Road Map Update

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

Moderator: Vic

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Bellrock
Posts: 64
Joined: Tue Jun 30, 2020 10:31 pm

Road Map Update

Post by Bellrock »

Vic,

I have seen a number of polls for Shadow Empires at your VR Designs webpage (https://www.vrdesigns.net/ ), but I never see what conclusion are drawn from those polls. Will there be an updated road map in the near future? As it has been awhile, I’m getting rather curious what updates may be coming this year.

Thanks,
Bell
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Vic
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Joined: Mon May 17, 2004 2:17 pm
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Re: Road Map Update

Post by Vic »

Next year we should see Republica DLC which focusses mainly on advanced politics.

best wishes,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
eddieballgame
Posts: 903
Joined: Wed Jun 29, 2011 2:50 am

Re: Road Map Update

Post by eddieballgame »

Though I voted for Zone Based per naval unit movement (thinking it might be easier for you to implement & as a play mechanic; I would not be opposed to Hex Based movement.
Btw, looking forward to the Republica DLC.
Returner
Posts: 13
Joined: Mon Feb 28, 2022 12:07 pm

Re: Road Map Update

Post by Returner »

Regarding the question of zone based vs. hex based ship movement.

Does anyone remember the game Imperialism?

It had sea-zone and land-province based unit movement. In case of the land units, moving into a hostile zone resulted in a turn based hex battle similar to HOMM. Moving a fleet to a hostile sea zone resulted in a calculated battle between the fleets if I remember correctly.

Revisting Imperialism might be interesting for tackling this question. I played Imperialism 1 and the fleet management system was very well done there. It felt really meaningful and impactful and not cumbersome.
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