Open Beta Patch v1.26o2 (12 may 2025)
Moderator: Vic
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
I just noticed in a beta 9 game that the demetalization plant now also produced radioactives. When was that change added in? I didn't find it in any patch notes.
I really like that change.
I really like that change.
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
ORIGINAL: DTurtle
I just noticed in a beta 9 game that the demetalization plant now also produced radioactives. When was that change added in? I didn't find it in any patch notes.
I really like that change.
Yeah i needed to provide a last-ditch way to get some in case a Planet would be without any Radioactives Resource Hexes

Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
Posted beta11.
This one will probably be the one that will be upgraded to v1.05 main release.
Thanks for all the bug and glitch reports. Everytime a new version is posted the game has become more solid. Could not have gotten where we are now alone.
This one will probably be the one that will be upgraded to v1.05 main release.
Thanks for all the bug and glitch reports. Everytime a new version is posted the game has become more solid. Could not have gotten where we are now alone.
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
ORIGINAL: Vic
Posted beta11.
This one will probably be the one that will be upgraded to v1.05 main release.
Thanks for all the bug and glitch reports. Everytime a new version is posted the game has become more solid. Could not have gotten where we are now alone.
Can you pretty please streamline these cult unit cards next patch please Vic?


- Attachments
-
- cultswtf.jpg (93.37 KiB) Viewed 310 times
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
ORIGINAL: ramnblam
ORIGINAL: Vic
Posted beta11.
This one will probably be the one that will be upgraded to v1.05 main release.
Thanks for all the bug and glitch reports. Everytime a new version is posted the game has become more solid. Could not have gotten where we are now alone.
Can you pretty please streamline these cult unit cards next patch please Vic?
A way to mass use units cards would be nice
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
ORIGINAL: Dan1911
ORIGINAL: ramnblam
ORIGINAL: Vic
Posted beta11.
This one will probably be the one that will be upgraded to v1.05 main release.
Thanks for all the bug and glitch reports. Everytime a new version is posted the game has become more solid. Could not have gotten where we are now alone.
Can you pretty please streamline these cult unit cards next patch please Vic?
A way to mass use units cards would be nice
THERE'S DOZENS OF US!
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
I agree on the cult cards. It becomes a minor annoyance to use them. Just cutting down their frequency would be nice.
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
ORIGINAL: jwarrenw13
I agree on the cult cards. It becomes a minor annoyance to use them. Just cutting down their frequency would be nice.
The screeny I posted is from an epic speed game which was around turn 130. I have probably 8 brigades a corp and 30 independent units still not gonna come close to using all those unit cards. I gave up assigning them after the early game.
- Malevolence
- Posts: 1790
- Joined: Sat Apr 03, 2010 11:12 am
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
Less cards (a limit?) with better survivability for all unit feats.
Perhaps also, if not used during the spawn turn, it disappears the next turn. That also works to streamline the issue.
My concern is that some magical mystery system will make things more complex, confuse players, and not satisfy anyone. We can expect the, "I want to issue my own unit feats" crowd to arrive the day after auto-magic is adopted.
I think we have all experienced now that "let us have it both ways" isn't practical and increases game support issues.
Perhaps also, if not used during the spawn turn, it disappears the next turn. That also works to streamline the issue.
My concern is that some magical mystery system will make things more complex, confuse players, and not satisfy anyone. We can expect the, "I want to issue my own unit feats" crowd to arrive the day after auto-magic is adopted.
I think we have all experienced now that "let us have it both ways" isn't practical and increases game support issues.
Nicht kleckern, sondern klotzen!
*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.
*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
Its on the to-do list. I have been toying around with the idea of a "recycle button" functionality for Stratagems. That allows you to get Stratagem Recycle Points (needs better name) that allows you to buy a new random Stratagem. Using of course a horrible exchange rate but allowing you to get something out of Stratagems you do not need.
However it might be a few weeks as August is much a holiday month for me and there will be some weeks where i'll not be in office. So expect a big hiatus in patches during August. Things will pick-up again in September.
Best wishes,
Vic
However it might be a few weeks as August is much a holiday month for me and there will be some weeks where i'll not be in office. So expect a big hiatus in patches during August. Things will pick-up again in September.
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 v1.04-beta10 (last update 23rd july!)
Hi Vic,
Thank you for your continued work on this amazing game.
May I humbly suggest calling the 'Stratagem Recycle Points' Reallocation Points.
Enjoy your holiday, you have definitely earned it [8D][8D][8D]
Thank you for your continued work on this amazing game.
May I humbly suggest calling the 'Stratagem Recycle Points' Reallocation Points.
Enjoy your holiday, you have definitely earned it [8D][8D][8D]
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
While having some recycling feature for stratagems that you have no use for is nice, it doesn't really solve his problem of having to click on 200 cards.ORIGINAL: Vic
Its on the to-do list. I have been toying around with the idea of a "recycle button" functionality for Stratagems. That allows you to get Stratagem Recycle Points (needs better name) that allows you to buy a new random Stratagem. Using of course a horrible exchange rate but allowing you to get something out of Stratagems you do not need.
It might be best if the cult priests were automatically assigned to units, just like the regime special unit feats, instead of being stratagems. There's just too many of them. It gets so click heavy that people just end up ignoring the feature.
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
ORIGINAL: Destragon
While having some recycling feature for stratagems that you have no use for is nice, it doesn't really solve his problem of having to click on 200 cards.ORIGINAL: Vic
Its on the to-do list. I have been toying around with the idea of a "recycle button" functionality for Stratagems. That allows you to get Stratagem Recycle Points (needs better name) that allows you to buy a new random Stratagem. Using of course a horrible exchange rate but allowing you to get something out of Stratagems you do not need.
It might be best if the cult priests were automatically assigned to units, just like the regime special unit feats, instead of being stratagems. There's just too many of them. It gets so click heavy that people just end up ignoring the feature.
Maybe you could target an SHQ or Formation type, and it would automatically assign one to each unit under it. (That don't already have that stratagem).
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
The construction report doesn't go far enough. The player should be told, at the beginning of his turn (in a vid, I imagine), that a building has completed construction. I don't understand why you insist on denying the player that bit of dopamine that tells him that he is progressing.
Oh well, I give up.
Oh well, I give up.
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
ORIGINAL: eddyvegas
The construction report doesn't go far enough. The player should be told, at the beginning of his turn (in a vid, I imagine), that a building has completed construction. I don't understand why you insist on denying the player that bit of dopamine that tells him that he is progressing.
Oh well, I give up.
Dont give up.
Its on the list.
Its just lack of time and prioritization of other items why it aint there yet.
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 v1.04-beta10 (last update 23rd july!)
ORIGINAL: eddyvegas
The construction report doesn't go far enough. The player should be told, at the beginning of his turn (in a vid, I imagine), that a building has completed construction. I don't understand why you insist on denying the player that bit of dopamine that tells him that he is progressing.
Oh well, I give up.
Have a snickers bar bro.
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
Oh yay!! Thank you Vic!
Snickers has dopamine in it? Gotta go to the candy store, later!!
Snickers has dopamine in it? Gotta go to the candy store, later!!
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
Finally finished game on 1.09 logistics with a mass of tanks going around and ... honestly it isn't bothered me at slightest. Yes, I need to wait until truck station will be repaired (and upgraded) after conquering city and not rushing forward like a madman. Yes, I need to build a lot of rail stations all around in mid-end game. Yes, it's unreasonable to keep more then 2-3 cities on line with SHQ in endgame, so you WILL need to create more SHQ (yean not like in meta as anyone tried to avoid it). Yes, building mech units with maxed guns&armors wasn't a sane move.
But it was so easy to understand how it's working - as you instantly saw any bottlenecks in graph and all you need is to build more right here. Now huge output of capital will again hide really problem nodes =/
Funny that this situation was exactly like happened with Stellaris. Any massive change to gameplay - and tons of angry players are shouting on forum. Never stop to amuse me - it isn't competitive multiplayer game, they aren't making money on playing it, so why not enjoy chance to re-explore game like entirely new one?
But it was so easy to understand how it's working - as you instantly saw any bottlenecks in graph and all you need is to build more right here. Now huge output of capital will again hide really problem nodes =/
Funny that this situation was exactly like happened with Stellaris. Any massive change to gameplay - and tons of angry players are shouting on forum. Never stop to amuse me - it isn't competitive multiplayer game, they aren't making money on playing it, so why not enjoy chance to re-explore game like entirely new one?
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
ORIGINAL: Tomn
ORIGINAL: jwarrenw13
I've become confused about what the goal of the redesign of the log system is.
I can't speak for Vic, but here's how I'm seeing it:
Prior to the pull system being implemented, the difference between beginner players and advanced players was massive. As in, if you didn't fully understand how the logistics system worked, how to manipulate it, how to diagnose it and how to fix its problems, it was very easy to end up in a situation where your troops are starving despite having enough theoretical logistical capacity to tend to all their needs. Conversely, if you WERE an advanced player, you could make enormous cumulative gains in efficiency at the cost of a great deal of tedium. Not really an ideal situation for everyone - it's nice for differences in skill and knowledge to make a difference in results, but not so much of a difference that those without skill have trouble functioning on a basic level, while exploiting that difference to its fullest potential required a lot of tedious clickwork. Let's not think the former issue is a minor one, either - by far the most common topic in the forums is some variation of "What the heck is wrong with my logistics?"
I'm one of those people who begged for a change, and I can tell you why. It's because I wholeheartedly disagree with the second sentence of the post referenced above:
ORIGINAL: Malevolence
The logistic System is a gigantic mess
As a community, we begged for this change. Give the developer at least a few months to work out the kinks before demanding yet another change.
ORIGINAL: Dampfnudel
The "concept" of sending logistic points spreading equally in every direction is terrific.
You already mentioned the tedious fiddling required to optimize the logistics. That's all well and true, but that wasn't even my main issue. My problem was that the system was an awkwardly contrived and inherently unrealistic representation of managing logistics.
Not only was the actual gameplay (checking traffic signs every turn or knowingly overbuilding to "brute force" through micromanagement in a game centered around resource management) not fun, but it was made even less fun by the questionable connection to the real-life issue it was supposed to represent. It did not feel at all like managing a fleet of trucks. It felt like opening and closing gates to control the flow of water in a puzzle game.
Imagine a factory and a trucking company/army/entity in charge of logistics interacting in real life. It would probably go a little like this:
Factory: "We need 417 shipments to match our production this month"
Logistics company: "Understood, we will send 417 of our 1000 trucks there"
Great. Everything works out as long as there's available capacity.
Could you imagine the conversation going like this?
Factory: "We need 417 shipments to match our production this month"
Logistics: "Ok, we will send all 1000 trucks out. Then we'll divide 50% of them at the intersection to your factory. This will result in 83 extra trucks, but we like round numbers. Also we must remember to specify to our drivers not to take the dead-end dirt road to the North where they have zero business going, because otherwise half of them will get lost and do nothing all month."
Probably not, right? The old system did not feel like managing a group of truck drivers. A group of people can be told "they need X amount every month, so send X amount every month". A trucking company works on the basis of orders made by the customers in need of shipping, not by sending out trucks randomly in every direction and hoping as many as possible turn up somewhere useful. If a trucking company receives new fleet capacity or a new road is built they don't need to guesstimate new percentages for every road in the country to figure out how many trucks to send to a route they've been doing for 10 years. That's how liquids or electric currents work, not organizations made up of people.
And that was my main gripe with it. It was creating micromanagement out of thin air where no micromanagement should exist. Managing logistics can be an interesting part of the game and I'm glad it's being attempted, but I did not think the concept of "logistics spreading evenly" was terrific. For me it was bad enough to be a deal breaker that made me want to stop playing.
I'm not commenting on the latest beta builds, because they're clearly work in progress. My purpose in writing this was simply to explain why I felt a rework was in dire need. The old system was faulty to its core and a new one was needed, even if that results in an awkward beta phase. This game has potential to be an absolute classic played years from now, so I really don't care if some of the daily builds aren't as polished as the previous system that I hated even when it was "working as intended".
RE: Open Beta Patch v1.04-beta10 (last update 23rd july!)
Beautifully put perde. And I can add that the beta is really making life a great deal easier, ensuring that stuff gets where it's needed more automatically.
You still can't avoid the splitting roads issue, but I only find it necessary to check up on my logistics system once every couple of turns. Also railroads are mandatory between your main cities now.
You still can't avoid the splitting roads issue, but I only find it necessary to check up on my logistics system once every couple of turns. Also railroads are mandatory between your main cities now.