Mods for Shadow Empire that are not Graphical Mods

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Edmon
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Mods for Shadow Empire that are not Graphical Mods

Post by Edmon »

Hey guys!

I'd love to show off some mods for Shadow Empire on the official channel, that are not graphical overhauls.

Let me know here if you have any recommendations!
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Moat_Man
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Re: Mods for Shadow Empire that are not Graphical Mods

Post by Moat_Man »

Hi Edmon. I watched your stream of Oceania (however it's pronounced ;)). Thanks for doing it.

I'm not a modder but I think a problem with showcasing mods is that they work with a specific version of the game. Oceania uses an unreleased beta so current mods might not work with it. Having said that here are four mods that are popular.

CMod by Catasteroid
https://www.matrixgames.com/forums/view ... 0&t=374737
Current Mod Features
- Fifteen new hex perks
- Five new multi-level assets (Ammunition factory, hunting post/fishing port, earth- and xeno-biofuel farm)
- One new artifact asset
- Elevent new character feats, including two artifact feats
- New aircraft weapon (quad MGs)
- New AA gun sizes (now 50mm, 76mm, 88mm, 105mm, 128mm, 150mm and 105/128/150mm twin guns)
- Adjustments to the metal/IP/ammo cost, firepower and armour penetration metric of AA guns
- Gas turbine engines (you'll need the turbojet tech to use them and an up to date version of the game)
- Half track trucks which are an early tracked transport option

Alternative Planet Generation by Pymous
https://www.matrixgames.com/forums/view ... 0&t=388572
Mod Purpose: This small mod aims to extend planets generation options for Shadow Empire game.

Number of new or modified planets class: 6
- New "TRAPPIST Class" planet
- New "SNOW World Class" planet
- Modified "Unclassified class" (extended generation ranges)
- Modified "Seth class" (extended generation ranges)
- Modified "Boreas class" (extended generation ranges)
- Modified "Cerberus class" (extended generation ranges)

Units Rebalance by Pymous
https://www.matrixgames.com/forums/view ... 0&t=390602
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

CNoNukes by Catasteroid
https://www.matrixgames.com/forums/view ... 0&t=375031
Current Mod Features
- Replaces all nuclear weapons with conventional counterparts, this includes:
- The micronuke RPG is now the Super-heavy RPG with 800 firepower but the same
penetration value (999mm equivilent)
- The tactical nuke grenade launcher is now the Plasma demolition gun and now has
it's combat rounds limited to 10 instead of just 1
- The mobile atomic missile launcher is now the SRBM launcher (like a SCUD/V2
Transporter-Erector-Launcher) and can use a 500kg or 2000kg warhead SRBMs which
are somewhat weaker and have fewer attacks (20k/40k firepower over 50/100 attacks
respectively) but have extended range to 8/9 hexes
- The static ICBM launcher is now the LRBM launch complex and has it's range
reduced from the formerly ridiculous 999 hexes to 30 hexes which is still ~6000km,
the 2.5 Ton, 5 Ton and 10 Ton warhead LRBMs too have reduced firepower and attacks
(50k/80k/100k over 125/200/400 attacks respectively)
- All of these weapons no longer add rads to attacked hexes and use no radioactives, using large amounts of ammo instead
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Edmon
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Re: Mods for Shadow Empire that are not Graphical Mods

Post by Edmon »

Yes, your right...

Trying to do the mod show now when the DLC is on us is a little... difficult.

It's something I'll think about...

Thanks for the excellent write up, it's helped me out a lot :).
Slitherine Games - Community Manager - Italian Office

Any questions, concerns or comments about our Community Forums or Games? You are always welcome to drop me a PM.
ElectricGod
Posts: 22
Joined: Thu Jun 16, 2022 4:35 am
Location: Cleveland

Re: Mods for Shadow Empire that are not Graphical Mods

Post by ElectricGod »

CMod work with the open beta?
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