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

Post by solops »

Any word on the next beta? I am about ready to get back into some marathon games of SE.
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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Vic
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Re: Open Beta Patch v1.26m (15 feb 2024)

Post by Vic »

working on a small fixes patch subversion N.
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Re: Open Beta Patch v1.26n (22 march 2025)

Post by Vic »

bump!

Posted subversion N. Many fixes and finetunings.

Note that most of this year we'll be focussing on smaller issues as I am heavily invested in getting Republica DLC done.

Best wishes,
Vic
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Xxzard
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Re: Open Beta Patch v1.26n2 (22 march 2025)

Post by Xxzard »

Thanks Vic!
solops
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Re: Open Beta Patch v1.26n2 (22 march 2025)

Post by solops »

Wahoo! Here we go again.....as soon as I file my tax return.
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
mattpilot
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Re: Open Beta Patch v1.26n2 (22 march 2025)

Post by mattpilot »

Thx for the continued updates!

Are you perhaps (still) considering a change to how the whole naval aspect works? For me its the biggest disappointment and i stopped playing with those features a while now. I was really hoping for some unit management in that regard.

If i may be so bold to outlay my 'simple' idea how i wish it worked... :-)

Port buildings allow for 'ships with transport capacity' to ship (like the 'airlift' function) supplies to any other coastal hex. The net supply arriving is a function of distance, infastructure, and what-not else... And just like the airlift function on planes, supplies and resources and everything else, should flow through these nodes... except maybe energy.

War ships can only be formed at port buildings. Smaller "patrol boat' or DD 'squadrons', consisting of 5 ships, and larger capital ships consisting of 1 ship. Of course numerous ways to customize them as with other vehicles cant be absent :-D

pls? :-)
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Re: Open Beta Patch v1.26n2 (22 march 2025)

Post by solops »

A tremendous lag has been introduced into the game with the N or N2 patch, I think, in the attack screen. When an attack is first initiated on the main map screen, an attack screen pop-up window appears from which additional units can be added or deleted to the attack and the modifiers are presented. Now, when I try to add a unit to the attack on this screen the game seems to pause for as long as 5 or 10 seconds, perhaps longer before proceeding. It has not crashed at that point, yet, but I get the feeling that it may. Anyone else?
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
bobarossa
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Re: Open Beta Patch v1.26n2 (22 march 2025)

Post by bobarossa »

Haven't noticed any delay in the combat screen with adding or subtracting units. Using current beta.
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Tanaka
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Re: Open Beta Patch v1.26n2 (22 march 2025)

Post by Tanaka »

Spread out option still terrible. Half the planet not used:
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Pymous
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Re: Open Beta Patch v1.26n2 (22 march 2025)

Post by Pymous »

Hello Vic,
A suggestion from Seymos:

Artillery Calibre compatible with Foot Movement: Add up to 60mm?
Maybe also increase for ATguns too? (40mm)

Currently, Foot Movement only limited to 25mm calibers = no design choices
60mm for Artillery and 40mm for ATguns sounds realistic

What do you think?
Thank you
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Uemon
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Re: Open Beta Patch v1.26n2 (22 march 2025)

Post by Uemon »

Pymous wrote: Sun Apr 27, 2025 8:41 am Hello Vic,
A suggestion from Seymos:

Artillery Calibre compatible with Foot Movement: Add up to 60mm?
Maybe also increase for ATguns too? (40mm)

Currently, Foot Movement only limited to 25mm calibers = no design choices
60mm for Artillery and 40mm for ATguns sounds realistic

What do you think?
Thank you
This also makes logical sense.

Infantry can carry 120mm mortars when they are dissassembled on foot. Its not easy but its absolutely doable. The largest piece i believe requires 2 dudes and shells can be pain the butt to carry, but hey, weve done it in Bosnia in the 90s all the time.

There are also im pretty sure howitzers that are designed to be carried by infantry, usually designed for mountain warfare. Im not sure what kind of calibre they go up to tho.
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Re: Open Beta Patch v1.26n2 (22 march 2025)

Post by solops »

solops wrote: Mon Apr 21, 2025 4:39 pm A tremendous lag has been introduced into the game with the N or N2 patch, I think, in the attack screen. When an attack is first initiated on the main map screen, an attack screen pop-up window appears from which additional units can be added or deleted to the attack and the modifiers are presented. Now, when I try to add a unit to the attack on this screen the game seems to pause for as long as 5 or 10 seconds, perhaps longer before proceeding. It has not crashed at that point, yet, but I get the feeling that it may. Anyone else?
Well, I still have this problem, even if others do not. And it seems like it is getting worse.
Using the N2 beta.
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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Arralen
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Re: Open Beta Patch v1.26n2 (22 march 2025)

Post by Arralen »

solops wrote: Thu May 08, 2025 8:35 pm
solops wrote: Mon Apr 21, 2025 4:39 pm A tremendous lag has been introduced into the game with the N or N2 patch, I think, in the attack screen. When an attack is first initiated on the main map screen, an attack screen pop-up window appears from which additional units can be added or deleted to the attack and the modifiers are presented. Now, when I try to add a unit to the attack on this screen the game seems to pause for as long as 5 or 10 seconds, perhaps longer before proceeding. It has not crashed at that point, yet, but I get the feeling that it may. Anyone else?
Well, I still have this problem, even if others do not. And it seems like it is getting worse.
Using the N2 beta.
Maybe something is wrong with your installation, or it's some special units you're using? Savefile would be helpful ...

I do not have that problem in my current playthrough - and I'm running the game on a toaster, and not even from its SSD:
AMD FX-4300
Gigabyte 970A-DS3P
Kingston 24GB DDR3-1600 (PC3-12800)
Asus GTX 750 Ti OC 2GB GDDR5
Kingston SV300 120 GB
Windows 8.1
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Arralen
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Re: Open Beta Patch v1.26n2 (22 march 2025)

Post by Arralen »

.
Something is not right with this events random rolls, or is it?
.
1.26n2_AgitatorRoll.png
1.26n2_AgitatorRoll.png (183.21 KiB) Viewed 481 times
This is IIRC the 2nd event in that "chain" (there was one before, and things seem to get worse).
However - the values given for the rolls seem to be pretty much off, especially for the difficulty:
  1. Diff = 50+2d100 is NOT 159 on average, but 151.
  2. Actually, Diff is not rolled at all - I savescummed the current turn, and Diff always came out as 226. I even went back a turn, and when the event fired again, Diff again "rolled" 226. If it is rolled at all, it must have been at the start of the "event chain" (if something like this exists in the game)
  3. For the governors skill roll, the lowest I have seen was 35, and the highest was 108, with an average of 73.7 . With the low numbers of rolls I did, this is ok for a 1d100 ... but seems to be a bit low, especially as it seems to peak at 110 instead of 129.
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Re: Open Beta Patch v1.26o (12 may 2025)

Post by Vic »

bump! New open beta posted!
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Re: Open Beta Patch v1.26o (12 may 2025)

Post by Vic »

Once I also have the manual updated i'll go for a new official release
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Re: Open Beta Patch v1.26o (12 may 2025)

Post by solops »

Huzzah! I just finished my 1.26n2 game! I hope this new patch gets rid of the slowdown in the battle set-up screen. I uninstalled the game, cleaned the registry and reinstalled from the latest files and that did not help the slow-down.
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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Pymous
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Re: Open Beta Patch v1.26o (12 may 2025)

Post by Pymous »

Crash bug when initiating some combat with the latest open beta (older saved game)

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at WindowsApplication1.StringListClass.GetData(Int32 idInCol, Int32 idValue, Int32 returnCol) in G:\VR\VRDevelopment\WindowsApplication1\Game\DataClass\StringListClass.vb:line 207
at WindowsApplication1.CustomCombatCalls.UnitOrderlyRetreat_leaveAt(GameClass game, Int32 unr, Int32 leaveAt, String& s9) in G:\VR\VRDevelopment\WindowsApplication1\Game\Calculations\CombatProcess_SE1.vb:line 1932
at WindowsApplication1.CombatClass.CheckOrderlyUnitRetreat() in G:\VR\VRDevelopment\WindowsApplication1\Game\Calculations\CombatProcessClasses.vb:line 7149
at WindowsApplication1.HandyFunctionsclass.CombatPreviewStats(Int32 targetX, Int32 targetY) in G:\VR\VRDevelopment\WindowsApplication1\Game\Calculations\HandyFunctionsClass.vb:line 31389
at WindowsApplication1.CombatSelectWindowClass.View() in G:\VR\VRDevelopment\WindowsApplication1\GUI\Windows\Se1_Windows\Se1_CombatSelectWindowClass.vb:line 262
at WindowsApplication1.MessagePopUpScreenClass2..ctor(GameClass& tGame, Form1 tformref) in G:\VR\VRDevelopment\WindowsApplication1\GUI\Screens\NewScreens\MessagePopUpScreenClass2.vb:line 111
at WindowsApplication1.Form1.Form1_Mousedown(Object sender, MouseEventArgs e) in G:\VR\VRDevelopment\WindowsApplication1\Form1.vb:line 1820
at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at WindowsApplication1.ImmoveableForm.WndProc(Message& m) in G:\VR\VRDevelopment\WindowsApplication1\ImmoveableForm.vb:line 68
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9310.0 built by: NET481REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
WindowsApplication1
Assembly Version: 1.0.9263.28718
Win32 Version: 1.0.9263.28718
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Shadow%20Empire/ShadowEmpire.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 14.8.9037.0 built by: NET481REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9310.0 built by: NET481REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9297.0 built by: NET481REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9251.0 built by: NET481REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9037.0 built by: NET481REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9037.0 built by: NET481REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9037.0 built by: NET481REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9214.0 built by: NET481REL1LAST_B
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9037.0 built by: NET481REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
irrKlang.NET4
Assembly Version: 1.0.6617.18847
Win32 Version:
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Shadow%20Empire/irrKlang.NET4.DLL
----------------------------------------
Steamworks.NET
Assembly Version: 20.1.0.0
Win32 Version: 20.1.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Shadow%20Empire/Steamworks.NET.DLL
----------------------------------------
SharpDX.Mathematics
Assembly Version: 4.2.0.0
Win32 Version: 4.2.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Shadow%20Empire/SharpDX.Mathematics.DLL
----------------------------------------
ICSharpCode.SharpZipLib
Assembly Version: 0.84.0.0
Win32 Version: 0.84.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Shadow%20Empire/ICSharpCode.SharpZipLib.DLL
----------------------------------------
SharpDX.Direct2D1
Assembly Version: 4.2.0.0
Win32 Version: 4.2.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Shadow%20Empire/SharpDX.Direct2D1.DLL
----------------------------------------
SharpDX
Assembly Version: 4.2.0.0
Win32 Version: 4.2.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Shadow%20Empire/SharpDX.DLL
----------------------------------------
SharpDX.DXGI
Assembly Version: 4.2.0.0
Win32 Version: 4.2.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Shadow%20Empire/SharpDX.DXGI.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
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Vic
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Re: Open Beta Patch v1.26o2 (12 may 2025)

Post by Vic »

@pymous
Posted subversion o2.
Should fix this crash.
Thanks for quick post!!
best wishes,
Vic
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eddieballgame
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Re: Open Beta Patch v1.26o2 (12 may 2025)

Post by eddieballgame »

I, too, got an 'exception error' when attacking a city in a recent 'pbem' game after updating to 'beta o'.
Hopefully, 'beta o2' will resolve this.
I am amazed that after 5 years & 20+ 'pbem' games, these issues are, extremely, rare; & a huge thank you, Vic, as always.
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