Known Issues for Supreme Ruler 2020

Get installation help, discuss issues, and submit bug reports in this section. Take a read through before posting... sometimes your problem may have already been discussed.

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Balthagor
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Known Issues for Supreme Ruler 2020

Post by Balthagor »

The Readme includes the common issues players may encounter but I figured that it would be worth posting a full issues/bug list so that people can check this before starting a new thread. Most of these issues are low priority due to limited game impact.

[Edit 07/15/08 - List now matches Update 2, added unconfirmed issues]
[Edit 09/08/08 - List now matches Update 3, sorry it's taken so long]
[Edit 01/02/09 - updated to latest patch details]
[Edit 02/06/09 - updated to latest patch details]

Unconfrimed issues for 5.5.8

- Defcon stuck after last opponent eliminated (reported in SR2020 5.4.1 only once)
- Potential for Sync errors in MP, possible related to reloading saves, lack of information to confirm.
- trading unit design sometimes does not complete (former SR2020 issue, may now be fixed)
- Maintenance and Training costs may spike in some cases (possible related to large missile inventories)

Known issues for 5.5.8

- Cannot target enemy stuctures unless enemy unit is present in hex
- Cannot target structures if central hub is destroyed.
- More than 6 facilities get build in a hex somehow (rare)
- May find facilities that are offline, cannot be built, cannot be scrapped (rare)
- Death of an ally affects UN relations
- Returning items to queue affects "hold" on wrong line
- If you use the "deploy one missile" on group with pending autodeploy it will deploy the full capacity of the unit.
- In certain situations a savegame may reload as player "United Nations" (simply quit game then reload to fix)
- Units will not indirect fire on UN hexes even if enemy units present
- Boats will sometimes refuse to fire missiles if not moving.
- Spies affected by low military initiative, may cause incursions
- Latest NVidia driver flaw may cause visual glitches (roll back to July driver usually fixes)
- If player "lost" from MP lobby region assigned cannot be given to another player without recreating lobby
- Map not centered on capital when reloading from non-standard zoom
- Offers < 100,000$ do not unhide equalize on opposite side.
- Tankers may give away fuel without keeping sufficient reserves to be sure they can get home.
- Tech level notification missing if archived through tech project bump bonus.
- Unit models seen below buildings while moving. (only one report, visual only)
- Satellite construction costs missing from surplus/deficit calculations
- Some map errors for two facilities in same position or more facilities than supported by resources
- Population dispersion not always balanced
- Add/Remove by Type/Class has some inconsistent selection rules
- Some issues with orders and actions over international dateline (world seam)
- Missile Stock count may display wrong in some cases
- Transport unit responses may fail in some cases
- Unable to change to dictatorship after democratic loss with sufficient military approval
- UN Treasury negative in some cases
- "Attack" advanced order functions in a limited capacity
- CTD may occur if alt-tab during game launch
- Some Techs not functioning as intended (effects missing)
- Boats do not let go of transport orders when target's orders change
- Qty available for bulk sales reports as more than actual stock in some cases
- AI may not properly value techs being offered/requested as part of certain negotiations
- Tooltip for Unit Command department of "deploy" button on reserves list should say "No Unit Selected"
- Closed migration system not properly closed at times
- Aircraft rebasing not always functioning as intended
- Getting individual transit treaties does not make the "full transit" treaty mark as signed
- Jump button "Go to Reserves/Production" does not set the matching land/air/sea branch automatically
- Can trade unit designs with non-tradable prereqs. Should not be allowed
- Religion totals not always = 100% and not updated for territory gained/lost
- One transport unit sent for every transport order issued (instead of fully loading large transports)
- List boxes disappear when mouse at bottom sometimes (need to scroll up)
- Region does not reset AI initiative to full when Multiplayer client leaves
- Hotkeys can be triggered while on the "load" page of Esc menu.
- Right Click menus sometimes appear off side of screen
- Units added to Queue are sometimes added in the middle.
- When setting a rally point the target hex becomes selected
- Piers sometimes build facing a land hex (visual only, boats still move in/out)
- Some conflicts between "right click build" and GUI build screens
- Lack of loyalty in a hex not stopping player from using "destroy" command
- Some city names incorrect
- Non-Amphibious ships may respond to amphibious transport order
- Loading amphibious units to amphibious ships without using a pier may cause ship to return to base.
- Air Fields can be deactivated where Fabrication is still online.
- Stand off units won't move into ZOC of enemy units that are out of supplies
- Artillery do not fire on landed aircraft (unless land/naval units are in the same location)
- Changing the "unload" order target not applied if passes over original destination
- Some facility - complex relationships not fully supported.
- Email for "research completion" may report incorrect research slot count
- "Bordering Region" indication may report incorrectly if open while working on main map

We will try to update the list when each new update is released. If you have any information on unconfirmed bugs please let us know or find the appropriate thread and add to the conversation. Thanks.
Last edited by Balthagor on Jul 03 2008, edited 1 time in total.
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Post by Inego »

This list of issues requires a big team to make fixes! Or it will take much time in case of a small team... :-(
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Balthagor
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Post by Balthagor »

That's 51 things. Update 1 on my 'bugs list' fixed 48 things...

Not saying we can fix them all for update 2, but there are a lot of small items on this list and lots of minor issues.
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Post by Inego »

That's cool!
I believe in you, Battlegoat!
I feel the game is great and worth money I paid for it, and wait for the second update.
hammer
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Post by hammer »

I was wondering when will multiplayer saves be available? And the save game issues resolved? :) Because now its kinda pointless to play multiplayer ... without savegame....
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Post by Balthagor »

We don't make predictions on when certain things will be done, when we do and miss the dates we get yelled at ;)
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hammer
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Post by hammer »

Yup sorry about that :) forgot that dates and programmers do not co-exist :) Still ... great game keep up the good work :)
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Encouragement

Post by Ahamas »

I know this won't be easy, but like someone already said: THIS IS A GREAT GAME AND GAME CONCEPT. I will continue to invest in this for as long as it takes. Keep up the good work. Thanks for what you've done already.

Peace,

Ahamas
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Post by Winnuting »

Hi.

I am little curious about the bug - Reloading savegame in some circumstances makes "No Nukes" setting = yes.

With the fix will we be able to turn nuke back on in our games or will we have to start again to have nukes?

Thank you.
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Post by Balthagor »

Until we know what is causing the bug I can't even make a guess at this...
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Post by KcDredd »

Hi, can anyone confirm or deny the bugs i've described here?
http://www.bgforums.com/forums/viewtopic.php?t=10412
especially the research issue. Thanks
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Post by Balthagor »

I have not yet had a chance to investigate those bugs, I'm working on a few other areas at the moment.
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Post by KcDredd »

Ok, we will be patient :) And what about the research, the pop-up window that appears over a queqed research does not show the project effects, there is only blank space where it schould be
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Post by Balthagor »

Some projects have no effects. If the tech has an effect, it is shown, no one has reported a bug there. And we won't be constantly updating the progress of individual bugs, we will work to complete updates and when done we will post the updated and information about what it fixes.
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Post by MichiD »

I believe he means when the research is already in the queue.
Doesn't show the effects for me either.
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