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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springel
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by springel »

Did you install the game using the latest version installer? Did you check for regular updates before applying the beta-patch? Because the critters were added to the latest official version, and are no longer included in the latest beta patches.
Uemon
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Uemon »

You are correct sir, i got confused because my launcher was not updating to 1.6, so i had to find the patch and update manually, then apply beta, and it appears to be good now.
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Vic
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Vic »

A bunch of fixes has been posted. Minor stuff, but quite a few items.

best wishes,
Vic
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Destragon
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Destragon »

Did you skip .11?

By the way, the "Aircraft Design" linear tech only applies to airplanes, right? Shouldn't it be renamed to "Airplane Design"?
Uemon
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Uemon »

Hey is anyone else noticing a tendency in minor AI regimes to leave their city empty allowing major AI's to often simply send a fast unit down the road and just walk into the city without any resistance and simply annex the minor?

I just had basically a minor raider AI i think it was; it was fighting two major AI's one eastwards and one north; i just conquered a minor AI to the west, and simply sent a buggy militia unit along the road, saw that the city was unprotected, and simply snatched it...

I noticed that something was off a while back, when i was seeing major AI's essentially annex minors in like one or two turns, and i strongly suspect its this; minor AI's start fighting someone, and they move ALL their units to the frontline, leaving nobody to protect the city, and i dont think this is wanted behavior as it makes conquering them ridiculously easy and it buffs aggressive major AIs too much too fast.
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Vic
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Vic »

ORIGINAL: Uemon

Hey is anyone else noticing a tendency in minor AI regimes to leave their city empty allowing major AI's to often simply send a fast unit down the road and just walk into the city without any resistance and simply annex the minor?

I just had basically a minor raider AI i think it was; it was fighting two major AI's one eastwards and one north; i just conquered a minor AI to the west, and simply sent a buggy militia unit along the road, saw that the city was unprotected, and simply snatched it...

I noticed that something was off a while back, when i was seeing major AI's essentially annex minors in like one or two turns, and i strongly suspect its this; minor AI's start fighting someone, and they move ALL their units to the frontline, leaving nobody to protect the city, and i dont think this is wanted behavior as it makes conquering them ridiculously easy and it buffs aggressive major AIs too much too fast.

Playing with 'slow AI' on?

If so send me savegame where I can play a turn that results in the AI leaving its City exposed. If I can repeat that i'll fix that! Send it over to vic@vrdesigns.net

best wishes,
Vic
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Vic
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Vic »

Posted subversion 13!
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Uemon
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Uemon »

Its with "Give AI more time to think" ticked OFF (otherwise the game is basically unplayable for me due to excessive turn times).

Edit: but yes, i have a save game thats reproducable if you still want it, just double checked.
Destragon
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RE: Open Beta Patch v1.06.13 (last update 17 dec!)

Post by Destragon »

ORIGINAL: Vic
-Added the relation change logbook entries to the mouse-over in the Leader Popup Window
This is a really nice addition. Stuff that makes it easier to comprehend what's going on is always appreciated.
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Vic
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RE: Open Beta Patch v1.06.13 (last update 17 dec!)

Post by Vic »

posted subversion 14!
some good bug fixes and minor AI nudges. thx for the feedback!
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wamaye04
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by wamaye04 »

Has the relentless decision of the level 2 scientific exchange by friendly AI major regime been fixed?

I have level 1 scientific exchange and, every turn, they ask for level 2. I keep declining and it is deteriorating my relation with them. Has this been patched?
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newageofpower
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RE: Open Beta Patch v1.03-beta10 (last update 23 june!)

Post by newageofpower »

Can we get a weight reduction/size allocation for Combined Beams? They're already inferior in firepower to Plasma...

Also, tactical nukes don't seem to be available to the Automated Turret for some reason.
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Clux
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RE: Open Beta Patch v1.03-beta10 (last update 23 june!)

Post by Clux »

ORIGINAL: newageofpower

Can we get a weight reduction/size allocation for Combined Beams? They're already inferior in firepower to Plasma...

Also, tactical nukes don't seem to be available to the Automated Turret for some reason.

I don't think than there is a need to buff even more the combined beams, beams weapons are already strong enough by their own, combined beams makes them even better and more affordable than plasma.
Amateurs talk about strategy. Professionals talk about logistics!
Xywa
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RE: Open Beta Patch v1.03-beta10 (last update 23 june!)

Post by Xywa »

Looks like 1.06.14 got faster AI, or is it just my imagination? I play hard mode on the biggest map at the moment. 50th round, feels the difference.
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newageofpower
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RE: Open Beta Patch v1.03-beta10 (last update 23 june!)

Post by newageofpower »

ORIGINAL: Clux
I don't think than there is a need to buff even more the combined beams, beams weapons are already strong enough by their own, combined beams makes them even better and more affordable than plasma.
What? Combined Beam has 6000 firepower on 800 weight, or 7.5 damage/weight, whereas Very Heavy Plasma is 7500 firepower on 400 weight, or 18.75 damage/weight. For the same weight, Plasma yields 2.5x the Firepower.

Furthermore, at the moment Combined Beams are only available on Monitors and Turrets.

You could argue the beams are 'cheaper' because they use less hi-tech and IP, but beams have pretty stiff drawbacks.

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zgrssd
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RE: Open Beta Patch v1.03-beta10 (last update 23 june!)

Post by zgrssd »

ORIGINAL: newageofpower
ORIGINAL: Clux
I don't think than there is a need to buff even more the combined beams, beams weapons are already strong enough by their own, combined beams makes them even better and more affordable than plasma.
What? Combined Beam has 6000 firepower on 800 weight, or 7.5 damage/weight, whereas Very Heavy Plasma is 7500 firepower on 400 weight, or 18.75 damage/weight. For the same weight, Plasma yields 2.5x the Firepower.

Furthermore, at the moment Combined Beams are only available on Monitors and Turrets.

You could argue the beams are 'cheaper' because they use less hi-tech and IP, but beams have pretty stiff drawbacks.

Image
Plasma and Beam are not comparable, as they interact very different with Armor. Indeed they are opposites.
See "5.12.3.5. weaPon tyPes versus armor tyPes matrIx" for details.
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newageofpower
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RE: Open Beta Patch v1.03-beta10 (last update 23 june!)

Post by newageofpower »

ORIGINAL: zgrssd
Plasma and Beam are not comparable, as they interact very different with Armor. Indeed they are opposites.
See "5.12.3.5. weaPon tyPes versus armor tyPes matrIx" for details.
Even with 50% damage reduction against Steel Armor, Very Heavy Plasma still has an effective 9.375 Firepower/Weight Ratio, considerably superior to Combined Beam's 7.5

Against Polymer/Liquid/Shields the advantages of Plasma weapons grows even further.

And that's not taking into account that Plasma Weapons of similar or even smaller mass have higher effective Calibre ratings compared to Beam, further increasing actual damage efficiency.

Beams, especially Combined Beams need a buff. They're very un-competitive for something in the same technology level.
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Vic
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RE: Open Beta Patch v1.03-beta10 (last update 23 june!)

Post by Vic »

Posted subversion 15 just before the end of the year. Sorry for my absence but there were some seasonal activities :)
Happy new year everyone!

Best wishes,
Vic
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Vic
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RE: Open Beta Patch v1.03-beta10 (last update 23 june!)

Post by Vic »

Oh... and on the Combined Beam weapon... well.... it is really the end of the line of the technology that started with lasers and it is very bulky and heavy. But weight does not play a role in combat, at best in mobility. It has its uses especially when facing large amounts of lower tech enemies. Also it consumes less Energy than Plasma weapons.
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Leslac
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RE: Open Beta Patch v1.03-beta10 (last update 23 june!)

Post by Leslac »

Thanks for the update, didn't expect one to drop since it's you know - holiday!

I've noticed two bugs in my latest beta 14 game that you might want to check up on.

One is the all-out attack stance, giving a unit +75% attack/-75% defense. I've been playing on the severe difficulty and got into a fight with a major from the beginning of the game. Getting into a protracted war of back and forth, while withdrawing to the mountains and holding out till my military rng could upgrade my troops.
I noticed that as soon as the AI set the all-out attack stance into play, I got completely wiped out on both attack and defense! Which was weird - they should be easily pushed back when overextended (And I noticed the AI was getting better at interspersing with units on defensive stances).

So I went into the text file and noticed that it said my units got -75% on attack when going against these units that should be getting -75% on defense - which they didn't. That really looks like a bug... And I didn't get as badly mauled against any other types of units, as I did against this type of stance.

I do have a savegame I can send you where you can check this one. But I'm pretty sure it's easier just to go in and check it yourself.


The other is an old one... Reinforcements to militia units are weird. A MG dies and a replacement is made, but in the meantime the unit wants a RPG or something else. So the MG reinforcement just sits in my SHQ forever.

No savegame here, but it's an old bug...

Oh and I'm still getting the weird map out of focus bug, where you have to move the map around in order to refocus it so to speak. Like there are two maps overlaying each other...

And the map history has a real annoying tendency to focus towards the bottom right of the screen, instead of centering on the action. So very often you can't see what is actually happening without moving the mouse around. AND it immediately refocuses center bottom right as soon as something new happens...
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