Open Beta Patch v1.27a (18 june 2025)
Moderator: Vic
RE: Open Beta Patch v1.04-beta7 (last update 12th july!)
I want to thank everybody that is participating with this open beta. The feedback is helping me to work faster (partly by allowing some room for making mistakes) and I am sure we'll have those Pull Points fully hammered out in a further two or three iterations.
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
RE: Open Beta Patch v1.04-beta7 (last update 12th july!)
Pull system fail to work correctly in case of several assets:
Image is here
To avoid wasting x2 LP into nowhere I forced to place a 40% traffic sign in branch (40% to all three sub-branches).
Something clearly wrong here - while 100% block now (beta7) allow pull system to pass it (thanks Vic!), but I don't sure I want it cost me twice as much LP...
P.S. Sorry for Gdrive link but I'm too lazy to figure what imagehosts are allowed here.[8|]
Image is here
To avoid wasting x2 LP into nowhere I forced to place a 40% traffic sign in branch (40% to all three sub-branches).
Something clearly wrong here - while 100% block now (beta7) allow pull system to pass it (thanks Vic!), but I don't sure I want it cost me twice as much LP...
P.S. Sorry for Gdrive link but I'm too lazy to figure what imagehosts are allowed here.[8|]
RE: Open Beta Patch v1.04-beta7 (last update 12th july!)
I can reproduce Demiare's issue. The junction on my city here is pulling 500 points to the south west, even though it only should be pulling 300.


RE: Open Beta Patch v1.04-beta7 (last update 12th july!)
Try to delete the south road and instead connect the water directly to the nuclear resource. See if it only pulls 200.
Also try to 100% at the intersection at the end of the red mark instead of trying to block at the city.
I noticed Demiare also put the block in the city instead of the intersection. That way you don't have the pull coming from multi-directions.
Also try to 100% at the intersection at the end of the red mark instead of trying to block at the city.
I noticed Demiare also put the block in the city instead of the intersection. That way you don't have the pull coming from multi-directions.
RE: Open Beta Patch v1.04-beta7 (last update 12th july!)
I noticed another issue.
When you have multiple assets in a line and this line connects back to your main road as a loop, then the pull points for these assets will be oversupplied.
Here on the left I have 100 pull points coming from the capital, which would be enough to satisfy both of these assets. But then on the right, another 100 pull points are coming from the road. I assume this happens because the game hasn't marked the pull points of the second in line asset as "satisfied"?

When you have multiple assets in a line and this line connects back to your main road as a loop, then the pull points for these assets will be oversupplied.
Here on the left I have 100 pull points coming from the capital, which would be enough to satisfy both of these assets. But then on the right, another 100 pull points are coming from the road. I assume this happens because the game hasn't marked the pull points of the second in line asset as "satisfied"?

Well yeah, it works as intended like that, that's how I had it in my game beforehand. I built this split in the road just to see if I can reproduce the issue.ORIGINAL: Smidlee
Try to delete the south road and instead connect the water directly to the nuclear resource. See if it only pulls 200.
RE: Open Beta Patch v1.04-beta7 (last update 12th july!)
The intersection on the right should have "Travel signs for : Pull points checked since this setting is for each intersection. If you've got two intersection uncheck then it make sense both intersections will allow pull points. This is only useful in the case one route gets cut off by the enemy.
Have you tried to block the intersection where the resources split off instead of in the city above? There settings seem to work for each intersection independently.
Have you tried to block the intersection where the resources split off instead of in the city above? There settings seem to work for each intersection independently.
RE: Open Beta Patch v1.04-beta7 (last update 12th july!)
Nah, I'm pretty sure this is just a bug. It only happens when you have multiple assets in a line.
See here, there's only 1 asset in the loop this time and now the junction on the right isn't sending any pull points southwards.

See here, there's only 1 asset in the loop this time and now the junction on the right isn't sending any pull points southwards.

RE: Open Beta Patch v1.04-beta7 (last update 12th july!)
ORIGINAL: Destragon
I noticed another issue.
When you have multiple assets in a line and this line connects back to your main road as a loop, then the pull points for these assets will be oversupplied.
Here on the left I have 100 pull points coming from the capital, which would be enough to satisfy both of these assets. But then on the right, another 100 pull points are coming from the road. I assume this happens because the game hasn't marked the pull points of the second in line asset as "satisfied"?
Well yeah, it works as intended like that, that's how I had it in my game beforehand. I built this split in the road just to see if I can reproduce the issue.ORIGINAL: Smidlee
Try to delete the south road and instead connect the water directly to the nuclear resource. See if it only pulls 200.
It takes the fastest route so 1 asset pulled from the north and the other from the west
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
RE: Open Beta Patch v1.04-beta7 (last update 12th july!)
ORIGINAL: Destragon
I can reproduce Demiare's issue. The junction on my city here is pulling 500 points to the south west, even though it only should be pulling 300.
![]()
Agreed. Will look into this for beta8. Thanks and if you d be so kind send that savefile to vic@vrdesigns.net
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
RE: Open Beta Patch v1.04-beta7 (last update 12th july!)
Oh yeah, I see. The rare metal mine is 4 steps away from the city with both the top route and the lower route.ORIGINAL: Vic
It takes the fastest route so 1 asset pulled from the north and the other from the west
Hm, I guess maybe it could be possible for the game to realise that supplying the one asset would also supply the other asset. I dunno.
But either way, it's really nice that we can finally restrict non-pull points from traveling down a road. Thanks.
Seeing that a mine that needs 100 logistics actually only draws 100 logistics is pretty cool.
This is the same save file as from the "more pull logistics weirdness" email. You just need to build this road south of the capital.Agreed. Will look into this for beta8. Thanks and if you d be so kind send that savefile to vic@vrdesigns.net
Do you want the save again?
RE: Open Beta Patch v1.04-beta7 (last update 12th july!)
Double checked it and it will be fixed for the next open beta.This is the same save file as from the "more pull logistics weirdness" email. You just need to build this road south of the capital.
Do you want the save again?
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
RE: Open Beta Patch v1.04-beta8 (last update 15th july!)
Posted v104-beta8
No new stuff, but quite a few bug fixes.
Whats left for v104 beta testing is further improving the Pull Points. Notably the remaining issue it that the algorithm can still be much better where it concerns finding the optimal route for the Pull trajectory, which is not always the shortest.
After that i'll move to official v105 patch.
best wishes,
Vic
No new stuff, but quite a few bug fixes.
Whats left for v104 beta testing is further improving the Pull Points. Notably the remaining issue it that the algorithm can still be much better where it concerns finding the optimal route for the Pull trajectory, which is not always the shortest.
After that i'll move to official v105 patch.
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 v1.04-beta8 (last update 15th july!)
ORIGINAL: Vic
Posted v104-beta8
After that i'll move to official v105 patch.
Thanks for your hard work !
Do you have an idea if you’re going to keep updating the game at that pace for a long time before moving to something more "stable" ?
Or it all depend on bug reports ?
* Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *
- Malevolence
- Posts: 1798
- Joined: Sat Apr 03, 2010 11:12 am
RE: Open Beta Patch v1.04-beta8 (last update 15th july!)
ORIGINAL: Vic
Posted v104-beta8
No new stuff, but quite a few bug fixes.
Whats left for v104 beta testing is further improving the Pull Points. Notably the remaining issue it that the algorithm can still be much better where it concerns finding the optimal route for the Pull trajectory, which is not always the shortest.
After that i'll move to official v105 patch.
best wishes,
Vic
If your next drop is v105 via the normal matrix update, please add an minor separator or indicator in the v105 update notes for changes made between v104-beta8 and v105.
Why? Because if the release update is not a merge from beta, it can be onerous to identify only the added change notes that document fixes made between the beta and the released update.

- Attachments
-
- merge.jpg (42.96 KiB) Viewed 322 times
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 v1.04-beta8 (last update 15th july!)
Latest beta (and 6-7 too I think), OHQ doesn't seem to influence combat outcomes. Only SHQ gives a percentage bonus. Or at least the OHQ bonus isn't visible.
Edit: Nevermind... It's when your OHQ is useless that their bonus don't appear.
On another note - I've received around 10 gravitic collectors from one recycling station. That's 5000 free energy production. Considering how important energy is, this is unbalanced to put it mildly. Compared to most of the other ancient artifacts, this is without a doubt the best.
I'd lower the chance of getting the gravitic collector substantially... Especially on hard or higher difficulties.
Edit: Nevermind... It's when your OHQ is useless that their bonus don't appear.
On another note - I've received around 10 gravitic collectors from one recycling station. That's 5000 free energy production. Considering how important energy is, this is unbalanced to put it mildly. Compared to most of the other ancient artifacts, this is without a doubt the best.
I'd lower the chance of getting the gravitic collector substantially... Especially on hard or higher difficulties.
RE: Open Beta Patch v1.04-beta8 (last update 15th july!)
Nevermind gravitic collector..... Cloning center is what's overpowered.
Population is the most important resource and there is no other way to create it from scratch. 500 pop per month is crazy! This should be nerfed to 50/month I suggest. That would be 100 per turn.
Also: I _always_ seem to manage to get a cloning center early on. Watch out for the gold artifact site and immediately start scavenging it. Should produce less population AND be rarer AND possibly use a LOT of power.
Population is the most important resource and there is no other way to create it from scratch. 500 pop per month is crazy! This should be nerfed to 50/month I suggest. That would be 100 per turn.
Also: I _always_ seem to manage to get a cloning center early on. Watch out for the gold artifact site and immediately start scavenging it. Should produce less population AND be rarer AND possibly use a LOT of power.
RE: Open Beta Patch v1.04-beta8 (last update 15th july!)
Cloning centre is THE artifact to get yes.... The auto factory and grav collector are nice yes... but CC is the one 
Also don't nerf plz!

Also don't nerf plz!

RE: Open Beta Patch v1.04-beta8 (last update 15th july!)
If I made a copy of the game folder would I be able to have a production version and a beta version?
RE: Open Beta Patch v1.04-beta8 (last update 15th july!)
Cloning Center = Endless supply of Soylent Green
Food problems solved!
Food problems solved!
RE: Open Beta Patch v1.04-beta8 (last update 15th july!)
Hello,
I get an error message that card 105.png is missing. This is with a clean install, patch 1.03 and then the beta8 patch. I also cannot find this card in the zip file (no card folder). Did I do something wrong?
best regards,
Hapshott
I get an error message that card 105.png is missing. This is with a clean install, patch 1.03 and then the beta8 patch. I also cannot find this card in the zip file (no card folder). Did I do something wrong?
best regards,
Hapshott