Open Beta Patch v1.27a (18 june 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.

Moderator: Vic

Uemon
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Re: Open Beta Patch v1.26k2 (23 dec 2024)

Post by Uemon »

Hey Vic i have a... somewhat strange request/question.

Would it be possible to upgrade the way save game format works?

What i mean by that is sort of advanced folder like structure, where each game you start has a sub folder of its own, where all the individual save games are stored. Off the top of my head the best example of this is stellaris. The issue i have is that every time i start a new game in Shadow Empire, everything previous that is atuo create starts getting overwritten and is thus lost. The way that some other games do it (like Stellaris) is kinda better at managing ongoing games as it allows you to easily manage several groups of save games. As opposed to having to manually save game with some kind of format that allows you to not forget what it was about / which one it is.
solops
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Re: Open Beta Patch v1.26k (19 dec 2024)

Post by solops »

Uemon wrote: Tue Dec 24, 2024 12:22 am
Vic wrote: Mon Dec 23, 2024 9:27 am Allright Jean was right. A serious bug slipped in somewhere along the game, not game breaking, but annoying indeed. I am building the next open beta version that will retroactively fix this issue in running games as well.
Ok so i dont have to send you my save then if its fixed.

But now im puzzled by all the people who kept saying that they didnt see this behavior.

Are we playing the same game?!? :geek:
Perhaps the AI just finds me obnoxious. Maybe it talks to my wife.
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
grime
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Re: Open Beta Patch v1.26k2 (23 dec 2024)

Post by grime »

Here's an interesting bug/situation that I've noted has appeared recently.

When you start a construction project in a zone, the IP costs of the project are solely removed from the SHQ stock, and the IP production of the zone does not get transferred to the SHQ that turn.

In the first image, I started a Recycling Center last turn. 135IP was taken from the SHQ and used in the construction. However, the 131IP produced by the zone that turn remains in the zone stock.
Example Turn 1
Example Turn 1
ShadowEmpireIP.png (3.08 MiB) Viewed 1718 times
However, in the next turn. The IP has "disappeared" from the zone stock, presumably used in the construction, and then +132 IP is produced and transferred out.
Example Turn 2
Example Turn 2
ShadowEmpire-IP2.png (3.05 MiB) Viewed 1718 times
I can't decide if this is intended behavior or a bug. The accounting makes sense if I stop to think about it -- when you start the project, the zone doesn't have the IP yet, so it pulls it entirely from the SHQ. The next turn, it reserves the IP for the continuing construction, and then pulls only what it needs from the SHQ -- but my gut feeling is that it's a bug. You'd expect a constant flow of IP from the zone to the SHQ, so when you start the project and it doesn't appear that next turn, your SHQ IP reserve drops.
Don_Kiyote
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Re: Open Beta Patch v1.26k2 (23 dec 2024)

Post by Don_Kiyote »

grime wrote: Sat Jan 04, 2025 11:22 am when you start the project, the zone doesn't have the IP yet, so it pulls it entirely from the SHQ. The next turn, it reserves the IP for the continuing construction, and then pulls only what it needs from the SHQ
That's right. The first turn you build something, there is a spike in the IP and other materials used, or allocated, as the zone inventory calls for both the resources to build for that turn and for the next one. So the first turn you 'pay' twice. But each turn after that, you pay once.

Also, the zone should prioritize locally available resources.

The IP use in those images looks just right to me.
grime
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Re: Open Beta Patch v1.26k2 (23 dec 2024)

Post by grime »

Like I said, the accounting appears correct to me. However, I believe this behavior changed with the Oceana DLC or soon after. I don't recall the same drop in IP prior, hence my confusion of whether it represented a bug or not.
Magirot
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Re: Open Beta Patch v1.26k2 (23 dec 2024)

Post by Magirot »

I checked a save from late 2021 (Oceania came out March 2023, for reference) and the same behaviour was present there, so it's not a recent change. Just easy to miss with how many systems the game has!
Uemon
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Re: Open Beta Patch v1.26k2 (23 dec 2024)

Post by Uemon »

Starting to notice another pattern with the AI.

I play almost exclusively on magma worlds with very little water. As of a few versions ago (not exactly sure when) i noticed that the private economy started building ice mines AND upgrading them. The issue with this is on these worlds very often you only have 1 guaranteed source of water that you spawn with (next to your capital) and it also tends to be smaller now than it used to be. Ive seen it be like 150.000 opposed to 250.000 or something i think it used to be. When private sector AI builds a level 1 ice mine thats fine because that will take a long time for the depost to be depleted and you have a big window of time to fix your water supply. But when AI starts building food assets and then upgrades this SINGLE water source to level 2+ they start running out of water VERY quickly. I think this might even be happening to major AIs.

The easiest solution would be to tweak down AI's eagerness to upgrade up (tall) water sources if there are VERY few of them or if the upgraded version would lead to deposit being depleted in the matter of a few turns.

Another solution would be to allow AI to build that asset that you can pop on top of mountains that creates water out of air.
Xxzard
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Re: Open Beta Patch v1.26k2 (23 dec 2024)

Post by Xxzard »

Uemon wrote: Sat Jan 11, 2025 9:13 pm Another solution would be to allow AI to build that asset that you can pop on top of mountains that creates water out of air.
I have seen the AI do this before, in a situation where they lost their only water source on a very arid world.
grime
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Re: Open Beta Patch v1.26k2 (23 dec 2024)

Post by grime »

Magirot wrote: Sat Jan 11, 2025 9:30 am I checked a save from late 2021 (Oceania came out March 2023, for reference) and the same behaviour was present there, so it's not a recent change. Just easy to miss with how many systems the game has!
Not sure just going back to the save will do it, that should be a game engine thing. However, maybe I'm misremembering. I'm going to chalk it up to intended behavior.
grime
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Re: Open Beta Patch v1.26k2 (23 dec 2024)

Post by grime »

Uemon wrote: Sat Jan 11, 2025 9:13 pm
Another solution would be to allow AI to build that asset that you can pop on top of mountains that creates water out of air.
Windtraps? They do build them. Previously, they built them even when they weren't really useful. They should extend the water mine (which I've seen them do previously).
Magirot
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Re: Open Beta Patch v1.26k2 (23 dec 2024)

Post by Magirot »

grime wrote: Sat Jan 11, 2025 10:33 pmNot sure just going back to the save will do it, that should be a game engine thing.
I would think that stuff like zone inventory is handled when calculating the turn, as in it wouldn't get adjusted to new version's behaviour just by loading a save, but would require ending the turn and calculating a new one. (Assuming it would be an engine change.)

I did have an installation of an old beta (1.11b) from April 2022. I started a new game with it and began building a High Command HQ II. Only the 4 IP of production that couldn't be used next turn gets transferred to SHQ:

Image
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Arralen
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Re: Open Beta Patch v1.26k2 (23 dec 2024)

Post by Arralen »

IMHO,
Planet generation needs to get looked into - e.g. Morgana class planets can get too warm:

After I finally got me Oceania, I started a new game with 1.26k2.
Rolled me a near-earthlike Morgana with a nominal temperature of 60°C and very moderate rainfall.
126k2_MorganaTooHot01small.png
126k2_MorganaTooHot01small.png (361.17 KiB) Viewed 1288 times
.
This resulted in a planet with large open water surfaces and significant rainfall at the equator - and 81°C on the shore. (Warmest hex I found was a highland desert with 86°C)
126k2_MorganaTooHot02small.png
126k2_MorganaTooHot02small.png (512.48 KiB) Viewed 1288 times
.
This does not make sense. On a planet that hot, that water would quickly evaporate, contributing to the warming by adding to the greenhouse effect - turning the planet into a venus-equivalent in very short time, but the timeline says it was colonised 1300 years ago ... .

At least the nomads are wearing environ suits, while my milita prefers t-shirts. How about "player race: mutants"? ;-)
Starfry
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Re: Open Beta Patch v1.26k2 (23 dec 2024)

Post by Starfry »

If the atmosphere pressure is very high, you can still have large bodies of water on very hot planets.
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Vic
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Re: Open Beta Patch v1.26k2 (23 dec 2024)

Post by Vic »

Code-wise speaking the Morgana Class cheats to create these "oasis".

Theme-wise its mouse over does mention that there exists an underground canal system on these hot dry planets.

I guess the science part here is debateable. Theme-wise it could be explained by huge underground reservoirs being present or otherwise from a slim film on the water "hydrophobic crust "...

I will look more at Planet Gen after I finish Republica DLC

best wishes,
Vic
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Vic
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Re: Open Beta Patch v1.26m (15 feb 2024)

Post by Vic »

Bump!

New subversion M uploaded.

Bringing a new feature: Ranks

And many fixes and finetunings.

Updating speed has gone down a bit, because of hard work on Republica DLC.

Best wishes,
Vic
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Arralen
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Re: Open Beta Patch v1.26k2 (23 dec 2024)

Post by Arralen »

Nothing to see here, everything is allright.
Apparently I am an idiot with a really bad memory, as I was pretty sure to have seen units with full food reserves in the past.
Last edited by Arralen on Mon Feb 17, 2025 10:11 am, edited 3 times in total.
zgrssd
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Re: Open Beta Patch v1.26k2 (23 dec 2024)

Post by zgrssd »

Arralen wrote: Sat Feb 15, 2025 4:32 pm Looks like I have stumbled over another issue :

Troops are only picking up 50% of rations, even when sitting on the SHQ for serveral turns:
.
1.26k2_Troops0.5Food.png

And yes, I have 1592 food available, and I have not run out of logistics.
Unit card says "Received 1 food, requested 1 food" ... and as the unit actually eats 1food/turn, it never builds up the reserve.
Same happens to the units with higher manpower as well, o.c. ... but that ONE FOOD thing was too hilarious ;-)

edit: Happens in 1.26m, too ...
They request food.
They receive food
They eat food
1/2 is the result.
Uemon
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Re: Open Beta Patch v1.26m (15 feb 2024)

Post by Uemon »

Hey Vic you need to update the year in the thread title i almost entirely missed the last patch because the year was still 2024 :P
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Arralen
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Re: Open Beta Patch v1.26m (15 feb 2024)

Post by Arralen »

I've encountered another problem - and that is that I don't have a problem. :roll:

Overly timid AI
I had the game set up with "difficulty level: regular", "more time to think" and (if I remember after reloading) "AI level 250".
I don't care about turn times, I'm doing other things in the meantime, like household chores, tax declaration etc. ;) , but I DO care about cheating AI ... .

Neighbouring "Wurmstaat (Theocratic, doctrinists)" had vassalised neigbouring Calibanshelf Nation (Farmers), and I got the "Support the rebels?"-event, and went after the minor.
Interestingly, the major did not declare war immediatly, but only some turns later when it incorporated the minor.

But it never really attacked. It did a half-hearted attempt to circumvent my forces fighting at the city, but retreated as soon as it saw some of my size-6 milita troops.
Thinking of it - I can't remember if the major ever did an actual attack against any of my units?
Or is it only really really scared of my one GR artillery?

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JeanleChauve
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Re: Open Beta Patch v1.26m (15 feb 2024)

Post by JeanleChauve »

Thanks for adding the leader feats to their management page.
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