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.

Moderator: Vic

zgrssd
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RE: Open Beta Patch v1.04-beta3 (last update 3rd july!)

Post by zgrssd »

ORIGINAL: ussdefiant

I think either beta2 or beta3 might've broken some sanity checks somewhere. This is a Siwa-class that had 70 million pop in the colonization phase.

Image
I had values on one planet going from:
20 Million
to
6684 Million (yes, 6.7 Billion!)
I took that later one for a spin. I actually saw several entries in the "Colonisation History" I enver saw before:
- becomming a major player in scientific research
- relay station for Liquid Energy producers
- becomming the Quadrant Capital!
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GodwinW
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RE: Open Beta Patch v1.04-beta3 (last update 3rd july!)

Post by GodwinW »

Guys have the animals (alien lifeforms) been severely nerfed?

Or is this just coincidence and I have my first planet where 3 different lifeforms are trivial.

Most notable is that their attack value is now so much lower than their defense value. Never had them this easy, not by a long margin. (For example I have a bipedal dinosaur-looking 5m large monster having an attack of 6 for both soft and hard.)

What's your experience with life in 1.04b3?




@zgrssd: I've had those on less populous planets. I've even seen stuff out-competing the core worlds. But yesterday or the day before I also saw some entries I never saw before, really cool :)
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KingHalford
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RE: Open Beta Patch v1.04-beta3 (last update 3rd july!)

Post by KingHalford »

"Pull and obtain wisdom. Push and invite ruin." ― Cult of LIS

I love this so much!
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springel
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RE: Open Beta Patch v1.04-beta3 (last update 3rd july!)

Post by springel »

ORIGINAL: zgrssd

Windows blocks access to the "ShadowEmpire.exe", as it was tagged as "downloaded from the internet". First time that happens with a beta for me.

If you start the game once from the game menu (which has installer privileges) the main exe will be flagged OK.
Dampfnudel
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Dampfnudel »

Logistics look good on first view. I will need to observe it carefully next match. (as it is not savegame compatible)
zgrssd
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by zgrssd »

ORIGINAL: Dampfnudel

Logistics look good on first view. I will need to observe it carefully next match. (as it is not savegame compatible)
There is no *. So the Logistics Changes should be fully savegame compatible.

Once Models, Buildings, Roads, Stratagems or Events are involved, the Savegame Compatibiliy becomes an issue. But not basic rule changes like these.
Che12
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RE: Open Beta Patch v1.04-beta3 (last update 3rd july!)

Post by Che12 »

After having some patch issues I started a new game with v104-beta2 and it is so much more fun than before :) Thanks @Vic for this new pull-system!
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willgamer
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RE: Open Beta Patch v1.04-beta2 (last update 2nd july!)

Post by willgamer »

ORIGINAL: zgrssd

ORIGINAL: willgamer

Well.... surprise, surprise! [8|]

Guess the "simple" change to a pull system, that was so freely advocated, is not so simple in the details. [X(]

As ever, extraordinary claims, demand extraordinary proof.
Okay. Who actually said it will be "simple"?
Please with quotes. I hate arguing against peoples imagination. [;)]


It's also difficult to argue when the rules of the English language are not mutually agreed!

In context, the air quotes around 'simple' mean exactly the opposite of a direct quote. They mean that the attitude of several posts were that a pull system could be implemented without difficulty... easy peasy!

Hope this clarifies this for you. [:)]
Rex Lex or Lex Rex?
Soar_Slitherine
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RE: Open Beta Patch v1.04-beta2 (last update 2nd july!)

Post by Soar_Slitherine »

I appreciate the attempt to automate some of the tedious busywork out of logistics with the pull system. However, I don't think the change in the latest beta that makes traffic signs block a proportion of pulls works well. If I put a traffic sign on a dead-end road because I'm never going to strat-move through it so any excess logistics going there is just wasted, the traffic sign now deducts from any pulls as well and ensures that any actually needed logistics doesn't make it through either. That means that in order to concentrate the logistics points where they're useful, I still need to manually fiddle with the traffic sign for that road any time its needed logistics throughput changes. That's just pointless micromanagement, it would be much better if the traffic sign didn't chop up pulls.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
Destragon
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Destragon »

ORIGINAL: zgrssd
There is no *. So the Logistics Changes should be fully savegame compatible.

Once Models, Buildings, Roads, Stratagems or Events are involved, the Savegame Compatibiliy becomes an issue. But not basic rule changes like these.
It's written in the changelog
"-You need to start a new game with this beta2 to try them out (wanted to minimize risk to disrupt running games)"
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GodwinW
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RE: Open Beta Patch v1.04-beta3 (last update 3rd july!)

Post by GodwinW »

ORIGINAL: GodwinW

Guys have the animals (alien lifeforms) been severely nerfed?

Or is this just coincidence and I have my first planet where 3 different lifeforms are trivial.

Most notable is that their attack value is now so much lower than their defense value. Never had them this easy, not by a long margin. (For example I have a bipedal dinosaur-looking 5m large monster having an attack of 6 for both soft and hard.)

What's your experience with life in 1.04b3?

Did anyone check by now?
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Twotribes
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RE: Open Beta Patch v1.04-beta3 (last update 3rd july!)

Post by Twotribes »

Haven't run into any alien life forms yet.
Favoritism is alive and well here.
zgrssd
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RE: Open Beta Patch v1.04-beta3 (last update 3rd july!)

Post by zgrssd »

The only thing I ran into where Arachnids, and their values have not changed to my knowledge.
Destragon
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RE: Open Beta Patch v1.04-beta3 (last update 3rd july!)

Post by Destragon »

Was able to test the new logistics some more and I'm liking it a lot so far. Another thing I really love about this change is that it actually lets you preview the amount of required logistics your individual fronts demand on the next turn. That was something I really wanted, too. You used to have to manually calculate it by going through your units or just guess it if you're lazy.

I'm still not really a fan of the branching penalty though. It incentivises you to place down a lot of "block all" stop signs to turn off secondary roads and sort of counter-acts the pull system because of that.
DasTactic
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RE: Open Beta Patch v1.04-beta3 (last update 3rd july!)

Post by DasTactic »

I'm really liking where the Logistics System changes are going. I haven't tested it much yet but I don't like that the traffic system blocks the pull points.

On the traffic system, it would be great to have a few options...
[ ] Allow Max Pull Points
(which would allow blocks but let through 100% of the logistics needed through the Pull system)

Have two indicator lights above each button on the traffic blockages.
The left light is for roads and the right light is for rail.
Left-clicking the button would toggle the road only.
Right-clicking would toggle the rail only.
To activate both you would both left and right-click on a button. I think this would be good because I feel the majority of the time you don't want to be really blocking the rail system too much.
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Vhalor
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RE: Open Beta Patch v1.04-beta3 (last update 3rd july!)

Post by Vhalor »

Having played more with the new system, I have to strongly agree with DasTactic here, nice videos btw.

I certainly like the overall direction, but also very much so dislike the traffic system blocking pull requests. I'd actually say, that's the main annoyance with the entire Logistic System for me right now.

An option, like DasTactic proposes, should easily fix that problem and would be a great addition.
"Pull and obtain wisdom. Push and invite ruin." ― Cult of LIS
Culthrasa
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RE: Open Beta Patch v1.04-beta3 (last update 3rd july!)

Post by Culthrasa »

ORIGINAL: DasTactic

I'm really liking where the Logistics System changes are going. I haven't tested it much yet but I don't like that the traffic system blocks the pull points.

On the traffic system, it would be great to have a few options...
[ ] Allow Max Pull Points
(which would allow blocks but let through 100% of the logistics needed through the Pull system)

Have two indicator lights above each button on the traffic blockages.
The left light is for roads and the right light is for rail.
Left-clicking the button would toggle the road only.
Right-clicking would toggle the rail only.
To activate both you would both left and right-click on a button. I think this would be good because I feel the majority of the time you don't want to be really blocking the rail system too much.

Yeh having the traffic lights for road/rail separately really needed (pitched it already multiple times to vic:)). NOw the only way is to make them go to separate hexes from the asset/city itself and again separate them for each junction...
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W8taminute
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RE: Open Beta Patch v1.04-beta2 (last update 2nd july!)

Post by W8taminute »

I don't want a pull system for my logistics otherwise I'll just play other boring games that have this system. The original out of the box logistics system in Shadow Empires is an enigma but once you get used to how it works it is so refreshing compared to other games.

I really hope that there is an option to keep this original logistics system in the game. I don't want a pull system. Don't spoil my fun for this game please. I'm sure I'm not alone.
Forgive me my old friend...but I must use all my experience, to get home.
zgrssd
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RE: Open Beta Patch v1.04-beta2 (last update 2nd july!)

Post by zgrssd »

ORIGINAL: W8taminute

I don't want a pull system for my logistics otherwise I'll just play other boring games that have this system. The original out of the box logistics system in Shadow Empires is an enigma but once you get used to how it works it is so refreshing compared to other games.

I really hope that there is an option to keep this original logistics system in the game. I don't want a pull system. Don't spoil my fun for this game please. I'm sure I'm not alone.
Just turn it off for your Empire.

I still have no idea why you find "making a maze of traffic sign" a engaging mechanic, but do not expect a lot of people willing to play without it.
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Vic
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RE: Open Beta Patch v1.04-beta4 (last update 6th july!)

Post by Vic »

Added a number of improvements to the Logistics systems and fixed a list of minor glitches/bugs.

Posted v1.04-beta4!
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