Search found 78 matches

by fibol
Sun May 04, 2025 10:46 pm
Forum: Shadow Empire
Topic: Influencing opposing regimes
Replies: 1
Views: 325

Re: Influencing opposing regimes

Look at 5.4.1. MAJOR REGIME CULTURE. You can influence the type of diplomatic subculture they are using which can help get pacts you otherwise couldn't or provoke wars.
by fibol
Mon Dec 09, 2024 12:26 pm
Forum: Shadow Empire
Topic: Improving the Accessibility of Hi-Tech Components
Replies: 4
Views: 2656

Re: Improving the Accessibility of Hi-Tech Components

I would mostly agree with Thrake.
I do like that Hi-tech components are a slow and expensive resource to obtain that one has to carefully consider where to invest.

I would disagree with Thrake on Hydroponics though. Yes, since the nerf they are wasted where they are, but rather than moving them ...
by fibol
Sun Dec 08, 2024 2:41 pm
Forum: Suggestions and Feedback
Topic: Change MG army from start option to light infantry
Replies: 9
Views: 455

Re: Change MG army from start option to light infantry

Mea culpa, you are correct it is just 500 per turn. I was completely mislead by my memory having "Adjust recruitment down" as one of the routine automatic things to do on a new game, but thats just the recruitment bonus, while the recruitment numbers go up instead. I do still think that even with ...
by fibol
Fri Dec 06, 2024 2:05 pm
Forum: Suggestions and Feedback
Topic: Change MG army from start option to light infantry
Replies: 9
Views: 455

Re: Change MG army from start option to light infantry

Oh not for long, only until I got my first 3 or 4 light infantry brigades. I find that I usually end up with that before I can get to industry anyway.
But the reason I brought that up is that thats the default amount your city is set to recruit. And I assume that having to tell your starting city ...
by fibol
Thu Dec 05, 2024 2:23 pm
Forum: Suggestions and Feedback
Topic: Change MG army from start option to light infantry
Replies: 9
Views: 455

Re: Change MG army from start option to light infantry

I think those 180 ammo you are getting are probably militia reimbursement? The thing where militia pays for its own equipment so you are passively gaining the ammo they consume back. Otherwise I am unsure where that ammo would come from?
You are correct that mg units are twice as deadly as light ...
by fibol
Wed Dec 04, 2024 1:29 pm
Forum: Suggestions and Feedback
Topic: Change MG army from start option to light infantry
Replies: 9
Views: 455

Re: Change MG army from start option to light infantry

If you choose to start at tech 3 with an army you get a machinegun infantry brigade. One of those battalions consumes 160 ammo on the attack, 96 on the defense. On the attack 120, three quarter of the total and on the defense even a full 83% of that is due to the two mg units, despite those doing ...
by fibol
Sun Dec 01, 2024 7:29 pm
Forum: Suggestions and Feedback
Topic: Change MG army from start option to light infantry
Replies: 9
Views: 455

Change MG army from start option to light infantry

When doing a tech 3 start with starting army you get MG units. However without an established ammunition factory actually using these machineguns is a complete trap and waste of resources early thats probably hiting a bunch of new players in the face and giving more experienced players just a bit of ...
by fibol
Fri Nov 08, 2024 10:33 am
Forum: War Room
Topic: [Mod] NMod Lite - October 29th - v2 for 1.26i
Replies: 24
Views: 2844

Re: [Mod] NMod Lite - October 29th - v2 for 1.26i

I just completed my first long game with this mod and heres a collection of feedback:

- I like the nuke disable, as otherwise they always just come to early and make the entire 4th row of tech feel like an imminent doomclock that you need to finish the game before there is any substantial time ...
by fibol
Tue Nov 05, 2024 4:06 pm
Forum: War Room
Topic: [Mod] NMod Lite - October 29th - v2 for 1.26i
Replies: 24
Views: 2844

Re: [Mod] NMod Lite - October 29th - v2 for 1.26i

Sure, heres a save file and 3 images showcasing the issue.
by fibol
Tue Nov 05, 2024 1:21 pm
Forum: War Room
Topic: [Mod] NMod Lite - October 29th - v2 for 1.26i
Replies: 24
Views: 2844

Re: [Mod] NMod Lite - October 29th - v2 for 1.26i

Bug report: My late game artillery now requires both ammo and energy per combat round, but doesn't request any ammo, leading it to not do anything at all anymore. I assume the energy requirement comes wth the msri mode?
by fibol
Fri Nov 01, 2024 10:22 am
Forum: Suggestions and Feedback
Topic: Model maximum amount setting for formations
Replies: 0
Views: 133

Model maximum amount setting for formations

Today I come with a suggestion for how setting model types for formations could work.


First an overview over the problems with the current model of just using quality which this suggestion would fix:
- Long range Heavy Aircraft and short range Light Aircraft tactical formations mixing together ...
by fibol
Thu Oct 31, 2024 5:08 pm
Forum: War Room
Topic: [Mod] NMod Lite - October 29th - v2 for 1.26i
Replies: 24
Views: 2844

Re: [Mod] NMod Lite - October 29th - v2 for 1.26i

Heh, thats what being away from Shadow Empire for half a year and super tired does to a fibol. I thought to remember it was a 60% rebate originally. But beside that yeah I do think 80% for buggies is to much. Buggies are pretty decent combat units for quite a while, giving them out for mostly free ...
by fibol
Thu Oct 31, 2024 12:09 pm
Forum: Tech Support
Topic: Manual 1.25 Archaeology Task
Replies: 0
Views: 88

Manual 1.25 Archaeology Task

Another one for the next manual update: 5.3.6.4 Archaeology, subsection Archaeological finds, third paragraph still talks about the Archaoelogy Task of the Economic Council (which has been removed).

A different, but similar issue is that the 5th paragraph simply says that the chance to find ...
by fibol
Thu Oct 31, 2024 9:53 am
Forum: War Room
Topic: [Mod] NMod Lite - October 29th - v2 for 1.26i
Replies: 24
Views: 2844

Re: [Mod] NMod Lite - October 29th - v2 for 1.26i

Is it intended that buggies and trucks have a pop divisor of 5, meaning one can get a full unit of buggies for just 100 pop?
by fibol
Thu Oct 31, 2024 9:53 am
Forum: War Room
Topic: [Mod] NMod Lite - October 29th - v2 for 1.26i
Replies: 24
Views: 2844

Re: [Mod] NMod Lite - October 29th - v2 for 1.26i

Is it intended that buggies and trucks have a pop divisor of 5, meaning one can get a full unit of buggies for just 100 pop?
by fibol
Sun Oct 27, 2024 7:54 am
Forum: Shadow Empire
Topic: Which Formations are you willing to dump?
Replies: 12
Views: 1636

Re: Which Formations are you willing to dump?

The entire Assault Infantry line I do not see much point in, I'd rather have infantry and tanks as seperate units, so those can go.
Same thing with the tank infantry formations, especially since the infantry component there is so tiny its just pure liability.
I am open to the idea that tank assault ...
by fibol
Sun Sep 01, 2024 6:21 pm
Forum: Suggestions and Feedback
Topic: Conquer city missions tend to be too demanding
Replies: 3
Views: 327

Re: Conquer city missions tend to be too demanding

Agree, conquer city missions should have their duration doubled. Often it'd take me about 8 turns just to walk there even if I didn't encounter any resistance.
by fibol
Sat Aug 31, 2024 9:53 am
Forum: Tech Support
Topic: [1.26h] GR Chaingun applies to laser guns
Replies: 3
Views: 248

[1.26h] GR Chaingun applies to laser guns

The GR Chaingun tech mentions in it's description that it applies to conventional/flechette machineguns, but it also applies to laser machineguns at least.
by fibol
Thu Aug 08, 2024 11:54 pm
Forum: Tech Support
Topic: [1.26g] Formations disappear when "Use SHQ troops" selected
Replies: 2
Views: 287

Re: [1.26g] Formations disappear when "Use SHQ troops" selected

I ran into the same issue and have attached a save file. One additional observation I made about the bug is that it is affected by foramtion size (I can raise independent Mech Quad machinegun and buggy regiments, but not battalions) and it may be just coincidence, but I noticed it starting right ...

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