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.

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Vic
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RE: Open Beta Patch v1.04-beta7 (last update 12th july!)

Post by Vic »

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.
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demiare
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RE: Open Beta Patch v1.04-beta7 (last update 12th july!)

Post by demiare »

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|]
Destragon
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RE: Open Beta Patch v1.04-beta7 (last update 12th july!)

Post by 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.

Image
Smidlee
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RE: Open Beta Patch v1.04-beta7 (last update 12th july!)

Post by Smidlee »

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.
Destragon
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RE: Open Beta Patch v1.04-beta7 (last update 12th july!)

Post by 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"?

Image

ORIGINAL: Smidlee
Try to delete the south road and instead connect the water directly to the nuclear resource. See if it only pulls 200.
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.
Smidlee
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RE: Open Beta Patch v1.04-beta7 (last update 12th july!)

Post by Smidlee »

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.
Destragon
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RE: Open Beta Patch v1.04-beta7 (last update 12th july!)

Post by Destragon »

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.

Image
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Vic
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RE: Open Beta Patch v1.04-beta7 (last update 12th july!)

Post by Vic »

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"?

Image

ORIGINAL: Smidlee
Try to delete the south road and instead connect the water directly to the nuclear resource. See if it only pulls 200.
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.

It takes the fastest route so 1 asset pulled from the north and the other from the west
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Vic
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RE: Open Beta Patch v1.04-beta7 (last update 12th july!)

Post by Vic »

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.

Image

Agreed. Will look into this for beta8. Thanks and if you d be so kind send that savefile to vic@vrdesigns.net
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Destragon
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RE: Open Beta Patch v1.04-beta7 (last update 12th july!)

Post by Destragon »

ORIGINAL: Vic

It takes the fastest route so 1 asset pulled from the north and the other from the west
Oh yeah, I see. The rare metal mine is 4 steps away from the city with both the top route and the lower route.
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.
Agreed. Will look into this for beta8. Thanks and if you d be so kind send that savefile to vic@vrdesigns.net
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?
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Vic
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RE: Open Beta Patch v1.04-beta7 (last update 12th july!)

Post by Vic »

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?
Double checked it and it will be fixed for the next open beta.
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by 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
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Tchey
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by Tchey »

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 ?
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Malevolence
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by Malevolence »

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.

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Nicht kleckern, sondern klotzen!

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Leslac
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by Leslac »

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.
bvoid
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by bvoid »

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.
Culthrasa
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by Culthrasa »

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! :)
mek42
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by mek42 »

If I made a copy of the game folder would I be able to have a production version and a beta version?
CzarKasm
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by CzarKasm »

Cloning Center = Endless supply of Soylent Green

Food problems solved!
hapshott
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by hapshott »

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
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