Search found 206 matches
- by Elver
- Sun Jun 16, 2024 4:52 pm
- Forum: Tech Support
- Topic: [1.26f2] Missing graphic (assets/710.png)
- Replies: 3
- Views: 306
[1.26f2] Missing graphic (assets/710.png)
Per subject. On starting a new game, I'm getting a warning that this file is missing. I can continue. I'm playing a stock installation w/o mods or any manual messing about with the game. I looked in the asset directory and it is, indeed, not there.
- by Elver
- Tue Jun 04, 2024 7:45 pm
- Forum: Shadow Empire MATRIX VERSION Open Beta
- Topic: Open Beta Patch v1.26o2 (12 may 2025)
- Replies: 1642
- Views: 142521
Re: Open Beta Patch v1.26e (20 may 2024)
I'v been starting at lvl3 tech for all my games up until my last one, and I have to say the lvl4 start is so luxurious compared to lvl3 I enjoy starting at zero with a lvl3 start, but the 2 things that make it a pain is: [...] - massive investment to create a decent amount of IP production, which t...
- by Elver
- Thu Mar 21, 2024 4:16 pm
- Forum: Tech Support
- Topic: [1.25i] Planet with -160C glaciers next to 30C plains
- Replies: 7
- Views: 508
Re: [1.25i] Planet with -160C glaciers next to 30C plains
It was apparently high-altitude glacial terrain with an atmosphere that was compressed really close to the planet's surface, but it was also a bit exaggerated compared to what it was supposed to be. The result was terrain that should probably have been hard to move on or off of (and dangerous to sta...
- by Elver
- Wed Mar 13, 2024 3:24 am
- Forum: Tech Support
- Topic: [v1.25i] Unhandled Exception -> Air recon over lava ocean
- Replies: 4
- Views: 447
Re: [v1.25i] Unhandled Exception -> Air recon over lava ocean
I'm currently getting the same issue with air recon over normal oceans. Save available. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.IndexOutOfRangeException: Index was outside the bou...
- by Elver
- Tue Mar 12, 2024 10:36 pm
- Forum: Tech Support
- Topic: [1.25i] Planet with -160C glaciers next to 30C plains
- Replies: 7
- Views: 508
[1.25i] Planet with -160C glaciers next to 30C plains
I have a bit of an odd planet that doesn't immediately strike me as being something that should be able to occur (although it does make for an interesting game). Colossus class world, 200m years old. 5g and 4778 mbar of atmosphere H2/He/N2 in equal parts. So it's definitely a weird planet... but is ...
- by Elver
- Tue Mar 12, 2024 4:51 am
- Forum: Suggestions and Feedback
- Topic: Starting options: separate critter difficulty from overall difficulty
- Replies: 6
- Views: 560
Re: Starting options: separate critter difficulty from overall difficulty
The thing is, you can make your own Fate Points with Mission Impossible stratagems. What you can't make are the Fate cards to spend them on. And savegame editing won't help with that. (I mean, technically I suppose it probably could, but that's getting messy, and also the lack of randomness means it...
- by Elver
- Thu Mar 07, 2024 8:49 pm
- Forum: Suggestions and Feedback
- Topic: Starting options: separate critter difficulty from overall difficulty
- Replies: 6
- Views: 560
Re: Starting options: separate critter difficulty from overall difficulty
I'm going to bump this with the latest patch adding more Fate cards. In SP in particular, it's really disappointing to have to make a decision whether to have access to a significant number of Fate cards vs. having truly strong xeno critters on the planet, as they often represent a more serious hurd...
- by Elver
- Sun Feb 04, 2024 4:14 am
- Forum: Tech Support
- Topic: [v1.25e] Private resource assets never disband or mothball
- Replies: 4
- Views: 331
Re: [v1.25e] Private resource assets never disband or mothball
It happens whenever a resource collection asset runs out. I've had zones with up to 3 empty private fuel assets employing people to sit on their hands. They don't relate to demands at all, and will persist indefinitely until and unless you disband them.
- by Elver
- Sun Jan 28, 2024 10:52 pm
- Forum: Tech Support
- Topic: [v1.25e] Private resource assets never disband or mothball
- Replies: 4
- Views: 331
[v1.25e] Private resource assets never disband or mothball
This is possibly WAD, but if it is, it's messy and really not desirable. Private resource assets will deplete their deposits, and then continue on with full employment despite there being no work getting done. If you want to get that population back to productive work, you'll need to disband the ass...
- by Elver
- Sun Dec 31, 2023 6:21 pm
- Forum: Tech Support
- Topic: [1.25d] Remove voting rights decision two turns in a row
- Replies: 1
- Views: 280
[1.25d] Remove voting rights decision two turns in a row
Per subject, in my current game I got a "remove voting rights from most leaders" decision on turn 37. I rejected it, and had two leaders lose almost 90 loyalty between them. And then next turn I got the exact same decision. It really seems like there should be some cooldown on how frequent...
- by Elver
- Sun Dec 31, 2023 4:31 pm
- Forum: Suggestions and Feedback
- Topic: Starting options: separate critter difficulty from overall difficulty
- Replies: 6
- Views: 560
Re: Starting options: separate critter difficulty from overall difficulty
No, difficulty absolutely affects generation. It doesn't impact size - that's based on what you mentioned - but it impacts the stats and feats assigned to wildlife, and those play a larger role in making critters awful than simple size. I'd rather fight a small handful of your average 60m critter th...
- by Elver
- Sun Dec 31, 2023 5:24 am
- Forum: Suggestions and Feedback
- Topic: Starting options: separate critter difficulty from overall difficulty
- Replies: 6
- Views: 560
Starting options: separate critter difficulty from overall difficulty
A feature I'd like to see added would be to decouple critter nastiness from overall game difficulty. After some of the patches of the last year improved AI regime tactics and made higher difficulties reduce the amount of Fate Points awarded, I've found myself less inclined to play on max difficulty ...
- by Elver
- Wed Aug 16, 2023 7:51 pm
- Forum: Shadow Empire MATRIX VERSION Open Beta
- Topic: Open Beta Patch v1.26o2 (12 may 2025)
- Replies: 1642
- Views: 142521
Re: Open Beta Patch v1.21k3 (14th of aug 2023)
On my first time using the organic furnace: The notes say level 2 can use forests 2 hexes out, I had a savanna left and a forest on a mountain left within one tile. There are forests two tiles out. On the very turn the furnace would have completed the upgrade, the savanna was used up and the furnac...
- by Elver
- Mon Jul 31, 2023 6:11 am
- Forum: Shadow Empire MATRIX VERSION Open Beta
- Topic: Open Beta Patch v1.26o2 (12 may 2025)
- Replies: 1642
- Views: 142521
Re: Open Beta Patch v1.21i (28th july 2023)
This is a small nitpick, but the asset build description (and its mouseover) for Solar Panel Field says "Pay attention that Energy output depends on solar irridiance." - that should probably now also mention hex rain levels too.
- by Elver
- Sun Jul 30, 2023 3:19 pm
- Forum: Suggestions and Feedback
- Topic: Additional environmental protection as a tradeoff
- Replies: 0
- Views: 186
Additional environmental protection as a tradeoff
Given that we now have increased lethality in hostile environments, it would be nice if we had the option on various troops to add some optional failsafe/redundant/supplementary environmental protections in hostile environments. Basically, a way to add some mitigation to the environmental kill check...
- by Elver
- Sun Jul 30, 2023 2:54 pm
- Forum: Shadow Empire MATRIX VERSION Open Beta
- Topic: Open Beta Patch v1.26o2 (12 may 2025)
- Replies: 1642
- Views: 142521
Re: Open Beta Patch v1.21i (28th july 2023)
I don't have time to test or play right now (and unfortunately won't any time soon), but I absolutely love the moves to make wildly different planet environments play differently. And since no one else has said it, the moves to make Solar Panels require strategic placement and not being generic buil...
- by Elver
- Wed Jul 12, 2023 1:07 am
- Forum: Graphic Mods
- Topic: [Mod] Pymous Shadow Empire Vidcom Artpack (v3) - December 2024
- Replies: 14
- Views: 10768
Re: [Mod] Pymous Shadow Empire Vidcom Artpack (v1) - July 2023
Looks nice and very cohesive!
- by Elver
- Sat Jul 01, 2023 1:28 pm
- Forum: Shadow Empire MATRIX VERSION Open Beta
- Topic: Open Beta Patch v1.26o2 (12 may 2025)
- Replies: 1642
- Views: 142521
Re: Open Beta Patch v1.21g (30th june 2023)
I'd agree with this point. HI is a lot more affordable than workshopping - not least b/c it doesn't eat Industrial Points - and in addition to mothballing, you can scale down production to make energy consumption more reasonable until you can better afford it. OTOH, it does seem a bit odd for you to...
- by Elver
- Sun May 21, 2023 8:22 pm
- Forum: Suggestions and Feedback
- Topic: Mining Rework
- Replies: 8
- Views: 639
Re: Mining Rework
If you ask me this tech took too much importance in itself, I think metal extraction should be spread somehow more evenly between several metal extraction methods. We have multiple ways of getting oil, but only 2 ways of getting metal. One thing that would make a certain amount of sense to have see...
- by Elver
- Wed Apr 19, 2023 2:55 pm
- Forum: Tech Support
- Topic: [1.20s] Blueprints can only be selected after one model has been designed
- Replies: 2
- Views: 583
Re: [1.20s] Blueprints can only be selected after one model has been designed
Just to underscore what this means, it's not just when you've discovered a new model type and no models have been designed for it. The initial model designs you get at game startup don't count as designed models for the blueprint feature. You yourself have to design a model before it's treated as su...
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