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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ramnblam
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RE: Open Beta Patch v1.03-beta7 (last update 19 june!)

Post by ramnblam »

Is it a problem just building the HS rail station one hex outside of the city?
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Vic
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RE: Open Beta Patch v1.03-beta7 (last update 19 june!)

Post by Vic »

ORIGINAL: IamMax
ORIGINAL: Cornuthaum
-You can no longer build HS Rail Station and Rail Station in the same Hex *

I'm sorry, what? Am I supposed to cripple my entire, already-existing railway logistics infrastructure for 12 turns (because that's how long it takes for an asset to be removed jfc), only to then have to wait for at least another 2 turns before I can build and start using HS rail stations?

HS rail is already a pretty late-game tech on the opposite path of the tech tree from the most important economic ones (robotization) and all preceding techs to HS rail are useless on a lot of planets and as such very low priority in the first place. It does not come early enough for there not to already be a regular rail network. If there was a conversion project (replacing an existing Rail station with a similarly-levelled HS rail station) this wouldn't be quite so bad.

^Yep, this. This does not seem like a good change.

e: additionally. I've only taken the one game late enough to play around with rail & high-speed rail, but I found there were multiple times when upgrading a given city's HS rail was prohibitively expensive and the regular rail stations were a useful bandaid until I could afford the 50 high-tech parts per turn it'd take to get to the next level of HS rail. In the case of my capital, it was even necessary to have a significantly upgraded regular rail station alongside the HS rail station, because the logistical demands of the empire were pretty intense.

Perhaps the intent is that the creation of additional SHQs becomes mandatory at a certain point?

In fact it was an oversight its possible. You cant have a private Truck Station and a public Truck Station in the same Hex either as it could cause glitches with especially the Logistics Preview. Its complicated and i prefer to avoid it for now.

However you can just build it 1 Hex outside the city without problem.

And their range is so huge you won't need one in every city anyway. 200ap =2ap/hex => 100 Hex range.

best wishes,
Vic
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Vic
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RE: Open Beta Patch v1.03-beta8 (last update 20 june!)

Post by Vic »

Small fixes done with 103-beta8.

Getting close to official v1.04 now.
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zgrssd
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RE: Open Beta Patch v1.03-beta7 (last update 19 june!)

Post by zgrssd »

ORIGINAL: Vic

ORIGINAL: IamMax
ORIGINAL: Cornuthaum



I'm sorry, what? Am I supposed to cripple my entire, already-existing railway logistics infrastructure for 12 turns (because that's how long it takes for an asset to be removed jfc), only to then have to wait for at least another 2 turns before I can build and start using HS rail stations?

HS rail is already a pretty late-game tech on the opposite path of the tech tree from the most important economic ones (robotization) and all preceding techs to HS rail are useless on a lot of planets and as such very low priority in the first place. It does not come early enough for there not to already be a regular rail network. If there was a conversion project (replacing an existing Rail station with a similarly-levelled HS rail station) this wouldn't be quite so bad.

^Yep, this. This does not seem like a good change.

e: additionally. I've only taken the one game late enough to play around with rail & high-speed rail, but I found there were multiple times when upgrading a given city's HS rail was prohibitively expensive and the regular rail stations were a useful bandaid until I could afford the 50 high-tech parts per turn it'd take to get to the next level of HS rail. In the case of my capital, it was even necessary to have a significantly upgraded regular rail station alongside the HS rail station, because the logistical demands of the empire were pretty intense.

Perhaps the intent is that the creation of additional SHQs becomes mandatory at a certain point?

In fact it was an oversight its possible. You cant have a private Truck Station and a public Truck Station in the same Hex either as it could cause glitches with especially the Logistics Preview. Its complicated and i prefer to avoid it for now.

However you can just build it 1 Hex outside the city without problem.

And their range is so huge you won't need one in every city anyway. 200ap =2ap/hex => 100 Hex range.

best wishes,
Vic
Why not give us a way to upgrade into a different version of the same group?
Like turning a Earth farm into a Xeno Farm or Algae Farm with a sidegrade project?
Or turning a supply base/railhead into a full truck station/rail station?

The way you got a 1-turn delay for finished cosnturctions (inlcuding upgrades) to start operating seems well suited for it.
I know it could be a difficult thing, but is it at least planned?
Cornuthaum
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RE: Open Beta Patch v1.03-beta7 (last update 19 june!)

Post by Cornuthaum »


In fact it was an oversight its possible. You cant have a private Truck Station and a public Truck Station in the same Hex either as it could cause glitches with especially the Logistics Preview. Its complicated and i prefer to avoid it for now.

However you can just build it 1 Hex outside the city without problem.

And their range is so huge you won't need one in every city anyway. 200ap =2ap/hex => 100 Hex range.
"Go put your empire-critical, highly-expensive logistics infrastructure outside your cities" is a very poor solution to a problem that by rights should not exist. I can't speak for how you coded it, you'd know that better, but is it not possible to have sidegrade projects that convert Rail stations to HS rail stations of the equivalent tier?
zgrssd
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RE: Open Beta Patch v1.03-beta7 (last update 19 june!)

Post by zgrssd »

Given how upgrades already work, the sidegrade project should not be a major hurdle I think:
https://www.matrixgames.com/forums/tm.asp?m=4837855
And even if I could only sidegrade to a T1, that would still be a advantage to what we have now.

Should be doable for a future beta, I think. We just need confirmation that it is "on the list".
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Twotribes
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RE: Open Beta Patch v1.03-beta7 (last update 19 june!)

Post by Twotribes »

LOL I am never going to get past turn 20, as fast as you update with needing a new start. Well at least I like rerolling planets ).
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L0ckAndL0ad
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RE: Open Beta Patch v1.03-beta7 (last update 19 june!)

Post by L0ckAndL0ad »

Does anyone have a problem with long turn times? Since the last couple of betas my turn times became seemingly much much longer than they were before, but I did not actually count the time. I feel like I can watch a part of the movie while it's calculating. On the same PC.
Hazard151
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RE: Open Beta Patch v1.03-beta7 (last update 19 june!)

Post by Hazard151 »

My turn resolution tends to hang for 15 minutes with the biggest AI's Strategic Front at 100% completion.
IamMax
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RE: Open Beta Patch v1.03-beta7 (last update 19 june!)

Post by IamMax »

ORIGINAL: Vic
In fact it was an oversight its possible. You cant have a private Truck Station and a public Truck Station in the same Hex either as it could cause glitches with especially the Logistics Preview. Its complicated and i prefer to avoid it for now.

However you can just build it 1 Hex outside the city without problem.

And their range is so huge you won't need one in every city anyway. 200ap =2ap/hex => 100 Hex range.

Ah, that makes sense then.

As an aside, I didn't combine HS rail and rail to extend the range, but rather to increase the capacity. Although even that wasn't enough and, eventually, I realized I could build addition HS rail stations immediately outside the capital and did that.

(I, uh, have the memory of a goldfish and forgot about the building-outside-cities thing when I wrote my earlier post)
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goodwoodrw
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by goodwoodrw »

What's going on Vic 8 hours and no update, I thought you you were support this game.[:D][:D][:D]
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ramnblam
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RE: Open Beta Patch v1.03-beta7 (last update 19 june!)

Post by ramnblam »

I have noticed a significant longer turn time in my current game than my older one, but this game has more majors and minors in it so I don't know if that is the reason or not.
zgrssd
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by zgrssd »

ORIGINAL: goodwoodrw

What's going on Vic 8 hours and no update, I thought you you were support this game.[:D][:D][:D]
Do you have any idea how hard it is to finish a game, if new and exiting "needs new game to work" features and fixes come in every 8 hours? [:D]
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Tchey »

If he sleeps 4 hours, codes 3 hours, publish, eat, and repeat, he can do it.
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Vic
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RE: Open Beta Patch v1.03-beta9 (last update 21 june!)

Post by Vic »

minor patch.

and yeah i'll get a bit slower over time. don't expect me to keep this speed up :)

have a nice sunday all :)
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ramnblam
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RE: Open Beta Patch v1.03-beta9 (last update 21 june!)

Post by ramnblam »

Thanks mate, have a good one.

Destragon
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RE: Open Beta Patch v1.03-beta9 (last update 21 june!)

Post by Destragon »

Am I not understanding something here or is there something buggy about the "required items" calculation, when selecting older unit models?

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ramnblam
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RE: Open Beta Patch v1.03-beta9 (last update 21 june!)

Post by ramnblam »

Are your base model infantry set to obsolete? If so maybe there is some sort of prioritization so you don't blow your pitiful amount of IP away???
Destragon
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RE: Open Beta Patch v1.03-beta9 (last update 21 june!)

Post by Destragon »

They are both set to the default "none" quality level.
ramnblam
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RE: Open Beta Patch v1.03-beta9 (last update 21 june!)

Post by ramnblam »

The only reason I can see without loading your save destragon is that those IP's are actually being used elsewhere and the UI isn't indicating it. Maybe post this on the tech support area.
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