Search found 398 matches

by evildari
Jan 23 2020
Forum: General Discussion - SRUltimate
Topic: Hotspots effectiveness
Replies: 4
Views: 77

Re: Hotspots effectiveness

i would use initiative only at "high" (just to prevent the cluttering of auto-hotspots and the issues) depends how large your defense line has to be and your opponents: as with attack the less HS you have the higher the force and almost same important the faster it gets there in force. vs. ai usuall...
by evildari
Jan 21 2020
Forum: Issues and Support
Topic: Resolving Graphics Issues, Alt-Tab, Lockups
Replies: 9
Views: 3560

Re: Resolving Graphics Issues, Alt-Tab, Lockups

in WIN10 try to disable "fullscreen optimization" in the games properties compatibility tab (especially if the game does not run in windowed mode)
maybe this helps some...
by evildari
Jan 21 2020
Forum: General Discussion - SRUltimate
Topic: Hotspots effectiveness
Replies: 4
Views: 77

Re: Hotspots effectiveness

be aware that if you set your AI army initiative to full - they will also automatically set hotspots unless most of the hotspot were chained almost linear, your troops will usually divide (and not conquer) Best way to use hotspot is: 1. if you have a lot of units 300+, for a region you mentioned (ir...
by evildari
Jan 19 2020
Forum: Modding Show & Tell
Topic: [MOD] ColdWarNR - a map mod to reduce MM casualities
Replies: 6
Views: 1364

Re: [MOD] ColdWarNR - a map mod to reduce MM casualities

Not working. If you can upload again I can permanently host if you're willing to allow me to host it on my site. Or, you can host and manage it if you post as an attachment here: https://aeowulf.com/Forum-Game-Mods new link here: https://gofile.io/?c=aaqXI7 you may host it if you like although the ...
by evildari
Jan 18 2020
Forum: Issues and Support
Topic: Bug report - missing tech effects
Replies: 14
Views: 1098

Re: Bug report - missing tech effects

fuel cells: currently most used as air-independent propulsion like submerged or space vessels for small merchant marine ships we might even see sails again, ship-of-the line rather not... nano-weaponry: since i doubt the game can simulate a grey/black goo incident i see it rather as an "upgrade" to ...
by evildari
Jan 18 2020
Forum: Modding Show & Tell
Topic: 3D modelling
Replies: 1177
Views: 197727

Re: 3D modelling

Thank you for your answer and since no good deed goes unpunished, another question: I have a large-scale model , to display it right in the game i would probably need to scale it down to like 0.001 maybe even 0.0001. Is it better for performance to either: 1. scale down (no change in vertices, just ...
by evildari
Jan 08 2020
Forum: General Discussion - SRUltimate
Topic: Looking for some hints and advice for a first "playthrough"
Replies: 28
Views: 861

Re: Looking for some hints and advice for a first "playthrough"

1. do not use theater auto-repair unless you have a huge pile of IG (you see how huge that pile needs to be - you would need depending on damage this amount for at least 20 days) I would suggest scrapping (will give some IG back) some (depends on damage) of your freshly conquered facilities - especi...
by evildari
Jan 07 2020
Forum: Modding Show & Tell
Topic: 3D modelling
Replies: 1177
Views: 197727

Re: 3D modelling

just a question:
is this information on the following wiki entry still up to date and usable:
https://supremeruler.gamepedia.com/Mod_Unit_3D_Meshes
last edit was on 13 June 2017‎

Thank you
by evildari
Jan 07 2020
Forum: Modding Issues & Support
Topic: Background map ratio
Replies: 0
Views: 146

Background map ratio

is there a way to use background maps with another ratio beside 2:1 without being automatically distorted or tiled by the game ?
would like to use a quadratic map (1:1) as painting / navigational help.
by evildari
Jan 05 2020
Forum: General Discussion - SRUltimate
Topic: Looking for some hints and advice for a first "playthrough"
Replies: 28
Views: 861

Re: Looking for some hints and advice for a first "playthrough"

1. a) this behaviour is controlled by setting the unit initiative in the defense dept. - select NONE to remove most of those issues. To be safe (at least for the battlegroups(bg) you like to control manually) go into the units rules of engagement setting and lock the ai out of control. b) i play usu...
by evildari
Dec 28 2019
Forum: Modding Show & Tell
Topic: [UI-mod]easyRecache
Replies: 0
Views: 99

[UI-mod]easyRecache

[UI-mod]easyRecache
for SRU

places an enlarged Force Recache Button in the Sandbox selection menu.

How to install:
place provided .HAPX files in the \Haps Folder and overwrite any files.
by evildari
Dec 28 2019
Forum: Modding Issues & Support
Topic: ME - Battlezone & Theatre fast Painting not working
Replies: 2
Views: 272

Re: ME - Battlezone & Theatre fast Painting not working

k thx for confirming - but the fault was on my sight (literally) - with lower resolution i could identify the separate Theatre & BZ button (thought it was covered in the infoset button)
sorry for wasting your and your team members time!
by evildari
Dec 27 2019
Forum: Modding Issues & Support
Topic: ME - Battlezone & Theatre fast Painting not working
Replies: 2
Views: 272

ME - Battlezone & Theatre fast Painting not working

1. in the mapeditor (game version 9.1.250) the battlezone & Theatre painting with the left mouse does not work anymore. Can we (me) get back the functionality ? 2. Maybe connected with the mentioned issue: filling with new terrain does not copy infoset (if enabled) data like it used to be (very usef...
by evildari
Dec 26 2019
Forum: Modding Issues & Support
Topic: DEFAULT.PICNUMS problem
Replies: 2
Views: 264

Re: DEFAULT.PICNUMS problem

had a similar issue with loading of a custom .terx file both in game and mapeditor a few "solutions" so far: 1. comment out default.terx or replace alload.ini as uriens described , seems to work in game in mapeditor not 2. additionally rename / delete default.terx - this worked quit well (with a cop...
by evildari
Dec 21 2019
Forum: Modding Issues & Support
Topic: Ships not using "faster" naval tiles
Replies: 1
Views: 295

Ships not using "faster" naval tiles

found this issue while modding terrain file and testing a custom map: ships are not using faster (=less movement costs) terrain. Space 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 1 1 0 0 Y 448 0 32 32 Trade Lane 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 Y 352 0 32 32 in my example: i made a several straight lines of ...

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