re: Open Beta Patch v1.25e (2 jan 2024)

Post by solops »

nadia911 wrote: Sat Jan 06, 2024 1:59 pm Hi, in the games, boths single and multiplayer, I have noticed that the increase in ammunition expenditure by MGs, Artillery, APCs and Tank units greatly restricts the game, both at a logistical level and in the variety of combat tactics, since in the early and mid-game it is only possible to use large infantry units, leaving the others as loose support battalions, was that the intention?
I am not a fan of having to build ammo factories. It is redundant. The old system worked fine. That said, i do not have any problem keeping units supplied with ammo, early, mid or late. If you are, then you just have not adjusted your production and logistics to the new paradigm. More ammo stockpiling and trucking is key. Keep your force structure within your means to supply. Add independent arty and armor units until you have the means to deploy large dedicated formations. That has always been the case, even before the ammo boost, which i do not feel has s!owed anything down.
Last edited by solops on Sat Jan 06, 2024 7:27 pm, edited 3 times in total.
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solops
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Re: Open Beta Patch v1.25e (2 jan 2024)

Post by solops »

zgrssd wrote: Sat Jan 06, 2024 3:57 pm
nadia911 wrote: Sat Jan 06, 2024 1:59 pm Hi, in the games, boths single and multiplayer, I have noticed that the increase in ammunition expenditure by MGs, Artillery, APCs and Tank units greatly restricts the game, both at a logistical level and in the variety of combat tactics, since in the early and mid-game it is only possible to use large infantry units, leaving the others as loose support battalions, was that the intention?
I do not think you could ever use dedicated artillery formations pre-change either.
I always just attached independant units to my OHQ formations.
+1
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
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nadia911
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Re: Open Beta Patch v1.25e (2 jan 2024)

Post by nadia911 »

Hi, just verify the amount of supplies (mainly ammunition) that a single mechanized heavy infantry brigade with an attached artillery battalion needs in combat... :o
zgrssd
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Re: Open Beta Patch v1.25e (2 jan 2024)

Post by zgrssd »

nadia911 wrote: Sat Jan 06, 2024 7:31 pm Hi, just verify the amount of supplies (mainly ammunition) that a single mechanized heavy infantry brigade with an attached artillery battalion needs in combat... :o
"What if I build something intended to tax my logistics?"
"Then you succeeded at taxing your logistics."

Infantry needs Ammo
The mechanized Units with MG also need Ammo, more then the infantry.
Artillery is a ammo guzzler.
vogt156
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Re: Open Beta Patch v1.25e (2 jan 2024)

Post by vogt156 »

So far good. Im playing an outpost slow tech progression game. Its taking forever because I hit a point where I didnt have the cashflow to continue expansion due to a crashed materials market. Im at turn 300+. Id say the “meta” is to take every battle-dojo and hidden village for pops you can find. Then you just keep dumping that pop into new colonies or right back in the capital. Im now noticing that population is following a natural growth curve so any way to accelerate that is crucial. It would be sweet if we could “sell” public assets for private use or even give them away but maybe thats imbalanced and youve already considered. Im playing an Auto/Gov/Heart empire so maybe im getting what i deserve with bad commerce.

Couple issues I noticed:
Ai fires barrages with no infantry support on hex. Its possible it could be having reinforcement issues.Its open to fast counter attacks by everything.

Ai will use armored regiments and mix them up well but tends to leave them open to counterattacks. Ive got a heavy armor regiment that drives out of the bushes every once in awhile and smashes them up then dives back in the trees. If they brought infantry or AT guns with them, it would change things.

Ai is using an abundance of biofuel but oil is everywhere so its requisitioned a huge portion of its pops as agro farmers to feed that demand. This might just be how it is and how it works but the resources are there.

These issues could be happening because its an outpost world so i really just need to play a baseline game next.

Edit: almost forgot, small request: the sound effect for scrapping stratagem cards is very loud. Could also remove the sound effect entirely.
Xxzard
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Re: Open Beta Patch v1.25e (2 jan 2024)

Post by Xxzard »

vogt156 wrote: Mon Jan 08, 2024 9:40 pm So far good. Im playing an outpost slow tech progression game. Its taking forever because I hit a point where I didnt have the cashflow to continue expansion due to a crashed materials market. Im at turn 300+. Id say the “meta” is to take every battle-dojo and hidden village for pops you can find. Then you just keep dumping that pop into new colonies or right back in the capital. Im now noticing that population is following a natural growth curve so any way to accelerate that is crucial. It would be sweet if we could “sell” public assets for private use or even give them away but maybe thats imbalanced and youve already considered. Im playing an Auto/Gov/Heart empire so maybe im getting what i deserve with bad commerce.

Couple issues I noticed:
Ai fires barrages with no infantry support on hex. Its possible it could be having reinforcement issues.Its open to fast counter attacks by everything.

Ai will use armored regiments and mix them up well but tends to leave them open to counterattacks. Ive got a heavy armor regiment that drives out of the bushes every once in awhile and smashes them up then dives back in the trees. If they brought infantry or AT guns with them, it would change things.

Ai is using an abundance of biofuel but oil is everywhere so its requisitioned a huge portion of its pops as agro farmers to feed that demand. This might just be how it is and how it works but the resources are there.

These issues could be happening because its an outpost world so i really just need to play a baseline game next.

Edit: almost forgot, small request: the sound effect for scrapping stratagem cards is very loud. Could also remove the sound effect entirely.
Out of curiosity, what are you using the cash for? I don't usually find credits a limiting factor later on.

There are stratagems at commerce profile 60+ for commercial and estate gifts that effectively privatize assets. I've never used them, guess I'm a statist.

Your observations about the AI are the same I've seen across several games. Tactically much improved, just needs some refinement.
vogt156
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Re: Open Beta Patch v1.25e (2 jan 2024)

Post by vogt156 »

I have to spend it on QOL improvements for new colonies along with increased wages for the workers there compared to the capital. The capital has the highest qol but lowest wages. My commerce profile is real low because Im high government, so private asset growths is great when it happens. I think the traders start building assests like light industry once they have a lot of money and no sales. I also tax private citizens 50% on sales. Workers are at 40% wages And I’m even on the treasury. Which is ok at best. At this point use “investigate leader cards on other leaders to extort money out of them. This helps fund more colonies. My next source of wealth is a radioactive which is in a slightly contested mountain range… that and machines are the only market left. Theres also a big war of course.
finrodfelagund
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Re: Open Beta Patch v1.25e (2 jan 2024)

Post by finrodfelagund »

AI majors seem to be unable to feed themseseves in 1.25d. Even with extreme difficulty, nemesis and severe violence, majors declare war and their soldiers just die by themselves without any interference :lol: Minors with sentinels are much harder than majors.
Xxzard
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Re: Open Beta Patch v1.25e (2 jan 2024)

Post by Xxzard »

I'm playing on 25e, several large majors - they seem OK to me so far.
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