Open Beta Patch v1.27a (18 june 2025)
Moderator: Vic
RE: Open Beta Patch v1.05-beta13 AIR FORCES (last update 17 nov!)
How do we currently transport units via air providing there is cargo space in an air-unit?
I know how to set up an air-bridge but i do not know how to transport infantry for example, get them aboard etc. I presume you need the right cargo space to do so, but how do we know how much space is needed and how to actually add units to a air unit is a mystery currently. I was hoping it would be similar to how one adds additional units to a ground Attack by moving units from one panel into another.
I know how to set up an air-bridge but i do not know how to transport infantry for example, get them aboard etc. I presume you need the right cargo space to do so, but how do we know how much space is needed and how to actually add units to a air unit is a mystery currently. I was hoping it would be similar to how one adds additional units to a ground Attack by moving units from one panel into another.
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RE: Open Beta Patch v1.05-beta13 AIR FORCES (last update 17 nov!)
If I've read the manual addition right, once you have an active airbridge (they take a turn to set up), you move troops across it with the Strategic Movement order mode. The air units allocated to the air bridge generate air transport points based on their cargo capacity, and logistics across the air bridge expends them just like it would truck or train points. I have not actually tried one yet, though.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
RE: Open Beta Patch v1.03-beta10 (last update 23 june!)
You need both combat armor and Polymer armor in order to unlock heavy combat armor.
Oh, Thanks [:)]
I though prerequisite for a particular tech where to be found in the previous tech tier
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- Joined: Sun Jun 07, 2020 11:33 am
RE: Open Beta Patch v1.05-beta12 AIR FORCES (last update 15 nov!)
According to the design log, high altitude aircraft suffer -33% to soft attack and -66% to hard attack, presumably due to the reduced accuracy of bombing from a further distance.ORIGINAL: Akrakorn
What are the differences between a high altitude plane vs a low altitude one? It seems there are more units that are good against low altitude planes than high altitude ones, so why shouldn't I always choose to make level bombers as opposed to tactical bombers?
However, as it stands, I don't see any reason to give recon aircraft without ground attack capability the Recon role instead of one of the high-altitude roles, since the recon value appears to be the same either way.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
RE: Open Beta Patch v1.05-beta12 AIR FORCES (last update 15 nov!)
If you read the manual addendum for air forces it's specified that AA units have different attack modifiers to different altitudes.
For example an 88mm AA gun it's good at high altitude, vice-versa a 20mm AA it's much more effective vs low flying planes and cannot do much to high altitude ones, and they have different cover ranges.
I would also wager that recon capabilities are lower at high altitude, but i found no reference to that in the addendum

For example an 88mm AA gun it's good at high altitude, vice-versa a 20mm AA it's much more effective vs low flying planes and cannot do much to high altitude ones, and they have different cover ranges.
I would also wager that recon capabilities are lower at high altitude, but i found no reference to that in the addendum

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RE: Open Beta Patch v1.05-beta12 AIR FORCES (last update 15 nov!)
This should really be mentioned somewhere when assigning a role to a new aircraft. I was wondering about the difference between the bomber types, too.ORIGINAL: Soar_Slitherine
According to the design log, high altitude aircraft suffer -33% to soft attack and -66% to hard attack, presumably due to the reduced accuracy of bombing from a further distance.
That should definitely get reduced recon value if it doesn't already.However, as it stands, I don't see any reason to give recon aircraft without ground attack capability the Recon role instead of one of the high-altitude roles, since the recon value appears to be the same either way.
There's no difference between the level bomber and transporter roles, right? They are just an optional organisation method for the player?
RE: Open Beta Patch v1.05-beta12 AIR FORCES (last update 15 nov!)
Here's a couple more "nice to have" quality of life suggestions.
- The "replacement troops" screen needs some love. The screen can be quite a lot to scroll through, especially now that the aircraft update added a bunch new unit types. I think two relative small changes could go a long way here:
Make unit types that are missing replacements be displayed at the top of the list. So that you don't have to scroll all the way to the bottom of the screen to make sure you're not missing troops in some category.
Make the "Repl. Troops" button in the right side interface be displayed in a different colour when you're missing troops. For example, in yellow. So that you instantly know if you are missing or not missing any troops without even having to click the button to check.
- The "raise formation" screen currently only lists your air unit types like "recon", "fighter", etc, if you selected a hex that has a good enough air base to house them. So, for example, it won't display fighters if you selected a level 1 airbase, but all your figthers require level 2 airbases. I think this list should display all options, and just tell you that the unit can't be raised on the hex, because of inadequate airbase level, similar to how it tells you something can't be raised because you're missing PP. I think it would be a lot clearer that way. I was confused for a bit just now and thought my fighter models disappeared or something, because they weren't listed (, but it was just because of the airbase level).
- Minor, but the "raise formation" screen could maybe get a separate button for raising air units, instead of having them inside the "independent" list, so that they are easier to find. (The same could be done with navy units in the future.)
- This is also very minor, but in the combat screen, the "switch" button that lets you swap from regular attack to ranged attack, etc, should maybe be replaced with 4 separate buttons that let you swap directly to the mode that you want.
Edit:
Two little things that might be bugs, but aren't a big deal:
- I had my military research council research helicopter engines when I founded the airplane council. Now both of them are researching helicopter engines simultaneously.
- The percentage number on the "raise formation" screen seems to ignore ammo costs. The screen says I have 98% of the resources to build tactical bombers, but when I click on it, it says I actually only have 13%, because they need huge amounts of ammo. Screenshot: https://cdn.discordapp.com/attachments/ ... nknown.png
- The "replacement troops" screen needs some love. The screen can be quite a lot to scroll through, especially now that the aircraft update added a bunch new unit types. I think two relative small changes could go a long way here:
Make unit types that are missing replacements be displayed at the top of the list. So that you don't have to scroll all the way to the bottom of the screen to make sure you're not missing troops in some category.
Make the "Repl. Troops" button in the right side interface be displayed in a different colour when you're missing troops. For example, in yellow. So that you instantly know if you are missing or not missing any troops without even having to click the button to check.
- The "raise formation" screen currently only lists your air unit types like "recon", "fighter", etc, if you selected a hex that has a good enough air base to house them. So, for example, it won't display fighters if you selected a level 1 airbase, but all your figthers require level 2 airbases. I think this list should display all options, and just tell you that the unit can't be raised on the hex, because of inadequate airbase level, similar to how it tells you something can't be raised because you're missing PP. I think it would be a lot clearer that way. I was confused for a bit just now and thought my fighter models disappeared or something, because they weren't listed (, but it was just because of the airbase level).
- Minor, but the "raise formation" screen could maybe get a separate button for raising air units, instead of having them inside the "independent" list, so that they are easier to find. (The same could be done with navy units in the future.)
- This is also very minor, but in the combat screen, the "switch" button that lets you swap from regular attack to ranged attack, etc, should maybe be replaced with 4 separate buttons that let you swap directly to the mode that you want.
Edit:
Two little things that might be bugs, but aren't a big deal:
- I had my military research council research helicopter engines when I founded the airplane council. Now both of them are researching helicopter engines simultaneously.
- The percentage number on the "raise formation" screen seems to ignore ammo costs. The screen says I have 98% of the resources to build tactical bombers, but when I click on it, it says I actually only have 13%, because they need huge amounts of ammo. Screenshot: https://cdn.discordapp.com/attachments/ ... nknown.png
RE: Open Beta Patch v1.05-beta14 AIR FORCES (last update 19 nov!)
And beta14, some air fixes, but mostly I finished the work on the improved Alien Fauna.
Big thanks once again for all the testing efforts.
Next path will focus on air fixes and finetunings.
Best wishes,
Vic
Big thanks once again for all the testing efforts.
Next path will focus on air fixes and finetunings.
Best wishes,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
RE: Open Beta Patch v1.05-beta14 AIR FORCES (last update 19 nov!)
What exactly does this mean? Can they randomly start spawning inside your territory or something?ORIGINAL: Vic
-New Alien Fauna reproduction implemented *
RE: Open Beta Patch v1.05-beta14 AIR FORCES (last update 19 nov!)
b13 - (t3 start) can't discover aircraft model, even tho have propellor and turboprop researched
fixed in b14?
fixed in b14?
RE: Open Beta Patch v1.05-beta14 AIR FORCES (last update 19 nov!)
I'm getting a CTD when trying to research Ultra light A/c
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at WindowsApplication1.EventRelatedClass.Helper_SetStringsForModelChoice(SimpleList CCL, SimpleList CCL2) in G:\VR\VRDevelopment\WindowsApplication1\Game\Calculations\SE1_specific\EventRelatedClass_SE1_StoryScripts.vb:line 12362
at WindowsApplication1.EventRelatedClass.ExecHardcodedDecision_SetModelObjective(Int32 storyId) in G:\VR\VRDevelopment\WindowsApplication1\Game\Calculations\SE1_specific\EventRelatedClass_SE1_StoryScripts.vb:line 12746
at WindowsApplication1.EventRelatedClass.execHardcodedDecision(Int32 dat1, Int32 dat2, Int32 dat3, Int32 dat4, String datastring) in G:\VR\VRDevelopment\WindowsApplication1\Game\Calculations\SE1_specific\EventRelatedClass_SE1_StoryScripts.vb:line 1304
at WindowsApplication1.EventRelatedClass.DoExec(Int32 enr, Int32 t1, String val1, String val2, String val3, String val4, String datastring) in G:\VR\VRDevelopment\WindowsApplication1\Game\Calculations\EventRelatedClass.vb:line 2791
at WindowsApplication1.EventRelatedClass.ExecuteExec(Int32 enr, Int32 linenr) in G:\VR\VRDevelopment\WindowsApplication1\Game\Calculations\EventRelatedClass.vb:line 2396
at WindowsApplication1.EventRelatedClass.DoCheckSpecificEvent(Int32 enr, Int32 tv0, Int32 tv1, Int32 tv2, Int32 tv3, Int32 tv9, Int32 tv7, Int32 tv8, Int32 tv10, Boolean skipSettingTempVars) in G:\VR\VRDevelopment\WindowsApplication1\Game\Calculations\EventRelatedClass.vb:line 532
at WindowsApplication1.TabManagementWindowClass2.HandleMouseClick(Int32 x, Int32 y, Int32 b) in G:\VR\VRDevelopment\WindowsApplication1\GUI\Windows\NewWindows\Tabs\TabManagementWindow2.vb:line 615
at WindowsApplication1.PlayScreenClass2.HandleMouseClick(Int32 x, Int32 y, Int32 b) in G:\VR\VRDevelopment\WindowsApplication1\GUI\Screens\NewScreens\PlayScreenClass2.vb:line 430
at WindowsApplication1.Form1.Form1_Mousedown(Object sender, MouseEventArgs e) in G:\VR\VRDevelopment\WindowsApplication1\Form1.vb:line 1417
at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at WindowsApplication1.ImmoveableForm.WndProc(Message& m) in G:\VR\VRDevelopment\WindowsApplication1\ImmoveableForm.vb:line 67
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
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irrKlang.NET4
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ICSharpCode.SharpZipLib
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----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
See the end of this message for details on invoking
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************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at WindowsApplication1.EventRelatedClass.Helper_SetStringsForModelChoice(SimpleList CCL, SimpleList CCL2) in G:\VR\VRDevelopment\WindowsApplication1\Game\Calculations\SE1_specific\EventRelatedClass_SE1_StoryScripts.vb:line 12362
at WindowsApplication1.EventRelatedClass.ExecHardcodedDecision_SetModelObjective(Int32 storyId) in G:\VR\VRDevelopment\WindowsApplication1\Game\Calculations\SE1_specific\EventRelatedClass_SE1_StoryScripts.vb:line 12746
at WindowsApplication1.EventRelatedClass.execHardcodedDecision(Int32 dat1, Int32 dat2, Int32 dat3, Int32 dat4, String datastring) in G:\VR\VRDevelopment\WindowsApplication1\Game\Calculations\SE1_specific\EventRelatedClass_SE1_StoryScripts.vb:line 1304
at WindowsApplication1.EventRelatedClass.DoExec(Int32 enr, Int32 t1, String val1, String val2, String val3, String val4, String datastring) in G:\VR\VRDevelopment\WindowsApplication1\Game\Calculations\EventRelatedClass.vb:line 2791
at WindowsApplication1.EventRelatedClass.ExecuteExec(Int32 enr, Int32 linenr) in G:\VR\VRDevelopment\WindowsApplication1\Game\Calculations\EventRelatedClass.vb:line 2396
at WindowsApplication1.EventRelatedClass.DoCheckSpecificEvent(Int32 enr, Int32 tv0, Int32 tv1, Int32 tv2, Int32 tv3, Int32 tv9, Int32 tv7, Int32 tv8, Int32 tv10, Boolean skipSettingTempVars) in G:\VR\VRDevelopment\WindowsApplication1\Game\Calculations\EventRelatedClass.vb:line 532
at WindowsApplication1.TabManagementWindowClass2.HandleMouseClick(Int32 x, Int32 y, Int32 b) in G:\VR\VRDevelopment\WindowsApplication1\GUI\Windows\NewWindows\Tabs\TabManagementWindow2.vb:line 615
at WindowsApplication1.PlayScreenClass2.HandleMouseClick(Int32 x, Int32 y, Int32 b) in G:\VR\VRDevelopment\WindowsApplication1\GUI\Screens\NewScreens\PlayScreenClass2.vb:line 430
at WindowsApplication1.Form1.Form1_Mousedown(Object sender, MouseEventArgs e) in G:\VR\VRDevelopment\WindowsApplication1\Form1.vb:line 1417
at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at WindowsApplication1.ImmoveableForm.WndProc(Message& m) in G:\VR\VRDevelopment\WindowsApplication1\ImmoveableForm.vb:line 67
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4250.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
WindowsApplication1
Assembly Version: 1.0.7628.38958
Win32 Version: 1.0.7628.38958
CodeBase: file:///C:/Matrix%20Games/Shadow%20Empire/ShadowEmpire.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 14.8.3752.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
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System
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
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System.Core
Assembly Version: 4.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4270.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.8.3752.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
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System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.8.3752.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.8.3752.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
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irrKlang.NET4
Assembly Version: 1.0.6617.18847
Win32 Version:
CodeBase: file:///C:/Matrix%20Games/Shadow%20Empire/irrKlang.NET4.DLL
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ICSharpCode.SharpZipLib
Assembly Version: 0.84.0.0
Win32 Version: 0.84.0.0
CodeBase: file:///C:/Matrix%20Games/Shadow%20Empire/ICSharpCode.SharpZipLib.DLL
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
You can run but you'll die tired!
RE: Open Beta Patch v1.05-beta14 AIR FORCES (last update 19 nov!)
So i think i found a issue here, i cant via calling the airfoce councl, change them off of a continius research topic so i have sorta stalled.
RE: Open Beta Patch v1.05-beta14 AIR FORCES (last update 19 nov!)
ORIGINAL: Destragon
What exactly does this mean? Can they randomly start spawning inside your territory or something?ORIGINAL: Vic
-New Alien Fauna reproduction implemented *
It means their numbers can increase and once an Alien Fauna Unit reaches a certain size it can split in two.
best wishes,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
RE: Open Beta Patch v1.05-beta14 AIR FORCES (last update 19 nov!)
ORIGINAL: Bulldog61
I'm getting a CTD when trying to research Ultra light A/c
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
Hi Bulldog,
please post in the tech forums if possible. But no matter

best,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
RE: Open Beta Patch v1.05-beta14 AIR FORCES (last update 19 nov!)
Hey Vic, some more questions if you don't mind:
Which techs do you need to unlock rocket weaponry and MG cupolas for your air units? I think you should add that to the tech descriptions on the tech tree, if you haven't already.
Can you confirm if high altitude aircraft get a recon malus, like Soar asked above?
Which techs do you need to unlock rocket weaponry and MG cupolas for your air units? I think you should add that to the tech descriptions on the tech tree, if you haven't already.
Can you confirm if high altitude aircraft get a recon malus, like Soar asked above?
RE: Open Beta Patch v1.05-beta14 AIR FORCES (last update 19 nov!)
I have a save. I'm trying to upload and it is telling me it is not allowed
You can run but you'll die tired!
RE: Open Beta Patch v1.05-beta14 AIR FORCES (last update 19 nov!)
ORIGINAL: Destragon
Hey Vic, some more questions if you don't mind:
Which techs do you need to unlock rocket weaponry and MG cupolas for your air units? I think you should add that to the tech descriptions on the tech tree, if you haven't already.
Can you confirm if high altitude aircraft get a recon malus, like Soar asked above?
As of beta15 the high alt. get a malus. was a good idea.
Rocket weaponry needs the rocketry tech. MG cupolas need Heavy or Very Heavy Aircraft Model Type.
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RE: Open Beta Patch v1.05-beta14 AIR FORCES (last update 19 nov!)
ORIGINAL: Bulldog61
I have a save. I'm trying to upload and it is telling me it is not allowed
see my post above, please email it

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RE: Open Beta Patch v1.05-beta14 AIR FORCES (last update 19 nov!)
Thanks, Vic. I had assumed the rockets would need the RPG or Guided RPG techs. Would that be a more fitting place for them? I dunno.ORIGINAL: Vic
As of beta15 the high alt. get a malus. was a good idea.
Rocket weaponry needs the rocketry tech. MG cupolas need Heavy or Very Heavy Aircraft Model Type.
RE: Open Beta Patch v1.05-beta14 AIR FORCES (last update 19 nov!)
Hold on.. working on beta15b. there is a nasty crash with beta15.
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