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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BlueTemplar
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RE: Open Beta Patch v1.08.05 (last update 24 march! again!)

Post by BlueTemplar »



----

Sigh, Microsoft Security Essentials acting out again...

https://www.microsoft.com/en-us/wdsi/th ... terprise=0
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BlueTemplar
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RE: Open Beta Patch v1.08.05 (last update 24 march! again!)

Post by BlueTemplar »

-In the overview of other regimes report you can now see the details of their relations with other major regimes (basic info at recon 5, all info at recon 10)
This is going to be very helpful in most games, thanks !
-Faction Tech, Admin, Civ level demands now stop if you reach level 8. (impossible otherwise to give)
Why "impossible" ?

Not sure what the max Tech Level is -
(do linear techs count fractionally ? do all techs ? does discovery count ? can you get it even higher if you manage to get linear techs up to 100% ?)

- but Admin level doesn't seem to have a maximum -
(it's supposedly 2*sqrt(BP*)+sqrt(nbCouncils) - I have it at 10.58 in my current game
*produced or adjusted BP? What about Bureaucratic Push?)

- and Civ level has a hard cap of sqrt(averageCivilizationLevel)-1 = sqrt(100)-1 = 9.
-Upgrade and Downgrade Formation now also allows Individual Unit Formations to motorize or demotorize. (especially handy with the new increased artillery costs)
Neat !
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Vic
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RE: Open Beta Patch v1.08.05 (last update 24 march! again!)

Post by Vic »

ORIGINAL: zgrssd
-Nerfed the fuel/energy production cost of Truck Station, Rail Station and High Speed Rail Station. (it was getting more expensive after level 1 here, which was not the intention; fixed now) *
I am pretty sure it is only called a Nerf if you made it worse.

If you reduce a value but that makes it better (like reduced upkeep cost), it is technically a buff.
You either nerfed the viability of the T1 by making it's cost worse, or buffed the viability of everything past T1.


thanks for the correction! buff it was.
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Daza99
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Daza99 »

ORIGINAL: Vic

bump!

subversion .05 repairs a number of bugs and glitches and brings more fine tunings.

Think I am going to switch soon to finally attacking the promised S&S editor.

Best wishes,
Vic

Thanks for the latest patch 1.08.05 update. Glad to see the Friendship Pact and Victory Pact fixed. Thankfully I do not have to restart my game for that.

What is the S&S editor you mentioned?

redrum68
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by redrum68 »

-Nerfed the fuel/energy production cost of Truck Station, Rail Station and High Speed Rail Station. (it was getting more expensive after level 1 here, which was not the intention; fixed now) *

Some good changes here but the logistics asset changes while a step in the right direction didn't address the main issues of the higher levels which are worker requirements and cost/time to build as fuel/energy mostly didn't matter. So as it sits now even after the changes, it never makes sense to build higher level truck stations just spam level 1 truck stations.

Level 1 truck station
- Takes 1 turn to build
- Costs 100 metal and 100 IP
- Total production/upkeep costs are 1100 workers and 20 fuel
- Produces 800 truck points

Level 2 truck station total costs (level 1 + level 2)
- Takes 3 turns to build
- Costs 300 metal and 300 IP
- Total production/upkeep costs are 3700 workers and 40 fuel
- Produces 1600 truck points

So to get 1600 truck points, I can build two level 1 truck stations for 200 metal and 200 IP and have an upkeep of 2200 workers and 40 fuel vs building one level 2 truck station for 300 metal and 300 IP and have an upkeep of 3700 workers and 40 fuel.
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Vic
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Vic »

ORIGINAL: redrum68
-Nerfed the fuel/energy production cost of Truck Station, Rail Station and High Speed Rail Station. (it was getting more expensive after level 1 here, which was not the intention; fixed now) *

Some good changes here but the logistics asset changes while a step in the right direction didn't address the main issues of the higher levels which are worker requirements and cost/time to build as fuel/energy mostly didn't matter. So as it sits now even after the changes, it never makes sense to build higher level truck stations just spam level 1 truck stations.

Level 1 truck station
- Takes 1 turn to build
- Costs 100 metal and 100 IP
- Total production/upkeep costs are 1100 workers and 20 fuel
- Produces 800 truck points

Level 2 truck station total costs (level 1 + level 2)
- Takes 3 turns to build
- Costs 300 metal and 300 IP
- Total production/upkeep costs are 3700 workers and 40 fuel
- Produces 1600 truck points

So to get 1600 truck points, I can build two level 1 truck stations for 200 metal and 200 IP and have an upkeep of 2200 workers and 40 fuel vs building one level 2 truck station for 300 metal and 300 IP and have an upkeep of 3700 workers and 40 fuel.

I agree.
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Vic
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Vic »

ORIGINAL: Daza99

ORIGINAL: Vic

bump!

subversion .05 repairs a number of bugs and glitches and brings more fine tunings.

Think I am going to switch soon to finally attacking the promised S&S editor.

Best wishes,
Vic

Thanks for the latest patch 1.08.05 update. Glad to see the Friendship Pact and Victory Pact fixed. Thankfully I do not have to restart my game for that.

What is the S&S editor you mentioned?


Stratagem and Story editor.
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Haplo
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Haplo »

Treasure hoard card is not working. After using it the amounts obtained are not added to the stock.
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BlueTemplar
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by BlueTemplar »

Have you checked the Zone item stocks ?
zgrssd
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by zgrssd »

ORIGINAL: Haplo

Treasure hoard card is not working. After using it the amounts obtained are not added to the stock.
That cards yields are added to the Zone Storage, where it will be retrieved near the end of next turns Logistics pass.
Haplo
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Haplo »

Yep, sorry, my mistake. Thank you.
zgrssd
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by zgrssd »

ORIGINAL: Haplo

Yep, sorry, my mistake. Thank you.
No problem here.

As I said under tech support, even we longtime players still fall for that part in the rare cases we use it.
zuekamo
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by zuekamo »

-Increased the movement cost for regular artillery and anti-tank gun models (without motorization), Militia version is still foot since they are very light and have improvised engines or traction systems *

the 60 mm models will have the same penalty than the 300 mm models?
zgrssd
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by zgrssd »

ORIGINAL: zuekamo
-Increased the movement cost for regular artillery and anti-tank gun models (without motorization), Militia version is still foot since they are very light and have improvised engines or traction systems *

the 60 mm models will have the same penalty than the 300 mm models?
The question does not seems sensible.
Militia units and weapon callibre are not related.
zuekamo
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by zuekamo »

ORIGINAL: zgrssd

ORIGINAL: zuekamo
-Increased the movement cost for regular artillery and anti-tank gun models (without motorization), Militia version is still foot since they are very light and have improvised engines or traction systems *

the 60 mm models will have the same penalty than the 300 mm models?
The question does not seems sensible.
Militia units and weapon callibre are not related.

Not talking about militias, I'm talking about a brigade with guns of 25mm, having the same movemente penalties than a brigade with 300mm guns.

both have the artillery type of movement.
zgrssd
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by zgrssd »

ORIGINAL: zuekamo
ORIGINAL: zgrssd

ORIGINAL: zuekamo



the 60 mm models will have the same penalty than the 300 mm models?
The question does not seems sensible.
Militia units and weapon callibre are not related.

Not talking about militias, I'm talking about a brigade with guns of 25mm, having the same movemente penalties than a brigade with 300mm guns.

both have the artillery type of movement.
Currently they do. But generally tehre is no point going for small artillery to begin with. So I fail to see why you would even try to go 25mm Artillery.
zuekamo
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by zuekamo »

ORIGINAL: zgrssd

Currently they do. But generally tehre is no point going for small artillery to begin with. So I fail to see why you would even try to go 25mm Artillery.

to move it quickly in mountains, hills, like in real life.
Uemon
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Uemon »

Also if it has no use and exists as an option in game, thats sort of a design flaw that should probably be remedied by giving it some purpose.
zgrssd
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by zgrssd »

ORIGINAL: zuekamo

ORIGINAL: zgrssd

Currently they do. But generally tehre is no point going for small artillery to begin with. So I fail to see why you would even try to go 25mm Artillery.

to move it quickly in mountains, hills, like in real life.
25mm is so small, I think there are bigger mortars.
Mortars would propably be part of "Infantry" Subunits.

Someone else made a suggestion for (in effect) Field Guns, wich I think would work well with a Artillery rework I have propossed:
https://www.matrixgames.com/forums/tm.asp?m=4997865
Axelius
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Axelius »

ORIGINAL: zgrssd

ORIGINAL: zuekamo

ORIGINAL: zgrssd

Currently they do. But generally tehre is no point going for small artillery to begin with. So I fail to see why you would even try to go 25mm Artillery.

to move it quickly in mountains, hills, like in real life.
25mm is so small, I think there are bigger mortars.
Mortars would propably be part of "Infantry" Subunits.

Someone else made a suggestion for (in effect) Field Guns, wich I think would work well with a Artillery rework I have propossed

It's not only that there are larger mortars, but pretty much every mortar made is larger. Comparing mortars to field guns is a bit like comparing apples to oranges though, but the case is pretty much the same for field artillery, which pretty much never goes below 37mm (although even those guns were more direct fire weapons and more predecessors to AT guns than what we would consider artillery), and is seldom under 50mm. By the time you're going below 50mm you're really reducing internal volume below what is necessary to get a satisfactory explosion once it lands on the other end.
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