Page 2 of 2
Re: [Mod]CMod - An SE gameplay mod
Posted: Tue Mar 01, 2022 2:09 pm
by finrodfelagund
does the last version have hunting post/fishery balances or just worker tweaks ?
Re: [Mod]CMod - An SE gameplay mod
Posted: Wed Jul 13, 2022 8:42 am
by Don_Kiyote
Now I dont want to play without it.
No problems with the new version, I hope, v.1.11.00?
Re: [Mod]CMod - An SE gameplay mod
Posted: Wed Jul 20, 2022 4:37 pm
by ElectricGod
CMOD work with the beta? And it appears hunting post and fishing post credits aren't reflected in the treasury overview, are they still functioning?
Re: [Mod]CMod - An SE gameplay mod
Posted: Thu Jul 21, 2022 1:46 pm
by brhugo
ElectricGod wrote: Wed Jul 20, 2022 4:37 pm
CMOD work with the beta? And it appears hunting post and fishing post credits aren't reflected in the treasury overview, are they still functioning?
Any new version seems to create a new randomgame.se1 file, and you need to make a copy of that new version and then overwrite randomgame.se1 with the one that was generated by installation of CMod. That seems to be sufficient to retain features that work like the ammo factory and gas turbine engines. I do not know what features of the beta that action might disable.
I have not been able to get some features like the biofuel farm to work, building them hasn't resulted in any fuel production over many turns and I end up abandoning them to save the manpower.
I don't know enough about what features are reliant on the randomgame.se1 file versus the executable file and so cannot give a better answer.
Re: [Mod]CMod - An SE gameplay mod
Posted: Sun Jul 24, 2022 8:21 am
by Don_Kiyote
Looks like I had a problem with the 'Blight' Stratagem.
I posted on Reddit, here:
https://www.reddit.com/r/ShadowEmpireGa ... &context=3
Basically, unrest jumped all the way to 100 in the affected zone, much more than the +15 I rolled for when playing the Stratagem.
I think this happened with another stratagem earlier in my game, too. But I'm not sure which one it was.
Re: [Mod]CMod - An SE gameplay mod
Posted: Mon Oct 10, 2022 7:04 pm
by JonasWalker
Does anyone know if this mod has been updated for the more recent versions of Shadow Empire?
Re: [Mod]CMod - An SE gameplay mod
Posted: Thu Oct 13, 2022 6:54 am
by ElectricGod
JonasWalker wrote: Mon Oct 10, 2022 7:04 pm
Does anyone know if this mod has been updated for the more recent versions of Shadow Empire?
No, i mean it seems to mostly work but i noticed things like the income from hunting/fishing isnt generated. I'm sure there might be one or two more things either not quite right or just not working. I decided to still use this mod especially for the ammo factory and that works fine as well as most everything else.
So in short no game shattering issues or crashes, but not an A-okay 100% A1 experience
Re: [Mod]CMod - An SE gameplay mod
Posted: Sat Oct 15, 2022 7:51 am
by Don_Kiyote
I'm not seeing Quad MGs for the Airforce either...
But the Ammo Factory is working fine.
Re: [Mod]CMod - An SE gameplay mod
Posted: Tue Mar 07, 2023 10:23 pm
by Cladboy2
I must give this mod a try. The hex perks sound quite nice.
Re: [Mod]CMod - An SE gameplay mod
Posted: Thu Apr 20, 2023 5:48 am
by Don_Kiyote
It seems to be definitely not working with Oceania.
Casteroid come back! We need ya, buddy

Re: [Mod]CMod - An SE gameplay mod
Posted: Sun May 14, 2023 7:29 pm
by Tartannosaur
The additional hex perks and half-track trucks in this mod are amazing. Should definitely be implemented into the core game.
Re: [Mod]CMod - An SE gameplay mod
Posted: Tue Jun 06, 2023 2:24 am
by Catasteroid
Scarf gifted me a copy of Oceania so we're back in business baby, apologies for dropping off the face of the earth in exchange for this gift I'm going to try and bring CMOD into functional condition again along with continuing to probe the extent to which I can add or modify content until I find the hard boundaries. It occurs to me that I may have to make a secondary branch for up-to-date versions of Shadow Empire without the Oceania DLC though I have no idea what percentage of the potential userbase that represents.
Re: [Mod]CMod - An SE gameplay mod
Posted: Mon Jun 19, 2023 6:01 am
by Don_Kiyote
Good to hear it. You have some serious fans here, or your mod does.
I'm away from the game for a while as well, being caught behind a similar issue to yours with my copy of the game. When I start playing again, this mod will be used.
Re: [Mod]CMod - An SE gameplay mod
Posted: Fri Aug 04, 2023 5:10 am
by ValaAssistant
How did you mod in buildable assets? I cant find that anywhere in the S&S editor or the manual
Re: [Mod]CMod - An SE gameplay mod
Posted: Sun Jul 07, 2024 5:47 am
by nscrutable
Catasteroid wrote: Tue Jun 06, 2023 2:24 am
Scarf gifted me a copy of Oceania so we're back in business baby, apologies for dropping off the face of the earth in exchange for this gift I'm going to try and bring CMOD into functional condition again along with continuing to probe the extent to which I can add or modify content until I find the hard boundaries. It occurs to me that I may have to make a secondary branch for up-to-date versions of Shadow Empire without the Oceania DLC though I have no idea what percentage of the potential userbase that represents.
For what it's worth, I play multiplayer without Oceania and I know a couple other people who do the same.
If you want any help with bringing CMod back up to snuff please DM me, I'm a programmer by trade and I'd like to lend a hand if you'd share some context : )
Re: [Mod]CMod - An SE gameplay mod
Posted: Sat Mar 22, 2025 10:36 pm
by Catasteroid
nscrutable wrote: Sun Jul 07, 2024 5:47 am
Catasteroid wrote: Tue Jun 06, 2023 2:24 am
Scarf gifted me a copy of Oceania so we're back in business baby, apologies for dropping off the face of the earth in exchange for this gift I'm going to try and bring CMOD into functional condition again along with continuing to probe the extent to which I can add or modify content until I find the hard boundaries. It occurs to me that I may have to make a secondary branch for up-to-date versions of Shadow Empire without the Oceania DLC though I have no idea what percentage of the potential userbase that represents.
For what it's worth, I play multiplayer without Oceania and I know a couple other people who do the same.
If you want any help with bringing CMod back up to snuff please DM me, I'm a programmer by trade and I'd like to lend a hand if you'd share some context : )
Oh yeah go right ahead, I'm not doing the best job developing it honestly.