Shadow Empire - Updated Manual

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

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ledrobi
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Shadow Empire - Updated Manual

Post by ledrobi »

The Shadow Empire manual has been updated to reflect the changes in 1.09.

The Manual is included with your game install and is also available to view here:

https://www.matrixgames.com/amazon/PDF/ ... _EBOOK.pdf

(you may need to refresh/clear cache if you have the link open previously)

See page 352 for Air Forces update.
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Rhylsadar
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RE: Shadow Empire - Updated Manual

Post by Rhylsadar »

Is there a printer friendly manual ?
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BlueTemplar
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RE: Shadow Empire - Updated Manual

Post by BlueTemplar »

Not with Airforces, though I see a printer-friendly "Manual Chapter Airforces.pdf" in the main game folder ?
SundiataWTF
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RE: Shadow Empire - Updated Manual

Post by SundiataWTF »

Any chance of a hardback manual? I would happily pay!
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Clux
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RE: Shadow Empire - Updated Manual

Post by Clux »

ORIGINAL: SundiataWTF

Any chance of a hardback manual? I would happily pay!

Honestly, the game its still being updated and several things have been changed, also the navy its coming later this year which would render the hardback manual outdated
Amateurs talk about strategy. Professionals talk about logistics!
SundiataWTF
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RE: Shadow Empire - Updated Manual

Post by SundiataWTF »

Okay, I'll wait for a stable version and ask again!
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BlueTemplar
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RE: Shadow Empire - Updated Manual

Post by BlueTemplar »

I'm not sure why, considering this, Vic/Matrix went with a PDF ?

PDFs aren't appropriate for electronic documents, and it would have been much better to go with (epub?) (M)HTML (which can be printed too, but also put on a website !), or even with an official, yet community-updated Wiki.
zgrssd
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RE: Shadow Empire - Updated Manual

Post by zgrssd »

ORIGINAL: BlueTemplar

I'm not sure why, considering this, Vic/Matrix went with a PDF ?

PDFs aren't appropriate for electronic documents, and it would have been much better to go with (epub?) (M)HTML (which can be printed too, but also put on a website !), or even with an official, yet community-updated Wiki.
PDF's are literally designed as a electronic document format. It is right in the name - Portable Document Format.
I do not know of many tools that can churn out MHTML from another format, while PDF Creators are commonplace.
And a wiki would need curation. And I doubt Shadow Empire has that kind of fanbase yet.
DW2 Poll:
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BlueTemplar
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RE: Shadow Empire - Updated Manual

Post by BlueTemplar »

That name doesn't contain "electronic" in it - PDFs are mostly appropriate as backups/masters of physical documents
(especially PDF/A, the "archival" sub-format),
but their focus on fixed size pages makes them inappropriate for most electronic documents
(with the exception of slides - themselves originally physically based),
especially these days, with small touchscreens and multimedia.

Another reason is that since PDF is such a complex format, tools able to deal with HTML are indeed *much* more commonplace than for PDFs - in fact pretty much *any* text editor is able to do basic HTML editing !
Way too often the machine-readable data is left out of PDFs, forcing people and companies to rely on Optical Character Recognition to try to extract that data again... tables often being particularly painful to deal with...
Thankfully not the case with this PDF, which has a table of contents and working search, props for that !
(Though some OCR might still have been involved, otherwise, what's up with the weird chapter uPpErCaSiNg when copying chapter titles ?)

BTW, Distant Worlds (another Matrix game), is one example : the in-game Galactopedia [online copy] [relevant discussion, also about the wiki that online copy is hosted on] is a local folder of mht(ml) files.
(Distant Worlds : Universe now also has a similar pdf "EBOOK", and a hardcover version of it, but it might have been added only years later ?)

You're right in that an official wiki would indeed require at least one part-time moderator able to authorize and/or revert modifications...
solops
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RE: Shadow Empire - Updated Manual

Post by solops »

PDFs are easily the best form for manuals short of a printed copy. I avoid games that rely on the on-line wiki type manuals.
BTW, I am getting a 404 error to the manual link.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
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Moat_Man
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RE: Shadow Empire - Updated Manual

Post by Moat_Man »

ORIGINAL: solops
BTW, I am getting a 404 error to the manual link.

Second this. Please fix the link to the manual. Thanks.
Maerchen
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RE: Shadow Empire - Updated Manual

Post by Maerchen »

You will have to log off and on to the forum to get to the updated manual. That's my workaround at least.
The logistics hell this game is IS the fun part! - Maerchen, 2020

The good thing is, we have all the information in the reports. The bad thing is, we have all the information. Maerchen, 2020

Came for SE. Will stay for SE.
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BlueTemplar
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RE: Shadow Empire - Updated Manual

Post by BlueTemplar »

Hmm, nope, both logging off/on and even clearing browser cache didn't help with the 404...
I avoid games that rely on the on-line wiki type manuals.
Distant Worlds's Galactopedia is mht(ml), but is offline (for the official copy that comes with the game at least).
Wikipedia is available in offline versions, and tools like XOWA seem to be able to make available offline any wiki ? (Not even talking about the usual website scrapers...)
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BlueTemplar
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RE: Shadow Empire - Updated Manual

Post by BlueTemplar »

The manual linked from the Matrix file downloads for SE loads, but is an old version :
http://ftp.matrixgames.com/pub/ShadowEm ... 0EBOOK.pdf
Kaspar
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RE: Shadow Empire - Updated Manual

Post by Kaspar »

From the patchnotes: "Also the mm penetration value of gauss/charged gauss has been increased with respectively +25% and +50%."

This is not reflected in the manual.
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deMangler
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RE: Shadow Empire - Updated Manual

Post by deMangler »

I made some notes on the changes from the previous manual so I can pencil-in/add them to my printed copy.

Here they are in case it is helpful to anyone...



A new section has been inserted:
3.1.2. History Classes
If you want the procedural generation system to work optimally do not flag
any of the classes on this page. However if you really want the Planet about
to be generated to have a certain outcome flag the history class you want the
Planet to belong to. You can select multiple flags if desired.
Note that when you flag Survival Stress, especially on larger Planets, you
might end up with a very large amount of Regimes. This might well slow
down AI turn processing speeds.
Note that when you flag Alien Lifeforms you are basically forcing
xenobiological evolution on the Planet. This can sometimes have interesting
and weird, but playable, results. When you combine this flag with a Medusa
Class planet (which already ensures Alien Lifeforms) it will often lead to
extremely large and dangerous wildlife.


...meaning that Planet Setup Options is now 3.1.3 and subsequent changes to numbering in this section.

In the Difficulty Level section (now 3.1.3.3) there is the added...

On hard difficulty all AI forces get +10% combat bonus and +10% movement
bonus. On extreme difficulty all AI forces get +20% combat bonus and +20%
movement bonus.

3.6.5 Strategems, has the amended section:

6 Either the Execute Stratagem button is greyed-out and the reason why
is given above, or all is okay and you can go ahead and play the Stratagem
(on the selected target).
It is also possible to scrap Stratagems to gain Scrap Points, which allow you
to craft Scrap Stratagems. To go to “Scrap Mode” click the so-named button
in the top right. Once in Scrap Mode you can click on the trashcan symbol
overlain on all Stratagems. By doing so you will scrap the Stratagem and
recuperate the Scrap Points indicated. In Scrap Mode the Craft Stratagem
button is also visible on the right side of the tab. Click the Craft Stratagem
button to generate a new Craft Stratagem (and doing so will also get you out
of Scrap Mode and back in regular mode).


The info on fear in the Cultural Adjustment Score (in 5.3.3.1) has been amended to...

Fear helps reduce Unrest, but also limits Population Happiness and Worker
Happiness (less so). It does not impact the Happiness of Workers, since they
are considered to be “Regime employees.”
The Fear Score is also the percentage chance your population will suffer
a 2d10 Happiness reduction as well as your workers suffering a 1d10
Happiness reduction. However if your Autocracy profile is higher than 40
this reduction will be reduced and nullified at Autocracy-80.

There is a new section with info on aliens...

5.4.2.10. Alien Natives
... tables and good info here ...

In section 5.6.4.1. Organizations, the following has been added to tasks the Staff Council can perform...

Customize Formation Type
This task will generate Customization Points. These points can be spent by
calling the directors of the Staff Council and customizing a Formation Type
with him/her.

In section 5.6.10.2, the following has been added...

The higher your Government Profile the more likely it is your Population
will put up with higher taxation levels.

The following has been added to the strategems that can be produced by the Foreign Affairs Council (5.7.3)...

Xeno Diplomat
Xeno Diplomat Team

5.7.7. is now Scrap Stratagems...

During a longer game you can end up with a huge pile of Stratagems.
Some of them you’ll never use and these can be scrapped. When you scrap
Stratagems you’ll gain Scrap Points which you can spend on crafting new
Scrap Stratagems. These Stratagems are procedurally created and every time
you generate one you might well see one you have never seen before. Note
that every time you craft a Scrap Stratagem the price for the next one will
go up.
Also be aware that the maximum Stratagems you can have in reserve is
limited. Stratagems above the count of 300 will be scrapped without you
being asked for your permission. (auto scrapping will favour Stratagems that
have a high double count)

with subsequent renumbering of sections due to insertion.

5.10.2.4 has the amended...

Battle Groups (but not GR equipment) suffer a small penalty on attack values
(due to reduced organisation and to not give the incentive to put too many units
in BGs). Battle Groups need at least 3 subunits to be transferred to be formed.

5.10.3.2 has the addition...

Switching HQs
If you switch an Independent Unit to another HQ this will cause a 30%
Readiness drop for the switched unit.
If you switch an OHQ to another SHQ this causes a 15% Readiness drop
for all OHQ units.


There is the additional section:
5.10.10.3. Manpower Rebates

Trucks / APCs and Recon Buggy Model Types return some manpower back
to SHQ after their deployment from the factory. This models the return
of mechanics, instructors, logistics and factory teams. Thus defacto Trucks
use only 20% of stated manpower, APCs and Recon Buggies only 33%.
This rule also results in less manpower returned on disband and less food
consumption. Militia trucks and buggies do not profit from this rule as they
operate with more troops and retenue. The manpower rebates stated are
averages and dice rolls are made so there might sometimes be less rebate,
especially if you are raising very small quantities of troops.
5.10.10.4. Customising formation types
Your Staff Council has a Customize Formation Types Task. If you allocate
BP to it you’ll start amassing Customization Points. These can be used to
call the Director of the Staff Council and instruct him to customize an
existing Formation Type.
Customization makes it possible to organizationally deviate from the fixed
Formation Types discovered and operationalized by your Staff Council.
Your customization freedom is limited. You will have to think hard about
any customization you’ll want to make as you can only make 1 change at a
time. And at a possibly steep cost in Customization Points.
Both Individual and multi-Unit Formation Types can both be customized. Even
customized Formation Types can be further customized. The latter however
comes at an increasingly higher cost as you’ll customize upon customization.
The player can customize Formation Types by adding Reinforcement Types
to an existing Formation Type. Up to half its current complement counted
in sub-Units can be added. So for example a Formation Type with 1000
Infantry could be customized to get an additional 500 MG, but not 600.
A limitation of this process is that the customization only affects the non-
HQ Units and that you can not add Trucks or APCs to any Formation
Type. However if a Formation Type that you are customizing already has
either Trucks or APCs these will then be increased or decreased if you
added Troops that needed transport. The maximum number of different
Reinforcement Types a Formation Type can have is six.

... and a nice table here...

After you have customized a Formation Type it will appear in your
Formation Types listing and you can raise new Formations based on it. It is
also possible to upgrade on-map Formation Types of the original type to the
customized Formation Type.


5.12.3.7 has the added...

A further negative movement cost modifier is applied for very large vehicles
and tanks. If Size Stat is 6 or 7, like Medium Tanks there will be an additional
+10% move cost modifier. If Size Stat is 8 or 9, like Heavy Tanks there will
be a +20% move cost modifier. If Size Stat 10 or higher, like Monitor Tanks,
will give a +30% move cost modifier.

And there is the added section...

5.12.3.8. Minimum Tech Levels
Some weapon technologies allow heavier variants of weapons or armour.
Some of these have a minimum Regime Tech Level requirement to be
installed in a new Model design.

... and a nice list here...




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