Or maybe turn them into something you would call your Secretary for?ORIGINAL: redrum68
Yeah, probably should make the every turn meet cards not be scrapable.
Open Beta Patch v1.26o2 (12 may 2025)
Moderator: Vic
RE: Open Beta Patch v1.07.01 (last update 7 jan!)
RE: Open Beta Patch v1.07.02 (last update 14 jan!)
seems likne no new hotkeys will be coded 

RE: Open Beta Patch v1.07.02 (last update 14 jan!)
v1.07.03 posted!
mostly spent time on turn processing speed.
mostly spent time on turn processing speed.
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RE: Open Beta Patch v1.07.03 (last update 18 jan!)
ORIGINAL: Vic
Changelist for v1.07.03
-Made some relatively good speed improvements to turn speed. However this also made me change some compilation settings and might give some unwanted bugs, didn’t find any, but lets see. Stay aware this is an open BETA. capitals for emphasis.
[&o][&o][&o]
Hell yes lets GOOOOOOOOOO!!!!!!!!
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- Posts: 17
- Joined: Sun Jul 26, 2020 7:15 pm
RE: Open Beta Patch v1.07.03 (last update 18 jan!)
Do they turn into your militia or they carry on the fight against you?Changelist for v1.07.03
-Nomads when losing a conquered city now are NOT removed from game anymore.
RE: Open Beta Patch v1.07.03 (last update 18 jan!)
There was a issue:ORIGINAL: coldiceEVO
Do they turn into your militia or they carry on the fight against you?Changelist for v1.07.03
-Nomads when losing a conquered city now are NOT removed from game anymore.
- Nomads take city from you
- You take the city back
- Nomads vanish as any Minor that lost it's "last" city, despite not needing a city to begin with (being nomads)
I would guess they continue the fight now.
RE: Open Beta Patch v1.07.03 (last update 18 jan!)
Hello, I am having some problems in this beta version:
1 - It don't allow me to build new roads, tell me that there is no connection with the main logistics network.
2 - I can't see the stock of my SHQ because it tells me that I don't have SHQ ...
Apparently this happens after annexing a minor power


1 - It don't allow me to build new roads, tell me that there is no connection with the main logistics network.
2 - I can't see the stock of my SHQ because it tells me that I don't have SHQ ...
Apparently this happens after annexing a minor power


RE: Open Beta Patch v1.07.03 (last update 18 jan!)
FYI, to get around this reassign every zone you have to your SHQ. The issue appears to be that after you annex a minor, all zones become assigned to no SHQ.
RE: Open Beta Patch v1.07.03 (last update 18 jan!)
@nadia
apologies. is fixed with .04
apologies. is fixed with .04
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- Posts: 597
- Joined: Sun Jun 07, 2020 11:33 am
RE: Open Beta Patch v1.07.03 (last update 18 jan!)
I'm getting a consistent crash during AI processing in my ongoing game after upgrading from 1.07.03 to 1.07.04. Re-applying 1.07.03 fixed it. I've sent Vic a reproduction savegame.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
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- Posts: 46
- Joined: Fri Mar 20, 2015 2:10 am
RE: Open Beta Patch v1.07.03 (last update 18 jan!)
Same. Within a few seconds after autosave completes -- and might be just my imagination, but autosave takes a little longer than I'm used to when it does this? I can forward my save to you as well if it helps.
RE: Open Beta Patch v1.03-beta10 (last update 23 june!)
Unable to extract this archive, virus detected: Trojan:Win32/Prowloc.A!cl
RE: Open Beta Patch v1.07.03 (last update 18 jan!)
On .04 I still get the SHQ problem - after annexing a minor the zone SHQs got assigned to an infantry OHQ instead. I assigned it back and after a couple of turns of supplies working themselves out it went back to normal.
I annexed another one, during the AI resolution at the end of that turn the game quits to desktop. I have a turn end save if it helps. I can probably dig up the one where the SHQs got messed up too.
If I don't annex the second minor I can end turn successfully, although it looks like the AI keeps getting stuck for a while or looping - I keep seeing the same numbers go round in the "Front #" bit, I don't know if that's normal but I don't recall seeing it before.
I annexed another one, during the AI resolution at the end of that turn the game quits to desktop. I have a turn end save if it helps. I can probably dig up the one where the SHQs got messed up too.
If I don't annex the second minor I can end turn successfully, although it looks like the AI keeps getting stuck for a while or looping - I keep seeing the same numbers go round in the "Front #" bit, I don't know if that's normal but I don't recall seeing it before.
RE: Open Beta Patch v1.07.03 (last update 18 jan!)
In .04 on the next turn after conquering minor city lost all resources
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
Previous open beta from friday afternoon caused a big bug to sneak in. My apologies for all the crashes my dear open beta testers.
It should be fixed with v1.07.05 thats just been posted.
Keep in mind though that the fix in some cases might have lead to your Zones having no SHQ set after loading your game.
Best wishes,
Vic
It should be fixed with v1.07.05 thats just been posted.
Keep in mind though that the fix in some cases might have lead to your Zones having no SHQ set after loading your game.
Best wishes,
Vic
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
Vic, thanks for great game and fast response! Last update solved my issue
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
Thanks Vic, amazingly fast! All seems OK now.
- newageofpower
- Posts: 291
- Joined: Thu Dec 03, 2020 3:09 pm
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
I feel like I'm getting additional lag in 1.07.05. Can't be sure though.
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
After installing the .05 update today I'm seeing worker happiness drop by 45 points over a couple of turns.
And I can't find any reason to explain why, there's nothing in the tooltip apart from the usual, nothing in any of the reports, the zone report tells me nothing. Danger isn't high, no unrest, a bit of fear, corporation is under control, no enemy is near, no events, no union boss, pop loyalty is high, pop happiness is around 70, haven't touched pay in a while, civlian pay is lower than worker pay, no new cult, no mafia etc.
It evens off around 55 happiness and then starts to climb slowly - as far as I can see. But I'll update this space when I've gone a few turns ahead.
Update - it layered out at 55 and then I got it back up again with some strats. Still no idea why it happened to begin with...
Another update - On later turns I'm seeing small inexplicable reductions. Do workers lose happiness from casualties? And I went to look in my zone report and saw "only 83% of wages were paid to workers, breaking your promise to them." Which was weird, because all wages were paid and I had money to spare in the bank...
Yet another update - just got a -13 drop in worker happiness out of nowhere. No casualties to speak of. The zone report says "paid only 88% of worker salaries. You have broken your salary promise!" - treasury is full, and cashflow overview says all wages have been paid. I'm pretty sure it's a bug...
AAAND FINAL UPDATE - I'm an idiot. I wasn't aware that you pay your workers at the end of your turn. So the "you didn't keep your promise", is basically telling me that I didn't have enough money in the bank to pay them all. I'm a much smarter person now for knowing that! I thought you paid all at the beginning of the turn with surplus etc counted in...
And I can't find any reason to explain why, there's nothing in the tooltip apart from the usual, nothing in any of the reports, the zone report tells me nothing. Danger isn't high, no unrest, a bit of fear, corporation is under control, no enemy is near, no events, no union boss, pop loyalty is high, pop happiness is around 70, haven't touched pay in a while, civlian pay is lower than worker pay, no new cult, no mafia etc.
It evens off around 55 happiness and then starts to climb slowly - as far as I can see. But I'll update this space when I've gone a few turns ahead.
Update - it layered out at 55 and then I got it back up again with some strats. Still no idea why it happened to begin with...
Another update - On later turns I'm seeing small inexplicable reductions. Do workers lose happiness from casualties? And I went to look in my zone report and saw "only 83% of wages were paid to workers, breaking your promise to them." Which was weird, because all wages were paid and I had money to spare in the bank...
Yet another update - just got a -13 drop in worker happiness out of nowhere. No casualties to speak of. The zone report says "paid only 88% of worker salaries. You have broken your salary promise!" - treasury is full, and cashflow overview says all wages have been paid. I'm pretty sure it's a bug...
AAAND FINAL UPDATE - I'm an idiot. I wasn't aware that you pay your workers at the end of your turn. So the "you didn't keep your promise", is basically telling me that I didn't have enough money in the bank to pay them all. I'm a much smarter person now for knowing that! I thought you paid all at the beginning of the turn with surplus etc counted in...
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
Also I've got a couple of suggestions for changes for the current version. And I'm basically just adding them as I play the game... Sorry for the wall of text 
First of all - can we remove all the airplane stuff from the military council? And solely plant it in the airplane council? It's major league annoying that I'm constantly getting advanced airplane stuff from my military council at the start of a game where I don't start with extra councils, while waiting for all the simple stuff like rpg's, better guns etc. Thank God for jungles keeping my troops alive against enemy tanks...
And please do something about the centering of the game. During turnovers the screen always wants to center right and down, instead on where you ended the turn, a front or your capital f.ex. While often you don't even know where some action is happening because it's happening right at the left edge. Move the center squarely on the unit where things are happening - or the closest unit to it.
Tune down the amount of money that cult which takes your civilian cash takes. Everywhere I had them, they were nicking almost all of my civvy cash, making this cult by far the worst to have around.
Can we get tarrifs lumped in with taxes and moved to the economic council? It's always the most important thing to increase your cashflow - and you know that seems like something to do with economics. And tarriffs as their own thing just seems weird, four strats for one category? Maybe move tarrifs to the foreign council where the trade's at?
Interior council already gives you a lot of awesome leaders, xp bonuses, meetings, payment to leaders and such. There's reason enough to picking it asap without the taxes and tarrifs.
Can you do something with the militia reinforcements? I often see the militia rather create completely new units, instead of reinforcing low strength units. I've got a militia zone strength and militia at 70, but very few reinforcements are sent out to low strength units. The consequence is I've got a plethora of half or lower strength tiny militia units hanging around, mostly useless - and I can't merge them or send them back to the reinforcement pool... Maybe remove the rule that you can't disband militia units?
Artifacts... Can we maybe have a tooltip with a bit more info about them? In one game I had these awesome bees that I kept around for that really important moment. Turns out they only really work against unarmored targets - i.e. great at the beginning of the game against free folk, mutants etc. I guess I could save/load just to see what they do, but that's a waste of time...
The same goes for the fate point cards.
Postures - Often you can't read their full text in the card. Like Recon in Force or Ambush. Maybe include the full text in the popup tooltip?
Worker happiness penalties - there's no explanation for the happiness drop when you don't pay your workers at the end of the turn. As my above text shows, this is easy to miss. Include a "-13 for not paying your workers" tooltip.
Militia memorial plaque event - When you pick the choice to pay extra money to the milita, the vidcom states "The militia units gained +8 government points." What does that mean?
Corporation taxation - I'm taxing my corporation at 40%, but can't see where the taxes go? They aren't listed in the civilian income and they aren't listed in my income either? Am I missing something or is it a bug? Is taxation just there to curb the corporations growth?
As always, thanks for a great game. I'm playing it a lot - and on extreme difficulty - which means everything I've got counts.

First of all - can we remove all the airplane stuff from the military council? And solely plant it in the airplane council? It's major league annoying that I'm constantly getting advanced airplane stuff from my military council at the start of a game where I don't start with extra councils, while waiting for all the simple stuff like rpg's, better guns etc. Thank God for jungles keeping my troops alive against enemy tanks...
And please do something about the centering of the game. During turnovers the screen always wants to center right and down, instead on where you ended the turn, a front or your capital f.ex. While often you don't even know where some action is happening because it's happening right at the left edge. Move the center squarely on the unit where things are happening - or the closest unit to it.
Tune down the amount of money that cult which takes your civilian cash takes. Everywhere I had them, they were nicking almost all of my civvy cash, making this cult by far the worst to have around.
Can we get tarrifs lumped in with taxes and moved to the economic council? It's always the most important thing to increase your cashflow - and you know that seems like something to do with economics. And tarriffs as their own thing just seems weird, four strats for one category? Maybe move tarrifs to the foreign council where the trade's at?
Interior council already gives you a lot of awesome leaders, xp bonuses, meetings, payment to leaders and such. There's reason enough to picking it asap without the taxes and tarrifs.
Can you do something with the militia reinforcements? I often see the militia rather create completely new units, instead of reinforcing low strength units. I've got a militia zone strength and militia at 70, but very few reinforcements are sent out to low strength units. The consequence is I've got a plethora of half or lower strength tiny militia units hanging around, mostly useless - and I can't merge them or send them back to the reinforcement pool... Maybe remove the rule that you can't disband militia units?
Artifacts... Can we maybe have a tooltip with a bit more info about them? In one game I had these awesome bees that I kept around for that really important moment. Turns out they only really work against unarmored targets - i.e. great at the beginning of the game against free folk, mutants etc. I guess I could save/load just to see what they do, but that's a waste of time...
The same goes for the fate point cards.
Postures - Often you can't read their full text in the card. Like Recon in Force or Ambush. Maybe include the full text in the popup tooltip?
Worker happiness penalties - there's no explanation for the happiness drop when you don't pay your workers at the end of the turn. As my above text shows, this is easy to miss. Include a "-13 for not paying your workers" tooltip.
Militia memorial plaque event - When you pick the choice to pay extra money to the milita, the vidcom states "The militia units gained +8 government points." What does that mean?
Corporation taxation - I'm taxing my corporation at 40%, but can't see where the taxes go? They aren't listed in the civilian income and they aren't listed in my income either? Am I missing something or is it a bug? Is taxation just there to curb the corporations growth?
As always, thanks for a great game. I'm playing it a lot - and on extreme difficulty - which means everything I've got counts.