Update 3 Changes/Details

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George Geczy
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Update 3 Changes/Details

Post by George Geczy »

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!!!
Last edited by George Geczy on Dec 23 2005, edited 2 times in total.
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George Geczy
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Post by George Geczy »

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.
Last edited by George Geczy on Oct 05 2005, edited 1 time in total.
swatter555
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Post by swatter555 »

You have my personal gratitude, thanks for the hard work guys. This is one awesome game, I hope you guys get rich off of it :)
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Post by benjamingw »

My thanks too!
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tkobo
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Post by tkobo »

Known Issues with this Version
These are things that are NOT fixed yet ?
This post approved by Tkobo:Official Rabble Rouser of the United Yahoos
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Post by BG »

Congrats for the hard work,when is update 4 going to be done? :D :D

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.
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Balthagor
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Post by Balthagor »

tkobo wrote:
Known Issues with this Version
These are things that are NOT fixed yet ?
That is correct, 90 fixed, 11 to go ;)
Chris Latour
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George Geczy
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Post by George Geczy »

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.
The update can be done to any prior version - original, Update 1, or Update 2.

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.
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Post by bergsjaeger »

3 things I knew it be 10m transfer. Don't know how but it was :lol: took me just 30 mins to get. the 2nd :cry: 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.
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bergsjaeger
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Post by bergsjaeger »

I tested the AI's military. :lol: They will come after u now. Now that is great. Like fighting a human in a way.
In war destroy everything even the livestock.
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Balthagor
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Post by Balthagor »

Glad you like it, was that normal or very hard? :D
Chris Latour
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Post by Zworf »

Good job BG,
I'll go Supreme ruling tonight :D
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Post by Journier »

so... whats actually left to fix? lol whens update 4 hah :) j/k

really you guys are doing great with this game,
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Balthagor
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Post by Balthagor »

Why thank you! :D

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.
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bergsjaeger
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Post by bergsjaeger »

:lol: well it was very hard and aggressive. I had to c if the AI changed any :lol: yep the AI has :lol: they were actually beating me.
In war destroy everything even the livestock.
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