Search found 284 matches

by Don_Kiyote
Sun Aug 17, 2025 4:34 am
Forum: AAR
Topic: Vinegar Syndrome [v1.26 j3-o2] - quick report
Replies: 1
Views: 840

Re: Vinegar Syndrome [v1.26 j3-o2] - quick report

Replying to my own post because it's a decent place to drop a copy of the world I'm currently playing on, ' Pevelan D '.

This planet was generated under v1.27a, all modules enabled, with higher difficulty settings

Geologically, its very similar to the planet of the AAR above this post: Big, hot ...
by Don_Kiyote
Mon Jul 28, 2025 6:59 am
Forum: Tech Support
Topic: [1.27a] 'Crime Raid' skill use unclear or unassigned
Replies: 1
Views: 1708

Re: [1.27a] 'Crime Raid' skill use unclear or unassigned

Okay I looked closer and the mouse-over detail says the roll was against 'Streetwise', in which case its only the text of the pop-up which is wrong.

Still, my guy has a pretty good Personal Combat score as well...
by Don_Kiyote
Mon Jul 28, 2025 6:55 am
Forum: Shadow Empire MATRIX VERSION Open Beta
Topic: Open Beta Patch v1.27a (18 june 2025)
Replies: 1660
Views: 165247

Re: Open Beta Patch v1.27a (18 june 2025)



it says like 1440 usage points...

It just denotes what skills the char has used recently and for level up roll calculations


Yes that's what I thought it was too. But this value looks way too high. Most skills show single digit values or at most 10+ usage points. I'm worried about the ...
by Don_Kiyote
Sat Jul 26, 2025 7:16 am
Forum: Tech Support
Topic: [1.27a] 'Crime Raid' skill use unclear or unassigned
Replies: 1
Views: 1708

[1.27a] 'Crime Raid' skill use unclear or unassigned

The 'Crime Raid' stratagem is used by the Interior Council to winnow the number of Syndicate crews in a zone.

But which Skill does it roll against?

The card says ' Streetwise ', but the decision log says the Director made an ' Operational Command ' roll.

Usage pips on the character sheet say ...
by Don_Kiyote
Thu Jul 24, 2025 10:14 am
Forum: Shadow Empire MATRIX VERSION Open Beta
Topic: Open Beta Patch v1.27a (18 june 2025)
Replies: 1660
Views: 165247

Re: Open Beta Patch v1.27a (18 june 2025)

I noticed on the SHQ Commander's character sheet--> mouse over 'High Command'--> and it says like 1440 usage points. An Advisor was attached recently, and his sheet also reads about '1160 usage points'.
New, or maybe I never noticed before, but this seems strange.
by Don_Kiyote
Wed Jul 16, 2025 6:35 am
Forum: Tech Support
Topic: [v1.27a Oceania] New Capital Island Logistics
Replies: 2
Views: 440

Re: [v1.27a Oceania] New Capital Island Logistics



...
Looks like I am stuck unless there is a private truck built.
Any ideas?



I know that logistics on a newly landed hex, supplied only Maritime LP, won't render the Organic LP range/heat map filter unless you build at least one length of road from that hex. It's kind of a long shot, but ...
by Don_Kiyote
Wed Jul 16, 2025 6:21 am
Forum: Tech Support
Topic: [1.27a] 'Wait a minute, where did they go?' - Disappearing Minor?
Replies: 0
Views: 6792

[1.27a] 'Wait a minute, where did they go?' - Disappearing Minor?

The map area formerly occupied by a Minor is now unexpectedly empty and unaligned.

There may be some chance event which explains this, but we were asked to report strange behaviour, and this is strange.

Some details:

I presume the Militarists had finally annexed the Minor in question, 'Minor ...
by Don_Kiyote
Mon Jul 14, 2025 6:12 am
Forum: Tech Support
Topic: [1.27a] No Experience for OHQ Commander from inter-turn Command Unit combat
Replies: 0
Views: 6747

[1.27a] No Experience for OHQ Commander from inter-turn Command Unit combat

Just a quick report: it looks like my OHQ Commander was attacked in her command post between turns, but didn't gain any skills experience from the combat.

>save at new turn<
c_New turn_04.rar


So the exception may be because the OHQ Command Unit is being treated as if it belonged only to the SHQ ...
by Don_Kiyote
Fri Jul 04, 2025 4:54 am
Forum: Tech Support
Topic: [1.06b10]Unable to disband SHQ due to militia
Replies: 4
Views: 663

Re: [1.06b10]Unable to disband SHQ due to militia

Drooog wrote: Sun Jun 29, 2025 8:57 am You can scrap militia, can't you?
Yes.

The original issue is years past, but Militia management is in sight again these days.
by Don_Kiyote
Thu Jun 19, 2025 6:07 am
Forum: Tech Support
Topic: Player leaving multiplayer game in the lurch
Replies: 4
Views: 295

Re: Player leaving multiplayer game in the lurch

ah the chair-to-keyboard interface is buggy indeed.

Will be fixed next version ;)
by Don_Kiyote
Fri Jun 13, 2025 8:23 am
Forum: AAR
Topic: Vinegar Syndrome [v1.26 j3-o2] - quick report
Replies: 1
Views: 840

Vinegar Syndrome [v1.26 j3-o2] - quick report

I seem to have won this one.

Its not quite turn 100, but I've grinded so hard that my regime is emerging with several successful expansions, while its competitor Majors are still struggling. The final restraining factor, namely Population, is about to be overcome, as a previously isolated Minor ...
by Don_Kiyote
Mon Jun 02, 2025 4:17 am
Forum: Suggestions and Feedback
Topic: [Suggestion] Foot Movement Units - Increase Caliber Limits for Artillery and AT-Guns
Replies: 1
Views: 422

Re: [Suggestion] Foot Movement Units - Increase Caliber Limits for Artillery and AT-Guns

Heya Pymous,

I'm trying out some of your graphics, so thanks for those.

I haven't ever yet deployed mixed 'ground infantry and un-motorised small artillery' units or OOB. But I would like to see how the 25mm guns-w/o-trucks combo works.

In terms of realism and real-world examples, I expect ...
by Don_Kiyote
Sat May 31, 2025 3:38 am
Forum: Tech Support
Topic: [1.26o2]Suicide trucks
Replies: 1
Views: 322

Re: [1.26o2]Suicide trucks

Its true, the militia trucks are unexpectedly robust.

In my mind, they have submachine guns stowed in their cabs, and plates of metal on their doors.
by Don_Kiyote
Thu May 29, 2025 3:38 am
Forum: Graphic Mods
Topic: Terrain Mod v3.5 - mroyer base + DasTactic Icon Overlays
Replies: 95
Views: 37349

Re: Terrain Mod v3.4 - mroyer base + DasTactic Icon Overlays

Just a bump for a closer look at the mountains.
I gave this a try, but for me the distinction between high and low mountains was not visible, or legible, or easy enough to distinguish.

It is interesting, and I'll try it again with a new version.

Maybe 'High Mountains' could have clouds, or long ...
by Don_Kiyote
Thu May 22, 2025 8:12 am
Forum: Tech Support
Topic: [Solved][1.26k2+o2]No construction of logistics assets by major AIs
Replies: 2
Views: 617

Re: [1.26k2+o2]No construction of logistics assets by major AIs

Hello and bonjour,

True, it does not, at least not on full-core logistics rules.

As I understand it, the AI does not use or need to use logistics points. This I recall from a post I read here perhaps a year and a half ago.

So, in human terms, the AI is able send supplies an unlimited distance ...
by Don_Kiyote
Mon Apr 28, 2025 10:17 am
Forum: Tech Support
Topic: BUG: Reptiloid -> Transfer BG
Replies: 3
Views: 407

Re: BUG: Reptiloid -> Transfer BG

Have you noticed that Reptiloids, Cephaloid, Felines and such don't gain entrenchment?
by Don_Kiyote
Wed Apr 09, 2025 1:31 pm
Forum: Tech Support
Topic: [Tentatively Solved][v1.26n2] War and Peace
Replies: 8
Views: 695

Re: [v1.26n2] War and Peace


What's more, after the DoW on the minor Azigard, the decision turned into "not available" and the human player couldn't answer it, yet the non-player underling was able to answer it between turns.


wait so Forestate was blocked, during their turn, once they declared War, from answering the ...
by Don_Kiyote
Fri Apr 04, 2025 8:00 am
Forum: Tech Support
Topic: [Tentatively Solved][v1.26n2] War and Peace
Replies: 8
Views: 695

Re: [v1.26n2] War and Peace


...the ignored normalize-borders decision from Azigard was reassigned to Candle Sigma


If I follow, you seem to have the story about right. But I don't think it's necessary for any borders decision to transfer, exactly.

Its probably a good thing if a decision affecting a minor relationship ...
by Don_Kiyote
Fri Apr 04, 2025 7:25 am
Forum: Suggestions and Feedback
Topic: Avoid impossible demands
Replies: 3
Views: 438

Re: Avoid impossible demands

Good idea^. Its a work-around, but maybe the game will relent.

Won't work for Asset-level demands, though.
by Don_Kiyote
Wed Apr 02, 2025 5:40 am
Forum: Suggestions and Feedback
Topic: Avoid impossible demands
Replies: 3
Views: 438

Re: Avoid impossible demands


I'm late in the game on a... planetoid.


Hello, I'm not official or anything but it sounds like a bug, a procedural bug, and it would probably help to post a save-game so someone can have a closer look.

Just briefly, since I'm almost always in the early-game (slow, low pop) stages, I'm only ...

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