Shadow Empire adds Custom Formation Types in v1.09

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

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Edmon
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Shadow Empire adds Custom Formation Types in v1.09

Post by Edmon »

Shadow Empire v1.09 has now arrived, bringing with it many fixes and improvements. Vic has been listening intently to your feedback and this patch brings with it many community requested rule finetunings. Additionally, the manual has been fully updated to reflect all the changes and keep you informed and on top of your game.

Customized Formation Types


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You can now call your Staff Council Director to discuss customized Formation Types.


Your Staff Council now has a Customize Formation Types task. If you allocate Bureaucratic Points (BP) to it you’ll start amassing a new resource: Customization Points. These can be used to call the Director of the Staff Council and instruct him to customize an existing Formation Type.



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Any regular Formation Type you have discovered and operationalized can be customized.


Customization makes it possible to organizationally deviate from the fixed Formation Types discovered and operationalized by your Staff Council. Both Individual and multi-unit Formation Types can both be customized.



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Here an example of a customized Infantry Brigade with added motorcycles.


Even customized Formation Types can be further customized. This however, comes at an increasingly higher cost, as you’ll customize upon a customization.


Many Rule and Balance Fine-tunings
This v1.09 patch also implemented a dozen or more community requests and ideas which inspired Vic. Included in this patch are improvements such as: manpower rebates for raising trucks, APCs and buggies; gas-powered weapon improvements and gauss rifle improvements. These changes shallow the technology curve and make rushing for Laser weapons less of a game winning strategy.

You can check out the fine details on our forums, where a full patch notes transcript will be available.

Additionally, the manual will always contain the latest details. You can find that here.
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misterprimus
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RE: Shadow Empire adds Custom Formation Types in v1.09

Post by misterprimus »

Do these custom formations (which contain multiple unit types) get reinforced automatically provided I build the missing type of unit and can deliver it? I think in the past I had issues with the units never reinforcing and showing a less than 100% "integrity."
sillygoy
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RE: Shadow Empire adds Custom Formation Types in v1.09

Post by sillygoy »

I know you can add reinforcements to a ToE, but can you delete some of the default units to make a truly custom formation?
zgrssd
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RE: Shadow Empire adds Custom Formation Types in v1.09

Post by zgrssd »

ORIGINAL: misterprimus

Do these custom formations (which contain multiple unit types) get reinforced automatically provided I build the missing type of unit and can deliver it? I think in the past I had issues with the units never reinforcing and showing a less than 100% "integrity."
They should, given that the Formation is how the game decides who to reinfroce with what.
However there are still bugs with Reinforcement being reported - the latest were immobile units not getting reinforcements, Air OHQ's not having a operation Range and some part of the Reinforcement step not using Operational Logistics at all.
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Khanti
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RE: Shadow Empire adds Custom Formation Types in v1.09

Post by Khanti »

1.09 (NOT beta)
1. Some motorized or mechanized formations have wrong numbers of trucks/apcs.
2. Adding custom formations to some of them do NOT increase numbers of trucks/apcs - making it pointless. Why adding flak guns to motorized infantry without additional trucks?

Ad2: when adding FLAKS - custom mot/mech formations do not add trucks/apcs for them, so it's pointless to add flaks to that formations - they lose all mobility

The same with adding infantry to motorized flak battalions. Trucks were not added making them slow moving formations.
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There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
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