Update 7 Announcement

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George Geczy
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Update 7 Announcement

#1 Post by George Geczy » May 14 2010

The Update 7 installer is just in final testing and will be available very shortly.

Important things to note about Update 7:

This is not your 'typical' type of update. We've made some changes that unbalance some other features, and we've tossed in a few things in the 'experimental' department. Because of this, Update 7 will not be an "automatic" update that happens during installation or the 'Check for Updates' process. Instead, you will have to manually download it from a download link.

There's also some areas that have not been as fully tested. For instance, Multiplayer has received only limited testing for this update and may be subject to "regression" bugs. If any serious bugs are identified then we will attempt to fix them and post a new version of the update.

Finally, the update is available for Supreme Ruler: Global Crisis and Supreme Ruler: Gold.

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Re: Update 7 Announcement

#2 Post by George Geczy » May 14 2010

Update 7 Changes List:

(Version Number 6.7.63)

Significant Changes:
- Added 'LOAD UNIT' command, transport will load any units in its zoc
- Air units in overstacked airstrip will look for alternate airstrips
- Non-Tradable Techs are now enforced (ie units with non-tradable prereqs)
- Added 'Diplomatic Alignment' effects when treaties signed/cancelled
- Add ability to turn Third Party Diplomatic Alignment effects on/off
- Surrounded cities are now blockaded and lose their supply level
- Equipment List: Infantry Units re-balanced (less engineer-rush etc)
- Equipment List: Garrison movement rate set to 0
- Adjusted AI Response code; New AI capabilities and responses added
- Added “Move at Common Speed” order modifier (hotkey “Ctrl” when issuing orders)

Other Changes/Fixes:
- When a center upgrade destroyed, all nodes are now also destroyed
- When base in enemy ZOC it goes "lockdown", no auto unit landing/reserve
- Upon Surrender units remain in Reserve (Garrisons too); constr queue kept
- Units should now land properly at a just-surrendered airfield
- 'OnePerHex' now enforced for airport/seapier/barracks
- Fixed Save-game file size issue (files now much smaller)
- Optimized memory use of save-file compressor
- Improved performance of Pathfinding code by 35%, reduced memory usage
- Improved map performance by moving unit texture loads to background thread
- Changed order-id sequence code to resolve possible multiplayer/mt sync prob
- Fixed bug where scrapping river city node also scraps roads in hex
- Idle (circling) air units now respond to Unit Requests & Hotspots
- Fixed (hopefully) final issues with pathing lines not showing for off-map dest
- Extra Garrisons on a fully-garrisoned hex are now disbanded
- Air units will better disburse to available carriers
- Resolved MP lobby sync issue when switching between saved and scenario lists
- Diplo trades use removehex/newlocation properly; mp sync & 'ghost dmg' bugs
- Fixed in-flight missiles not getting saved properly
- Units that are marked as Favorites will show even if obsolete or replaced
- Fixes to LOADUP order to not leave some potential units unloaded
- Corrected a targetting/visibility bug where long range fire opps were missed
- Corrected a case where unit opportunity fire set not used in missile firing
- Indirect damage of multiple units in hex no longer drops below 50% in stacks
- Full Equipment name is now shown for units
- Removed 'Missile Storage Limit Exceeded' maintenance cost penalty
- Add Language Selector to Game Options (requires restart)
- AI Regions will accept treaties and alliances less easily
- Fixed issue with 'bordering' not always properly set

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Re: Update 7 Announcement

#3 Post by George Geczy » May 14 2010

Here is the download link...

http://www.battlegoat.com/downloads/SR2 ... 6.7.63.exe

This update will work for any prior version of either:
- Supreme Ruler 2020: Global Crisis
- Supreme Ruler 2020: Gold

Enjoy !!!

- The BattleGoats

[Edit: Please grab the hotfix below, fixes some units missing their 3D models]
U7-Hotfix1.zip
(3.72 KiB) Downloaded 3520 times
[Edit: for Spanish versions/Para Espanol]
6.7.63.Hotfix2.zip
(38.74 KiB) Downloaded 1048 times
[Edit: for German versions/für deutsche Version]
[Edit: fixed the hotfix. Sorry!]
6.7.63-hotfix3 Ver2.0.zip
(1017 Bytes) Downloaded 569 times

Eldin
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Re: Update 7 Announcement

#4 Post by Eldin » May 14 2010

Downloading now! Looking forward to it!! :D

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Re: Update 7 Announcement

#5 Post by trebor » May 14 2010

Love the 'load unit' command for sea transports, makes things 100x less tedious.

Great work, now to play around some more. :D

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Re: Update 7 Announcement

#6 Post by Rhyus » May 14 2010

Nice one thanx for this guys realy looking forward to trying this :D :D :D

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Re: Update 7 Announcement

#7 Post by Ruges » May 14 2010

One thing I am suprized not to see in the list is added more tips of the day. Balth is just so proud of his tips of the day.

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Re: Update 7 Announcement

#8 Post by Balthagor » May 14 2010

too little time, too many things to do.

It was on my list to add more :D
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Re: Update 7 Announcement

#9 Post by Joubarbe » May 14 2010

Hi,

The "load troops" function doesn't work here. After I gave the order, a black little square appears saying "load troops" and nothing more happens. (I've set the game in french)

EDIT : Or I don't know how to use it...
EDIT² : In fact, nothing happens. I order "load units", planes are coming, flying around and doing nothing :(

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Re: Update 7 Announcement

#10 Post by Draken » May 14 2010

Downloading... Lots of interesting changes!
Violence is the last refuge of the incompetent.
Isaac Asimov, Salvor Hardin in "Foundation"
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Si vis pacem, para bellum
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It is hard to free fools from the chains they revere.
Voltaire

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Re: Update 7 Announcement

#11 Post by Ruges » May 14 2010

Gota say I am liking the changes so far. Anouther change you guys forgot to mention is the AI will now use captured units. (before any units the AI captured would sit idle). heres a pic of the AI US attacking the AI Mexico using my mod.
Attachments
US attacking Mexico.jpg

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Re: Update 7 Announcement

#12 Post by Rhyus » May 14 2010

Nice thats the first time i have seen the AI fight AI like that

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Re: Update 7 Announcement

#13 Post by George Geczy » May 14 2010

The "load troops" function doesn't work here
This is how the "LOAD UNIT" command functions:

1) Select the transport unit (air transport, naval transport, etc)

2) Give it the "LOAD UNIT" command (for example, pick "LOAD UNIT" on the command orders list and click the execute order button).

3) The transport unit will attempt to load as many cargo units as it can fit from its hex and its zone of control.

So this command is issued to the transport, unlike the old "LOAD INTO" command that is issued to the unit to be carried (such as an airborne).

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Re: Update 7 Announcement

#14 Post by George Geczy » May 14 2010

A couple of additional notes regarding the Update 7:

- Equipment list changes (such as Garrisons not moving, and the re-adjusted unit strengths/build times, and other fixes) only apply to new games (new Campaigns and most new Scenarios). They will NOT be reflected in any saved games you load. They are also not reflected in "set piece" scenarios such as German Advance and Kashmir.

- The new "Third Party Relations" diplomacy feature (which Chris will describe in a separate post in the next few days) is by default "ON" for new games, but "OFF" for saved games. For New games the setting is in the Scenario settings pages, and for all games it can be changed on the CTRL-SHIFT-S Game-Settings popup.

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Re: Update 7 Announcement

#15 Post by catatonic » May 14 2010

George Geczy wrote:
The "load troops" function doesn't work here
This is how the "LOAD UNIT" command functions:

1) Select the transport unit (air transport, naval transport, etc)

2) Give it the "LOAD UNIT" command (for example, pick "LOAD UNIT" on the command orders list and click the execute order button).

3) The transport unit will attempt to load as many cargo units as it can fit from its hex and its zone of control.

So this command is issued to the transport, unlike the old "LOAD INTO" command that is issued to the unit to be carried (such as an airborne).
Does this mean that "LOAD UNIT" will allow me to load hand-held ATs and other relatively immobile land units into Heavy Supply trucks and other land transport units, in order to quickly transport them?

You already have a fairly effective "Sea Transport" and "Air Transport" order, but there is a strong need for an equally effective "Land Transport" command or some sort of substitute.
"War is merely the continuation of politics [diplomacy] by other means"
General Carl von Clausewitz - 1832

"Defense: De ting dat keeps de cows off de road."
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