Update 8 Announcement
Posted: Apr 26 2011
Here it is folks - one more bundle of Supreme Ruler goodness: Update 8
Biggest Highlights:
- Rolls out the experimental "Update 7" changes into the core Supreme Ruler engine
- Includes the "Mod Pack" Content
- Adds some new Features & Fixes
- Updates everybody to "Gold", including owners of the original SR2020
Here's the more detailed changelog from Update 6 to Update 8:
New Content
- New "MOD" Scenarios included (20 Scenarios)
- New Units and Technologies added
New AI / AI Improvements
- Improved AI Military Response code / Military actions
- AI better manages air units and Naval invasions
- AI strategies for larger troop concentrations improved
- Better use by AI of unit formations and larger forces
New Features
- Play on as Dictator available when losing an election
- Idle (circling) air units now respond to Unit Requests & Hotspots
- Added 'LOAD UNIT' command, transport will load any units in its zoc
- Air units in overstacked airstrip will look for alternate airstrips
- Air units will better disburse to available carriers
- Added 'Diplomatic Alignment' effects when treaties signed/cancelled
- Add ability to turn Third Party Diplomatic Alignment effects on/off
- Add Language Selector to Game Options (requires restart)
- Surrounded cities are now blockaded and lose their supply level
- AI Regions will accept treaties and alliances less easily
- Equipment List: Infantry Units re-balanced (less engineer-rush etc)
- Equipment List: Garrison movement rate set to 0
- AI will no longer send Command Units on Naval Invasions
Performance Improvements
- Improved performance of Pathfinding code by 35%, reduced memory usage
- Improved map performance by moving unit texture loads to background thread
- Game Performance at highest game speeds improved
Fixes / Improvements
- Fixed Save-game file size issue (files now much smaller)
- Fixed incorrect 'victory' text box when region is defeated
- Fixed possible hang when diplo offer maximize picked but green not poss
- Fixed bug when Fog-of-War turned on after scenario started with it off
- Build-to-Strength on merged units fixed
- Base production queue value reset on owner change (possible bug fix)
- 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 land properly at a just-surrendered airfield
- 'OnePerHex' now enforced for airport/seapier/barracks
- Optimized memory use of save-file compressor
- Changed order-id sequence code to resolve possible multiplayer/mt sync prob
- Fixed bug where scrapping river city node also scraps roads in hex
- Fixed (hopefully) final issues with pathing lines not showing for off-map dest
- Garrisons on a fully-garrisoned hex are now disbanded
- Resolved MP lobby sync issue when switching between saved and scenario lists
- Non-Tradable Techs are now enforced (ie units with non-tradable prereqs)
- 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
- Fixed issue with 'bordering' not always properly set
- Health care rating no longer defaults to 80% on cache creations
- AI Regions will now properly use initial missile stocks
- Changed save buffer size calculation to prevent possible overflow
- Fixed small/rare issue with AI Neutral-Exit of standoff units
- Fixed rare issue with air units looking for landed refueling tankers
- Fixed upgrade and base infrastrure cost over-calculation on multi-nodes
- Deactivated facilities were costing too much maint cost
- Mouse Freeze on Large-Font Windows fixed
Biggest Highlights:
- Rolls out the experimental "Update 7" changes into the core Supreme Ruler engine
- Includes the "Mod Pack" Content
- Adds some new Features & Fixes
- Updates everybody to "Gold", including owners of the original SR2020
Here's the more detailed changelog from Update 6 to Update 8:
New Content
- New "MOD" Scenarios included (20 Scenarios)
- New Units and Technologies added
New AI / AI Improvements
- Improved AI Military Response code / Military actions
- AI better manages air units and Naval invasions
- AI strategies for larger troop concentrations improved
- Better use by AI of unit formations and larger forces
New Features
- Play on as Dictator available when losing an election
- Idle (circling) air units now respond to Unit Requests & Hotspots
- Added 'LOAD UNIT' command, transport will load any units in its zoc
- Air units in overstacked airstrip will look for alternate airstrips
- Air units will better disburse to available carriers
- Added 'Diplomatic Alignment' effects when treaties signed/cancelled
- Add ability to turn Third Party Diplomatic Alignment effects on/off
- Add Language Selector to Game Options (requires restart)
- Surrounded cities are now blockaded and lose their supply level
- AI Regions will accept treaties and alliances less easily
- Equipment List: Infantry Units re-balanced (less engineer-rush etc)
- Equipment List: Garrison movement rate set to 0
- AI will no longer send Command Units on Naval Invasions
Performance Improvements
- Improved performance of Pathfinding code by 35%, reduced memory usage
- Improved map performance by moving unit texture loads to background thread
- Game Performance at highest game speeds improved
Fixes / Improvements
- Fixed Save-game file size issue (files now much smaller)
- Fixed incorrect 'victory' text box when region is defeated
- Fixed possible hang when diplo offer maximize picked but green not poss
- Fixed bug when Fog-of-War turned on after scenario started with it off
- Build-to-Strength on merged units fixed
- Base production queue value reset on owner change (possible bug fix)
- 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 land properly at a just-surrendered airfield
- 'OnePerHex' now enforced for airport/seapier/barracks
- Optimized memory use of save-file compressor
- Changed order-id sequence code to resolve possible multiplayer/mt sync prob
- Fixed bug where scrapping river city node also scraps roads in hex
- Fixed (hopefully) final issues with pathing lines not showing for off-map dest
- Garrisons on a fully-garrisoned hex are now disbanded
- Resolved MP lobby sync issue when switching between saved and scenario lists
- Non-Tradable Techs are now enforced (ie units with non-tradable prereqs)
- 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
- Fixed issue with 'bordering' not always properly set
- Health care rating no longer defaults to 80% on cache creations
- AI Regions will now properly use initial missile stocks
- Changed save buffer size calculation to prevent possible overflow
- Fixed small/rare issue with AI Neutral-Exit of standoff units
- Fixed rare issue with air units looking for landed refueling tankers
- Fixed upgrade and base infrastrure cost over-calculation on multi-nodes
- Deactivated facilities were costing too much maint cost
- Mouse Freeze on Large-Font Windows fixed