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

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BlueTemplar -> RE: Open Beta Patch v1.02-beta1 (last update 9 june!) (5/27/2021 3:04:37 PM)

Hmm, yeah, that might have been one of these games with the simultaneous planning of orders, and then simultaneous execution of orders at a later phase (on the server).
(Sorry, I don't remember more specifically - or I would have linked it. It also might have been about pathfinding...)

However, these games often have a more limited, and harder to work with interface - (especially if trying to support both (?)) - compare both modes in Space Empires 5...

Another option is to have simultaneous turns *and* immediate execution of orders (Civilization games often have this option for MP) - but IMHO it's the worst of all the options, where quick reflexes become paramount (as first mover often wins) - I might as well play a real RTS than a bastard like that !

Last but not least, an Ironman mode can be totally put in place in the immediate execution of orders and sequential turns games like Shadow Empire : see for instance Alpha Centauri, where it's not only an SP option, but in MP the other players are warned if you reload the same save multiple times !




zgrssd -> RE: Open Beta Patch v1.02-beta1 (last update 9 june!) (6/1/2021 12:01:42 PM)

quote:

Hmm, yeah, that might have been one of these games with the simultaneous planning of orders, and then simultaneous execution of orders at a later phase (on the server).

Ah, that makes sense. Both parties plan, both parties plans are executed in Paralell. The Matrix and Slitherine actually have a bunch of those games, classed as using a "Turn-Based WEGO" Play Style: BSG Deadlock, Combat Mission. Scramble will also fall into the Style.

It makes perfect sense that all players can plan in paralell, AI included.
The only thing that is slower then a AI in 100% of the cases, is the human...

Actually, with a WeGo system partial pre-calculation of the turn resolution might be feasible. Pre-emptive execution. But a very tricky prospect.

quote:

Last but not least, an Ironman mode can be totally put in place in the immediate execution of orders and sequential turns games like Shadow Empire : see for instance Alpha Centauri, where it's not only an SP option, but in MP the other players are warned if you reload the same save multiple times !

The issue would be, that you can kill your local process or replace the savegame with a backup easily.

It is pretty simple the get around automatic saving or recording, given that you are sitting at the Hardware side.




Elver -> RE: Open Beta Patch v1.02-beta1 (last update 9 june!) (6/1/2021 10:07:25 PM)

I figured I should probably mention this here as well as in tech support to make sure it gets seen. The old scrapping bug/exploit (where you can play a stratagem card using the requirements of a stratagem to its left in the same category by scrapping the card with the desired requirements as well as anything else between it and the card you want to play) is still around in 1.09.03b.

Bug report thread here: https://www.matrixgames.com/forums/tm.asp?m=4984875&mpage=1&key=�




Vic -> RE: Open Beta Patch v1.02-beta1 (last update 9 june!) (6/2/2021 11:17:59 AM)

bump! Some small improvements and some bug fixes




Vic -> RE: Open Beta Patch v1.02-beta1 (last update 9 june!) (6/2/2021 11:18:28 AM)


quote:

ORIGINAL: Elver

I figured I should probably mention this here as well as in tech support to make sure it gets seen. The old scrapping bug/exploit (where you can play a stratagem card using the requirements of a stratagem to its left in the same category by scrapping the card with the desired requirements as well as anything else between it and the card you want to play) is still around in 1.09.03b.

Bug report thread here: https://www.matrixgames.com/forums/tm.asp?m=4984875&mpage=1&key=�


should be squashed with .04




Jorgas -> RE: Open Beta Patch v1.02-beta1 (last update 9 june!) (6/3/2021 11:20:15 AM)

Thanks for finally adding spread out option will be a great addition in both PvE and PvP games my MP group have been holding off starting a new game for months hoping and waiting for it!

Looking forward too what will be added next!





Vic -> RE: Open Beta Patch v1.02-beta1 (last update 9 june!) (6/9/2021 3:55:53 PM)

bump!
Thanks for all the feedback once more.
New subversion posted. Some bugs fixed and other improvements. Keep an eye out if there are no weird effects with the new populace migration rules please.

best,
Vic




BlueTemplar -> RE: Open Beta Patch v1.02-beta1 (last update 9 june!) (6/10/2021 9:35:10 AM)

So nice !

quote:

-Populace migration between Zones now also takes QOL, Unrest, Danger, Private Credits reserves and Loyalty into account as well as modelling some peeps just like certain outback Zones.

Oh, so now Population is going to indirectly care about Happiness when it comes to migration ?
(Since Happiness is trending towards Loyalty, and QoL, Unrest, Danger have effects on Happiness.)

(Compared to in-zone Free Folks who always directly did.)

EDIT : Why "Populace" ? It's not like Workers (directly) migrate ..?

quote:

as well as modelling some peeps just like certain outback Zones.

I'm guessing a minimum Populace size "target" ?




Uemon -> RE: Open Beta Patch v1.02-beta1 (last update 9 june!) (6/10/2021 10:59:26 AM)

-Improved AI speed by probably around 20%

HELL YEAH




zgrssd -> RE: Open Beta Patch v1.09.03b (last update 9 june) (6/10/2021 11:20:06 AM)

quote:

-Planetoids now require you to have a Victory Score of 66 to win *
-Moons now require you to have a Victory Score of 80 to win *

Field of Glory has a interesting system. You win if you have:
- you cause at least 40% enemy casualties, and their casualties are 25% higher then yours
- you cause at least 60% enemy casualties

The first rule triggers in cases where there is a clear victor rather early.
The second one avoids close fights dragging on forever.

Such a System might be better then fixed values.




Journier -> RE: Open Beta Patch v1.09.03b (last update 9 june) (6/15/2021 11:54:54 PM)

thank you for speed increases and all you do.




finrodfelagund -> RE: Open Beta Patch v1.09.03b (last update 9 june) (6/16/2021 5:46:15 PM)

I cannot fit beam guns on light/medium tanks, only on heavies. Is this normal in 1.09.05 ?




zgrssd -> RE: Open Beta Patch v1.09.03b (last update 9 june) (6/16/2021 7:35:21 PM)


quote:

ORIGINAL: finrodfelagund

I cannot fit beam guns on light/medium tanks, only on heavies. Is this normal in 1.09.05 ?

I need to ask: Was the savegame created in 1.09.05?

A lot of data is stored in the savegame/copied from the scenario file when the game is created. This includes all events Stratagems - and Model and Weapon information. If you used a older planet generation save, all the old bugs will be in.




finrodfelagund -> RE: Open Beta Patch v1.09.03b (last update 9 june) (6/16/2021 10:51:09 PM)

It was created in 1.09.05.




Jadey -> RE: Open Beta Patch v1.09.03b (last update 9 june) (6/19/2021 12:28:53 PM)

Just an FYI it seems like attack sounds are broken for Militia Sentinels that you get through the Fate Point card. Minor cosmetic issue.




Rodia -> RE: Open Beta Patch v1.09.03b (last update 9 june) (6/20/2021 7:48:56 AM)


quote:

ORIGINAL: finrodfelagund

I cannot fit beam guns on light/medium tanks, only on heavies. Is this normal in 1.09.05 ?


It happens in 1.09 too, not sure if working as designed as beam guns seem to be HEAVY.




Pratapon51 -> RE: Open Beta Patch v1.09.03b (last update 9 june) (6/20/2021 2:31:05 PM)

Seems to be intended as a tech for heavies to get plasma-like firepower at a lower High Tech Part cost, though the blurb could be clearer about it.




BlueTemplar -> RE: Open Beta Patch v1.09.03b (last update 9 june) (6/22/2021 2:34:08 PM)

But especially, earlier !
(Beam Guns being the pre-requisite of Plasma Guns.)
And I guess then that Combined Beam is just (?) supposed to be an upgrade of Beam, to keep the Rock-Paper-Scissors of end-game weapons working ?

Hmm, so is the Tank Design Calculator wrong again ?
(It assumes that even Light Tanks can mount Beam Guns...)




Vic -> RE: Open Beta Patch v1.09.06 (last update 28 june) (6/28/2021 12:06:05 PM)

bump!
Added some features to the running beta.
Notably 'merging zones' and 'disbanding assets'

best wishes,
Vic




Emx77 -> RE: Open Beta Patch v1.09.06 (last update 28 june) (6/28/2021 3:30:49 PM)

Short list but significant and meaningful changes. I like them all, especially bunker points.




bvoid -> RE: Open Beta Patch v1.09.06 (last update 28 june) (6/28/2021 3:39:46 PM)

Nice patch Vic.

I suggest a small change to enhance the "new player" experience:
Make T2 the default, not T1. Some new players are ragequitting because of the T1 start and it's idiosyncracies (like tech tree, lack of water, money etc). T1 is a lot harder in many ways! Maybe put a warning tag on it as well.







deoved -> RE: Open Beta Patch v1.09.06 (last update 28 june) (6/28/2021 7:34:27 PM)

-You can now call a governor to order him to Merge his Zone into another Zone *

At last! This is great! Much needed feature. Did relation decrease with the governor as if you retire him?




BlueTemplar -> RE: Open Beta Patch v1.09.06 (last update 28 june) (6/29/2021 9:43:36 AM)

[sm=happy0065.gif]




sillygoy -> RE: Open Beta Patch v1.09.06 (last update 28 june) (6/29/2021 12:09:29 PM)

The Bunkerization asset is a step in the right direction Vic. More toys that let players change the battlefield is always welcome.

One thing though - although they don't need logistical points to build or to be maintained, building them off-road leads to the game automatically building a dirt road to the destination hex. For sure you know about it already, but I just wanted to point out this oversight.

Also a different icon on a hex with only just bunkers would be nice.




BlueTemplar -> RE: Open Beta Patch v1.09.06 (last update 28 june) (6/29/2021 1:30:15 PM)

Neither to build them ?

That's weird, I would have hoped that you would need to do airdrops to build them for cheap on hills/mountains ?




Soar_Slitherine -> RE: Open Beta Patch v1.09.06 (last update 28 june) (6/29/2021 10:14:38 PM)

It's not currently possible to construct assets in hexes you don't have a road connection to, even using airbridges. Vic mentioned that he may change the logistics code to allow this when he reworks it to enable naval logistics.




katmandoo -> RE: Open Beta Patch v1.09.06 (last update 28 june) (6/30/2021 9:06:14 AM)

I recently purchased Shadow Empire on GoG and have been looking to play some MP. I followed your instructions for installing the beta patch in the OP, but when I try to launch the game it tells me that there was "no valid serial" found. Unfortunately, this is stopping me from playing MP because everyone in the discord is using the beta patch. Is there a possible fix for this?




Jadey -> RE: Open Beta Patch v1.09.06 (last update 28 june) (6/30/2021 11:26:43 AM)

Vic, if you could allow a beta patch for the GoG version that would be splendid as it's a bar for those people participating in multiplayer at the current unfortunately. Thank you so much for the amazing game. I really love the amount of love this project is getting.
Jadey




Akrakorn -> RE: Open Beta Patch v1.09.06 (last update 28 june) (7/1/2021 6:36:35 PM)

Hey Vic, loving the new updates! A few of us were wondering if it would be possible to include support for alliances, such as being able to walk into the allied player's borders and fight alongside them. I seem to remember that at some point you answered that it wasn't really feasible in the current engine as a lot of things would need to be refactored, but we're not exactly sure so we figured we'd ask anyway.




redrum68 -> RE: Open Beta Patch v1.09.06 (last update 28 june) (7/1/2021 7:46:49 PM)

+1 on alliances and team games. It would be really cool addition. Though I'm guessing the logistics side might be a bit challenging to implement.




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