Setting TOE for one unit type changes it for every unit type bug?

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Laki
Posts: 24
Joined: Mon Jan 30, 2023 2:27 pm

Setting TOE for one unit type changes it for every unit type bug?

Post by Laki »

I'm trying to figure out how to send my light infantry (These have an attached mechanized artillery battalion) and siege infantry two different types of artillery. I have set 25mm artillery model to LOW and 88mm model to HIGH and disallowed 25mm from my light infantry. One of my light infantry Brigades also has an attached light tank and I want it to use the version I have set to LOW in TOE settings, but whenever I change the TOE reinforcements setting for any unit type it changes for all unit types. So if I set TOE to Allow LOW light tanks it also allows LOW artillery. If I set TOE to disallow LOW artillery it also disallow LOW light tanks.

Am I missing something obvious or is this a bug?

Edit: Also it is quite annoying that the Produce Replacement Troops window does not give any info on which models you have in stock. For my two artillery models it only shows 40/0 available, but no info on if I have 40x 25mm guns, 40x 88mm guns or some mix of the two.
Last edited by Laki on Mon Sep 22, 2025 9:53 pm, edited 1 time in total.
Czert
Posts: 591
Joined: Sat Feb 09, 2013 10:56 pm

Re: Setting TOE for one unit type changes it for every unit type bug?

Post by Czert »

no idea why when you set allow low arty it will set low tanks too. looks like bug to me.
and yeah, it is annoing that reinforcment dont show what type units are there. you can find it manualy by looking for shq and what units are there, but it adds micromanagment.
Bellrock
Posts: 67
Joined: Tue Jun 30, 2020 10:31 pm

Re: Setting TOE for one unit type changes it for every unit type bug?

Post by Bellrock »

"Am I missing something obvious or is this a bug?"

I believe you have it right, and it is not a bug per say. The game does not have enough fidelity in this area of the game to get the desired result you are looking for. A similar issue I have is with Helicopters and Aircraft getting mixed into the same unit; when it happens the unit will not move (due to the nature of how helios, and aircraft move).

For any given unit you can only give it one quality setting (Obsl,, Low, Reg., High, Elite.) However, the Units TOE can accept multiple quality units.

So in the case you state above, set:
25mm Art to quality Low
88mm Art to quality High
Light Tank to quality Reg (or elite).
Infantry to quality Reg

For your Unit TOE in question, set Low to All, Reg to All, High to Dis, Elite to 'user choice'. These setting should provided the desired reinforcement of 2mm Art, Light Tank, and Infantry.

I have to do something similar with Helios, and Aircraft to get the separate right. I consider Helio to be either quality of Low, or Reg, and aircraft to quality to either High or Elite. Then set the unit Toe to either Low, or Reg, to get Helio, and set High and Elite to get Aircraft. With this method I'm using the 'Quality' settings as something else (helios / Aircraft) to get the sort I'm looking for. It's not ideal, but it is what the game provides.
Laki
Posts: 24
Joined: Mon Jan 30, 2023 2:27 pm

Re: Setting TOE for one unit type changes it for every unit type bug?

Post by Laki »

Bellrock wrote: Wed Sep 24, 2025 1:41 am I believe you have it right, and it is not a bug per say. The game does not have enough fidelity in this area of the game to get the desired result you are looking for.
Makes sense, but also feels like changing this to work on a unit type fidelity could be a relatively easy thing to do and give players a lot more control over unit TOE.
Czert
Posts: 591
Joined: Sat Feb 09, 2013 10:56 pm

Re: Setting TOE for one unit type changes it for every unit type bug?

Post by Czert »

i think game should add (in update/dlc) separation of helos and airplanes to be different unit types, so you dont need to use gamey metod to reach desired results.
im ok with having helos and planes mixed up in reinforcment screen, but it is rely, realy bad if they are mixed up in combat units.

and yeah, some way to upgrade reinforcments (for a cost) to more modern version of equpment will be liked too. so far onlyest metod to get rid of obsolete reinforcments is to get high enoug causalties and hope obsolete one will get eaten up.
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