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GR Tanks and other Stuff

 
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GR Tanks and other Stuff - 9/17/2020 5:13:42 AM   
GazBot

 

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Hello all,

I have a question about GR Tanks.

Two Majors are rocking around with GR Tanks (only in groups of 10). I dont think the game is far enough on for these to have been produced and I am guessing they are the "Docile AI" Fate Card which gives Walkers but this instead gives GR Tanks!!!.

Is this correct? Is this how you get GR Tanks early game???

Also how do you deal with them??? Their Def / Atk Values just seem off the chart - is their any way to deal with them when you have relatively early tech??

Secondly - potentially a bug. I had to disband an SHQ (as I couldnt move the existing SQH due to bad logistics!!!). So I disbanded the SQH and setup a new SQH where it was needed. But the SHQ commander seems to be stuck in limbo.

I can see him in the roster - but he did not go to the reserve pool. He has no command and is not in the reserve pool and he does not come up as an option when making appointments. When the SHQ was disbanded their was a road network tracing back to the capital...

This potentially looks like a bug. Ive just checked and he is still in limbo - its been like this for at least 5 turns....

I guess I should have relived him first then disbanded the SHQ - but thought disbanding the SQH would send him back to the reserve pool....

Cheers

Gaz
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RE: GR Tanks and other Stuff - 9/17/2020 9:06:47 AM   
supswar

 

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Seems like they found them somehow or leftover from the before times. I had a minor with all walkers at game start once.

(in reply to GazBot)
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RE: GR Tanks and other Stuff - 9/17/2020 10:07:37 AM   
DTurtle

 

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Whenever a major first takes control of ruins, they get a reward. This can be money, resources or Galactic Republic era tanks & infantry.

As for dealing with them: They are low in number, so try to surround them and hope for a lucky roll.

As for the SHQ: Disbanding it is never a good idea and probably never solves any problems.
I think there was a bug with the SHQ commander that was fixed in a patch. What version are you playing on?

(in reply to supswar)
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RE: GR Tanks and other Stuff - 9/17/2020 9:08:06 PM   
GazBot

 

Posts: 23
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ahhh - ok thanks for that. That explains where they are coming from.

Unfortunately Im in no position to try surrounding them - as well as the GR tanks they have about a 2:1 numbers advantage as well.....Id potentially be able to do something if he didnt have the GR tanks but they effectively stop me counter attacking.....

bummer......

(in reply to DTurtle)
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RE: GR Tanks and other Stuff - 9/17/2020 11:24:33 PM   
EuchreJack

 

Posts: 45
Joined: 6/9/2020
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Pump up your Soldier recruit numbers from your governor.

I've gotten plenty of nice GR gear from freefolk settlements, including tanks. Every time you claim one, you get free stuff. They tend not to survive very long due to their low numbers, eventually a lucky hit takes them out.

Human wave tactics are your best bet.

But with the SHQ issue, you're probably better off just starting over and expanding quicker. Pump out those soldiers, make many formations, draft your city's populace until you cover the map with your troops. Well, at least for the first few years. Then you'll be the one sporting the GR stuff, since you'll be taking every population center on the map. And then you can fiddle with the logistics issues of keeping them all fed (Supply Dumps, Truck Depots, nationalizing your starting private transportation center, building roads, building farms, building water mines if needed).


quote:

ORIGINAL: supswar

Seems like they found them somehow or leftover from the before times. I had a minor with all walkers at game start once.


That was probably a Rogue AI. They spawn with all GR Walkers. They won't attack until you've gained some tech, just surround them so they can't wander in and take over.

< Message edited by EuchreJack -- 9/17/2020 11:29:56 PM >

(in reply to GazBot)
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RE: GR Tanks and other Stuff - 9/18/2020 12:59:26 AM   
supswar

 

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Joined: 1/8/2016
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They went to war with me pretty quickly I seem to remember. They were pushovers though. I still have a Walker slowly going through mountains to find their base. I see no more units , but the territory is slow moving.

(in reply to EuchreJack)
Post #: 6
RE: GR Tanks and other Stuff - 9/24/2020 4:40:52 PM   
scottrossi

 

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Joined: 6/4/2020
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quote:

ORIGINAL: supswar

Seems like they found them somehow or leftover from the before times. I had a minor with all walkers at game start once.


The minor that's all walkers is actually a rogue AI. It's a pretty challenging enemy early on.

(in reply to supswar)
Post #: 7
RE: GR Tanks and other Stuff - 9/25/2020 1:08:20 AM   
supswar

 

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I had already found a Walker so it wasn't bad at all. Without finding that, i'm sure it would be.

(in reply to scottrossi)
Post #: 8
RE: GR Tanks and other Stuff - 9/25/2020 12:26:50 PM   
Pusteblume

 

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Joined: 6/18/2020
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quote:

ORIGINAL: supswar

Seems like they found them somehow or leftover from the before times. I had a minor with all walkers at game start once.


Those are "surviving AIs" as stated in the handbook:

5.4.2.4. SURVIVING AI

These machines (normally low-level Sentinels) are still under control of an
autonomous AI mind that somehow survived the Dissolution War. This can
be a very tough foe to face early in the game (if many Sentinels survive).
However, due to their programming, they usually only become aggressive
once you reach Tech Level 4. Searching them out might still be a bad idea
though… you never know with ancient machines, right?
Furthermore, when they enter human lands they will kill everybody,
irrespective of whether they are civilians or combatants. Trying diplomacy
with them is completely impossible.

(in reply to supswar)
Post #: 9
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