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

Post by Fizbun »

ORIGINAL: 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

Latest version is 1.04 not 1.03, maybe the problem is there my dude
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Malevolence
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by Malevolence »

ORIGINAL: mek42

If I made a copy of the game folder would I be able to have a production version and a beta version?

Yes. Keep in mind, your savegames would be separated.

Ensure your separate shortcuts execute the correct runtime.
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hapshott
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by hapshott »

Thanks for pointing out that 1.04 Is the base patch. I completely missed the release of the 1.04 patch. [>:]
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OldSarge
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by OldSarge »

ORIGINAL: Malevolence
ORIGINAL: mek42

If I made a copy of the game folder would I be able to have a production version and a beta version?

Yes. Keep in mind, your savegames would be separated.

Ensure your separate shortcuts execute the correct runtime.

You can also use the Generic Mod Enabler JSGME. There are several examples around the forum JSGME

Here is another post explaining how to set it up it by VPaulus on the Slitherine forums: JSGME Setup
You and the rest, you forgot the first rule of the fanatic: When you become obsessed with the enemy, you become the enemy.
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Foxador
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by Foxador »

You have a history option for the planet to have a very small size for colonization, is it possible to have one that does the opposite? One where it was heavily colonized so the population was like in the billions? That way you can have a map with a lot of ruins on it and I believer a slightly higher starting planet pop
Elver
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by Elver »

-No longer showing agricultural fields during Colonization Planet generation phase if Domed Farms are used

This takes care of the graphical oddity that was present when I reported this, but the other oddity remains: planets with even full-nutrition non-water-based alien plants will still create dome farms during colonization; you can even start with non-functional dome farms owing to a lack of water, but can build xenoag on the first turn which thrives w/o water. It's really weird and seems rather off for planets with no surface water but entirely viable e.g. sulfuric-acid-solvent plants to use dome farms to create Terran water-solvent crops they'll struggle to water.

This previously was an extremely rare niche case, but is now fairly common when selecting the Alien Life history and a hostile planet class (e.g., Cerebus).

[Edit: these planets still list Domed Farms as the recommended type of agriculture as well]
JWW
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by JWW »

Question. Will there be a basic primer on how the new logistics system works when it goes final? I finally broke down and started playing a game with the betas. I don't fully know what is going on because I honestly play without getting too deep into all the numbers behind the log system. I try to use mainly the bottleneck overlay and then after any adjustments the preview points overlay to manage logistics, mainly just by eyeballing those overlays and the supply status of units instead of counting lug nuts on trucks. I've found that the new system seems for me at least to be easier to use with less management than the 1.04 sytem, but it is still complex and requires management. In other words, pretty good. In playing a full game through turn 86 now I've found I'm making more use of building more truck stops and less use of roadblocks to keep things moving, and I have a widespread log network in this game much more complicated than in the two full games I played before trying the beta. In those games I usually had just one operation going at a time. In this game I have one major operation going but four minor operations going at the same time on a Medusa planet fighting alien life forms as well as minor and major powers. In my previous two games I was on a Siwa planet. I'm able to keep all these operations going, though I am having to actively manage to keep supply going to my units. And I enjoy actively managing, but I don't want to go too deep into counting lug nuts. But I still don't fully grasp the changes with the beta supply system and am wondering if someone has written or is going to write a new supply system for dummies tutorial for people like me to are not going to go deep into the numbers and count lug nuts. To the lug nut counters, thanks for all the hard work.
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Vic
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by Vic »

ORIGINAL: Elver
-No longer showing agricultural fields during Colonization Planet generation phase if Domed Farms are used

This takes care of the graphical oddity that was present when I reported this, but the other oddity remains: planets with even full-nutrition non-water-based alien plants will still create dome farms during colonization; you can even start with non-functional dome farms owing to a lack of water, but can build xenoag on the first turn which thrives w/o water. It's really weird and seems rather off for planets with no surface water but entirely viable e.g. sulfuric-acid-solvent plants to use dome farms to create Terran water-solvent crops they'll struggle to water.

This previously was an extremely rare niche case, but is now fairly common when selecting the Alien Life history and a hostile planet class (e.g., Cerebus).

[Edit: these planets still list Domed Farms as the recommended type of agriculture as well]

Could be a biohazard level issue?

best wishes,
Vic
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Vic
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by Vic »

ORIGINAL: Vic

ORIGINAL: Elver
-No longer showing agricultural fields during Colonization Planet generation phase if Domed Farms are used

This takes care of the graphical oddity that was present when I reported this, but the other oddity remains: planets with even full-nutrition non-water-based alien plants will still create dome farms during colonization; you can even start with non-functional dome farms owing to a lack of water, but can build xenoag on the first turn which thrives w/o water. It's really weird and seems rather off for planets with no surface water but entirely viable e.g. sulfuric-acid-solvent plants to use dome farms to create Terran water-solvent crops they'll struggle to water.

This previously was an extremely rare niche case, but is now fairly common when selecting the Alien Life history and a hostile planet class (e.g., Cerebus).

[Edit: these planets still list Domed Farms as the recommended type of agriculture as well]

Could be a biohazard level issue?

I might have to review the rules here.

As it makes sense you could do agriculture with a biohazard suit on.

best wishes,
Vic


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Vic
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by Vic »

And beta9 has been posted!

There still might be some glitches left in the Pull logistics system, please do give it a spin, ideally with a new game, but I am quite happy now as to the design.

Also added Agricultural Crops details report :)

and some bug fixes.

Thanks for all the feedback, it helps so much to make SE a better more solid game!

Best wishes,
Vic

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demiare
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by demiare »

ORIGINAL: Vic
Also added Agricultural Crops details report :)

And this is really GREAT addition, thank you! Personally I never ever tried xeno-farms because of lacking knowledge about xeno-plants temperature tolerance. As for me it's to risky to rely on them when their output maybe permanently reduced because of temp.
Leslac
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by Leslac »

Honestly the AI still needs A LOT of work. Currently it seems unable to establish a proper frontline, but breaks up it's units into little islands that are easy to constantly surround and destroy.

I know it's a general problem with all strategy games.

It seems like the AI doesn't know what entrenchment is, constantly moving it's troops willy nilly. One of the most important things, especially early game, is establishing defensive lines and staying in them for the entrenchment bonus. I'd like to see an early game major plant it's units in a line and stay there, while the recon units try to figure out the best place to open a breach. Preferably behind rivers and in easily defensible terrain.

This especially in a pre-war situation. If I move units up to the AI's borders - a lot of them - it seems like there's a diplomacy trigger that starts, giving me warnings about the major believing we want a war, etc. But the ai doesn't counter with actual units of it's own, which would be logical. And they don't defend their lines of supply - which is in part created by the free road system they get, something I believe should be removed asap so you can begin working on an actual working defensive/offensive way of acting for the AI.

As it is, the game's difficulty comes more from the challenges of logistics and getting enough troops early on, than actually fighting wars.

(speaking from an early-middle game perspective, I've yet to play a game to the late-game major conflicts)
Leslac
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by Leslac »

ORIGINAL: jwarrenw13

Question. Will there be a basic primer on how the new logistics system works when it goes final? I finally broke down and started playing a game with the betas. I don't fully know what is going on because I honestly play without getting too deep into all the numbers behind the log system. I try to use mainly the bottleneck overlay and then after any adjustments the preview points overlay to manage logistics, mainly just by eyeballing those overlays and the supply status of units instead of counting lug nuts on trucks. I've found that the new system seems for me at least to be easier to use with less management than the 1.04 sytem, but it is still complex and requires management. In other words, pretty good. In playing a full game through turn 86 now I've found I'm making more use of building more truck stops and less use of roadblocks to keep things moving, and I have a widespread log network in this game much more complicated than in the two full games I played before trying the beta. In those games I usually had just one operation going at a time. In this game I have one major operation going but four minor operations going at the same time on a Medusa planet fighting alien life forms as well as minor and major powers. In my previous two games I was on a Siwa planet. I'm able to keep all these operations going, though I am having to actively manage to keep supply going to my units. And I enjoy actively managing, but I don't want to go too deep into counting lug nuts. But I still don't fully grasp the changes with the beta supply system and am wondering if someone has written or is going to write a new supply system for dummies tutorial for people like me to are not going to go deep into the numbers and count lug nuts. To the lug nut counters, thanks for all the hard work.

Yeah, the manual should be updated.


Before the system was a "push" only - i.e. supplies start at the point of the truck stop and get pushed a certain distance out. Only way to control it was where you placed roads, supply stations and traffic lights.


The current version has included a "pull" system to all your military forces and structures. So they automatically ask for and get what they need (if the push system is able to send supplies there).


All in all it makes the logistics system a great deal easier and doesn't demand so much micromanaging of traffic lights.
Destragon
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by Destragon »

ORIGINAL: Vic
-In order to get the Logistics system more comprehensible I added a rule change. Once a runner from one logistical Assets encounters another logistical Asset it stops there. This is the only sane way to avoid the big majority (almost total) of the problem cases where a runner from a far away Asset would remove Pull Points that would cause a more nearby Asset to not use them. Furthermore it makes the network more comprehensible as there is less runners per hex in large networks now. * (requires new game start with beta9 for not to disrupt older games in progress)
Sounds interesting, but I have a lot of questions. I think this is gonna need a lot of testing.
What counts as "logistical asset" for this? Are truck and rail logistics separate? Will railway logistics be stopped, because they hit a supply base? What if truck logistics hit a railway station? Can railway logistics not path through a railhead anymore?
Can't the player just avoid this new rule by putting little bypass roads around their logistical assets, so that the logistic runners from other stations can just drive around the new station?

Edit:
Okay, I can answer one question right away, truck logistics and rail logistics are apparently separate for these stops. The logistics log will say something like "Truck points end with meeting other truck logistics asset".

Looks like railheads also don't end train logistics, which is nice. But it looks like railheads don't produce any train points anymore? The asset info still says they produce 5 train points, but I don't see the logistics log mention that.
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nadia911
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by nadia911 »

Can't download, site down
Destragon
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RE: Open Beta Patch v1.04-beta8 (last update 15th july!)

Post by Destragon »

It worked fine for me.
ORIGINAL: Vic
-Added an Alien Crops details report in the Help Subtab of the Reps Tab detailing its temperature tolerances. *
Speaking of planetary details reports, can you maybe make those auxiliary biosphere information screens where you can see total life biomass and the evolution history accessible during the game, too? As far as I can tell, they can only be read during planet generation and are a bit hidden there.

Great work with these updates in general, by the way.
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GodwinW
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by GodwinW »

-In order to get the Logistics system more comprehensible I added a rule change. Once a runner from one logistical Assets encounters another logistical Asset it stops there. This is the only sane way to avoid the big majority (almost total) of the problem cases where a runner from a far away Asset would remove Pull Points that would cause a more nearby Asset to not use them. Furthermore it makes the network more comprehensible as there is less runners per hex in large networks now. * (requires new game start with beta9 for not to disrupt older games in progress)

No! I am very much against that. I play without Pull Points. Having this work like it does is GREAT. It means you get overlap. It's purely beneficial. It's also NOT hard to figure out (not using pull system), and removing it is like a really arbitrary rule (not grounded in the game's reality) that dumbs down the game.

I really wish you hadn't done this and now I really wish you can make it affect only the pull system if it apparently causes some issue there.

Thank you for your consideration.
Destragon
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Destragon »

The thing is, you can just have your supply road go past your logistics station, like this, instead of having it go straight through it.
Adds 1 to the branching count, but that's probably worth it over losing the logistics runner. Add an "only pull points allowed" traffic sign heading into the city for extra efficiency.
Image
demiare
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by demiare »

ORIGINAL: GodwinW

No! I am very much against that. I play without Pull Points. Having this work like it does is GREAT. It means you get overlap. It's purely beneficial.

And it's making capital supply radius completely insane once you get enough supply deports & sealed road everywhere.

No, rails should be used for long-range support not trucks.
ORIGINAL: Destragon
The thing is, you can just have your supply road go past your logistics station, like this, instead of having it go straight through it.
Adds 1 to the branching count, but that's probably worth it over losing the logistics runner. Add an "only pull points allowed" traffic sign heading into the city for extra efficiency.
To maximize efficiency in many cases you will need to separate rails from road - let's railroad enter this city to avoid branching for train as it's stupid to build railway station in every city and most of them will have railstop only.
demiare
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by demiare »

ORIGINAL: Vic

-In order to get the Logistics system more comprehensible I added a rule change. Once a runner from one logistical Assets encounters another logistical Asset it stops there. This is the only sane way to avoid the big majority (almost total) of the problem cases where a runner from a far away Asset would remove Pull Points that would cause a more nearby Asset to not use them. Furthermore it makes the network more comprehensible as there is less runners per hex in large networks now. *

After some testing there is seems a minor issue with it - you'd killed Supply Bases lvl 2 and 3. Previously I could use them to boost my capital truck station range via placing them in "free" zone of nearby cities (as placing them optimally in a 10-11 hex distance between truck stations is bestow too high administrative strain even for developed level 3-4 cities). Now... They're seems to be completely useless.

My suggestion - either make them administrative strain free or merge lvl2-3 into a single level 1 supply base.

P.S. Also there is a tiny bug - supply base description don't show it output:


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