Just to throw in another data point, I'm the other player in this game and I'm seeing nothing like this for my own territories. I'm version 1.11.08, and have been for the whole game.Il_Palazzo wrote: Wed Aug 31, 2022 12:20 am Hi. I'm getting the forced sale of water bug (it's a bug, right?). My traders are raking up thousands per turn despite water being plentiful for everybody (seas and precipitation). Started happening around turn 40 and looks like the amount sold is steadily growing.
I see on the previous page somebody mentioned it having been fixed in the latest patch - but it doesn't seem to be the case.
Open Beta Patch v1.26o2 (12 may 2025)
Moderator: Vic
Re: Open Beta Patch v1.11.08 (last update 30 july)
Re: Open Beta Patch v1.11.08 (last update 30 july)
We should probably post this here:Elver wrote: Wed Aug 31, 2022 9:21 amJust to throw in another data point, I'm the other player in this game and I'm seeing nothing like this for my own territories. I'm version 1.11.08, and have been for the whole game.Il_Palazzo wrote: Wed Aug 31, 2022 12:20 am Hi. I'm getting the forced sale of water bug (it's a bug, right?). My traders are raking up thousands per turn despite water being plentiful for everybody (seas and precipitation). Started happening around turn 40 and looks like the amount sold is steadily growing.
I see on the previous page somebody mentioned it having been fixed in the latest patch - but it doesn't seem to be the case.
https://www.matrixgames.com/forums/view ... hp?f=10618
That's typically where bugs/issues are put - they'll probably get lost in this thread.
-Mark R.
Re: Open Beta Patch v1.11.08 (last update 30 july)
Those parts of the patch notes are not marked with the "requires a new savegame" star.mroyer wrote: Wed Aug 31, 2022 12:35 amWhat version was your scenario started on?Il_Palazzo wrote: Wed Aug 31, 2022 12:20 am Hi. I'm getting the forced sale of water bug (it's a bug, right?). My traders are raking up thousands per turn despite water being plentiful for everybody (seas and precipitation). Started happening around turn 40 and looks like the amount sold is steadily growing.
I see on the previous page somebody mentioned it having been fixed in the latest patch - but it doesn't seem to be the case.
We have the same issue in our multiplayer game. We've been attributing it to the fact that even though we're playing with the latest beta release (v1.11.08) we started the game before the fix (v1.11.03). So, we suspect the bug is probably baked into our files and even though it has been fixed, the fix won't take effect until a new scenario is started. Maybe...
-Mark R.
Re: Open Beta Patch v1.11.09 (last update 7 september)
Bump. New beta!
Fixed allmost all reported bugs I received during my holidays. Development should be back at "full speed" coming week.
Big thanks for the bug reports and save files!
Best wishes,
Vic
Fixed allmost all reported bugs I received during my holidays. Development should be back at "full speed" coming week.
Big thanks for the bug reports and save files!
Best wishes,
Vic
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Re: Open Beta Patch v1.11.09 (last update 7 september)

What the hell is this Vic? Why are you only able to make things either really niche or overpowered?
The only rework AT guns needed were reducing the standard independent battalion size from 8 subunits to 5, reducing the cost of their construction, and allowing them to equip laser guns. Now non-foot units deal only half damage to them too right? Even artillery? They're grossly overpowered now. You may have just changed the mp meta from maneuver warfare with tanks to slogging it out with masses of AT guns.
Re: Open Beta Patch v1.11.09 (last update 7 september)
Friendly reminder than AT-Guns are back of the line units (same as shield generators, artillery, rockets, missile, etc.) and thus they will suffer from the breakthrough attack bonus (if an enemy unit attacks several turns without being hit, they get a massive attack bonus against backline units). So while I agree than lowering their cost, reducing their deployment number and making them harder to being hit by tanks would be good enough, this change isn't too overpowered, now you need to consider more than ever using combined arms OOBs.sillygoy wrote: Tue Sep 13, 2022 1:11 am
What the hell is this Vic? Why are you only able to make things either really niche or overpowered?
The only rework AT guns needed were reducing the standard independent battalion size from 8 subunits to 5, reducing the cost of their construction, and allowing them to equip laser guns. Now non-foot units deal only half damage to them too right? Even artillery? They're grossly overpowered now. You may have just changed the mp meta from maneuver warfare with tanks to slogging it out with masses of AT guns.
Amateurs talk about strategy. Professionals talk about logistics!
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Re: Open Beta Patch v1.11.09 (last update 7 september)
You learn something every day. I suppose theres more about formation-vs-formation auto-tactics in the combat logs, which I haven't started reading, yet.
Re: Open Beta Patch v1.12 (last update 30 september)
bump! new version! Building towards next release version.
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Re: Open Beta Patch v1.12 (last update 30 september)
Woo hoo!
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Re: Open Beta Patch v1.12 (last update 30 september)
New game with latest beta is crashing for me during AI processing.
Seems intermittent, I was able to load up turn1 autosave then proceed to turn 2. Couldn't get to turn 3 tho.
Any logs I can send?
Seems intermittent, I was able to load up turn1 autosave then proceed to turn 2. Couldn't get to turn 3 tho.
Any logs I can send?
Re: Open Beta Patch v1.12 (last update 30 september)
Check the Tech Support forum. I had exactly the same problem. Send Vic an autoclave file.bvoid wrote: Sat Oct 01, 2022 3:43 pm New game with latest beta is crashing for me during AI processing.
Seems intermittent, I was able to load up turn1 autosave then proceed to turn 2. Couldn't get to turn 3 tho.
Any logs I can send?
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Re: Open Beta Patch v1.12a (last update 2 october)
Did an emergency new beta version! v1.12a
Thanks everybody for quickly reporting my oversight with the last version.
Best wishes,
Vic
Thanks everybody for quickly reporting my oversight with the last version.
Best wishes,
Vic
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Re: Open Beta Patch v1.12a (last update 2 october)
C: Refuse ->+7heart -4heart
Shouldn't it be +fist -heart?
Re: Open Beta Patch v1.12a (last update 2 october)
Half those modifiers are based on the other sides Profile.JeanleChauve wrote: Mon Oct 03, 2022 1:24 pm +heart-heart.png
v1.12a
C: Refuse ->+7heart -4heart
Shouldn't it be +fist -heart?
But this might still be a bug.
Re: Open Beta Patch v1.12a (last update 2 october)
I feel like something is missing in those marked linesVic wrote: Fri Jun 05, 2020 7:32 am Changelist for v1.12
-Removed “drawing type” from Model Management Tab in the Tech SubTab, it is an internal variable that does not need to be shown to player.
-Air combat fix: Thopter, helicopter and VTOL based in the Hex under air attack now actually join the air battle.
-Air combat fix: Doing strategic damage against
-Combat fix: Troops killed now lose their part of the supplies in the process
-Air combat fix: Attacking a hex with
-Air combat fix: Only attacking a Hex with Assets will do structural damage now
-Combat detail window fix: Some confusing reporting with “0%” modifiers has been removed

Re: Open Beta Patch v1.12b (last update 21 october)
Rather big patch posted!
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Re: Open Beta Patch v1.12b (last update 21 october)
...hiding DLC hints at the end of a really long set of patch notes with lots of good stuff? Way to finish strong!Vic wrote: Fri Jun 05, 2020 7:32 am ...
-Fixed some beta game crashes (voker57) , related to badly separated code for new DLC, sorry!

Re: Open Beta Patch v1.12b (last update 21 october)
This patch is awesome. I love the W/m2 now for solar energy.
As well as the Methane changes. That combined with the new water rules is really making the worlds heaps more immersive.
I'm also really liking the various balances that have been added.

I'm also really liking the various balances that have been added.
Re: Open Beta Patch v1.12b (last update 21 october)
+1DasTactic wrote: Sat Oct 22, 2022 4:44 am This patch is awesome. I love the W/m2 now for solar energy.As well as the Methane changes. That combined with the new water rules is really making the worlds heaps more immersive.
I'm also really liking the various balances that have been added.
Still not sure about the balance, but great direction for things.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
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Re: Open Beta Patch v1.12b (last update 21 october)
This looks great, I'm glad our criticism of solar power particularly has been addressed! This is exactly how I'd have approached it too I think, now it is more realistic in its output and the variation per planet sun exposure is very thematic. Hopefully now it'll be less of a "no-brainer" to build solar everywhere.
Ben "BATTLEMODE"
www.eXplorminate.co
www.eXplorminate.co