Search found 79 matches

by GI Seve
Sat May 17, 2025 4:02 am
Forum: Shadow Empire MATRIX VERSION Open Beta
Topic: Open Beta Patch v1.26o2 (12 may 2025)
Replies: 1642
Views: 143380

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

Not sure if anyone else stumbled to this: Running on the 1.26o2 (12 may 2025) started as new campaign after patching up When national troops are tagged obsolete and when they start to show up as militia the shq keeps getting them back and sending them out in loop unless I put the units back to 'not ...
by GI Seve
Tue Mar 01, 2022 3:26 pm
Forum: Story and Stratagem (S&S) Editor
Topic: [Mod] Ammo Depot acts as Ammo Factory
Replies: 8
Views: 3076

Re: [Mod] Ammo Depot acts as Ammo Factory

Sadly seems using this mod in 1.10.07 version now disables civilian buildings from giving any production to nation (for example no logistics from truck station and no food production from farms). This is real shame as I loved this mod as it removes the hassle of having to remember to constantly be m...
by GI Seve
Sat Mar 27, 2021 9:01 pm
Forum: Suggestions and Feedback
Topic: Xeno mercenaries don't need any supply
Replies: 8
Views: 151

RE: Xeno mercenaries don't need any supply

<t> I would call both of your reasoning to be excuses for bad game design if them being not tied to human players supply is indeed WAD by Vic. <br/> <br/> I do accept the AI cheating on supply as having AI handle supply issues like human does would take tons of coding work but that does not excuse g...
by GI Seve
Sat Mar 27, 2021 4:32 pm
Forum: Suggestions and Feedback
Topic: Xeno mercenaries don't need any supply
Replies: 8
Views: 151

Xeno mercenaries don't need any supply

<r> Version 1.08.05 <br/> As stated in current form they spawn in your capital and have no supply requirements giving you quite amazing terrain capture units (even tho most of the time they struggle to defeat even nomad stacks)<br/> <br/> <IMG src="https://www.matrixgames.com/forums/upfiles/661/A8BF...
by GI Seve
Thu Jan 21, 2021 4:20 pm
Forum: Shadow Empire
Topic: We NEED equidistant spawns as a History Class
Replies: 28
Views: 983

RE: We NEED equidistant spawns as a History Class

I wholeheartedly support this proposition. It can be really time consuming to have to reroll planets&settings multiple times to finally get one random game start where majors are not right next door neighbors to player nation.
by GI Seve
Tue Jul 28, 2020 11:05 am
Forum: Suggestions and Feedback
Topic: 1 SHQ gave unit "bit" more supplies than needed.
Replies: 1
Views: 151

1 SHQ gave unit "bit" more supplies than needed.

<r> Strat moved unit to capital. Moved 9 trucks and couple buggies to unit from SHQ1 stock. Unit took 5823 fuel (all but one on stock), 618 food and 402 ammo. Well at least they can now go on real long range mission [8D]<br/> I had all fancy pictars for this but the forums 200kb one pic limit kinda ...
by GI Seve
Wed Jul 15, 2020 9:00 am
Forum: Shadow Empire
Topic: Nukes
Replies: 17
Views: 1263

RE: Nukes

<t> Pressing the red button, listening to the wailing of my enemies on their comm net while they wither and die of horrible radiation while drinking beer, smoking massive cuban cigar and nomming on popcorn *evil laughter intensifies*<br/> <br/> They said I can't be their God Emperor. I showed them w...
by GI Seve
Wed Jul 15, 2020 8:42 am
Forum: Shadow Empire
Topic: Units not stocking full amount of food.
Replies: 1
Views: 147

Units not stocking full amount of food.

<t> Beta7 run started on beta6 <br/> <br/> I have to ask from someone who started new game on beta7 (as the readme tells about some kinda double food consumption thingimabobber) do their units stock full amount of food or is it still as follows:<br/> <br/> * Units seem to be consistently running on ...
by GI Seve
Mon Jul 13, 2020 3:28 pm
Forum: Shadow Empire
Topic: Planet generation for more raiders
Replies: 9
Views: 689

RE: Planet generation for more raiders

<t> I started current game on beta6 extreme difficulty,slowed down research, severe violence, survival stress and alien life settings on. Managed to generate world with 8 major AI and dozen minor AI humans of whom most are raider nations with towns. Then got rolls on native fauna and got roll on big...
by GI Seve
Thu Jul 02, 2020 4:44 am
Forum: Shadow Empire
Topic: Am I a Keynesian?
Replies: 21
Views: 748

RE: Am I a Keynesian?

I'm definitely stealing that idea to boost public investment up to 1k for one or two turns for the new colonies. Will get the civilian side good boost early on.
by GI Seve
Sat Jun 27, 2020 4:27 pm
Forum: Shadow Empire
Topic: Massive emigration to freshly conquered city?!?
Replies: 21
Views: 464

Massive emigration to freshly conquered city?!?

<t> Has anyone else stumbled to situation where 100k lvl 4 city captured from religious fanatic major suddenly started to get 5-8k emigrants from my two other cities. The city is literally pile of rubble with all buildings under repairs before reaching even minor working order and no quality of life...
by GI Seve
Tue Oct 16, 2012 11:13 am
Forum: The War Room
Topic: Question about super lasers
Replies: 0
Views: 71

Question about super lasers

<t> I had satisfactory reputation and all my superlaser equiped supplyships were nowhere near enemy colonies and still I got to diabolical rep in an instant. So does reputation hit from superlasers also occur from space combat? I also have superlaser on my med/large spacedocs so can they be culprit?...
by GI Seve
Wed Oct 03, 2012 6:53 pm
Forum: The War Room
Topic: Mixed reactors to have or not to have?
Replies: 2
Views: 122

Mixed reactors to have or not to have?

<t> I'm pondering what fuel will my mixed reactor ships be using? For example got capital with 2 quantum (casion) and 2 fusion (hydrogen). All that it seems to effect is power/fuel unit. Will the ship also be taking both casion and hydrogen when it refuels leading to half empty tanks if there happen...
by GI Seve
Thu Sep 13, 2012 11:38 pm
Forum: Design and Modding
Topic: Distant Worlds Extended Universe 1.0.3 released 40 races
Replies: 750
Views: 27005

RE: Distant Worlds Extended

Am I sensing mod with 50 (was that max amount) of unique races in near(ish) future?
by GI Seve
Thu Sep 13, 2012 7:13 pm
Forum: Design and Modding
Topic: Distant Worlds Extended Universe 1.0.3 released 40 races
Replies: 750
Views: 27005

RE: Distant Worlds Extended

<t> I think you are not exactly understanding what I mean so let me put it in separate phrases.<br/> <br/> - I started game with extended activated. All races/pirates work fine.<br/> <br/> - Game crashes (seems to me kinda too often for game that has been around for couple years)<br/> <br/> - As the...
by GI Seve
Thu Sep 13, 2012 5:41 pm
Forum: Design and Modding
Topic: Distant Worlds Extended Universe 1.0.3 released 40 races
Replies: 750
Views: 27005

RE: Distant Worlds Extended

Current game was started with mod and new nations are there but when the mod was not on (as I didn't know crashing resets you back to vanilla) game just crashed when I tried to talk to modded pirates/nations.
by GI Seve
Thu Sep 13, 2012 4:07 am
Forum: Design and Modding
Topic: Distant Worlds Extended Universe 1.0.3 released 40 races
Replies: 750
Views: 27005

RE: Distant Worlds Extended

<r> Perhaps ye can make one new nation. I had this nation as sort of meanie in GalCiv2. It was modeled after minor rodent race called Snathi and named Ûber Snathi. They are big mean space squirrels that have mentality of space pirates that want to take over the world. They breed like crazy, are furi...
by GI Seve
Wed Sep 12, 2012 1:21 pm
Forum: Tech Support
Topic: Canceling mine/extractor queue?
Replies: 2
Views: 117

Canceling mine/extractor queue?

So how to cancel order of build mine/gasextractor?
The building itself has not yet started as it is on queue. Nothing on manual says a thing about this one and couldn't find anything relevant on search.
by GI Seve
Tue Sep 11, 2012 2:59 pm
Forum: Tech Support
Topic: Escaping enemy homeworld...
Replies: 3
Views: 139

RE: Escaping enemy homeworld...

The ship has plenty of fuel. Later on I had same issue with coloniser "chasing" planet that had some other civs mine on it. The planet was definately not on its orbit. That coloniser finally managed to land to that planet when I was not looking so I dunno what happened there.
by GI Seve
Tue Sep 11, 2012 9:20 am
Forum: Tech Support
Topic: Escaping enemy homeworld...
Replies: 3
Views: 139

Escaping enemy homeworld...

<t> Well I'm newbie to this game and was kinda wondering if its normal for enemy homeworld to "escape" my ships. Meaning that it is not on its normal orbit and my troop transport doesn't seem to be able to land any troops there. Should I have faster troop transporter to be able to land as the curren...

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