Search found 20 matches

by Wtface
Wed Jan 17, 2024 7:12 pm
Forum: Shadow Empire
Topic: Doubt in logistical priorities
Replies: 7
Views: 811

Re: Doubt in logistical priorities

Can confirm this is happening. It appears to only happen to certain units, usually the 'farthest' out ones. I really really like the new ammo changes except for this issue.

Subunits that reinforce a unit need to get ammo, and the blitzkrieg posture supposedly consumes some oil and ammo each turn.
by Wtface
Fri Jan 05, 2024 11:40 pm
Forum: Suggestions and Feedback
Topic: Disbanding Assets and Regime Profiles
Replies: 0
Views: 242

Disbanding Assets and Regime Profiles

Make capturing cities from major regimes destroy most asset levels, even if no asset damage is done, and give Autocracy (and/or heart?) big reductions in how much is lost.

Balance wise this reduces the benefit that accrues to the side that is already winning. Instead of capturing game winning ...
by Wtface
Fri Jan 05, 2024 11:05 pm
Forum: Shadow Empire MATRIX VERSION Open Beta
Topic: Open Beta Patch v1.27d (17 oct 2025)
Replies: 1672
Views: 176020

Re: Open Beta Patch v1.25e (2 jan 2024)

Unless I'm missing something, giving armor thickness values to infantry units seems to greatly increase the value of machine guns relative to actual infantry. Their extra piercing means they are doing 25-50% more on top of the double defensive attack I think?

I can see their appeal in conditions ...
by Wtface
Thu May 26, 2022 2:12 am
Forum: Tech Support
Topic: [1.11.01] Cannot reform certain HQ
Replies: 2
Views: 161

[1.11.01] Cannot reform certain HQ

Units that no longer have an OHQ can be seen on Spaceland's eastern and far southwestern front in this game. There is no option to reform them in the reform destroyed OHQ menu. Note you CAN reform the HQ of a heavy tank brigade that was created last turn, but none of the 5-10 MG units. This has been ...
by Wtface
Sat May 07, 2022 12:27 am
Forum: Tech Support
Topic: [1.11.01] OHQ commands 10 units
Replies: 1
Views: 233

[1.11.01] OHQ commands 10 units

11 MG infantry commands 10 units, when the max is 7. None of them were created as independent or attached deliberately, they are all units formed through creation of two separate OHQs. In the save it is in my capitol Leadspire. The units controlled are half to the east in Heliumtop, and half to the ...
by Wtface
Thu Mar 24, 2022 10:18 pm
Forum: Gary Grigsby's War in the East 2
Topic: Urban terrain combat balance
Replies: 95
Views: 3564

Re: Urban terrain combat balance

It sounds like one issue is the pace of combat is faster than the engine mechanics are designed to handle.

The routines that convert support into infantry squads occur in the logistics phases. The high combat intensity means several turns of fighting are occurring all at once, basically. It seems ...
by Wtface
Thu Dec 02, 2021 4:57 pm
Forum: Shadow Empire
Topic: Tech Progression - Opinions?
Replies: 22
Views: 1102

RE: Tech Progression - Opinions?

<t> Some techs like airplanes, advanced armors have a big power jump but require economic techs and special production resources to ramp up for machinery or high tech in order to make use of them. You cant just get plasma armor and win because you need heavy industry tech, the buildings, high tech ...
by Wtface
Thu Nov 25, 2021 2:50 am
Forum: Shadow Empire
Topic: Thinking of Buying - But
Replies: 12
Views: 414

RE: Thinking of Buying - But

<t> I found it worth it but I wouldnt be here posting if I didnt. If you have played wargames before you will understand half the concepts already. I had fun just diving in and occasionally consulting the manual when I didnt understand something. The game has a certain logic that when you start to ...
by Wtface
Sat Sep 11, 2021 3:10 am
Forum: Suggestions and Feedback
Topic: Formation Bonuses
Replies: 0
Views: 103

Formation Bonuses

<t> Unit formations should give bonuses that are tied the quality and quantity of the various subunits they contain. These bonuses should vary based on the purpose of the formation. One notional example might be: <br/>
<br/>
Combined Arms Tank Formation:<br/>
Light Tanks - Provides firepower ...
by Wtface
Tue Aug 24, 2021 9:46 pm
Forum: Shadow Empire
Topic: AS Aircraft
Replies: 4
Views: 229

RE: AS Aircraft

<t> Yes. In game 76 vs an extreme difficulty nemesis they fielded a couple squadrons of some kind of light bomber against my tank force. I started to loose tanks, but the bombers just dissapeared and havent been heard from since. They sure do have level 1 airbases everywhere, so it's possible they ...
by Wtface
Fri Jul 02, 2021 12:32 pm
Forum: Shadow Empire
Topic: Why no more metal mines?
Replies: 21
Views: 666

RE: Why no more metal mines?

<t> You cant rush filtration, the minor next door may not have any and you may not have any scavenging assets beyond the city one which may only have a few thousand. <br/>
<br/>
I'm all for lots of randomization but if your country didn't have a metal mine you wouldnt be a major power. I'd just ...
by Wtface
Fri Jul 02, 2021 12:25 pm
Forum: Shadow Empire
Topic: High cost road building through mountain
Replies: 30
Views: 1666

RE: High cost road building through mountain

<t> If it helps, imagine this turns construction is telling the universe what your IP did over the last couple turns. <br/>
<br/>
They were produced over the past two months and spent over the past two months on... this road. <br/>
<br/>
Although yes, it is a little odd to think about your IP ...
by Wtface
Tue Jun 29, 2021 2:19 am
Forum: Tech Support
Topic: [1.09.06] Pull points are assigned to blocked routes.
Replies: 7
Views: 377

RE: [1.09.06] Pull points are assigned to blocked routes.

I have one too. Looks like pull points from a motorized infantry unit are going past the highlighted hex with this traffic signal. That unit would be in red or out of supply if that that signal worked, if that has any relation.
by Wtface
Mon Jun 28, 2021 1:52 am
Forum: Tech Support
Topic: [1.09.05] City Assets wont turn back on
Replies: 1
Views: 160

[1.09.05] City Assets wont turn back on

<r> Hello, this may not be an actual bug but so far it defies explanation. <br/>
<br/>
My city of Pyrocrest has shut off all its QOL assets. There is enough population to fill it and have been for at least 2-3 turns and I am 90% sure the city always had enough to fill it. The city has plenty of ...
by Wtface
Mon Jun 21, 2021 12:19 pm
Forum: Shadow Empire
Topic: Howitzer Gun vs High Velocity Gun
Replies: 19
Views: 2622

RE: Howitzer Gun vs High Velocity Gun

<t> I use light tanks with howitzers vs infantry, mediums with HV against vehicles. If you are fighting anything with armor, besides the odd militia tank or buggy, you will need more then the light tanks 60mm piercing anyway. You also wont need HV until you have mediums generally, and it's better to ...
by Wtface
Fri Jun 11, 2021 1:02 pm
Forum: War Room
Topic: MG only armies
Replies: 2
Views: 478

MG only armies

<t> For a slightly increased cost machine guns offer drastically more defensive firepower and armor piercing. Why not replace MG infantry brigades with MG infantry corps or armies - and produce only MGs to fill them. <br/>
<br/>
By setting infantry as an elite formation you could still funnel them ...
by Wtface
Wed Jun 09, 2021 12:34 pm
Forum: Shadow Empire
Topic: We NEED equidistant spawns as a History Class
Replies: 28
Views: 1174

RE: We NEED equidistant spawns as a History Class

Maybe spawns should be islands in a sea of non-aligned. Fighting even a nearby neighbor would mean pushing through some amount of empty space full of militia, giving a big advantage to the defender, or at least some time.
by Wtface
Sun Jun 06, 2021 2:32 am
Forum: Shadow Empire
Topic: Administrative strain and Truck Stops?
Replies: 26
Views: 827

RE: Administrative strain and Truck Stops?

Just track decimals but hide them under the hood.

The random chance thing is however a good way to do it, however.
by Wtface
Sun Jun 06, 2021 2:26 am
Forum: Shadow Empire
Topic: Leader Candidate Question
Replies: 10
Views: 248

RE: Leader Candidate Question

Early game relation is the most important anyway. If they all suck just pick someone who will stay at high relations. Remember to check your advisors for someone to grab. Generally advisor is a useless position to dump bad faction leaders into.
by Wtface
Wed Apr 28, 2021 12:01 pm
Forum: War Room
Topic: Relation bonus multiplier effect on BP and governors
Replies: 5
Views: 489

RE: Relation bonus multiplier effect on BP and governors

This is very important but not obvious. You may not get smart leaders but you can usually get happy ones which are as good or better in the short term.

Go to advanced search