Search found 21 matches

by S1man
Thu Jan 08, 2026 1:13 am
Forum: Suggestions and Feedback
Topic: Minor fixes and suggestions
Replies: 0
Views: 5151

Minor fixes and suggestions

There are a couple things that are standing out that I noticed that could be bugs or small oversights:

1) Flak Guns air firepower is not affected by conventional gun optimization.
2) 5000 kg bombload firepower oddly standing out of progression in firepower: probably should be 800 instead of 600 ...
by S1man
Sat Jun 07, 2025 12:59 pm
Forum: Shadow Empire MATRIX VERSION Open Beta
Topic: Open Beta Patch v1.27f2 (10 jan 2025)
Replies: 1678
Views: 199090

Re: Open Beta Patch v1.26o2 (12 may 2025)


ACCIDENTS
...

I am a big fan of Vic design decisions and added detail in many many areas of the game and I think I can generally get the intention of adding a siginificant wear on the mechanized force that attempting an extremely long killing spree against infantry in hard terrain but please ...
by S1man
Fri Jun 06, 2025 6:45 pm
Forum: Suggestions and Feedback
Topic: Artillery ammunition efficiency is too low.
Replies: 0
Views: 601

Artillery ammunition efficiency is too low.

If we look at barrel artillery firepower per ammo then it is completely outshined by bombs and rocket artillery, which should not be the case logically.

I took the most ammo-efficient caliber of artillery for example - 300mm, and numbers are:

OFFENSIVE VALUES:
Regular Arty (300mm) 1200 FP -> 300 ...
by S1man
Mon Mar 27, 2023 11:03 pm
Forum: Gary Grigsby's War in the East 2
Topic: Quick Questions Thread
Replies: 2572
Views: 166250

Re: Quick Questions Thread


1. You have to differentiate between DEPOT and a Railyard. The Railyard somehow defines the max Capacity of a Depot indeed, but once Freight has entered a Depot it can't be affected by Railyard damage (afaik ...correct me if I am wrong).


Oh good point, I though that Railyard is a type of Depot ...
by S1man
Mon Mar 27, 2023 7:41 pm
Forum: Gary Grigsby's War in the East 2
Topic: Quick Questions Thread
Replies: 2572
Views: 166250

Re: Quick Questions Thread


The purple shows how to access this"view mode" and gives an bigger example.
The green shows that small "lvl 1" Railyards can also be damaged.
Sadly this "+8% damage/effect values" are not being shown anyhwere explicitly, I've created a bug report concerning this.


Maybe I wasn't clear enough ...
by S1man
Sat Mar 25, 2023 6:36 pm
Forum: Gary Grigsby's War in the East 2
Topic: Quick Questions Thread
Replies: 2572
Views: 166250

Re: Quick Questions Thread

How do you make Ground Attack targeted at Railyards work, is there any special requirement? I create air directive with Target Priority only set for Railyard yet for some Railyards it doesnt work while it does work for others. Example is in Velikie Luki scenario, turn 1 if I set target hex as 201 ...
by S1man
Sat Apr 16, 2022 10:09 pm
Forum: Suggestions and Feedback
Topic: Minor balance suggestions
Replies: 1
Views: 351

Minor balance suggestions

Playing more than a year I really enjoy intricate system of units and unit model design, yet some aspects of it could really use some improvements to become somewhat more usable and thus provide with more meaningful choices instead of simple goto's. Here is a small subjective list of relatively ...
by S1man
Thu Apr 07, 2022 10:02 pm
Forum: Suggestions and Feedback
Topic: Making trucks great (again?)
Replies: 18
Views: 1980

Re: RE: Making trucks great (again?)


It's almost 13 months later, was there any movement on this topic? :?

As of late March 2022, trucks seems to perform the same.


Manpower issue was largely fixed in 1.09
"-Manpower Rebate rule. Trucks / APCs and Recon Buggies return some manpower back to SHQ after their deployment from the ...
by S1man
Tue Mar 01, 2022 11:38 pm
Forum: Suggestions and Feedback
Topic: Air Attack consumes no ammunition (oversight?)
Replies: 0
Views: 273

Air Attack consumes no ammunition (oversight?)

Air Attack directd at hex with assets but no enemy units does not consume ammunition while doing full asset damage. I understand that it is a quite specific corner case, so my suggestion would be:
- make airstrikes CONSUME ammo if there are assets in hex.

Alternatively, you can make aircraft to do ...
by S1man
Fri Jul 16, 2021 6:40 am
Forum: Tech Support
Topic: [1.09.06] "Replace" option doesnt work.
Replies: 3
Views: 290

RE: [1.09.06] "Replace" option doesnt work.

Savefile sent with explainations.
by S1man
Fri Jul 16, 2021 6:27 am
Forum: Tech Support
Topic: [1.09.06] Pull points are assigned to blocked routes.
Replies: 7
Views: 433

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

<t> Overall after playing more I can say logistics is totally managable and improving the things like that is a minor priority, using pull points for assets only + blocking some pull points + setting traffic signs that allow pull through now provides almost surgical tool to logistics, and issues ...
by S1man
Thu Jul 15, 2021 3:43 pm
Forum: Tech Support
Topic: [1.09.06] "Partial Fog of War" allows to see owner of any hex.
Replies: 4
Views: 909

RE: [1.09.06] "Partial Fog of War" allows to see owner of any hex.

OK I think I actually mistyped the option: I specifically had this issue not with "Partial FOW" but with "Map known, otherwise complete", that I somehow labeled wrong.
by S1man
Thu Jul 15, 2021 8:14 am
Forum: Tech Support
Topic: [1.09.06] "Partial Fog of War" allows to see owner of any hex.
Replies: 4
Views: 909

[1.09.06] "Partial Fog of War" allows to see owner of any hex.

<t> If you use "Partial Fog of War" setting upon game creation then you can see any hex in the world owning regime by clicking on hex and consulting the bottom left popup info, where you can see both flag and name of a regime. This is probably not intended and should be replaced with "Unknown Regime ...
by S1man
Fri Jul 09, 2021 6:56 am
Forum: Tech Support
Topic: [1.09.06] "Replace" option doesnt work.
Replies: 3
Views: 290

[1.09.06] "Replace" option doesnt work.

<t> Option to "Replace/Mass Replace" vehicles via dialog doesnt work for most cases outside of SP, digging decompile lead to suggestion this is due to a check of "peopleId" in func Hardcoded_Gui_Replace_Popup allowing only values from 1 to 9 (while in MP I am in all nations' green troops have ...
by S1man
Wed Jul 07, 2021 5:23 pm
Forum: Tech Support
Topic: [1.09.06] Hex control change to hostile during my turn.
Replies: 7
Views: 308

RE: [1.09.06] Hex control change to hostile during my turn.

<t> Havent tested, but it wont be bug either way. As I mentioned earlier I think what happened is that one of the rebel stacks spawned on road (later I was able to confirm there were 2 stacks) and I somehow didnt see it until later on, which made me thing that changing logistics flow could somehow ...
by S1man
Wed Jul 07, 2021 5:20 pm
Forum: Tech Support
Topic: [1.09.06] Incorrect Feat adjustment in event
Replies: 1
Views: 266

[1.09.06] Incorrect Feat adjustment in event

"(state name) is blackmailing us" event probably has wrong feat change on last option ("Refuse"), instead of +5 Heart it should probably be +5 Fist.


(can not post links, so you have to assemble it yourself)
i_imgur_com/yJURuKS_png
by S1man
Mon Jul 05, 2021 11:38 am
Forum: Tech Support
Topic: [1.09.06] Hex control change to hostile during my turn.
Replies: 7
Views: 308

RE: [1.09.06] Hex control change to hostile during my turn.

<t> Since it was from rebel event, even though I have start turn save its not prefectly replicatable.<br/>
After some testing with this save I came to conclusion there is a good chance this is a false report and 2 rebel stacks spawned one on top of eachother (logi looks exactly this way if they ...
by S1man
Sun Jul 04, 2021 10:39 pm
Forum: Tech Support
Topic: [1.09.06] Hex control change to hostile during my turn.
Replies: 7
Views: 308

[1.09.06] Hex control change to hostile during my turn.

<t> I had rebels pop up during turn and initially they had just 1 hex of control, but after I edited Traffic Sign related to the road I suddenly lost control over another hex (notice the current logistics still flowing through):<br/>
<br/>
i_imgur_com/G2shsQs_jpeg<br/>
(can't post links, replace ...
by S1man
Wed Jun 30, 2021 4:04 pm
Forum: Suggestions and Feedback
Topic: Volunteers to fix the typos
Replies: 1
Views: 374

RE: Volunteers to fix the typos

I feel the game could also use some manpower to improve the manual, as some of the info given is outdated and some are even contradictory with other records. If you feel courageous you give it a try first.
by S1man
Tue Jun 29, 2021 7:05 pm
Forum: Tech Support
Topic: [1.09.06] Pull points are assigned to blocked routes.
Replies: 7
Views: 433

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

<r> <QUOTE><s>[quote]</s>ORIGINAL: Vic<br/>
<br/>
Working as intended. Pull points are spread out regardless of traffic signs.<br/>
<br/>
It is easiest to either chose Pull points or traffic signs as a way to manage your logistics.<br/>
<br/>
best wishes,<br/>
Vic
<e>[/quote]</e></QUOTE ...

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