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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

 
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/5/2021 4:36:49 PM   
Akrakorn

 

Posts: 100
Joined: 10/19/2020
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Hey Vic, we were wondering if these penetration values are correct:


If they are, given that the new firepower values are:


It still seems like laser weaponry is superior to gauss, as gauss and laser compete with each other and charged gauss comes later than laser. The fact that you don't need to use logistics to send energy (as it is distributed for free) means gauss weaponry also doesn't quite have the logistical advantage over lasers.

(in reply to Vic)
Post #: 781
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/5/2021 5:20:57 PM   
Clux


Posts: 411
Joined: 9/16/2018
From: Mexico
Status: offline
The newest changes are really appreciated, but since the small arms weren't changed in the tech tree (gas powered, gauss and charged gauss should go 1 tech up) and laser didn't get nerfed (it should cost more rare metals, or 1 machinery part) they're still the king of small arms.

Also the change to metal soil filtration was really welcome as it is the META strategy right now, but we wouldn't mind if we could have a little bit more of metal mines who are really hard to exploit (think like 1-2 mining level) so the odds of not having any metal mine in the early game are lower but it doesn't ruin the game balance (as these kind of mines would be more useful once you have mining optimization or mining robotization)

< Message edited by Clux -- 3/5/2021 5:21:16 PM >


_____________________________

Amateurs talk about strategy. Professionals talk about logistics!

(in reply to Akrakorn)
Post #: 782
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/5/2021 5:48:08 PM   
redrum68

 

Posts: 1202
Joined: 11/26/2017
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Yeah, I fear the metal soil filtration change is going to make starts where you have no metal mine and few ruins really really difficult.

(in reply to Clux)
Post #: 783
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/5/2021 5:50:01 PM   
Vic


Posts: 8262
Joined: 5/17/2004
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Its an iterative process guys. It will be a number of beta's before everybody (or mostly everybody) is happy.

best wishes,
Vic

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(in reply to redrum68)
Post #: 784
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/5/2021 6:36:59 PM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
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quote:

-Rare metal + Radioactive production of the Demetallization Facility now also modified for the Planets Heavy Elements score >100 is more <100 is less. (metal was already adjusted)

Weren't Rare Earths already adjusted too ?
I see for Demetalization 1 : 1 Rad 62 Rare 125 Metal / round on a 126% Heavy Elements planet (in my game started in 1.07.06).

(in reply to Vic)
Post #: 785
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/5/2021 7:27:26 PM   
DeltaV112

 

Posts: 45
Joined: 10/16/2014
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quote:

ORIGINAL: Clux

The newest changes are really appreciated, but since the small arms weren't changed in the tech tree (gas powered, gauss and charged gauss should go 1 tech up) and laser didn't get nerfed (it should cost more rare metals, or 1 machinery part) they're still the king of small arms.

Also the change to metal soil filtration was really welcome as it is the META strategy right now, but we wouldn't mind if we could have a little bit more of metal mines who are really hard to exploit (think like 1-2 mining level) so the odds of not having any metal mine in the early game are lower but it doesn't ruin the game balance (as these kind of mines would be more useful once you have mining optimization or mining robotization)

I'd note that reducing rare metal production implicitly makes everything that uses rares more expensive. Lasers now have a cost of effectively 2.6-3 rares depending on source.

< Message edited by DeltaV112 -- 3/5/2021 7:29:34 PM >

(in reply to Clux)
Post #: 786
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/5/2021 10:40:41 PM   
Clux


Posts: 411
Joined: 9/16/2018
From: Mexico
Status: offline
quote:

ORIGINAL: DeltaV112

I'd note that reducing rare metal production implicitly makes everything that uses rares more expensive. Lasers now have a cost of effectively 2.6-3 rares depending on source.


The rare metals nerf was actually a nerf to polymer armor, not laser rifles, as you won't ever empty your stockpile fielding Infantry with laser rifles (as long as you have soil metalization plants) which is not true for vehicles with polymer armor, as they are pretty expensive (when using over 50mm polymer)

_____________________________

Amateurs talk about strategy. Professionals talk about logistics!

(in reply to DeltaV112)
Post #: 787
RE: Open Beta Patch v1.08.03 (last update 5 march!) - 3/6/2021 4:34:15 AM   
Elver

 

Posts: 114
Joined: 6/25/2020
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quote:

ORIGINAL: Vic

Bit less rare + radioactive deposits created during Planet Generation (especially on >100 heavy element score Planets)


Am I missing something or does this look backwards? Shouldn't >100 heavy element planets mean there are more deposits of rare and radioactives in the crust?

(in reply to Vic)
Post #: 788
RE: Open Beta Patch v1.08.03 (last update 5 march!) - 3/6/2021 10:17:06 AM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
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quote:

ORIGINAL: Elver


quote:

ORIGINAL: Vic

Bit less rare + radioactive deposits created during Planet Generation (especially on >100 heavy element score Planets)


Am I missing something or does this look backwards? Shouldn't >100 heavy element planets mean there are more deposits of rare and radioactives in the crust?

Yes, the higher value means more deposits.

But the deposit number grew too quickly with higher values.
So he lowered the conversion ratio.
It is still more deposits > 100, but not as many as there used to be at >100.

< Message edited by zgrssd -- 3/6/2021 10:18:16 AM >

(in reply to Elver)
Post #: 789
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/10/2021 12:55:01 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline

quote:

ORIGINAL: Clux

The newest changes are really appreciated, but since the small arms weren't changed in the tech tree (gas powered, gauss and charged gauss should go 1 tech up) and laser didn't get nerfed (it should cost more rare metals, or 1 machinery part) they're still the king of small arms.

Also the change to metal soil filtration was really welcome as it is the META strategy right now, but we wouldn't mind if we could have a little bit more of metal mines who are really hard to exploit (think like 1-2 mining level) so the odds of not having any metal mine in the early game are lower but it doesn't ruin the game balance (as these kind of mines would be more useful once you have mining optimization or mining robotization)


Completely agree.

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(in reply to Clux)
Post #: 790
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/19/2021 11:41:34 AM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
Bump! posted subversion .04

With a surprise new feature. Not a big one, but not small either.

Will turn back to some bug fixing next week.

Best wishes,
Vic

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(in reply to aperfecturkel)
Post #: 791
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/19/2021 11:57:45 AM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
quote:

-Added customization of Formation Types task to the Staff Council (!)*

Amazing !

quote:

*=requires new game start



P.S.: You do know that you're really confident/bold/foolish to post new versions on a Friday, do you ?

< Message edited by BlueTemplar -- 3/19/2021 12:01:42 PM >

(in reply to Vic)
Post #: 792
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/19/2021 12:21:53 PM   
Akrakorn

 

Posts: 100
Joined: 10/19/2020
Status: offline
Simply incredible, Vic. Keep up your work and thank you!

(in reply to BlueTemplar)
Post #: 793
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/19/2021 5:38:36 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline

quote:

ORIGINAL: BlueTemplar
P.S.: You do know that you're really confident/bold/foolish to post new versions on a Friday, do you ?


that is so true!

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(in reply to BlueTemplar)
Post #: 794
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/19/2021 5:48:21 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
Fixed the earlier .04 beta!
Thanks for the quick bug reports guys.

If there is more issues, it will be monday though for the fix.

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(in reply to aperfecturkel)
Post #: 795
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/19/2021 8:41:20 PM   
zuekamo

 

Posts: 48
Joined: 6/21/2020
Status: offline
I want to see the new OOB customs, but the turn resolution now seems extremely slow. even with "quickest" option

(in reply to Vic)
Post #: 796
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/22/2021 10:14:07 AM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline

quote:

ORIGINAL: zuekamo

I want to see the new OOB customs, but the turn resolution now seems extremely slow. even with "quickest" option


Will check the AI speed for the next open beta version!

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(in reply to zuekamo)
Post #: 797
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/24/2021 2:49:42 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
bump!

subversion .05 repairs a number of bugs and glitches and brings more fine tunings.

Think I am going to switch soon to finally attacking the promised S&S editor.

Best wishes,
Vic

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(in reply to aperfecturkel)
Post #: 798
RE: Open Beta Patch v1.08.05 (last update 24 march! aga... - 3/24/2021 3:17:09 PM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
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quote:

-Nerfed the fuel/energy production cost of Truck Station, Rail Station and High Speed Rail Station. (it was getting more expensive after level 1 here, which was not the intention; fixed now) *

I am pretty sure it is only called a Nerf if you made it worse.

If you reduce a value but that makes it better (like reduced upkeep cost), it is technically a buff.
You either nerfed the viability of the T1 by making it's cost worse, or buffed the viability of everything past T1.


(in reply to Vic)
Post #: 799
RE: Open Beta Patch v1.08.05 (last update 24 march! aga... - 3/24/2021 3:44:29 PM   
Clux


Posts: 411
Joined: 9/16/2018
From: Mexico
Status: offline
Thanks for the hard work Vic! these new changes (specially the nerf to foot artillery) are really welcome and will play a big role from now forward, mostly in the early game :)

_____________________________

Amateurs talk about strategy. Professionals talk about logistics!

(in reply to zgrssd)
Post #: 800
RE: Open Beta Patch v1.08.05 (last update 24 march! aga... - 3/24/2021 3:51:38 PM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline


----

Sigh, Microsoft Security Essentials acting out again...

https://www.microsoft.com/en-us/wdsi/threats/malware-encyclopedia-description?name=Trojan%3aWin32%2fProwloc.A!cl&threatid=2147727733&enterprise=0

(in reply to Clux)
Post #: 801
RE: Open Beta Patch v1.08.05 (last update 24 march! aga... - 3/24/2021 4:05:02 PM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
quote:

-In the overview of other regimes report you can now see the details of their relations with other major regimes (basic info at recon 5, all info at recon 10)

This is going to be very helpful in most games, thanks !

quote:

-Faction Tech, Admin, Civ level demands now stop if you reach level 8. (impossible otherwise to give)

Why "impossible" ?

Not sure what the max Tech Level is -
(do linear techs count fractionally ? do all techs ? does discovery count ? can you get it even higher if you manage to get linear techs up to 100% ?)

- but Admin level doesn't seem to have a maximum -
(it's supposedly 2*sqrt(BP*)+sqrt(nbCouncils) - I have it at 10.58 in my current game
*produced or adjusted BP? What about Bureaucratic Push?)

- and Civ level has a hard cap of sqrt(averageCivilizationLevel)-1 = sqrt(100)-1 = 9.

quote:

-Upgrade and Downgrade Formation now also allows Individual Unit Formations to motorize or demotorize. (especially handy with the new increased artillery costs)

Neat !

< Message edited by BlueTemplar -- 3/24/2021 4:06:01 PM >

(in reply to BlueTemplar)
Post #: 802
RE: Open Beta Patch v1.08.05 (last update 24 march! aga... - 3/24/2021 4:10:39 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline

quote:

ORIGINAL: zgrssd

quote:

-Nerfed the fuel/energy production cost of Truck Station, Rail Station and High Speed Rail Station. (it was getting more expensive after level 1 here, which was not the intention; fixed now) *

I am pretty sure it is only called a Nerf if you made it worse.

If you reduce a value but that makes it better (like reduced upkeep cost), it is technically a buff.
You either nerfed the viability of the T1 by making it's cost worse, or buffed the viability of everything past T1.




thanks for the correction! buff it was.

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(in reply to zgrssd)
Post #: 803
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/24/2021 8:33:25 PM   
Daza99

 

Posts: 285
Joined: 8/1/2017
Status: offline

quote:

ORIGINAL: Vic

bump!

subversion .05 repairs a number of bugs and glitches and brings more fine tunings.

Think I am going to switch soon to finally attacking the promised S&S editor.

Best wishes,
Vic


Thanks for the latest patch 1.08.05 update. Glad to see the Friendship Pact and Victory Pact fixed. Thankfully I do not have to restart my game for that.

What is the S&S editor you mentioned?


(in reply to Vic)
Post #: 804
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/24/2021 8:51:32 PM   
redrum68

 

Posts: 1202
Joined: 11/26/2017
Status: offline
quote:

-Nerfed the fuel/energy production cost of Truck Station, Rail Station and High Speed Rail Station. (it was getting more expensive after level 1 here, which was not the intention; fixed now) *


Some good changes here but the logistics asset changes while a step in the right direction didn't address the main issues of the higher levels which are worker requirements and cost/time to build as fuel/energy mostly didn't matter. So as it sits now even after the changes, it never makes sense to build higher level truck stations just spam level 1 truck stations.

Level 1 truck station
- Takes 1 turn to build
- Costs 100 metal and 100 IP
- Total production/upkeep costs are 1100 workers and 20 fuel
- Produces 800 truck points

Level 2 truck station total costs (level 1 + level 2)
- Takes 3 turns to build
- Costs 300 metal and 300 IP
- Total production/upkeep costs are 3700 workers and 40 fuel
- Produces 1600 truck points

So to get 1600 truck points, I can build two level 1 truck stations for 200 metal and 200 IP and have an upkeep of 2200 workers and 40 fuel vs building one level 2 truck station for 300 metal and 300 IP and have an upkeep of 3700 workers and 40 fuel.

(in reply to Daza99)
Post #: 805
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/25/2021 5:00:21 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline

quote:

ORIGINAL: redrum68

quote:

-Nerfed the fuel/energy production cost of Truck Station, Rail Station and High Speed Rail Station. (it was getting more expensive after level 1 here, which was not the intention; fixed now) *


Some good changes here but the logistics asset changes while a step in the right direction didn't address the main issues of the higher levels which are worker requirements and cost/time to build as fuel/energy mostly didn't matter. So as it sits now even after the changes, it never makes sense to build higher level truck stations just spam level 1 truck stations.

Level 1 truck station
- Takes 1 turn to build
- Costs 100 metal and 100 IP
- Total production/upkeep costs are 1100 workers and 20 fuel
- Produces 800 truck points

Level 2 truck station total costs (level 1 + level 2)
- Takes 3 turns to build
- Costs 300 metal and 300 IP
- Total production/upkeep costs are 3700 workers and 40 fuel
- Produces 1600 truck points

So to get 1600 truck points, I can build two level 1 truck stations for 200 metal and 200 IP and have an upkeep of 2200 workers and 40 fuel vs building one level 2 truck station for 300 metal and 300 IP and have an upkeep of 3700 workers and 40 fuel.


I agree.


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(in reply to redrum68)
Post #: 806
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/25/2021 5:01:27 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline

quote:

ORIGINAL: Daza99


quote:

ORIGINAL: Vic

bump!

subversion .05 repairs a number of bugs and glitches and brings more fine tunings.

Think I am going to switch soon to finally attacking the promised S&S editor.

Best wishes,
Vic


Thanks for the latest patch 1.08.05 update. Glad to see the Friendship Pact and Victory Pact fixed. Thankfully I do not have to restart my game for that.

What is the S&S editor you mentioned?




Stratagem and Story editor.


_____________________________

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(in reply to Daza99)
Post #: 807
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/26/2021 9:46:06 AM   
Haplo

 

Posts: 12
Joined: 7/9/2014
Status: offline
Treasure hoard card is not working. After using it the amounts obtained are not added to the stock.

(in reply to Vic)
Post #: 808
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/26/2021 10:13:21 AM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
Have you checked the Zone item stocks ?

(in reply to Haplo)
Post #: 809
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 3/26/2021 10:20:28 AM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline

quote:

ORIGINAL: Haplo

Treasure hoard card is not working. After using it the amounts obtained are not added to the stock.

That cards yields are added to the Zone Storage, where it will be retrieved near the end of next turns Logistics pass.

(in reply to Haplo)
Post #: 810
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