Search found 71 matches

by MatthewVilter
Tue Jun 30, 2020 8:16 pm
Forum: Suggestions and Feedback
Topic: Nerf envirosuits
Replies: 52
Views: 3225

RE: Some questions regarding hostile planets

<r>
<QUOTE><s>[quote]</s>ORIGINAL: LordAldrich<br/>
<br/>
<br/>
This is exactly what the game should avoid. Having a generic fuel resource that is somehow "oil" on one planet and "self-oxidizing rocket fuel" on another is bland, flavorless nonsense that makes all planets feel and play the same ...
by MatthewVilter
Tue Jun 30, 2020 8:13 pm
Forum: Suggestions and Feedback
Topic: Making trucks great (again?)
Replies: 18
Views: 2087

RE: Making trucks great (again?)

The technical limit seems to be that the unit size for humans is 100. It just seems like the simple thing to do would be to give truck subunits more carrying capacity.
by MatthewVilter
Tue Jun 30, 2020 8:09 pm
Forum: Graphic Mods
Topic: [Art] Shadow Empire related Fanarts / Artworks
Replies: 134
Views: 28801

RE: [Art] Shadow Empire related Fanarts / Artworks

Nice. That eager industrialist is me whenever I play Railroad Tycoon 3 or Factorio and bring a factory online lol.
by MatthewVilter
Tue Jun 30, 2020 8:03 pm
Forum: Suggestions and Feedback
Topic: Private sector shouldnt be able to build on new resources on the same turn
Replies: 7
Views: 432

RE: Private sector shouldnt be able to build on new resources on the same turn

The decision should probably be set up so that it doesn't repeat for the same resource deposit. At least not the same way with the same choices/consequences.
by MatthewVilter
Tue Jun 30, 2020 7:59 pm
Forum: Suggestions and Feedback
Topic: OHQ Sub Unit Visibility and Selection
Replies: 8
Views: 494

RE: OHQ Sub Unit Visibility and Selection

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Sarissofoi<br/>
<br/>
You know what would be great?<br/>
If for example Brigade with number 1 have subunits that have number 11,12,13,14 and 15.<br/>
Brigade 2 have 21,22,23,24 and 25.<br/>
Brigade 15 have subunits 151,152,153,154 and 155 etc.<br/>
It would ...
by MatthewVilter
Tue Jun 30, 2020 7:55 pm
Forum: Shadow Empire MATRIX VERSION Open Beta
Topic: Open Beta Patch v1.27f2 (10 jan 2025)
Replies: 1679
Views: 206046

RE: Open Beta Patch v1.03-beta12 (last update 25 june!)

<r>
<QUOTE><s>[quote]</s>ORIGINAL: actrade<br/>
<br/>
Vic,<br/>
<br/>
There are many in another thread on supply bases confused as to how they now work. Could you post a picture like in the manual of how it works now? Thanks!
<e>[/quote]</e></QUOTE>
<br/>
If this is all working out the way ...
by MatthewVilter
Tue Jun 30, 2020 7:44 pm
Forum: Suggestions and Feedback
Topic: Nerf envirosuits
Replies: 52
Views: 3225

RE: Some questions regarding hostile planets

<r> Basically the fuel resource should represent whatever combination of hydrogen compound and oxidizer is practical for the planetary environment.<br/>
<br/>
Diesel/ethanol can be synthesized from food or refined from fossil fuels on planets with a long biological history. Hydrogen/methane could ...
by MatthewVilter
Mon Jun 29, 2020 3:27 am
Forum: Suggestions and Feedback
Topic: Nerf envirosuits
Replies: 52
Views: 3225

RE: Some questions regarding hostile planets

<r> (I'm reading 7+ hours of EVA time for the 1960-70's Apollo spacesuits.)<br/>
<br/>
I'm not arguing for woo woo space magic or a Moore's Law of spacesuit efficiency but with time, resources, and motivation design innovations and engineering improvements are <I><s>[i]</s>usually<e>[/i]</e></I ...
by MatthewVilter
Sun Jun 28, 2020 7:14 pm
Forum: Suggestions and Feedback
Topic: Nerf envirosuits
Replies: 52
Views: 3225

RE: Some questions regarding hostile planets

<t> Nice visualizations @Pymous!<br/>
<br/>
<br/>
To concerns about the technological feasibility of environment suits I would keep in mind that:<br/>
<br/>
a) Modern irl equivalents like spacesuits, hazmat suits, and fire fighting equipment need to meet very high standards for very exceptional ...
by MatthewVilter
Fri Jun 26, 2020 8:12 pm
Forum: Suggestions and Feedback
Topic: Manned Fortifications
Replies: 25
Views: 1426

RE: Manned Fortifications

<t> Yeah I agree. Some ability to put down fortifications seems reasonable.<br/>
<br/>
As for the detail of how to target hex borders as opposed to hexes: Technically roads are a border future. It might feel a bit odd to click into the next hex for fortifications but barring dedicated UI ...
by MatthewVilter
Fri Jun 26, 2020 7:58 pm
Forum: Suggestions and Feedback
Topic: Nerf envirosuits
Replies: 52
Views: 3225

RE: Nerf envirosuits

<t> (temperature:)<br/>
I can see an argument that vehicles with soft tires make less sense than treads on burning hot planets.<br/>
<br/>
More so I think vehicles on such planets would require heavy and expensive heat dispersal equipment (even more burdensome on hot planets with little or no ...
by MatthewVilter
Fri Jun 26, 2020 7:24 pm
Forum: Suggestions and Feedback
Topic: Manned Fortifications
Replies: 25
Views: 1426

RE: Manned Fortifications

<t> The inability to build fortifications does feel odd. The hex scale (200 km) is quite large though so I wanted to do a reality check.<br/>
<br/>
I'm not an expert on these things so take these numbers with a grain of salt. It looks like the Atlantic Wall was about 2,690 km (~13 hexes) built ...
by MatthewVilter
Fri Jun 26, 2020 6:39 pm
Forum: Suggestions and Feedback
Topic: Some more suggestions and feedback
Replies: 8
Views: 461

RE: Some more suggestions and feedback

<r> <QUOTE><s>[quote]</s>ORIGINAL: rwbrown<br/>
<br/>
This is a really good list
<e>[/quote]</e></QUOTE>
<br/>
Yes it is.<br/>

<QUOTE><s>[quote]</s>ORIGINAL: Atros<br/>
<br/>
- Way to re-roll also the last step of map generation, where it divides the freemen percentages etc.
<e>[/quote ...
by MatthewVilter
Thu Jun 25, 2020 7:30 am
Forum: Suggestions and Feedback
Topic: Limit on number of counterattacks per round? 1.03b11
Replies: 5
Views: 248

RE: Limit on number of counterattacks per round? 1.03b11

<r> I do think it is cool that an outnumbered unit basically gets to make a heroic stand and line up overwatch shots on all comers.<br/>
<br/>
The problem is that with the <I><s>[i]</s>Max Attacked modifier<e>[/i]</e></I> most of those extra units rushing in are just throwing their lives away ...
by MatthewVilter
Thu Jun 25, 2020 7:23 am
Forum: Graphic Mods
Topic: [Art] Shadow Empire related Fanarts / Artworks
Replies: 134
Views: 28801

RE: [Art] Shadow Empire related Fanarts / Artworks

[&o][&o][&o]

Distinctive portraits are so so important for developing a relationship where I feel like I understand who my leaders are.
by MatthewVilter
Thu Jun 25, 2020 7:01 am
Forum: Shadow Empire MATRIX VERSION Open Beta
Topic: Open Beta Patch v1.27f2 (10 jan 2025)
Replies: 1679
Views: 206046

RE: Open Beta Patch v1.03-beta10 (last update 23 june!)

<r>
<QUOTE><s>[quote]</s>ORIGINAL: GodwinW<br/>
<br/>
...the way I see it the fact that branches divide logistic points in half already signify that trucks cannot be in 2 places at once.<br/>
If the Logistics points did NOT decrease on a road splitting in two, then I see that trucks are in 2 ...
by MatthewVilter
Wed Jun 24, 2020 12:29 am
Forum: Suggestions and Feedback
Topic: New Creatures and Cult Idols
Replies: 7
Views: 453

RE: New Creatures and Cult Idols

<t> Cultists worshiping ancient malevolent AI sounds fun!<br/>
<br/>
Anybody remember the mind worms from Alpha Centauri? Fractions, minors or cults that are trying to live in (one or another kind of) harmony with the local biosphere could apply all sorts of different political pressures to you or ...
by MatthewVilter
Wed Jun 24, 2020 12:18 am
Forum: Suggestions and Feedback
Topic: Armor and Environmental Protection rework/Iradiated Planet Type
Replies: 9
Views: 846

RE: Armor and Environmental Protection rework/Iradiated Planet Type

<r> Agreed. <br/>
<br/>
I think the minimum for "realism"/satisfying verisimilitude is, as laid out here, a penalty in cost and survivability for infantry that are dependent on life support suits.<br/>
<br/>
<br/>
It definitely makes sense, if at all practical, to split up infantry gear between ...
by MatthewVilter
Tue Jun 23, 2020 5:30 pm
Forum: Suggestions and Feedback
Topic: Make Private rural assets not need public roads
Replies: 19
Views: 672

RE: Make Private rural assets not need public roads

<r>
<QUOTE><s>[quote]</s>ORIGINAL: zgrssd<br/>
<br/>
If you need to limit the Icemine to "just above 100", then you need a more robust System.<br/>
<br/>
I keep my icemine on a 80% block.<br/>
Needs 50<br/>
Is given 161.<br/>
With another city joining the main supply aorta, I easily get ...

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