Open Beta Patch v1.12i (last update 6 dec)

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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Open Beta Patch v1.12i (last update 6 dec)

Post by Vic »

Hi,

Attention STEAM users: This patch can ONLY be installed over the MATRIX version of Shadow Empire. If you have the STEAM version you'll have to use the STEAM platforms integrated beta functionality. Note that the posting of beta's will lag a bit behind them being posted on Matrix.

Attention GOG users: This patch can ONLY be installed over the MATRIX version. The GOG version does not have regular open beta versions at all so far. You'll have to wait till the next official patch. Sorry there.

So, dear Matrix players,

This patch can be manually installed only over the official v1.11.X or any higher version of course. Make sure you have the v1.11.00 or higher before applying the patch below.

Recommended to only try this "Open Beta" Patch if (a) you really have a need to have a fix... Or (b) if you just want to help me out by checking it runs properly.

"Open Beta" means that it has not been fully tested yet.

Enough of the disclaimers....

Existing games started with a previous version can be continued.

Download the 1.12h patch here (in Chrome you might have to right click and select open in new tab):
https://www.vrdesigns.net/openbeta/Shad ... Matrix.zip

Just copy the contents of the zip file inside the game folder (where the ShadowEmpire.exe is) and overwrite any existing files/directories.
Best way to do this is opening the zip and doing ctrl-A (select all) and ctrl-C (copy) and the going to the Shadow Empire directory and pressing ctrl-V (paste) and when windows prompts tell it to overwrite all files.

A game NEWLY started with a properly patched version will show "Version #144" in your "Dashboard Report".

Shadow Empire (core) changelist for v1.12i:
-Fixed a crash when you stopped history bar during AI play and kept it like that until AI fully executed
-Fixed a glitch where Minors without any Zone, but still with Units, could go completely inactive while you are fighting them
-Fixed issue with too high Recon Points with Heavy Tank and Tank Destroyer *
-Fixed glitch with vegetation appearing on Planets that should not have it (or not that level) *
-Upped the amount of Credits Traders will spent during trading with other Traders (was to tight and some of them were not buying enough)
-Introduced an extra rule to the price negotiation mechanism between Traders where much higher local asking price than selling local price will result in some serious discounts as the buying Traders know there is too much of a surplus with the sellers to start buying at their own internal market price. (Voker)
-Speeded up AI processing up like 10-30% while in the Game Loop Window (not looking at moves while they come in)
-Speeded up AI processing concerning its economic calculations, could result in a final total speed improvement of 10%
10%
-Improved the AI processing concerning its BP investments, could result in a final total speed improvement of 10%
-Improved the AI processing concerning the simplest of move matrices used and could result in a final total speed improvement of 10%
-Improved the core AI Front processing with some serious caching operations and could result in a final total speed improvement of 40%
-All together we might have halved processing time, at least for the fast AI, but similar results expected for the other AI speed settings.
-Improved AI’s prediction of possible combat outcomes concerning the equipment-used weights (combat matrix related)
-AI now better taking into account the possible combat effects of armor vs gun mm matrix and the armor type vs weapon type matrix
-AI now better takes into account Profile Combat Bonus
-AI now better takes into account obvious effects of core Posture Stratagems
-AI now better takes into account the Skill modifiers of the various Commanders (it makes a guess to enemy’s skill levels)

Shadow Empire (core) changelist for v1.12h:
-Fixed a glitch with the location name showing in the selected Hex info sidebar of the Hex illustration if you did not have sufficient recon.
-Improved Strategic Movement hex mouse over info (next to landscape type illustration) to show whole trajectory possible even if to much weight points with Units, also coloring this info red if weight>logistical points. Minimal 1 Logistical Points needs to be present on Hex of Unit however.
-AI improvements and glitch fixes concerning choice of Formation Type
-AI improvements concerning moving forward in unopposed territory with slow moving Units
-Fixed the sometimes initially wrong page numbering of paginated tables in Reports.
-Fixed a possible crash with the Target SubTab in Stratagems Tab (Elias)
-Fixed special case Trade issue when certain Item completely depleted with a Trade Area
-Finetune to Trade where rounding to zero is replaced by random chance to go to zero
-Removed the display cap on Recon Points to 400 during Combat as higher values than 400 are actually necessary to have complete effectiveness against troops in a Hex that start combat with Cover Points.
-Fixed the poor AI still paying Colonists (not being placed) for founding New Zone (delivered without initial Colonists since quite a few versions)
-Fixed a setup glitch with Leader of Minor not having a title*
-Fixed the Advice window sometimes popping up upon loading game/new game when it is turned off
-Reverted a recent rendering optimization (because it was probably causing ghost Tabs with some beta testers)
-Cross Fertilization research cost diminished by factor of 10 (Thrake) *
-Converting Rail Station to HS without the Tech is no longer possible (Elver)
-Fixed a glitch with wrong effect of lowering Leader salaries (Emx77)
-Found glitch with negative gov production modifier being slightly to high (Emx77), but decided to keep it like this and update manual soon that gov modifier varies between +25 and -50

*=needs to be a newly started game with this version or higher

Shadow Empire (core) changelist for v1.12g3:
-Fixed last remaining issue with Stratagems showing “not valid” when initially opened (Christian)
-Improvements to Planet Generation concerning the dynamics between Mountains and Tectonic Plates leading to more varied maps
-Improved flora placement during Planet Generation better taking into account the temperature & rain

Shadow Empire (core) changelist for v1.12g2:
Apologies. I have been a bit to hasty with 1.12g as it turns out.
-Fixed crash with Mini Map during Planet Generation
-Fixed crash with Stratagems
-Fixed issue with duplicate Stratagems not showing properly initially

Shadow Empire (core) changelist for v1.12g: (24 nov release together with 1.12f)
-Fixed Skill Roll mouse-overs from mistakes made with v1.12f (Cassini)
-Fixed glitch with Unit Supply where pickup point at same hex as SHQ still needed Logistical Points
-Fixed crash with turn processing (Karl)
-Concerning the UI Stratagem Tab : Diminished the data caching for the Stratagems from per category to per Stratagem. -This should give a small speed decrease with a small Stratagem count, but a big speed increase with lots of Stratagems. (Cassini)
-Speeded up the drawing of the various minimaps (Strategic Map, Stratagem targets). Big improvement especially in big games.
-Major AI revised selling to Traders algorithm (was selling to little)
-Fixed a bug with multi-SHQ AIs buying too much Food from Traders
-Population in an economic end-state situation (nothing to build) start spending excess Credits to buy Luxury Products with Traders (improving Happiness)
-Fixed some last Trade Report issues (showing too much qty’s being reported and Trade Report on own Regime not showing stuff)

Shadow Empire (core) changelist for v1.12f: (24 nov release)
-Fixed skill roll mouse over for Regime Feat Skill Bonus and made more precise the mouse over for Regime Feat Stat Bonus effect on skill roll. (Cassini)
-Reduced the per-round reduction of Skill Usage Points a bit if they are very low. (KeepStay)
-Transferring Items from Zone to SHQ (or other way around) when SHQ is on the Zone City Hex will be without logistical constraint now. Same if it concerns SHQ to SHQ where both are on the same Hex. (Elver)
-Fixed an issue that seriously limited trade with larger multi-zone Regimes, to the exclusion of trade between certain Regimes (Voker57)
-Improved trade algorithm concerning total volume passing from one side to another
-Improved trade algorithm and prioritize better deals over lesser (albeit good) deals
-Improved trade algorithm to not spend all its Credits trading with other Traders
-Improved trade algorithm to only start buying above a certain perceived price gain
-Improved trade algorithm by taking tariffs better into account to avoid making Trade Areas making dumb deals
-Improved trade algorithm concerning the CommerceBonus effects. These now play less of a role concerning misleading other Trade Areas (though can still influence perceived and real price with up to 25% if commerce bonus +200% versus area with no bonus at all), they now play a role in the actual price struck (between the buy price of trade house A and the sell price of trade house B). all being equal price = (buy price + sell price)/2… but if house A commerce bonus +100% then it results into price = (buy price*2 + sell price)/3. At bonus +200% then it results into price = (buy price*3 + sell price)/4… the reverse is of course also possible. This should give a nice boost to the usefulness of the Commerce Profile as it now should make your Traders more rich.
-Trade areas now only invest in other Trade Areas (credits transfer) if really low Credits there (in future still have to add some mechanic here to make it pay back for investing traders)

Changelist for v1.12e
-Fixes made to free water collecting by Traders (was only executed by Traders inside Major Regimes)
-Free Zone Water is now limited to Populace size
-Militia Supply can only be collected in the Zone where Militia was raised
-Fixed bug with the informer Trade Report on other Regimes. Should display correct info now.
-Fixed weird map glitch issue (when with asset tab open clicking next to shq, tab down, click flag top-left, esc, click next to shq sequence)
-Windspeed is now "effective windspeed" (modified for its actual energetic value) instead of real windspeed. *
-Fixed a very rare issue with some (former ai) Units having half movement cost.

Changelist for v1.12d
-Added the option to call a Zone Governor and discuss micromanagement of Zone Inventory. Costs just a measly 1 PP. You can block any Item from being sent to Zone or picked up at Zone by its SHQ. For inspection of current Zone Inventory Orders go to the Management Screen and the Asset Tab to quickly check the Items Table to the right for red cells, which signify a Zone Inventory Order being in effect on that Item. *
-Autocracy has been made a bit stronger. High Autocracy now reduces the repercussions of declaring war. Because it befits your ideology and your followers will not be surprised nor outraged at whimsical behavior by their autocratic leader. Even putting a knife in somebody’s back will be considered (your) business as usual. An Autocracy profile above 40 starts reducing the repercussions of declaring war. At Autocracy 60 the repercussions effect is halved and at Autocracy 80 or higher there are no repercussions at all. *
-Improvements on AI SHQ Unit Supply demands analysis as majors were not really aware of Militia requests.
-Improvements on AI frontline formation calculations which was sometimes not seeing the opportunity to invade very empty lands.
-Fixed multiple (and similar) crashes (Derek, Dennis, Deen, Solops)

Changelist for v1.12c
-Glaciers on the Planet have a more realistic impact now… Glaciers have much less chance of housing Minor/Major Regimes, no resource Hexes, lower population levels during simulations, less alien wildlife / marauders and no Hex Perks. *
-Sea floor depth calculations much more realistic now (was always a bit on the shallow side)
-You can now transfer Items from SHQ to Zone Inventory or the reverse: from Zone Inventory to SHQ. Use the SHQ Transfer order to do so.
-You can now give the Governor of a Zone the order to supply Units in its Zone if they are missing supplies (not delivered by their SHQ for some reason). This takes place after Zone Production phase and before Zone Returns phase.
-Logistical System Pull Point algorithm has been revised to better function when there are less Logistical Points available than that are needed by Cities,Assets,Units. (it might also have become a tad slower- lets keep an eye on this and any other possible complications!) It would be nice if anybody could try a new game with special attention to if the pull points of the logistics system are working well *
-Continued fixing the Posture Stratagems (was not fully done in 1.12b turned out). It should now really apply to all units immediately (or be removed from all units immediately).
-The change of the retreat % by a Stratagem is now immediate for all units (as well as when you remove the posture)
-The weird “no hitpoint attack penalty” for Recon in Force Stratagem has been replaced by “no attack penalty”. Textual upgrade requires restart*functional upgrade works on all versions immediately. This Stratagem now works as intended with the 20% retreat penalty working in tandem with the “no attack penalty” providing a powerful (surprise) attack, but one that gets canceled quickly if the going gets tough.
-Fix with renaming Formation Type button being disabled for non army/div
-Fixed S&S Editor again (crashed again for yet another Oceania related thingy, apologies!)

Changelist for v1.12b
-Bio Fuel production now costs 50% more food.*
-Solar Panel Energy production decreased with 33%.*
-Volcanic Energy Plant production is increased, slightly at low levels, but increasingly more and more at higher levels.*
-Solar Panels production is variable based on solar irradiance of the Planet. Can result in upto -50% or more on cold Planets and upto +50% or more on really hot Planets.*
-Deepcore Gas Extraction production now up to 3 times higher if Planet has really thin crust (say Planets a bit younger than 2 billion years).*
-Methane Synthesis production now up to 3 times higher if Planet has lots of CH4 (say 1.5% or more).*
-Methane Synthesis Tech and Asset now have the correct condition (was linked to CO2 instead of CH4), minimum 250ppm CH4 in atmosphere needed. Things now correspond with Tech description and manual*
-Fixed some formulas concerning Methane in the planetary gasses simulations, its mostly based on decaying organic matter. The less oxygen in the atmosphere, the longer the life on Planet existed (the more natural gas will be released) and the colder it is (reduced microorg. reduction) the more CH4 will be found. *
-Fixed a rather big bug with only Militaristic cultures being chosen on planet generation (republicans and theocrats, etc are back!), even extended the language options used a bit as before for example Militaristic was indeed always germanic language, now it just tends to be ;) *
-Water bodies have more average temperatures and are now having a moderating effect on nearby land hex temperatures. *
-Made a series of algorithm fixes to Traders that were not buying enough at game start since several beta builds. (thx grogheads forums)
-Fixed some Planet Generation with cases of rivers not ending in lake/sea.
-Improved AI estimation of enemy strength based on enemies enemies as well.
-Finetuned Trader algorithms and private item sales and buys.
-Less cases of oversupply of private food/metal/oil to Traders by the Private Economy.
-Irregular demand from the Private Economy for higher tech level stuff at lower tech levels. The fact that nobody can make it, doesn’t mean they don’t want it. This might well see rising prices of high tech items in the early game.
-Overall increase of commerce between Trade Areas, but not for between major and major without Trade deal.
-Traders in low-pop Zones will try to construct higher stockpiles of goods that are selling well (being the middleman)
-Traders selling to other Traders now haggle better and will make more profits.
-Traders now also consume some Items to keep their operations running, initially just food, oil, metal and water but if Traders are inside a major regime with higher tech level other items might be consumed as well (like rare(4), machines(5), hi-tech(6), atomics(7)).
-When selling to Traders, Traders will not be inclined to spend all their Credits*
-Traders increase their shop qty if they see they are selling well, trying to supply their clients with higher qty’s.
-One of the AI rules is that they are allowed much higher item stocks than human players; I countered this effect for the AI sales to the Traders weighing in very heavily their actual surplus production that round for their sales.
-Made some minor improvement and fixes to AI algorithm that is moving its forces
-You can now use the replace order to replace human infantry by robotic infantry (this is however not an equipment swap, but a full swap)
-Fixed crash with S&S Editor startup
-Now when you change Posture that changes retreat% it will be changed immediately
-Skill effect on combat is now properly previewed, its calculation method was feeble at best before
-Fixed big oversight with rename Formation Type introduced with 1.12. This is now fixed. You can only rename Custom Formation Types.
-Fixed bug with not being to play for example Plea of Friendship on a regime it should be possible on (probably will fix some other cards to with similar inexplicable not playable behavior)
-Fixed bug that prevented Replacing, Upgrading troops in Unit that was at same hex as SHQ but with 0 Logistical Points available
-Fixed bug with Commerce that was resetting from +++ to + due to rare bug in Corporate Story Module. Poof… that one was hard to find…
-Fixed display and calculation glitch with Supreme Command council repeating for each task-suppart that more than 100BP is being invested.
-Fixed some beta game crashes (voker57) , related to badly seperated code for new DLC, sorry!

*=needs to be a newly started game with this version or higher

Changelist for v1.12a
-Fixed a crash during AI play experienced by all caused with first 1.12 version.

Changelist for v1.12
-Reworked rainfall algorithms in general *
-Nudged the rainfall algorithms resulting in slightly drier Planets *
-Added some windshade rules where mountains can block rainfall *
-Added some temperature difference rules on rainfall. As in cold air moving into a warmer area gives less rainfall and warm air moving into a cold area gives more rainfall. *
-Higher windspeed planets will have a lot more fuzziness to their rainfall than low windspeed planets *
-Relatively small lakes/seas have reduced impact on air vapor content * (trade-off between simulation and game made, but result should be more realistic especially on planets with more water surface)
-AI: Reset OHQs (And independents without OHQ) properly to SHQs if AI territory gets split between several SHQs.
-AI: Fixed some important economic calculations in case of a split between several SHQs
-AI: Fixed a crash with at least one Decision on sending envoys to participate in a celebration (Max)
-Improver Trader behavior concerning buying items from Majors… they’ll now offer to buy less of Items that are not really a good investment (Phyroks)
-AI: Fixed bugged judgment on recruits in some cases where there was a split between several SHQs
-AI: Improved flawed calculation when to buy replacement troops or not. We should see much more AI replacement troops arriving now. This might well be quite a big thing in AI effectiveness.
-Free Water for Zones is increased by multiplying the current river-lake gift (5.5.3.2) with the cube root of the number of hex sides . If highest rainfall hex *4 is higher that value is used (used to be average rainfall hex for zone).
-Free Water for Assets (open farm) now gets water for each Areal Hex with rainfall as well (but only a quarter of that received for the core Hex) *
-Fine-tuned the Vegetation algorithm which was rather often placing forests in hexes where rainfall was really too low for them, even allowing for micro-climate conditions. *
-The Light Tank model has been slightly downtuned. It can now maximum use 50mm of armor (instead of 100mm previously).*
-You can now use the mousewheel to scroll the listbox(es) in the REPS tab, STRATAGEM tab, STRATEGIC MAP tab, OOB tab
-You can now rename the Formation Type of a Unit in the Formation Types Overview Report. It also gives you the experimental option “rename all” which will also attempt to also change the names of the Units already on-map belonging to that Formation Type.
-Removed “drawing type” from Model Management Tab in the Tech SubTab, it is an internal variable that does not need to be shown to player.
-Air combat fix: Thopter, helicopter and VTOL based in the Hex under air attack now actually join the air battle.
-Air combat fix: Doing strategic damage will now always cost ammo.
-Combat fix: Troops killed now lose their part of the supplies in the process
-Combat detail window fix: Some confusing reporting with “0%” modifiers has been removed

Changelist for v1.11.09
-Changed wording for a PBEM Cheat report. Since it could also just be someone playing from different PCs (or having done a re-install of the game)
-Fixed a combat crash due to excessive number of units on defending hex (burnrate + solops)
-Fixed the faulty underlying AI decisions for creating that excessive number of units of the above error in the first place
-Increased hitpoints for AT-Guns, especially if higher callibre guns (more and thicker armour plate) and on top of that doubled their hitpoints if attacked by non-infantry troop types (like tanks for example) due to their deployment mode, rapid counter-fire and low profile. This should make AT-Guns more interesting to use.
-Trucks/APCs will now be added to Custom OOBs when you are adding Flak Guns or Manpads (elver)
-Fixed some season name typo’s in 16 season planet setup *
-Nudged the amount of forced sale items the local Trade House will buy (phyroks)
-You can no longer add Reinforcement Types to a Custom OOB that have not yet seen a trooptype developed
-Fixed mouse for political bonus (phyroks)
-Fixed a crash with a decision on a Regime that no longer existed due to it joining another Major upon declaring war
-Fixed a few typo’s (christian / battlemode)
-Added player protection for playing Plea of Friendship on a Regime on which it will have no effect (like the Arachnids)
-Fixed the transfer limit of 3 individuals for the SHQs, you can now transfer the last 3 out as well.

Changelist for v1.11.08
-Fixed major AI bug with 1.11.07 ! Thanks for spotting guys! Apologies for this
-You can now freely switch Airforce flag on/off during Planet Generation (no longer blocked after restart and requireing you to quit the Planet Generation and press new game again)
-Added Unit Weight statistic in the first unit subtab. Could be useful for considering Strategic Movement (which requires 1 Logistical Point per Weight Point)

Changelist for v1.11.07
-Added the much requested Reroll button for the final Planet generation phase
-Added the text of the Stratagems to the mouse-overs because in some rare cases there is too much text on the Stratagem.
-Fixed the number of trucks / APCs in the Heavy Motorized/Mechanized OOBs *
-Fixed a number of Decisions where the writer was referring to the title of the leader of another regime using your own title instead of theirs. *
-Really hope to have fixed a number of silent crashes caused with one of the last open beta’s; I cannot reproduce crashes anymore; but keep an eye out and keep me posted please!
-Because non-aligned regime is basically in reality “many regimes” your Regime Recon Points no longer result in getting extra Zone Recon Points (you’ll need to have actual spy in specific zone)
-Finetuned the Zone algorithm to avoid huge non-aligned Zones in some weird exception cases. *
-Finetuned the workings of the CommerceBonus that was not completely working as I intended and upped its usefulness quite bit for when you are selling to Traders. Commerce Bonus allows your Traders to outwit other Traders when trading with them, resulting in them buying cheap and selling high. Furthermore the higher your Commerce Bonus the lower their margin (the higher their buy price will be) when dealing with you.
-Fixed a glitch with OOB Customization where you were allowed to add reinforcement types not yet available*
-Sped up the reactivity of the multiple choice questions at game start

Changelist for v1.11.06
-Traders now capture some free water (rivers, rain, lakes), like you do, to augment their stocks. This should help avoid the Water price being too high. Your private economy does the same.
-The Traders pricing algorithm has been revised. They were trying to create stockpiles that were plainly too big. They are now trying to maintain more realistic stockpiles. New games will also reflect this in the startup qty’s.
-Also the price point when selling to Traders is going to be lower than before if Traders already have enough stockpiles of the Item Type. Traders are now also putting a minimum price cap on really “cheap” items.
-Furthermore when determining the price to buy they make their current inventory count weigh more, especially if they have a lot.
-Overall the Traders will be a lot rougher with you and much less willing to buy Items from you that they cannot sell elsewhere. It will increase the game difficulty.
-Repaired some errors in Trade Reports that was showing false Imports/Exports statistics for your Traders (and Trade data of other regimes)
-Expect some rather serious price swings in ongoing open beta games (towards lower prices for some goods mostly), but this has to be tested, so sorry for any economic shocks.
-Ruins are now named after their old Colonial Zone/City name from before the Dissolution war*
-Some new regime names appear now and then as well, named after their old Colonial history*
-A little more regime name variety as well*

Changelist for v1.11.05
-Created mouse overs for the results of Stratagem play and Decisions if the return text contains the word “roll”. If so the latest roll details (since execution) of friendly leaders are displayed in the mouse over. (this new addition will need some open beta testing as the number of scripts that might be executed are huge)
-Planets can now have even slower orbits around their star, leading to more seasons, of increasing severity (due to their length)
-Made some changes to the initial Management Screen settings for Leaders and Assets
-Increased maximum sea surface on Limos Planet Class a bit.
-Further improvements between rivers connecting lakes/seas among others by sometimes creating some flood planes between lakes/seas to allow them to connect.
-Rivers can now be much longer on some Planets, making them feel a bit more impressive and creating interesting maps.
-Fixed a small inconsistency between skill roll predict and final skill roll (relation modifier was added on top of total in preview, while i reality it just modifies the d100 which value will not surpass 100 or go below 1)
-Fixed a small inconsistency between skill roll and prediction where negative effect of -25 of secretary was often not completely taken into account.
-Fixed a (i think) recent discrepancy of qty of enemy troops between bottom interface and trooptype popup ( when limited recon and qty guessing )

Changelist for v1.11.04
-Reworked the river systems. Lakes will often communicate water now, depending of course on if this is possible and no hills are blocking this. This gives more realistic and more interesting maps. There were some really weird maps before with for example big rivers ending in tiny lakes just a few hexes from a big ocean.
-Added mouse overs to the Skill Roll preview in Decisions Tab and Stratagems Tab (DasTactic insisting convinced me to improve things at least a little bit). It’s the probable calculation at the moment and I think this addition will require some feedback / bug catching before i'll dare to call it "Skill Roll calculation details".
-Fixed some crashes (caused with 1.11.0x open beta earlier) with generating Planets (especially those with big bodies of water).
-Militia Parade event is now randomly called (focus on start game though) *
-Profile change Demands made by Factions should be more rare, but also give you much more time to realize them (double the time at least).
-Tuned down a bit the number of Faction Demands in general, especially when you were refusing a Faction (pissing it off even more and making it more likely to demand more) it would come back a bit too quickly. Delay of renewed hassling now at least doubled.
-Resolved a hard to comprehend issue with oil seemingly disappearing from SHQ. However it was not a bug, it was oil sent out with SHQ tank auto-reinforcements to units. I am now logging this kind of complementary item transfers to be included in the SHQ item bar mouse-overs.
-Fixed Corporate Board Member Card, it is now giving the correct and immediate relation bonus 5d10*
-Fixed an issue with inter Tradehouse trade not being reported
-Doubled the PP cost for Disbanding an Asset (to make it cost you a bit more to use scorched earth policies
-The Election Report is now truncated for Zones and Military Units (as in the large empires there would be more text than paper available)

Changelist for v1.11.03
-Fixed a bug in story import at start of game causing the issue reported by emx77*
-Fixed some private construction without dirt road reported by Bavarian Kid
-Convert of Rail Stations level II and higher to HS Rail Stations now possible. Doing this costs you a level and will take 1 or more rounds of reconstruction activities. The Convert button can be found in the Assets Bottom Tab.*

Changelist for v1.11.02
-Improved AI behaviour in better defending cities
-Fixed a portrait graphics glitch with some uniforms
-Reduced usage of AI Siege Posture for OHQs low on artillery/infantry
-High Tech Level 1 production worker+energy cost slightly increased
-Fixed a few profile decision glitches in the diplomatic category
-Fixed issue where losing HQs and reforming them could screw up the numbering system of the HQs and could cause HQs to have more than their maximum units
-This open beta is also testing of changes for next major feature Oceans are not inadvertently screwing something up (nothing to see yet! its only testing of behind the hood stuff!)

Changelist for v1.11.01
-Fixed a crash during AI phase (Tortia Tertia)
-Attacking with your full OHQ (including HQ) no longer diminishes the concentric bonus

Changelist for v1.11b (official release version)
-Fixed crash during aiTurn (rivers)

Changelist for v1.11
-If AI has been collecting lower quality models after making replacements. This has been addressed and now its SHQ is going to directly deploy the unneeded ones (for repl.troops) in new units.
-AI is now only replacing troops now with newer models if XP is at least 40 as the whole idea in the first place was to retain the XP at the front (and sending the new troops to the older version equipment)
-Some minor AI algorithms concerning replacing troops revised.
-In some cases there will will now be less requests to hire a faction candidate.
-Fixed a crash during “flak front processing” message (starfry)
-Fixed occasions of faulty counters in the history screen

Changelist for v1.10.09
-Reduced Flak production for AI some further.
-Fixed eternal loop in human-human PBEM game (mroll)
-Fixed small glitch with Battlegroup formation from SHQ
-Fixed issue with Strategic Movement caused in earlier v1.10.X open beta

Changelist for v1.10.08b
-Fixed a memory leak
-Added text file "direct2d.txt" in main directory. Here you can change true to flase to switch direct2d off.

Changelist for v1.10.08
-Word of warning: This is an error-prone open beta version!
-GPU accelerated in-game DPI scaling added which should speed up a lot playing the game with DPI scaling enabled.
-The DPI scaling done by the GPU is sharper than the previous DPI scaling done by the CPU.
-Sped up the scrolling speed by using shifting direct memory copies within the same map bitmap
-Sped up the scrolling and map clicking speed by not recalculating or redrawing the windows that are overlaid over the map and separating the underlying map drawing and the overdraw (making cache-ing possible).

Changelist for v1.10.07
-Fixed bug with Advice window after end turn (Voker57 / thomas)
-Fixed bug caused with 1.10.06 upon saving S&S Library (Nigerian Prince)
-Fixed bug with receiving a new leader with a regime profile above 100
-Finetuning Militia equipment improvement in games that last hundreds of rounds (hyveltush)

Changelist for v1.10.06
-Now… This is a surprise… I did some serious re-coding of especially the tactical AI done in an attempt to make it quite a bit more competitive (note that focus has been on quality of moves not speed! So that might need a checkup still)
-AI work done on quality of tactical level movements.
-AI work done on reducing the tendency of giving ground in general.
-AI work done of making super aggressive regimes less likely to completely overextend
-AI work done on making the AI more likely to invest more in its current military than in its future military (by economic expansion) if threatened a lot.
-AI work done on making the AI wait a bit longer before constructing bigger units instead of more units.
-AI work done on reducing buying of Flak gun units/replacements at some points. And in general stop buying (much) replacements of troops we have less need of.
-AI stops playing some (often) stupid Stratagems on its OHQs
-AI improved OOB raising order (less chance to stay stuck in infantry formations only)
-AI improvements to moving to correct part of a frontArea
-AI improvements with entrenchment
-AI improvements with encircled troops
-Fixed an issue with Free Folk increasing way too much in some circumstances
-Fixed an issue with a savefile getting to large due to extremely large high node logistical network (game will prune some data now if its logs get too big)
-Fixed issue with Zone assignment upon rebel unit placement during turn (decision result)
-Fixed crash at start of turn calculations with trade (volker)
-Fixed an anomaly with the sliders on some systems
-Fixed an anomaly in the trade reports
-Fixed category of forced sales from private to public in the reporting
-Fixed an anomaly with scientific cooperation (not getting tech points from partner)


Changelist for v1.10.05
-Fixed rare crash during elections with a class-based voting system in place.
-You can now also set import & export tariffs on the non-aligned regimes. Can be handy if you want certain items not to leave your Zones or to make a little extra buck!
-Fixed a rare issue with private asset nationalized doubling a public asset that was delegated
-Fixed a bug with disappearing air units after artillery attack on them
-Fixed an interface glitchy state after asking research decision to a director in the case where no research fields were actually available.
-Fixed crash due to an misconfigured AI Regime SHQ inventory (Alex)
-Fixed glitch where you were not paying PP for Zone Merge
-Fixed ZOC ghosts in multi-player game where a human player has resigned
-Truck/Rail/HS Rail Station higher levels now have reduced upkeep workers*
-Rail/HS Rail Station higher levels now have reduced construction round for higher levels*
-Truck/Rail/HS Rail Station higher levels now have increased truck/rail point production*
-Some cards like Eager Industrialist will no longer cause double Asset Type to appear when playing on a Zone where the lower level Asset Type in question is in construction.

best,
Vic
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Vic
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RE: Open Beta Patch v1.01a-beta1

Post by Vic »

Bump.
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profanicus
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RE: Open Beta Patch v1.01a-beta1

Post by profanicus »

-Increased speed for 200% DPI setting enormously

Thanks; can confirm this runs much nicer on 4K display now :)
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zakblood
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RE: Open Beta Patch v1.01a-beta1

Post by zakblood »

confirmed, works and installed and runs with no issues so far, ty
Windows 11 Pro 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250)
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KingHalford
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RE: Open Beta Patch v1.01a-beta1

Post by KingHalford »

Looking good so far! AI turn resolution time seems to be improved.
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Dan1911
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RE: Open Beta Patch v1.01a-beta1

Post by Dan1911 »

Hey vic!
Where do we report bugs now ?
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Templer_12
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RE: Open Beta Patch v1.01a-beta1

Post by Templer_12 »

Ater Patch, launcher still says: 'Version 1.01.01'?
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Vic
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RE: Open Beta Patch v1.01a-beta1

Post by Vic »

Bugs can be reported in the Tech Support forum.

And @Templer, this is an Open Beta, not an official Patch from publisher. So it doesn't communicate with the installer/upgrader.

Best wishes,
Vic
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eddieballgame
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RE: Open Beta Patch v1.01a-beta1

Post by eddieballgame »

I have had no, major, (& very few minor) issues with this gem.
I will try the patch, however, as the 'changelist' looks very good.
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GodwinW
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RE: Open Beta Patch v1.01a-beta1

Post by GodwinW »

-Reduced the chance for a Decision to be communicated through Metrics by a factor of 10.

What does this mean? :p I've searched through the manual but didn't find anything about Metrics. I hope there's no chance to suddenly get reports in Fahrenheit and Yards :D

Edit nvm lol.. it's the metrics collected for improving the game.. lol!
Jorgas
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RE: Open Beta Patch v1.01a-beta1

Post by Jorgas »

I emailed you a crash on end turn from a game started on this beta. hope you can fix it soon.
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Vic
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RE: Open Beta Patch v1.01a-beta1

Post by Vic »

bump. v101a-beta2 has been posted!

best wishes,
Vic
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Novaliz
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RE: Open Beta Patch v1.01a-beta3 (last update 7 june!)

Post by Novaliz »

I have downloaded Beta 3 but when installing I get the error message "untreated exception". My Win 10 runs in German, so I had to translate it. In German it says "Unbehandelte Ausnahme in der Anwendung". I am not able to install the beta3 but I want to because I have a 4k monitor and the 200 DPI mode runs like crap :/
aperfecturkel
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RE: Open Beta Patch v1.01a-beta3 (last update 7 june!)

Post by aperfecturkel »

Hey Novaliz, this isn't an executable patch, so there's not an installer to run - I DO get an unhandled exception if I extract the ZIP to an empty folder and try to launch the .exe, so I'm assuming that's what was happening? Running the .EXE from that zip file is basically trying to launch the game without any of the game's other files.

Instead, just extract the ZIP directly into your C:\Matrix Games\Shadow Empire folder (or wherever you installed the game at first) and say Yes to overwriting all files. The new ShadowEmpire.exe will replace the old.
eddieballgame
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RE: Open Beta Patch v1.01a-beta3 (last update 7 june!)

Post by eddieballgame »

Update: No prior gaming issues before beta patches & same with beta #2.
Downloaded beta #3, just in case; though not using atm per my ongoing, extremely, fun struggle. :)
aperfecturkel
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RE: Open Beta Patch v1.01a-beta3 (last update 7 june!)

Post by aperfecturkel »

The updates have been working well so far - and the lastplanetgenerated save-game is awesome! Thanks for that, now we can share our hellworlds [:)]
Jorgas
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RE: Open Beta Patch v1.01a-beta3 (last update 7 june!)

Post by Jorgas »

Emailed you another crash on end turn beta 3
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Novaliz
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RE: Open Beta Patch v1.01a-beta3 (last update 7 june!)

Post by Novaliz »

ORIGINAL: aperfecturkel

Hey Novaliz, this isn't an executable patch, so there's not an installer to run - I DO get an unhandled exception if I extract the ZIP to an empty folder and try to launch the .exe, so I'm assuming that's what was happening? Running the .EXE from that zip file is basically trying to launch the game without any of the game's other files.

Instead, just extract the ZIP directly into your C:\Matrix Games\Shadow Empire folder (or wherever you installed the game at first) and say Yes to overwriting all files. The new ShadowEmpire.exe will replace the old.

Ah, stupid me! Thank you! :)
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Novaliz
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RE: Open Beta Patch v1.01a-beta3 (last update 7 june!)

Post by Novaliz »

Would it be possible to implement scrolling the map when holding the middle mouse button? Maybe you can put this on your feature request list :)
aperfecturkel
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RE: Open Beta Patch v1.01a-beta3 (last update 7 june!)

Post by aperfecturkel »

I would LOVE that too.

Also wanted to mention that the 2x fix slowdown fix seems to work great! But the other scaling options are still sluggish - is it possible for whatever you were able to do for the 2x size UI can be done for the 1.5x and 1.25x too?
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