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 Post subject: Re: Modern Day Campaign
PostPosted: Jul 18 2010 
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General

Joined: Dec 11 2008
Posts: 2782
Location: Turunmaa/Turunseutu, Suomi
Ninehundred wrote:
"You would have to do the same for all countries, I know much of the nation in the western world, though the Prime Minister or the President/king is not always the one who decides (the most or the most important issuses or what? by what should we definie who was most power?) HUH . + this is a modern day campaign, which I try to keep somewhat up-to-date, so you would have to remember that who has the most power in what country and keep your ears up for any changes."

Sorry but you can't defintely compare an occident monarch with a Président. But its real, most of présidents have less power than their firts ministers, but they are on the gouvernement and they represent the real Leader of their nation and they have real power, not just representative like an occident King.

Présidents can go on G8, United Nations, and most others géo-polotical conferences. They have the power to nuke every country if they whant or start a war. What can do an occident monarch ? Nothing.

Yes, I understand :-) , though I think that all HoS should be treated equally and given the same effort. Should I arrange a short pool on the forums?

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 Post subject: Re: Modern Day Campaign
PostPosted: Jul 22 2010 
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Brigadier Gen.
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Joined: Jun 24 2008
Posts: 516
Location: Empire of the Wolf
Balthagor wrote:
As well as turning queues on/off you can also adjust the quality/quantity and offensive/defensive settings. The design lists are sorted by these settings so whatever is top in that category is what the minister will want to build.


I'm afraid this isn't helping
Due to the large quantities, I'm still letting the AI build my missiles
However, it's still building sub-standard missiles, despite being excluded with my preferred missile being researched and not excluded

The settings I'm using is offensive/quality
Yet it just wants to build the cheapest missile, despite it having less than half the attack power and 1/5 the range of my best missile


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 Post subject: Re: Modern Day Campaign
PostPosted: Aug 06 2010 
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Lieutenant

Joined: Jul 10 2009
Posts: 93
Is there anyway of knowing whether you installed the mod correctly? Like a splash screen or something?

I had to download the zip file since I could download the install pack for whatever reason (more likely a FF issue) and extracted it into the Supreme Ruler 2020 folder yet it didn't ask me to overwrite anything like I had expected it to.

Any indicator in game that would let me know? Sorry to be see dense, I'm not new to modding, just new to SR2020.

Ah yes btw I do have GC expansion.

EDIT: Hate it when this happens. It turns out I was just having trouble with the zip file. The install instructions note that you should put the mod in the folder Supreme Ruler 2020, when in fact you need to put it in the Paradox Interactive folder. If you place it in the SR2020 folder it just creates another folder inside of that folder named SR2020, thus not properly installing the mod. I don't understand why my zip files always act so strangely. This is not the first time I have had this problem with a mod, every mod I have ever played for any game does this to me. Anyways crisis averted sorry for my idiocy. :-)


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 Post subject: Re: Modern Day Campaign
PostPosted: Aug 06 2010 
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General

Joined: Dec 11 2008
Posts: 2782
Location: Turunmaa/Turunseutu, Suomi
start the game, go to single player and then campaign. is there a Modern Day Campaign? can you start it, does it work normally?

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 Post subject: Re: Modern Day Campaign
PostPosted: Aug 12 2010 
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Brigadier Gen.

Joined: Mar 09 2009
Posts: 664
Location: CANZUK Intelligence Service
Ninehundred wrote:
"You would have to do the same for all countries, I know much of the nation in the western world, though the Prime Minister or the President/king is not always the one who decides (the most or the most important issuses or what? by what should we definie who was most power?) HUH . + this is a modern day campaign, which I try to keep somewhat up-to-date, so you would have to remember that who has the most power in what country and keep your ears up for any changes."

Sorry but you can't defintely compare an occident monarch with a Président. But its real, most of présidents have less power than their firts ministers, but they are on the gouvernement and they represent the real Leader of their nation and they have real power, not just representative like an occident King.

Présidents can go on G8, United Nations, and most others géo-polotical conferences. They have the power to nuke every country if they whant or start a war. What can do an occident monarch ? Nothing.

I haven't downloaded this mod yet, but the UK has never had a constitution (the Magna Carta is not a constitution!), it is Europe's only absolute monarchy that has been allowed to be governed by a parliment. Her Majesties other realms however do have constitutions. Elizabeth II is the Head of State of the Commonwealth of Nations, as well as the Commander-in-chief of the Royal Navy. Germany also doesn't have a constitution (the Basic Law again is not a constitution!) and there president only has a cerimonial role, the Chancellor, the leader of the majority party in the Bundestag is the actual leader.


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 Post subject: Re: Modern Day Campaign
PostPosted: Aug 14 2010 
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General

Joined: Dec 11 2008
Posts: 2782
Location: Turunmaa/Turunseutu, Suomi
I am glad to announce that the new version is in a BETA stage. It will feature some new graphics changes(Menus), new units, one new scenario(a no tech scenario similar to the No Tech scenario of the ASW mod), it will also include some minor 'AI' fix, upgraded leaders + pics, upgraded relations + some more. Though, it will not include any leader changes, all leaders are still HoS. Because there have been some discussion about this and Bigwolf has not given all the nessesery research that I said I would need to make a complete change.

I'm thinking of releasing a "light" version of the mod without the new menus as an option, also I think I will release a BETA version next week to gather feedback from before official update release.

here is some screens of the menus.
Image
Image
EDIT: I just finished counting how many units have been added and edited. Right now the statistics stand at 344 edited and 979 new units. There is not that many new units, but instead there has been an fair increase in number of units edited, most notably Air and Naval units. I seek to still to develop the .unit file further :-) .

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 Post subject: Re: Modern Day Campaign
PostPosted: Aug 20 2010 
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General

Joined: Dec 11 2008
Posts: 2782
Location: Turunmaa/Turunseutu, Suomi
Here is the new beta version of the upcoming new update, please give me feedback :-) .
Download v1.41b


This beta, in short, includes 1 campaign, 3 custom scenarios, ~950 new units, ~450 modded units, ~195 new leader pics/leaders(I think), New menus(not 100% complete yet, but waiting for feedback), upgraded parts of the rest of the mod, some bugfixes, etc...
also this new version includes a number of new/edited stuff so, there is little bit more to back up.
Install instructions and possible backup
backup:
You should also backup files that you have moded that may be overridden(not intentionally), but if you do not have a moded game, then the only files that would be overridden would be the \Supreme Ruler 2020\Localize\LOCALEN\Variables.INI and \Supreme Ruler 2020\Localize\LOCALEN\LocalText-TTR.csv files in in the Localize folder. You should also backup;
BKGND.png, Cursors.png, FLAGBITS0.png, FLAGBITS1.png, FLAGBITS2.png, FLAGBITS3.png, FLAGBITS4.png, FLAGBITS5.png, FLAGBITS6.png, FLAGBITS7.png, FLAGBITS8.png, MenunewGC.png, splashbox.png, SRBITS0.png, SRBITS1.png, SRBITS2.png, SRBITS3.png, SRBITS4.png, SRBITS5.png, SRBITS6.png, SRBITS7.png, SRBITS8.png, SRBITS9.png, SRBITSA.png
in the \Supreme Ruler 2020\Graphics\ folder.
\Supreme Ruler 2020\Graphics\Meshes\DEFAULT.PICNUMS, should also be back upped.
or
just Copy the \Supreme Ruler 2020\Localize and\Supreme Ruler 2020\Graphics folders :-)

If this all seems too complicated, then copy all of your supreme ruler 2020 file to a new location and install the mod in the original directory. If then anything goes wrong or you do not wan't the mod you can copy back the supreme ruler 2020 and have your pre-mod installation game back. 8)

Installation
:
1. Extract to your local Supreme Ruler 2020 folder eg. C:\program\Paradox Interactive\Supreme Ruler 2020
2. launch the game and play :-)

This mod is free, can be used it what way suits the user, can be distributed to whom ever/where ever etc... but, the only thing I would ask is that if you use any material from this mod in another mod, you would credit or mention this mod or the author :-)

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 Post subject: Re: Modern Day Campaign
PostPosted: Aug 21 2010 
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Corporal

Joined: Jul 30 2010
Posts: 7
Cool mod.
But i have a problem, i can not see the text from some techs in the research panel.

I play with SupremeRuler 2020 Gold, Update 7 and in German Language.


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 Post subject: Re: Modern Day Campaign
PostPosted: Aug 21 2010 
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General

Joined: Dec 11 2008
Posts: 2782
Location: Turunmaa/Turunseutu, Suomi
Orestes wrote:
Cool mod.
But i have a problem, i can not see the text from some techs in the research panel.

I play with SupremeRuler 2020 Gold, Update 7 and in German Language.

Yes, I have not added support for other languages than English, but now when you mentioned it :-) I will add language support for other languages :-) .
I will upload a hotfix later today containing the file whit the german tech names :-). and I will add more language support in the final release.
Thank you for your feedback !
EDIT:
http://www.filefront.com/17221490/LocalText-TTR.csv - Hotfix
Place the Text-TTR.csv in \Supreme Ruler 2020\Localize\LOCALDE\

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 Post subject: Re: Modern Day Campaign
PostPosted: Oct 31 2010 
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Warrant Officer

Joined: Jul 11 2010
Posts: 36
Thank you so much for creating this mod. This is one of my favorite mod by far.
If you ever get the chance, could you create a shattered world mod?
I could provide you with some leaders if you ever need be.


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 Post subject: Re: Modern Day Campaign
PostPosted: Oct 31 2010 
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Lt. Colonel
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Joined: Sep 12 2010
Posts: 204
Wow, How did I not notice this mod earlier :)
Nice work Hullu! Downloading now...


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 Post subject: Re: Modern Day Campaign
PostPosted: Nov 01 2010 
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General

Joined: Dec 11 2008
Posts: 2782
Location: Turunmaa/Turunseutu, Suomi
please give me feedback, still waiting, mod is still in beta version :-)

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 Post subject: Re: Modern Day Campaign
PostPosted: Nov 01 2010 
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Lt. Colonel
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Joined: Sep 12 2010
Posts: 204
Looking great so far! I've made it to 2014, and the game is running surprisingly well. Did you change AI, because they seem to be a lot smarter about controlling their military size, which helps performance. Also, I'm liking the new units :)
I did notice one small thing, that I have a military tech with no info, and an effect of (null) up +20%. I can look for specifics if you want, as I still have it on my research bar.
Keep up the good work!


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 Post subject: Re: Modern Day Campaign
PostPosted: Nov 01 2010 
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General

Joined: Dec 11 2008
Posts: 2782
Location: Turunmaa/Turunseutu, Suomi
I'm glad you like it :-) ! Yes, the AI has been modded, I have tried to make the AI more "realistic" and perform better landings(not more), use the army better etc.. though I would need feedback on this subject, so that I can better the AI more. I am fairly new to adding techs and that tech is experimental, I tried to add a v-lap similar tech, though failed in this case :roll: , so it is a bug. I strive to "plausible/realistic" results with the units, with more real ranges & values and new units with the same principal.

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 Post subject: Re: Modern Day Campaign
PostPosted: Nov 01 2010 
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Lt. Colonel
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Joined: Sep 12 2010
Posts: 204
I would say the AI is looking pretty realistic. I was playing as the U.S., and sending units to SK as usual. Once they defeated NK, they proceeded into China. I doubt that each of the nation's armies were scripted to do this, but rather the AI was able to think a little differently depending on what their situation was:

On one hand, The SK's were used to having their border so close to them, That they kept a large defense force in their capital. They felt confident that sending out small amounts of technologically advanced units would be enough to hold of the Chinese and the Russians.
The Chinese, however, wanted to crush the SK army as fast as possible, and only kept a few AT units on and around their capital, Sending out at least half their force at SK (the other half being involved in India).
And finally, The Russians, like I do when playing as them, Decided it was too much of a pain to send over their land forces to SK, and instead sent mass groups of aircraft to swarm the Russian-SK-Chinese border.

I'll PM you specific things about the AI as I study them some more :)


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