Search found 70 matches

by DeltaV112
Fri Nov 22, 2024 3:49 pm
Forum: Shadow Empire
Topic: My dream - mod support for SE so we can have a W40k mod
Replies: 18
Views: 1517

Re: My dream - mod support for SE so we can have a W40k mod


Yes, injecting code is easy, but making sense of the decompiled code to properly modify it is not, and that's what I mean.

It's really not that hard. And having source would not make it any easier- there's simply a lot of code and complexity to SE. Any sort of modern IDE will handle the IL ...
by DeltaV112
Thu Nov 21, 2024 11:29 pm
Forum: Shadow Empire
Topic: My dream - mod support for SE so we can have a W40k mod
Replies: 18
Views: 1517

Re: My dream - mod support for SE so we can have a W40k mod


It's not real source code. Sure, symbols make it easier to understand decompiled code, but you still can't really easily patch it (and redistribute). If somebody could spare a great deal of effort , it could probably be patched with tricks used to mod games like 7d2d, but if the source code was ...
by DeltaV112
Wed Nov 13, 2024 1:20 am
Forum: Shadow Empire
Topic: My dream - mod support for SE so we can have a W40k mod
Replies: 18
Views: 1517

Re: My dream - mod support for SE so we can have a W40k mod


It already has kind of mod support, depending on what level of WH40kization you are trying to achieve... But of course it would benefit from opening the source code so modders can have full access.

You can look around at the game code all you want. The game literally ships with symbol files ...
by DeltaV112
Sat Aug 17, 2024 12:15 am
Forum: Suggestions and Feedback
Topic: Unrestricted Population Planetgen Option
Replies: 0
Views: 232

Unrestricted Population Planetgen Option

Currently zone populations are clamped within low/high ranges at startup presumably to limit the potential for awkward game states. It'd be nice to have a planetgen option that removes these restrictions and allows for any zone populations at start of game. Would need extra private farms to be added ...
by DeltaV112
Thu Aug 01, 2024 10:33 pm
Forum: Shadow Empire
Topic: Mineral Placement
Replies: 1
Views: 462

Re: Mineral Placement

It's mostly random, mountains have a higher chance and lowlands a lower chance. The chance is based on the planet's heavy metals modifier along with some adjustment for water surface area.
by DeltaV112
Thu Aug 01, 2024 9:24 pm
Forum: Shadow Empire
Topic: [v1.26f2+g] Laser rifles
Replies: 2
Views: 675

Re: [v1.26f2+g] Laser rifles

What are your planet stats? Most physical projectile weaponry is impacted by world gravity and atmosphere.
by DeltaV112
Sat Feb 03, 2024 5:35 pm
Forum: Shadow Empire
Topic: Food shortage when I have food
Replies: 9
Views: 674

Re: Food shortage when I have food

Yeah this is pretty clearly lack of food, not any logistical issue. Production happens after consumption so shortage scenarios like this can show food in stock even when you are short of demand.
by DeltaV112
Mon Jan 29, 2024 6:25 am
Forum: Suggestions and Feedback
Topic: Suggestion: Combined army modifier
Replies: 1
Views: 270

Re: Suggestion: Combined army modifier

There already implicitly is because of how the combat target selection works and how weapon specialization works. Basically there's a number of specialized anti-tank weapons that hit tanks really hard but don't hit infantry that hard. Bringing infantry alongside tanks lets the infantry soak hits for ...
by DeltaV112
Sat Jan 20, 2024 7:43 pm
Forum: Suggestions and Feedback
Topic: Model logic out of code?
Replies: 0
Views: 248

Model logic out of code?

Currently a considerable amount of the logic for movement types/hard and soft attack/kill effect/most aircraft parameters is in the executable. It'd be very useful from a modding perspective to have this logic exposed similar to some of the tech-related and choice logic, and would make it more ...
by DeltaV112
Mon Jul 10, 2023 7:15 pm
Forum: Shadow Empire MATRIX VERSION Open Beta
Topic: Open Beta Patch v1.27d (17 oct 2025)
Replies: 1672
Views: 176225

Re: Open Beta Patch v1.21g (30th june 2023)



-Heavier artillery + Heavier AT + Heavier Flak guns get a reduction in movement due to a movement penalty for heavy weight & resulting manhandling of equipment (going up to about 75% movement cost penalty for the heaviest of guns)*
-Any equipment (like artillery, at gun) being carried with such ...
by DeltaV112
Sun May 07, 2023 5:34 pm
Forum: Suggestions and Feedback
Topic: Mining Rework
Replies: 8
Views: 768

Mining Rework

The way mining works ATM where it is essentially a stopgap until you research fuel or metal extraction techs is I think a pretty poor system. It puts too much importance on tech breakpoints and makes most production extremely centralized around cities.

I'd say to remove these buildings and make ...
by DeltaV112
Fri Apr 28, 2023 4:24 pm
Forum: Shadow Empire
Topic: Ammo usage for precision weapons is too damned high!
Replies: 6
Views: 945

Re: Ammo usage for precision weapons is too damned high!

Precision bombs doesn't actually mean precision weapons, and they don't require hightech at all.
by DeltaV112
Sun Apr 16, 2023 7:04 pm
Forum: Suggestions and Feedback
Topic: Airforce Mobility
Replies: 5
Views: 1057

Re: Airforce Mobility

I think making airbase construction more rapid would be a good idea, but I might go further and say that airbase construction should be no more than 1 month all the way up. So you can build large airbases in a few months, it just costs lots of resources and logistics capacity to do so.

A broader ...
by DeltaV112
Sat Apr 15, 2023 5:26 pm
Forum: War Room
Topic: Aircraft Design
Replies: 41
Views: 8474

Re: Aircraft Design


Observation - Engine Size limit

Increase of the Engine generally increases Range.
However, there is a point where increasing the engine will not increase the Max Ground or Max Air speed - it simply stays the same. Like it hit a limit. A maximum HP:Weight Ratio.
At this point, increasing the ...
by DeltaV112
Sat Apr 15, 2023 4:31 pm
Forum: Suggestions and Feedback
Topic: Spies are overnerfed
Replies: 16
Views: 1434

Re: Spies are overnerfed



If you don't like FoW as a mechanic, then get rid of that. Having FoW and spies that basically eliminate it for low input isn't worth doing. Otherwise, the answer should be to make other recon options better(more recon on recon units, allow them to recon past the first hex). And make air better ...
by DeltaV112
Fri Apr 14, 2023 9:22 pm
Forum: Suggestions and Feedback
Topic: Spies are overnerfed
Replies: 16
Views: 1434

Re: Spies are overnerfed



# Recon planes cost resources and manpower
# They don't work in non-hostile zones
# They only work in 3x3 radius, and will only gain meaningful recon if not shot down immediately
# Reconing the area every turn with recon planes is very tedious

If you don't like FoW as a mechanic, then get rid ...
by DeltaV112
Mon Jan 23, 2023 4:50 pm
Forum: Suggestions and Feedback
Topic: Give infantry food "engines" (and considerations for towed)
Replies: 1
Views: 265

Re: Give infantry food "engines" (and considerations for towed)

Infantry weight seems like a good idea, I'd say it should be divorced entirely from armor though. So you would pick an infantry armor grade(steel, composite), weapon, and then a movement enhancer(foot, battledress, adv. battledress). That would make infantry design in general more comparable to ...
by DeltaV112
Mon Jan 23, 2023 4:40 pm
Forum: Shadow Empire
Topic: Are spies too effective at scouting enemy formations?
Replies: 9
Views: 1609

Re: Are spies too effective at scouting enemy formations?

Spies are also part of the MP complaints about ICBMs- they make it so that it's very hard to actually hide anything and therefore ICBMs can accurately target each other or SHQ in a first strike.

I would say that if spies get removed or nerfed, there should be expansion to recon as a mechanic. More ...
by DeltaV112
Sun Nov 06, 2022 3:59 pm
Forum: Suggestions and Feedback
Topic: Air forces engines rebalance
Replies: 20
Views: 1263

Re: Air forces engines rebalance


Yes that also makes sense: Engine type is factor in the Aerodynamics score.

Engine type would be a proxy for other types of improvements to aircraft which, as in the real world, improve aerodynamics. For instance, aluminum fuselage spars which can carry mechanical parts inside them. Turbo-powered ...
by DeltaV112
Mon Oct 31, 2022 8:36 pm
Forum: Suggestions and Feedback
Topic: Air forces engines rebalance
Replies: 20
Views: 1263

Re: Air forces engines rebalance

You're missing aerodynamic values which impact maximum speed in a complicated way that mostly boils down to more = better. It's 20 for props, 25 for turboprops, 50 for jet, 60 for turbojets, 40 for VTOL. This is also reduced by 20%/40%/60% for 2x/4x/6x engines.

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