
---------------------------------------------------------------
-------Pymod – Units Rebalance -------------
---------------------------------------------------------------
Mod Version: 4 (01/11/2023)
Important note: Compatible with Open Beta version 1.25
Download link: https://ko-fi.com/s/c8dd401984
Hello guys,
I am glad to propose you a new gameplay balance mod for our favorite Shadow Empire game!
This mod was initially inspired by CNoNuke mod made by Catasteroid, who already tried to address major SE gameplay issues, and especially for balancing multiplayer (pbem) games.
The main objectives and purpose of this mod is trying to:
- Fix critical balancing issues, especially for multiplayer (pbem) games (the infamous Micro-nuke RPG…)
- Solve consistency problems between units stats and costs (Flaks having the same weight and cost than a 1 MT Fission Missile…)
- Add more strategic options to players (by unlocking for example Energy AT-guns)
- Improve multiplayer (pbem) experience with more balanced gameplay
I won’t write a complete list of all modifications but if you are curious here is a link to a spreadsheet with all the modifications : https://docs.google.com/spreadsheets/d/ ... sp=sharing
Below is a summary of main changes:
--------------------------
----Models design-----
--------------------------
• AT guns:
---Unlocked Laser, Beam and Plasma guns options
• Motorbikes:
---Unlocked Combat Armors and Personal Shields generator options
• Jet Pack Infantry:
---Unlocked Battledress and Personal Shields generator options
--------------------------
---------Armors--------
--------------------------
• Infantry Combat Armours and Battledesses
---Added weight
---Added a small Energy usage to Battledress and heavy Battledress
---Added 1 Hi-tech requirement for Heavy Battledress
---Few others minors adjustments to metal costs and armor strength of Battledresses
• Vehicles Armors : Adjusted Formulas and production costs based on Model size
• Polymer Armour is now known as Composite Armour
---Reduced the Armour strength to Liquid Armour equivalent
---Added Metal cost
• Liquid Armour: Added Rare Metal cost
--------------------------
---------Weapons------
--------------------------
Many adjustments, the most important changes:
• Small arms, MG and Quad-MG: Adjusted consistency between models costs and performances
• Gauss and Charged Gauss Rifles: increased slightly their penetration power and strength to make them a viable alternative solutions to Laser rifles
• Laser, Beam and Plasma guns: many changes to their resources costs, penetration power, firepower and ammo usage in order to make them more balanced and less game breaking at mid-late game stage
---Laser guns: Added Metal cost
---Beam guns: Added Metal cost
---Plasma guns: Added Metal cost and Rare Metal costs
• RPGs:
---Replaced Micro-nuke RPG by Super Heavy RPG ( micro-nuke RPG was a major balance issue, reported many time by many players)
---Adjusted and rebalanced RPG for better scaling through the game
• Rockets, Missiles:
---Fixed heavier versions being less powerful than small ones (now same firepower per number of attack)
---Reduced slightly ammo usage for most of them
---Increased IP cost
• AA guns:
---Reduced metal cost
---Reduced IP cost
• Atomic weapons:
---Slightly increased Rad cost and metal cost for the biggest nukes
---Atomic launcher : increase range from 4 to 8Hex
---ICMB launcher :Reduced Range from 999 to 30 Hex (to offer a solution to counter those units with planes, until Vic add some missiles interception solutions ^^ )
Others:
---Added Power Banks technology requirement to Laser guns
--------------------------
---------Engines------
--------------------------
Many changes to Electric Engines in order to make them a potential alternative to Oil fuel engines
Modified Engines vs Models Matrix
More details in the Spreadsheet (link provided in the introduction)
• Electric Engines:
---Increased Engines Power (similar to Diesel, for easier comparison)
---Removed Machines cost
• Nuclear Engines:
---Increased IP cost
Others:
---Modified Engines vs Models Matrix
---Moved Electric Engine Tech to Basic Tech
----------------------------------------------------------------------
Changelogs
----------------------------------------------------------------------
v4 changelog :
- Updated to work with major updates since v1.21 (new tech, buildings,...)
- Electric engines should now be a viable alternative to Diesel engines
- Tweaked ammo consumption to fit major update (ammo factory)
- Decrease Walkers weapons firepower
- Removed 150mm armor access to Light Walkers
- Added Hi-tech cost to Walkers
- Reduced gauss firepower (new tech can make gauss better than laser, even with the nerf)
- Slightly reduced plasma penetration
v3 :
- Fixed Tech Tree since last beta introduced new buildings/tech for private farms and furnaces
v2 :
- Engines Rebalanced (check Matrix forum for complete information)
- Engines choice vs Models Matrix reworked (check Matrix forum for details)
- Electric Engine Technology moved to basic Tech (alternative to Oil Fuel)
- AT guns back to Foot type movement due to an hardcoded issue
v1 : Initial release
----------------------------------------------------------------------
What I would like to mod but isn’t available to modding:
----------------------------------------------------------------------
Some important mechanics are not moddable in current version. So this is a message to Vic: please unlock those modding stuff if you can please :p
---> I can’t modify the weapon type vs armour type matrix (page 327 of the manual)

---> I can’t modify the weapon type vs Soft/Hard Def/Att matrix (page 328) and the Attack scores modifiers per model type

-----------------------------------
What is Planned for future or ongoing:
-----------------------------------
• Adjustment to Engines, especially Electric Engines to make them an alternative to fuel engines
• Air units : a lot of work to do, it will take time...
• Assets rebalance mod (will be another mod, not in the same file)
• OOB mod : a lot of work, objective would be to simplify, unlocking at unit discovery, and adding missing OBB (will be another mod, not in the same file)
---------------------------------------------
Mod Installation and uninstallation:
--------------------------------------------
-Download and put the file (Pymod_Units.se1evlib) Archive in your Shadow Empire\shadowscenarios\ directory
* It should like something like this: C:\Matrix Games\Shadow Empire\shadowscenarios\
* Or like this if you use Steam: C:\Program Files (x86)\Steam\steamapps\common\Shadow Empire\shadowscenarios\
** An easy way to find where your game folder is: launch steam, right click on "Shadow Empire" in your game library > Choose "Properties" > "Local Folder" > "Explore"
*** This will directly open the game directory
-Active the mod ingame : On the main menu, click on "Modlib Picker" and select the mod you want to activate
**Uninstallation:
- Desactivate the mod in the "Modlib Picker" menu
- Or/and delete the Pymod_Units.se1evlib file in your Shadow Empire\shadowscenarios\ folder
-------------------------------------------------------------------
Others suggested gameplay mods :
-----------------------------------------------------------------
Compatibles mods:
- VAdjust (former Logistics Rebalance) mod by Voker57: https://www.matrixgames.com/forums/view ... 0&t=377531
Not compatibles:
- Cnonuke by Catasteroid https://www.matrixgames.com/forums/view ... 0&t=375031
-----------------------------------
Suggestions and feedback
----------------------------------
Don’t hesitate to discuss changes and post suggestions so I can continue to improve this mod. Please report also any bugs, I'll try to address them as soon as possible.
Thank you!