New features

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Zuikaku
General
Posts: 2394
Joined: Feb 10 2012
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New features

Post by Zuikaku »

Hi,

I know this was highly sensitive topic from ancient times ( :lol: ) but can we have a list of new features and improvements that are already implemented (not planned)? I'm specially interested in AI improvements ( like does AI still sends unit to capture unsupplied areas resulting in armies getting stucked in middle of nowhere), loyalty mechanics (saw that this is wastly improved), internal policies etc...

Thank you in advance!
Please teach AI everything!
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Uriens
Brigadier Gen.
Posts: 588
Joined: Oct 05 2005

Re: New features

Post by Uriens »

Or doing proper naval invasions instead of just sending masses of units via merchant marines that get easily picked off by ... anything.
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Balthagor
Supreme Ruler
Posts: 22106
Joined: Jun 04 2002
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Location: BattleGoat Studios

Re: New features

Post by Balthagor »

I've seen a few comments recently on other forums accusing us of reskinning, so I thought I'd work on a bigger list of the features we have so far. This seems like the right thread for it. In my judgment the claim that the game is a "reskin" is pretty weak when compared against this list. These are the new features in SR 2030 as of today. Some of these are small quality of life issues, others are bigger features, but as a total it's a lot.

Carry over from Galactic Ruler development
  • 64 bit
  • DirectX 11
  • UI scaling
  • Border graphics/grid graphics improved
  • VFX (Water, shaders, shots, lighting)
  • 1024 Region Support (all loyalties all the time)
  • Floating Point improvements
  • Expand/collapse indicators for list (visual improvement)
  • Filter by class in command department
  • Nav points system
  • MP chat system rebuilt
  • MP Map ping
  • Savegame list sort option for most recent vs. alphabetical
  • MP stability improvements
  • Updates to colony/partisans/guerrillas system including coups
  • AI Parameters file for how AI's build/use military units improved, still moddable.
  • Trading of Colonies
  • In diplomatic trades, ability to equalize or best offer with any commodity
  • Play as colony
  • Supply chain report for feedback on resources
  • Technology project additional feedback of "leads to" techs
  • Automate Unit option
New development for SR 2030
  • Improved Tutorial system from GR, redesigned from SRU
  • Battlegroup Management popup with filters and auto-creation
  • Battlegroup leaders system
  • Trading Battlezones
  • Search function added to region list in game lobby and in State department
  • Improved AI Pathing, updated theater/battlezone design
  • Terrain system updates, water appearance, tree visuals
  • Bridges visible on map
  • Improved visual of fictional leaders
  • Improved missile management (launch authority control in build, rate of fire)
  • Improved feedback from on map notifications
  • Equipment file combat stats revised, system refactored and new entries
  • Equipment file support for region codes doubled by differentiating upper/lower case letters (B not = b) task 23993
  • Tech projects can have up to 4 effects
  • Rebalanced tech tree with new entries
  • New tech buff system to tie techs to specific unit types
  • Strategic Unit Trading
  • Coups/revolts Phase II
  • Counter Espionage, Cyber attack and Assassinate mission system
  • Rail movement represented by locomotive unit
  • Improved Strategic Deployment system for Mutually Assured Destruction.
  • Unit Upgrades and Unit Refits
  • Naval engineers to build new Oceanic Complexes
  • Change your region's flag
  • Player Renames transmitted in MP games
  • AI build limits so they don't overbuild
  • AI building more facility types incl. transport (but less research centers)
  • AI may break information treaties as relations degrade
  • AI Carrier use
  • AI naval fleets
  • Rationing resources by sector when commodities experience shortages
  • Helicopters can move information
Most of these features are already in the beta. All of these will be in the demo. More features will be added before the final release. The demo will be available during the next Steam Nextfest where everyone will be able to try out the game and the features listed above. Considering what we've seen with some competitors in the genre recently, we wanted to participate in Nextfest to ensure all our users have an option to "try before you buy". There will undoubtedly still be some people unhappy with design decisions we've made, but we're not trying to pull a fast one on our customers. Our goal is to be very transparent about what the game is, and let users decide if it's what they want or not. We're confident there are lots of community members who will really enjoy this new version of a near future Supreme Ruler game.
Chris Latour
BattleGoat Studios
chris@battlegoat.com
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Zuikaku
General
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Joined: Feb 10 2012
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Re: New features

Post by Zuikaku »

Wow, I'we lost hope so far this will be ever answered :D Thank you for shedding some light on this issue!!
Please teach AI everything!
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