Open Beta Patch v1.27a (18 june 2025)
Moderator: Vic
- Malevolence
- Posts: 1798
- Joined: Sat Apr 03, 2010 11:12 am
RE: Open Beta Patch v1.03-beta5 (last update 17 june!)
For the record, I've mildly suggested that Political Points balance should not roll over each turn and that unused stratagem cards should be discarded as well. The purpose would be to stress a defined period of opportunity and a limit on cached political power. Both these elements have a time component not stressed.
I don't suggested those changes to make the game harder or easier, but because I think it fits the intent of the resources given my experiences with game.
I don't suggested those changes to make the game harder or easier, but because I think it fits the intent of the resources given my experiences with game.
Nicht kleckern, sondern klotzen!
*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.
*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.
RE: Open Beta Patch v1.03-beta5 (last update 17 june!)
With beta .06 fuel efficency optimization doesn't work for new models. I had a model of a walker in the works before applying the patch and after it was done the walker was showing 15.6 fuel consumption. My previous walker had 0.3 :/
RE: Open Beta Patch v1.03-beta6 (last update 18 june!)
V6 gives a warning when I download it that it is possibly a virus or will change system. I had to load it from the downlaod window it wouldn't go to my system the usual way.
Favoritism is alive and well here.
RE: Open Beta Patch v1.03-beta5 (last update 17 june!)
I am honestly still a bit confused why this is on default with Strategy games. At least for me it seems a "Start of Turn" save makes a lot more sense. Because, we can still do stuff at the start of the turn.ORIGINAL: ydmatrix2
For the open beta branch, I'd be happy to have an auto-save *at the start* of a turn - it will be easier to check/reproduce/report some issues. Otherwise it requires to start from the end of the previous turn (and I don't know how deterministic the end-turn results are).
RE: Open Beta Patch v1.03-beta6 (last update 18 june!)
Correct way of saying it:ORIGINAL: Twotribes
V6 gives a warning when I download it that it is possibly a virus or will change system. I had to load it from the downlaod window it wouldn't go to my system the usual way.
Your Virus scanner gives you a warning for this file.
Someone had similar issues with beta 4 or 5.
If it is only one Virus scanner that does that, asume a false-positive. Propably some overly agressive heuristic got tripped.
RE: Open Beta Patch v1.03-beta5 (last update 17 june!)
Yeah, I agree with that. Would probably be worth making a thread about this on the suggestions forum.ORIGINAL: Malevolence
For the record, I've mildly suggested that Political Points balance should not roll over each turn and that unused stratagem cards should be discarded as well. The purpose would be to stress a defined period of opportunity and a limit on cached political power. Both these elements have a time component not stressed.
I don't suggested those changes to make the game harder or easier, but because I think it fits the intent of the resources given my experiences with game.
That is the one weird thing about the stratagem system, how you can stockpile these cards. It does kinda go against the theme of them being opportunities and you end up with more of them than you need. I was thinking of suggesting some system where you could sell your unneeded stratagems or something, but just having the cards expire after a couple of turns would also work.
And yeah, having some sort of soft cap on PP or not having them fully roll over to the next turn could also be nice to act against stockpiling and to incentivise actually spending them.
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- Posts: 903
- Joined: Wed Jun 29, 2011 2:50 am
RE: Open Beta Patch v1.03-beta6 (last update 18 june!)
ORIGINAL: zgrssd
Correct way of saying it:ORIGINAL: Twotribes
V6 gives a warning when I download it that it is possibly a virus or will change system. I had to load it from the downlaod window it wouldn't go to my system the usual way.
Your Virus scanner gives you a warning for this file.
Someone had similar issues with beta 4 or 5.
If it is only one Virus scanner that does that, asume a false-positive. Propably some overly agressive heuristic got tripped.
I had an issue with an earlier version.
I could not download on my 'win 7' which uses, only, Microsoft Essentials.
I had to download via my 'win 10' to use that version on my 'win' 7.
Since then, no issues at all.
- Malevolence
- Posts: 1798
- Joined: Sat Apr 03, 2010 11:12 am
RE: Open Beta Patch v1.03-beta5 (last update 17 june!)
ORIGINAL: zgrssd
I am honestly still a bit confused why this is on default with Strategy games. At least for me it seems a "Start of Turn" save makes a lot more sense. Because, we can still do stuff at the start of the turn.ORIGINAL: ydmatrix2
For the open beta branch, I'd be happy to have an auto-save *at the start* of a turn - it will be easier to check/reproduce/report some issues. Otherwise it requires to start from the end of the previous turn (and I don't know how deterministic the end-turn results are).
Because the game is more likely to CTD during the automated phases. You want a save to record all your decisions before you run the functions and it starts thrashing the data associated with all your actions. Your decisions and the associated data should be immutable, but you will appreciate the safety net nonetheless.
If you savescum, it also provides the ability to go back--if you realize you missed something important and the AI took advantage of you. That's very much like other games where you hit a save point before a boss fight.
Nicht kleckern, sondern klotzen!
*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.
*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.
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- Posts: 43
- Joined: Fri Nov 17, 2017 2:03 am
RE: Open Beta Patch v1.03-beta5 (last update 17 june!)
Agreed, I appreciate the end of turn save.
RE: Open Beta Patch v1.03-beta5 (last update 17 june!)
"Because the game is more likely to CTD during the automated phases." That is a reason for exactly 1 end of turn save.ORIGINAL: Malevolence
ORIGINAL: zgrssd
I am honestly still a bit confused why this is on default with Strategy games. At least for me it seems a "Start of Turn" save makes a lot more sense. Because, we can still do stuff at the start of the turn.ORIGINAL: ydmatrix2
For the open beta branch, I'd be happy to have an auto-save *at the start* of a turn - it will be easier to check/reproduce/report some issues. Otherwise it requires to start from the end of the previous turn (and I don't know how deterministic the end-turn results are).
Because the game is more likely to CTD during the automated phases. You want a save to record all your decisions before you run the functions and it starts thrashing the data associated with all your actions. Your decisions and the associated data should be immutable, but you will appreciate the safety net nonetheless.
If you savescum, it also provides the ability to go back--if you realize you missed something important and the AI took advantage of you. That's very much like other games where you hit a save point before a boss fight.
"If you savescum, it also provides the ability to go back" again, that is only a good reason for 1 end of turn save.
Indeed, if I want to savescum I:
- have to load the last end of turn
- go through the entire automatic processing again
- might get a different endstate, because that is how the RNG rolls (both combat and AI decisions).
RE: Open Beta Patch v1.03-beta5 (last update 17 june!)
I do like the end-of-turn save for the gameplay in general.
For the beta-branch, I'd also like (an option for?) a start of turn save.
My reasoning - for example, there an uncommon but consistent issue where making a decision on an event doesn't show the outcome popup (although the effects do take place). After it happens - I have nothing to show to report it, and I'm not going back to end of last turn for the hope of getting the same decision with the reproducible problem again.
It would be very easy to reproduce with a start-of-turn save, but I'm not going to save each start of turn manually for the hopes of catching that one time - trying to play a game after all...
For the beta-branch, I'd also like (an option for?) a start of turn save.
My reasoning - for example, there an uncommon but consistent issue where making a decision on an event doesn't show the outcome popup (although the effects do take place). After it happens - I have nothing to show to report it, and I'm not going back to end of last turn for the hope of getting the same decision with the reproducible problem again.
It would be very easy to reproduce with a start-of-turn save, but I'm not going to save each start of turn manually for the hopes of catching that one time - trying to play a game after all...
RE: Open Beta Patch v1.03-beta5 (last update 17 june!)
The end of turn autosaves are also an option. Just one that is auto-togelled.ORIGINAL: ydmatrix2
I do like the end-of-turn save for the gameplay in general.
For the beta-branch, I'd also like (an option for?) a start of turn save.
My reasoning - for example, there an uncommon but consistent issue where making a decision on an event doesn't show the outcome popup (although the effects do take place). After it happens - I have nothing to show to report it, and I'm not going back to end of last turn for the hope of getting the same decision with the reproducible problem again.
It would be very easy to reproduce with a start-of-turn save, but I'm not going to save each start of turn manually for the hopes of catching that one time - trying to play a game after all...
Start turn would just be another option. However one that must be toggleable before loading the game. After all, it could break as well...
One thing I have been wondering about regarding end turn saves:
Could we speed them up, the same way Word Processors do document saving? My understand is that they are doing 90% of the save work in the background, as changes are made, into a temproary file. When the need to recover work after a crash, that file is used for it. And when the user finally decides to fully save, that is when the remaining 10% work happens.
It might be too much work for a game and thus far the "end of turn" saves are not that slow anyway. Just one of those idle thoughts that keeps bumping around in my brain.
RE: Open Beta Patch v1.03-beta7 (last update 19 june!)
Number of minor fixes. And an musical surprise 
Please give it a spin.
Hoping to make this one the next official v1.04.
best wishes,
Vic

Please give it a spin.
Hoping to make this one the next official v1.04.
best wishes,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
RE: Open Beta Patch v1.03-beta7 (last update 19 june!)
Thanks a lot for all the update ! The game is really awesome, and your support to the game too !!ORIGINAL: Vic
Number of minor fixes. And an musical surprise
Please give it a spin.
Hoping to make this one the next official v1.04.
best wishes,
Vic
I just applied this last version, but unfortunately I seem to have an issue with Happiness variable name (see screenshot).
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RE: Open Beta Patch v1.03-beta7 (last update 19 june!)
Sorry there. Fixed in v1.03-beta7b 

Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
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- Posts: 91
- Joined: Sun Jun 07, 2020 7:07 am
RE: Open Beta Patch v1.03-beta7 (last update 19 june!)
-You can no longer build HS Rail Station and Rail Station in the same Hex *
I'm sorry, what? Am I supposed to cripple my entire, already-existing railway logistics infrastructure for 12 turns (because that's how long it takes for an asset to be removed jfc), only to then have to wait for at least another 2 turns before I can build and start using HS rail stations?
HS rail is already a pretty late-game tech on the opposite path of the tech tree from the most important economic ones (robotization) and all preceding techs to HS rail are useless on a lot of planets and as such very low priority in the first place. It does not come early enough for there not to already be a regular rail network. If there was a conversion project (replacing an existing Rail station with a similarly-levelled HS rail station) this wouldn't be quite so bad.
- Nico165b165
- Posts: 439
- Joined: Sun Jan 28, 2007 8:54 pm
- Location: Mons, Belgique
RE: Open Beta Patch v1.03-beta7 (last update 19 june!)
ORIGINAL: Vic
Sorry there. Fixed in v1.03-beta7b![]()
Ha, those pesky "replace all" in the code [:D]
RE: Open Beta Patch v1.03-beta7 (last update 19 june!)
Small bug with taking over a minor regime using unification:
Directly after taking them over, you can't seem to tell their units to walk into non-alligned territory for some reason.
Once you've told them to move once inside their own territory, then you can also tell them to move into the non-alligned one.

Directly after taking them over, you can't seem to tell their units to walk into non-alligned territory for some reason.
Once you've told them to move once inside their own territory, then you can also tell them to move into the non-alligned one.

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RE: Open Beta Patch v1.03-beta7 (last update 19 june!)
I just noticed a bit of a problem about taking over minor regimes diplomatically.
They don't have transport hubs.
That means, if you don't already have a good logistical connection to that territory, you need to immediately run the military units of the ex-minor regime towards your main territory, or they will starve. And because building construction also needs logistical points, you can't build a truck station there until you extended your main logistical network towards it.
I took over some religious fanatic regime diplomatically that was a little farther away from my actual territory. I thought I'm just gonna get a second SHQ in that city, so that the military units can get supplied by the city's dome farm, but then I noticed there was no transport hub in the city, so the SHQ ended up being pointless.
They don't have transport hubs.
That means, if you don't already have a good logistical connection to that territory, you need to immediately run the military units of the ex-minor regime towards your main territory, or they will starve. And because building construction also needs logistical points, you can't build a truck station there until you extended your main logistical network towards it.
I took over some religious fanatic regime diplomatically that was a little farther away from my actual territory. I thought I'm just gonna get a second SHQ in that city, so that the military units can get supplied by the city's dome farm, but then I noticed there was no transport hub in the city, so the SHQ ended up being pointless.
RE: Open Beta Patch v1.03-beta7 (last update 19 june!)
ORIGINAL: Cornuthaum
-You can no longer build HS Rail Station and Rail Station in the same Hex *
I'm sorry, what? Am I supposed to cripple my entire, already-existing railway logistics infrastructure for 12 turns (because that's how long it takes for an asset to be removed jfc), only to then have to wait for at least another 2 turns before I can build and start using HS rail stations?
HS rail is already a pretty late-game tech on the opposite path of the tech tree from the most important economic ones (robotization) and all preceding techs to HS rail are useless on a lot of planets and as such very low priority in the first place. It does not come early enough for there not to already be a regular rail network. If there was a conversion project (replacing an existing Rail station with a similarly-levelled HS rail station) this wouldn't be quite so bad.
^Yep, this. This does not seem like a good change.
e: additionally. I've only taken the one game late enough to play around with rail & high-speed rail, but I found there were multiple times when upgrading a given city's HS rail was prohibitively expensive and the regular rail stations were a useful bandaid until I could afford the 50 high-tech parts per turn it'd take to get to the next level of HS rail. In the case of my capital, it was even necessary to have a significantly upgraded regular rail station alongside the HS rail station, because the logistical demands of the empire were pretty intense.
Perhaps the intent is that the creation of additional SHQs becomes mandatory at a certain point?