Update 3 Changes/Details
Moderators: Balthagor, Legend, Moderators
- George Geczy
- General
- Posts: 2688
- Joined: Jun 04 2002
- Location: BattleGoat Studios
- Contact:
Update 3 Changes/Details
Here's the Blurb from the Readme:
Version 4.3.1 (aka "Update 3")
New Mission Included with Update
“Russian Bear†– Defend Moscow and then kill the command unit in St. Petersburg.
New Features
Missile storage limit now a startup lobby option
Unit Roles as subset of ROE (Rules of Engagement) implemented: --- Unit "Target Priority" options based on selected unit roles will allow units to only target certain types of targets.
Land, Air, Sea, Sub, Fortifaction attacks, and allow use of WMD are the 6 options.
Selections are what the unit can attack by default. Fortification attack must be selected by the player or specifically orderd by the player and does not come default selected.
The WMD option works when "autoloading missiles" is selected. This allows a unit to get its own missiles and even select WMD missiles.
Unit roles will allow an air unit with ground and air attack values to ignore ground targets and remain at mid air to engage targets.
Unit roles will allow a land unit to ignore firing on enemy naval units (useful when you are about to take over a region and you are hoping to get their navy).
Fixed Missile Loading/Autoloading issues related to new unit roles. Units can now be ordered to "autoload" their own missles when unit is not at full missile capacity AND based on the selected unit roles as chosen in the units ROE. When autoload is selected and there are available missiles the unit can be ordered to fire missiles and will continue to autoload its own missiles. Autoloading of missiles will start with autodeployed missiles first, then non autodeployed missiles. It will also select missiles with launch authority above missiles without launch authority.
Unit roles can also be adjusted in advanced orders for multiple units at once. To reset unit roles to default chose all land, air, sea, sub types.
Modified feature - you now "choose to accept autodeployed missiles" instead of preventing autodeployed
Game Improvements / Fixes
Display #s of missiles fixed for 65K limit (will disp glitch in saved games created before update 3)
Fixed issue with 'shadow' war status against dead regions
Fixed Load failure from saved missions & custom scenarios
Fixed Tech Tree errors on some technologies
Moved location of files in INI\, TUTORIALS\, LOCALIZE\, and FONTS\ to accomodate localization requirements (future game translations)
Completed and tested all Localization Importers
Fixed rare crash bug with AI counter-offer loop
No longer stay a WM member in 'top level' (world) map
Fixed Repair Rate issue that caused repairs to take 4x longer
"Estimated Price" for manual purchases shows in red if greater than treasury
False data from Mapeditor no longer loaded (Research, Cmd Queues)
Fixed GDP/c 'escape velocity' growth bug
Corrected 'buyingpower' calculation for extended high inflation regions
Added an inflation effect to 'gdpcbase' value (creating longer term inflation effects)
Fixed log output bug on CivApr (Civialian Approval) Target number
Consumers have stronger reaction to very high domestic prices
Corrected bug with 'Agree' Button from Minister Emails
Allow setting of AI difficulty in Multiplayer games
Changed Minister reactions to Raise Prices/Lower Prices priorities
Changed Unit 'out of ammo' return when loaded with missiles instead
Air units no longer change 'home base' as often
Updated code to address Accidental Incursion/War bug
Units will no longer Merge with themselves
Improved & Optimized AI 'unit requested' dispatching/orders
Optimized 'unitorders' process (resulting in less MP (Multiplayer) data traffic)
Destroying/nuking capital no longer wins 'capture capital' games - capital is moved.
Now reporting # of icbm's & nuclear icbms in panels
Adjusted AI HQ dispatch unit quantities, distances adding a greater AI challenge
Demolition capabilities of units now fully supported
Engineers & Demolition now only affect player, not allies/others
Repaired/Improved a number of 'return to base' issues (hopefully!)
Further improved Air unit movement - Escort, Resupply, etc
Fixed missile issues - resetting launch authority, forced base return
Modified use of <1 hex missiles to include ZOC attacks
Air Patrol class no longer suffers effiency loss on patrolling
Units should no longer destack into an enemy zone of control
Artillery no longer fire on air units using indirect arty fire
WM subsidies spread out over time, not lump sum
WM Tech trades more likely
WM will now offer equip & designs for leg-class units
AI regions no longer accepts very long-term paybacks on offers
Low GDP Economies generate a bit more tax income
Domestic Pricing Changes; demand effect, DAR effect
Fixed issues with getting full value for domestic markups
World Market subsidy units no longer auto-deploy
Fixed issue that WM Boycotts only looked at for members - WM now boycotts non members
Military Advisors added as part of WM support
Difficulty changes have greater affect on starting wm approvals
Autosave defaults changed: no client MP autosave; 7 days default for all game types
Fixed bug where war declared against player would lower approvals
Fixed bug regarding loss of reserves when upgrading base size
Fixed bug that electricity imports actually cost many times more
Increased WM cash/product subsidy frequencies; reduced units
Wrong reaction on war declaration by World Market towards regions fixed.
AI no longer accepts repeated offers for the same unit design while time is paused
Fixed missiles lost during campaign transition to new scenario
Launch grids that were not working properly are not functioning
Rebalanced WM subsidy for poor AI regions
Solved price of importing electricity to accurate levels
Reloading a game and switching regions no longer keeps the governemnt type of previous region.
Price now reports for entire missile pack not for one missile
Aircraft trying to reach far destination now rebase
defcon stuck at 3 when not at war fixed
Some equipment file entries adjusted for accuracy
Fixed mission "reload from lobby" problems
Cabinet minister takes action when player agrees to domestic prices too high e-mail
Values check for tech tree benefits
AI deploys missiles for use
Graphics issue frame 3-6, replaced missing Port picture
Solved issue of defcon stuck at 3 when not at war
Europe win no longer becomes North America player in World Map during Campaign carryover.
Grouping regions to WM works again
Player no longer retain WM membership on World map in campaign
Pluton missile and Sub launched nuclear tomahawk missile added
Trident/poseidon/polaris nuclear sub launched damage values corrected
Units of surrendered region no longer remain in play.
Status Line report for Artillery kills show only once
The World Market can no longer be accidentally nuked
Only engineers override "no destroy due to loyalty"
Consumer goods production now remains steady at day end
Launch authority no longer resetting at random
Unit moving when initiative = 0% only happens when individual unit initiative set above "none" in unit ROE
Aircraft can no longer "park" on water
Research no longer lost during campaign carry over
Corrected launch platform type of certain missiles
Aircraft when told to to "fire missile" no longer launch one volley then return home. Entire missile payload is launched before returning home unless unit required fuel.
Fixed tech tree error in Technology Tree PDF
An incomplete custom scenario in custom folder can no longer cause a crash (due to custom groupings)
AI will NOT accept trades in return for money payed back over absurd lengths
Players can now decide to reject a Unification Vote result if not the winner, resulting in a player having to resolve the map through military might.
Unit Improvements
More than 50 new units
Added six (6) new unit pictures
Corrected some unit pictures
Updated various unit stats and specialties
Map Improvements
Corrected Belarus Government type to Communist
Germany Scenario - Austria region - fixed broken river, Hungary research centre named.
Nordic & Europe - Sweden updated units
Africa - S. Afrca updated unit research
Ukraine - Belarus updated unit research
US New York- updated
US Northeast- updated
North America - updated
MidEast - updated
Europe - updated
Oceania - updated
Indomalayan - updated
Korea - updated
British Isles - updated
Canada - updated
France - updated
Russia - updated
World - updated (regional debts removed & production levels adjusted for the year 2020)
Known Issues with this Version
Silos do not respond to ‘autodeploy’ settings – ICBMs must be deployed manually.
Multiplayer Games with a “Unification Vote†Victory type will not end properly if a player rejects the vote result.
Full strength Fusion plants with the Cold Fusion improvement tech do not give the full expected output production.
Saved Campaign games do not load properly from the Scenario Lobby – use the main menu or in-game to load them.
Performance on maps with thousands of units can degrade if Pathing Display option is on (default is on). Shift-P toggles this option.
In a Campaign game level progression, missiles returned from field units are not ‘grouped’, resulting in occasional long lists of available missiles.
If a Peace treaty or Ceasefire is signed while missiles are in flight, the missiles may re-ignite hostilities unintentionally.
Overall Score values are weighted too heavily in some areas such as Research.
Trades of money or goods do not get cancelled when war is declared.
In certain very rare circumstances, enemy units may still deploy from a base after it has been captured.
It is possible to trade “Non-Tradeable†Technologies.
These issues will be resolved in future updates.
Enjoy Update 3!!!
Version 4.3.1 (aka "Update 3")
New Mission Included with Update
“Russian Bear†– Defend Moscow and then kill the command unit in St. Petersburg.
New Features
Missile storage limit now a startup lobby option
Unit Roles as subset of ROE (Rules of Engagement) implemented: --- Unit "Target Priority" options based on selected unit roles will allow units to only target certain types of targets.
Land, Air, Sea, Sub, Fortifaction attacks, and allow use of WMD are the 6 options.
Selections are what the unit can attack by default. Fortification attack must be selected by the player or specifically orderd by the player and does not come default selected.
The WMD option works when "autoloading missiles" is selected. This allows a unit to get its own missiles and even select WMD missiles.
Unit roles will allow an air unit with ground and air attack values to ignore ground targets and remain at mid air to engage targets.
Unit roles will allow a land unit to ignore firing on enemy naval units (useful when you are about to take over a region and you are hoping to get their navy).
Fixed Missile Loading/Autoloading issues related to new unit roles. Units can now be ordered to "autoload" their own missles when unit is not at full missile capacity AND based on the selected unit roles as chosen in the units ROE. When autoload is selected and there are available missiles the unit can be ordered to fire missiles and will continue to autoload its own missiles. Autoloading of missiles will start with autodeployed missiles first, then non autodeployed missiles. It will also select missiles with launch authority above missiles without launch authority.
Unit roles can also be adjusted in advanced orders for multiple units at once. To reset unit roles to default chose all land, air, sea, sub types.
Modified feature - you now "choose to accept autodeployed missiles" instead of preventing autodeployed
Game Improvements / Fixes
Display #s of missiles fixed for 65K limit (will disp glitch in saved games created before update 3)
Fixed issue with 'shadow' war status against dead regions
Fixed Load failure from saved missions & custom scenarios
Fixed Tech Tree errors on some technologies
Moved location of files in INI\, TUTORIALS\, LOCALIZE\, and FONTS\ to accomodate localization requirements (future game translations)
Completed and tested all Localization Importers
Fixed rare crash bug with AI counter-offer loop
No longer stay a WM member in 'top level' (world) map
Fixed Repair Rate issue that caused repairs to take 4x longer
"Estimated Price" for manual purchases shows in red if greater than treasury
False data from Mapeditor no longer loaded (Research, Cmd Queues)
Fixed GDP/c 'escape velocity' growth bug
Corrected 'buyingpower' calculation for extended high inflation regions
Added an inflation effect to 'gdpcbase' value (creating longer term inflation effects)
Fixed log output bug on CivApr (Civialian Approval) Target number
Consumers have stronger reaction to very high domestic prices
Corrected bug with 'Agree' Button from Minister Emails
Allow setting of AI difficulty in Multiplayer games
Changed Minister reactions to Raise Prices/Lower Prices priorities
Changed Unit 'out of ammo' return when loaded with missiles instead
Air units no longer change 'home base' as often
Updated code to address Accidental Incursion/War bug
Units will no longer Merge with themselves
Improved & Optimized AI 'unit requested' dispatching/orders
Optimized 'unitorders' process (resulting in less MP (Multiplayer) data traffic)
Destroying/nuking capital no longer wins 'capture capital' games - capital is moved.
Now reporting # of icbm's & nuclear icbms in panels
Adjusted AI HQ dispatch unit quantities, distances adding a greater AI challenge
Demolition capabilities of units now fully supported
Engineers & Demolition now only affect player, not allies/others
Repaired/Improved a number of 'return to base' issues (hopefully!)
Further improved Air unit movement - Escort, Resupply, etc
Fixed missile issues - resetting launch authority, forced base return
Modified use of <1 hex missiles to include ZOC attacks
Air Patrol class no longer suffers effiency loss on patrolling
Units should no longer destack into an enemy zone of control
Artillery no longer fire on air units using indirect arty fire
WM subsidies spread out over time, not lump sum
WM Tech trades more likely
WM will now offer equip & designs for leg-class units
AI regions no longer accepts very long-term paybacks on offers
Low GDP Economies generate a bit more tax income
Domestic Pricing Changes; demand effect, DAR effect
Fixed issues with getting full value for domestic markups
World Market subsidy units no longer auto-deploy
Fixed issue that WM Boycotts only looked at for members - WM now boycotts non members
Military Advisors added as part of WM support
Difficulty changes have greater affect on starting wm approvals
Autosave defaults changed: no client MP autosave; 7 days default for all game types
Fixed bug where war declared against player would lower approvals
Fixed bug regarding loss of reserves when upgrading base size
Fixed bug that electricity imports actually cost many times more
Increased WM cash/product subsidy frequencies; reduced units
Wrong reaction on war declaration by World Market towards regions fixed.
AI no longer accepts repeated offers for the same unit design while time is paused
Fixed missiles lost during campaign transition to new scenario
Launch grids that were not working properly are not functioning
Rebalanced WM subsidy for poor AI regions
Solved price of importing electricity to accurate levels
Reloading a game and switching regions no longer keeps the governemnt type of previous region.
Price now reports for entire missile pack not for one missile
Aircraft trying to reach far destination now rebase
defcon stuck at 3 when not at war fixed
Some equipment file entries adjusted for accuracy
Fixed mission "reload from lobby" problems
Cabinet minister takes action when player agrees to domestic prices too high e-mail
Values check for tech tree benefits
AI deploys missiles for use
Graphics issue frame 3-6, replaced missing Port picture
Solved issue of defcon stuck at 3 when not at war
Europe win no longer becomes North America player in World Map during Campaign carryover.
Grouping regions to WM works again
Player no longer retain WM membership on World map in campaign
Pluton missile and Sub launched nuclear tomahawk missile added
Trident/poseidon/polaris nuclear sub launched damage values corrected
Units of surrendered region no longer remain in play.
Status Line report for Artillery kills show only once
The World Market can no longer be accidentally nuked
Only engineers override "no destroy due to loyalty"
Consumer goods production now remains steady at day end
Launch authority no longer resetting at random
Unit moving when initiative = 0% only happens when individual unit initiative set above "none" in unit ROE
Aircraft can no longer "park" on water
Research no longer lost during campaign carry over
Corrected launch platform type of certain missiles
Aircraft when told to to "fire missile" no longer launch one volley then return home. Entire missile payload is launched before returning home unless unit required fuel.
Fixed tech tree error in Technology Tree PDF
An incomplete custom scenario in custom folder can no longer cause a crash (due to custom groupings)
AI will NOT accept trades in return for money payed back over absurd lengths
Players can now decide to reject a Unification Vote result if not the winner, resulting in a player having to resolve the map through military might.
Unit Improvements
More than 50 new units
Added six (6) new unit pictures
Corrected some unit pictures
Updated various unit stats and specialties
Map Improvements
Corrected Belarus Government type to Communist
Germany Scenario - Austria region - fixed broken river, Hungary research centre named.
Nordic & Europe - Sweden updated units
Africa - S. Afrca updated unit research
Ukraine - Belarus updated unit research
US New York- updated
US Northeast- updated
North America - updated
MidEast - updated
Europe - updated
Oceania - updated
Indomalayan - updated
Korea - updated
British Isles - updated
Canada - updated
France - updated
Russia - updated
World - updated (regional debts removed & production levels adjusted for the year 2020)
Known Issues with this Version
Silos do not respond to ‘autodeploy’ settings – ICBMs must be deployed manually.
Multiplayer Games with a “Unification Vote†Victory type will not end properly if a player rejects the vote result.
Full strength Fusion plants with the Cold Fusion improvement tech do not give the full expected output production.
Saved Campaign games do not load properly from the Scenario Lobby – use the main menu or in-game to load them.
Performance on maps with thousands of units can degrade if Pathing Display option is on (default is on). Shift-P toggles this option.
In a Campaign game level progression, missiles returned from field units are not ‘grouped’, resulting in occasional long lists of available missiles.
If a Peace treaty or Ceasefire is signed while missiles are in flight, the missiles may re-ignite hostilities unintentionally.
Overall Score values are weighted too heavily in some areas such as Research.
Trades of money or goods do not get cancelled when war is declared.
In certain very rare circumstances, enemy units may still deploy from a base after it has been captured.
It is possible to trade “Non-Tradeable†Technologies.
These issues will be resolved in future updates.
Enjoy Update 3!!!
Last edited by George Geczy on Dec 23 2005, edited 2 times in total.
- George Geczy
- General
- Posts: 2688
- Joined: Jun 04 2002
- Location: BattleGoat Studios
- Contact:
Update 3 can now be obtained by clicking on the "Check for Updates" link from the Supreme Ruler 2010 Windows menu group.
There is also a direct link to download the Update from Strategy First:
http://www.strategyfirst.ca/downloads/p ... -4.3.1.exe
Enjoy.
-- George.
There is also a direct link to download the Update from Strategy First:
http://www.strategyfirst.ca/downloads/p ... -4.3.1.exe
Enjoy.
-- George.
Last edited by George Geczy on Oct 05 2005, edited 1 time in total.
-
- Lieutenant
- Posts: 50
- Joined: Aug 12 2005
-
- Sergeant
- Posts: 10
- Joined: May 13 2005
- tkobo
- Supreme Ruler
- Posts: 12397
- Joined: Jun 04 2002
- Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
-
- Warrant Officer
- Posts: 28
- Joined: Jul 23 2005
Congrats for the hard work,when is update 4 going to be done?
Now a serious question.Are we supposed to install the update 3 upon a fresh from the cd game install or can be done above the update 2?
BTW i did try to install it above update 2 game and when i started(new game not an old save)i had none whatsoever pictures of units and buildings.
Now a serious question.Are we supposed to install the update 3 upon a fresh from the cd game install or can be done above the update 2?
BTW i did try to install it above update 2 game and when i started(new game not an old save)i had none whatsoever pictures of units and buildings.
- Balthagor
- Supreme Ruler
- Posts: 22099
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
- George Geczy
- General
- Posts: 2688
- Joined: Jun 04 2002
- Location: BattleGoat Studios
- Contact:
The update can be done to any prior version - original, Update 1, or Update 2.Are we supposed to install the update 3 upon a fresh from the cd game install or can be done above the update 2?
BTW i did try to install it above update 2 game and when i started(new game not an old save)i had none whatsoever pictures of units and buildings.
Some people have reported that their unit graphics no longer appear properly (instead white blobs appear) after Update 3 is installed. This is not a problem with the update itself; players encountering this should do a full uninstall/reinstall, and if problems persist please see the following thread:
http://www.bgforums.com/viewtopic.php?t=6113
-- George.
- bergsjaeger
- General
- Posts: 2240
- Joined: Apr 22 2005
- Location: Woods Bend, Alabama,USA
3 things I knew it be 10m transfer. Don't know how but it was took me just 30 mins to get. the 2nd no Bi-pedal. Oh well it be there someday. 3rd the Zum's have really been tone down. But with the techs for it hopefully it be kinda like it was. But in all looks great haven't really tried out the new patch yet but will later today.
In war destroy everything even the livestock.
- bergsjaeger
- General
- Posts: 2240
- Joined: Apr 22 2005
- Location: Woods Bend, Alabama,USA
- Balthagor
- Supreme Ruler
- Posts: 22099
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
-
- Captain
- Posts: 103
- Joined: May 07 2004
- Balthagor
- Supreme Ruler
- Posts: 22099
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Why thank you!
I can tell you that some of what we'd like to look at more closely for update 4 are some of the relationships between actions and the in game values. For example, currenlty boycotting someone does not affect their diplomatic/civilian relations. I think we all agree it should. There are plenty of cause-effect ideas that have been suggested since release, we'd like to take the time to incorporate more of these.
I can tell you that some of what we'd like to look at more closely for update 4 are some of the relationships between actions and the in game values. For example, currenlty boycotting someone does not affect their diplomatic/civilian relations. I think we all agree it should. There are plenty of cause-effect ideas that have been suggested since release, we'd like to take the time to incorporate more of these.
- bergsjaeger
- General
- Posts: 2240
- Joined: Apr 22 2005
- Location: Woods Bend, Alabama,USA