Open Beta Patch v1.27a (18 june 2025)
Moderator: Vic
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
bump! posted open beta version .06.
nothing major, but quite a few bug and glitch fixes.
making progress with the S&S editor but that will come for the v1.09.x open beta's.
hoping to soon upgrade the main version.
best wishes,
Vic
nothing major, but quite a few bug and glitch fixes.
making progress with the S&S editor but that will come for the v1.09.x open beta's.
hoping to soon upgrade the main version.
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 v1.02-beta1 (last update 9 june!)
@Vic - Great to see the logistic asset worker updates! But I think you missed updating the worker construction costs to align with the new worker production costs. For example, truck station level 1 shows 1000 worker construction costs but 2000 worker production costs where I think pretty much all other assets those are the same.
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
It looks like all the foot formations with artillery are now useless due to very low movement.
I tried the siege infantry, got one to two hexes of movement. I ended up downgrading them to regular infantry.
Maybe the weight of the artillery should be taken into account in the movement penalty?
I tried the siege infantry, got one to two hexes of movement. I ended up downgrading them to regular infantry.
Maybe the weight of the artillery should be taken into account in the movement penalty?
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
ORIGINAL: redrum68
@Vic - Great to see the logistic asset worker updates! But I think you missed updating the worker construction costs to align with the new worker production costs. For example, truck station level 1 shows 1000 worker construction costs but 2000 worker production costs where I think pretty much all other assets those are the same.
agreed! thanks for spotting
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
ORIGINAL: gravmania
It looks like all the foot formations with artillery are now useless due to very low movement.
I tried the siege infantry, got one to two hexes of movement. I ended up downgrading them to regular infantry.
Maybe the weight of the artillery should be taken into account in the movement penalty?
they are still interesting for defense or strategic transfer AND they also exist in their mot. and mech. variants. (and those latter ones now actually do serve a purpose)
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 v1.02-beta1 (last update 9 june!)
Hey Vic, you said the S&S editor will do other things too, any idea yet what those might be? Looking forward to you opening up the game more.
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
Okay I am confused here, does v1.09 contain all the beta v1.08.06 stuff or are they still 'forked'? From the documentation it looks like v1.09 has implementation up to v1.08.01 (of the open beta?) and refers to itself as open BETA? [&:]
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
ORIGINAL: Mazth
Okay I am confused here, does v1.09 contain all the beta v1.08.06 stuff or are they still 'forked'? From the documentation it looks like v1.09 has implementation up to v1.08.01 (of the open beta?) and refers to itself as open BETA? [&:]
Major updates (In this case 1.09) ALWAYS includes all the new content/bug fixes/changes from the betas before it, so, 1.09 has all the changes than happened in every 1.08 beta.u
Amateurs talk about strategy. Professionals talk about logistics!
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
ORIGINAL: Clux
ORIGINAL: Mazth
(...)
Major updates (In this case 1.09) ALWAYS includes all the new content/bug fixes/changes from the betas before it, so, 1.09 has all the changes than happened in every 1.08 beta.u
Thanks for confirming! The change log was unclear in this regard.
-
- Posts: 250
- Joined: Wed May 09, 2012 12:52 pm
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
What exactly will the S&S editor allow one to do? Will it be a full editor to put together a custom game scenario (i.e. allowing you to set up a planet with specific parameters, each major and minor, set their start conditions like techs, resources, and leaders), or is it something more like a tool to create custom stratagem cards and such?ORIGINAL: Vic
bump! posted open beta version .06.
nothing major, but quite a few bug and glitch fixes.
making progress with the S&S editor but that will come for the v1.09.x open beta's.
hoping to soon upgrade the main version.
best wishes,
Vic
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
bump!
Finally a new open beta!
Sorry for the long delay but getting the S&S editor was rather time consuming.
best wishes,
Vic
Finally a new open beta!
Sorry for the long delay but getting the S&S editor was rather time consuming.
best wishes,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
-
- Posts: 597
- Joined: Sun Jun 07, 2020 11:33 am
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
Very interesting, I am going through the documentation now. One error: The "Most important to get started" chapter merely says "Load the test.seevlib into" and then ends abruptly. There seems to be something missing there.
EDIT: I am assuming it is intended to tell people to load test.se1evlib in the S&S Editor, which can be accessed through the game's main menu.
EDIT: I am assuming it is intended to tell people to load test.se1evlib in the S&S Editor, which can be accessed through the game's main menu.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
Usually the first programm you ever write in any Programking language is "Hello World". This makes sure you know how to output values, which is the single most important step for debugging.
So, what would be the minimum amount of setup neededed to jsut output "Hello World"?
What about reading and priting out a important game variable like difficulty?
So, what would be the minimum amount of setup neededed to jsut output "Hello World"?
What about reading and priting out a important game variable like difficulty?
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
I added "hello world" like entries in all the tables you can populate in the Simple Editor. Load the "test.se1evlib" in the S&S editor to take a look at the code. And then enable 'test' Mod Library in the Mod Library Picker and fire up a game to see the "output".
best wishes,
Vic
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 v1.02-beta1 (last update 9 june!)
Okay, what I can gather thus far:
- "Decisions" belong into one of the story tables.
- There are 4 "Formats" for decisions, each with their own table(s):
-- Delta
-- Epsilon, where the text and decisions are split over two tables. Those seem to be the ones giving you a Summary of the effect, especially regarding skill rolls
-- Ferdinand
-- Gustav
- All Decisions have exactly 4 Options, it seems. Pretty sure those Options should have be moved into their own "Decision_Options" table to resolve the 1:N relationship properly. Instead we have massive field duplication.
- "Decisions" belong into one of the story tables.
- There are 4 "Formats" for decisions, each with their own table(s):
-- Delta
-- Epsilon, where the text and decisions are split over two tables. Those seem to be the ones giving you a Summary of the effect, especially regarding skill rolls
-- Ferdinand
-- Gustav
- All Decisions have exactly 4 Options, it seems. Pretty sure those Options should have be moved into their own "Decision_Options" table to resolve the 1:N relationship properly. Instead we have massive field duplication.
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
The result is not the same as a teaching on the steps it took to get there.ORIGINAL: Vic
I added "hello world" like entries in all the tables you can populate in the Simple Editor. Load the "test.se1evlib" in the S&S editor to take a look at the code. And then enable 'test' Mod Library in the Mod Library Picker and fire up a game to see the "output".
best wishes,
Vic
This is a image of a surgical suture.
This is not the same as the actuall explanation on how to make a medical suture.
The first things Hello World examples teach, is how to start (sometimes install!) the compiler. What project preset to use. What to put in as values for all the topics (like Namespaces) that come later.
The Sourcecode to copy and paste is a minor part of the Hello World code overall

RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
Giving us examples of how the 4 Decision types differ (like with a Screenshoot) would propably be helpfull. Take the example decision in 3.6.6 of the Handbook, which kind is that?
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
I am guessing that you are using the "Epsilon" Format for anything involving a Skill Roll or Randomisation, so you can account for the Roll results.
For example the Bribe them/Send in the Troops/Talk them down Unrest events.
Example Modfile:
"Due to outrage over our administration confescating some Twiddles I am under siege in my own mansion by [demonstrators|enraged mobs|diseased throngs]."
Option 1:
"For crying out loud! Restore order!"
Is a 20 Fist Option
I think there is a guaranteed increase of Unrest, with a 50% chance to increase fear additionally.
Option 2:
"Why cause more unrest? Lets try to be subtle and talk."
10 Mind and 10 Heart option
Oratory Skill roll vs 100 I think.
You always get the result of the skill check.
But the 2nd half depends on if you made or failed the skill roll vs 100, I think?
But I am honestly not sure why you even have the other Options in the first place?
Epsilon Format seems by far the best option. It allows Randomisation, Skillchecks - and it even allows a 1:N relationship between options and results, meaning one option can have multiple results.
Are the other ones meerely legacy?
Do they have additional fields/options I am not seeing right away?
Are they faster to execute/less verbose to write?
For example the Bribe them/Send in the Troops/Talk them down Unrest events.
Example Modfile:
"Due to outrage over our administration confescating some Twiddles I am under siege in my own mansion by [demonstrators|enraged mobs|diseased throngs]."
Option 1:
"For crying out loud! Restore order!"
Is a 20 Fist Option
I think there is a guaranteed increase of Unrest, with a 50% chance to increase fear additionally.
Option 2:
"Why cause more unrest? Lets try to be subtle and talk."
10 Mind and 10 Heart option
Oratory Skill roll vs 100 I think.
You always get the result of the skill check.
But the 2nd half depends on if you made or failed the skill roll vs 100, I think?
But I am honestly not sure why you even have the other Options in the first place?
Epsilon Format seems by far the best option. It allows Randomisation, Skillchecks - and it even allows a 1:N relationship between options and results, meaning one option can have multiple results.
Are the other ones meerely legacy?
Do they have additional fields/options I am not seeing right away?
Are they faster to execute/less verbose to write?
RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
Hey Vic! Thank you so much for the S&S! The documentation needs a tiny bit of proof reading but is very helpful, and the debugger even more so! I have a question as I am tinkering with the system.
I'm trying to figure out what the postures change exactly and in which way I could modify that, for example I wanted to modify the FIELD TRAINING posture to increase XP growth and XP limit. I see that the logic for FIELD TRAINING is exe(346,46,ID) which according to the documentation clears the posture of the unit first, but the following exe(203, HISID, 36, 100,0), etc are not mentioned anywhere (or at least I don't see it in the docs). Is that listed anywhere? Again, thank you a lot for exposing this to modding!

I'm trying to figure out what the postures change exactly and in which way I could modify that, for example I wanted to modify the FIELD TRAINING posture to increase XP growth and XP limit. I see that the logic for FIELD TRAINING is exe(346,46,ID) which according to the documentation clears the posture of the unit first, but the following exe(203, HISID, 36, 100,0), etc are not mentioned anywhere (or at least I don't see it in the docs). Is that listed anywhere? Again, thank you a lot for exposing this to modding!

RE: Open Beta Patch v1.02-beta1 (last update 9 june!)
Very excited by this S&S Editor Vic! Thank you! 
(Maybe A "S&S Editor" Subforum would be usefull to gather all questions, futur mods, ect.. ?)

(Maybe A "S&S Editor" Subforum would be usefull to gather all questions, futur mods, ect.. ?)
[Mod]Shadow Stratagems Artpack for Shadow Empire game.