Known Issues for Supreme Ruler 2020 Global Crisis
- Balthagor
- Supreme Ruler
- Posts: 22083
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Known Issues for Supreme Ruler 2020 Global Crisis
The Expansion Pack for Supreme Ruler 2020 contains all fixes made up to 5.4.1 plus a bunch more but there still exist a few quirks in the game. We will be continuing to make additional fixes in future updates.
[Edit: Updated 1/2/2009 for version 6.5.2 and hotfix added]
[Edit: Updated 2/6/2009 for version 6.5.8 and hotfix added]
Unconfrimed issues for 6.5.8
- 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 6.5.8
- 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.
- Some missiles in the late tech tree do not appear in lists as available for research, minister can however research them.
- When setting some victory conditions certain game settings are incorrectly hidden in the lobby - Resolved in Hotfix
- 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.
- Victory Hex indicator may clip with capital star some video cards.
- 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
If you have any information on unconfirmed bugs please let us know or find the appropriate thread and add to the conversation. Thanks.
[Edit: Updated 1/2/2009 for version 6.5.2 and hotfix added]
[Edit: Updated 2/6/2009 for version 6.5.8 and hotfix added]
Unconfrimed issues for 6.5.8
- 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 6.5.8
- 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.
- Some missiles in the late tech tree do not appear in lists as available for research, minister can however research them.
- When setting some victory conditions certain game settings are incorrectly hidden in the lobby - Resolved in Hotfix
- 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.
- Victory Hex indicator may clip with capital star some video cards.
- 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
If you have any information on unconfirmed bugs please let us know or find the appropriate thread and add to the conversation. Thanks.
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- ord4511
- Lieutenant
- Posts: 56
- Joined: Jul 05 2008
- Location: Liverpool, England
Re: Known Issues for Supreme Ruler 2020 Global Crisis
Hi just bought global crisis love the game by the way, but i have a problem not with the game but in the way gamersgate lets you download the game i like to put my downloaded games on to disk so i can have a hard copy and not have to rely on gamersgate staying in business to be able to install the game is it possable to arrange a setup exe instead of a dat file as i work away from home a lot and i like to take my games with me on my laptop and i do not always have an internet connection.
Peace through Conquest
- Balthagor
- Supreme Ruler
- Posts: 22083
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Known Issues for Supreme Ruler 2020 Global Crisis
I'm not familiar with the details of Paradox's GamersGate system, you should post this at the Paradox forum or e-mail GamersGate. It is my understanding there is a way to do what you're asking.
- ord4511
- Lieutenant
- Posts: 56
- Joined: Jul 05 2008
- Location: Liverpool, England
Re: Known Issues for Supreme Ruler 2020 Global Crisis
I managed to figure it out thanks for the reply
Peace through Conquest
-
- Lieutenant
- Posts: 96
- Joined: Aug 16 2008
- Location: Australia
Re: Known Issues for Supreme Ruler 2020 Global Crisis
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-Dare to Know
- Ruges
- General
- Posts: 3408
- Joined: Aug 22 2008
- Location: Nearby, really I'll see you tonight when your sleeping
- Contact:
Re: Known Issues for Supreme Ruler 2020 Global Crisis
You have not added the GC new unit trade bug to the list yet.
- Balthagor
- Supreme Ruler
- Posts: 22083
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Known Issues for Supreme Ruler 2020 Global Crisis
I'll do more of this on Monday when I'm back in the office...
- Ruges
- General
- Posts: 3408
- Joined: Aug 22 2008
- Location: Nearby, really I'll see you tonight when your sleeping
- Contact:
Re: Known Issues for Supreme Ruler 2020 Global Crisis
Ohhh Monday, Pfffff It's Friday, get back to work.
- Joccend
- Lieutenant
- Posts: 61
- Joined: Oct 16 2008
- Location: NJ, USA
- Contact:
Re: Known Issues for Supreme Ruler 2020 Global Crisis
I dont know why it does this... but whenever i minimize or close GC it seems to crash my internet for like 3 seconds then it starts up again. WEIRDNESS!
-
- Warrant Officer
- Posts: 27
- Joined: Dec 21 2008
- Location: Florida
Re: Known Issues for Supreme Ruler 2020 Global Crisis
I dont know if anyone else is experiencing this but for both the game anjd the expansion my state and operations cabinet members no longer have any options to select. I am talking about when you select what your advisors should do but there is nothing there
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- Captain
- Posts: 123
- Joined: Jun 28 2008
Re: Known Issues for Supreme Ruler 2020 Global Crisis
Same here, phew, thought I was the only one. I have done 3 re-installs and still the sameSaga7 wrote:I dont know if anyone else is experiencing this but for both the game anjd the expansion my state and operations cabinet members no longer have any options to select. I am talking about when you select what your advisors should do but there is nothing there
- Joemurder
- Lieutenant
- Posts: 85
- Joined: May 15 2005
- Location: Humboldt, CA
Re: Known Issues for Supreme Ruler 2020 Global Crisis
I also am experiencing the same thing. At first I thought it was a bug until I realized that the priorities for those cabinets were useless. I never set any priorities for those departments in the past, so maybe they were removed for being pointless.Saga7 wrote:I dont know if anyone else is experiencing this but for both the game anjd the expansion my state and operations cabinet members no longer have any options to select. I am talking about when you select what your advisors should do but there is nothing there
Note: found a different post with same issue explained: http://www.bgforums.com/forums/viewtopi ... 49&t=12577
-
- Lieutenant
- Posts: 96
- Joined: Aug 11 2008
- Location: Wonder Lake, IL
- Contact:
Re: Known Issues for Supreme Ruler 2020 Global Crisis
Hey guys, I'm having issues starting the supreme ruler 2020 scenarios from within global crisis. when attempting to launch a game using one of these scenarios it takes me back to the game's main menu after churning on it for a few minutes.... global crisis scenarios launch instantly.
this is on a core i7-920 with 6gb of ram running vista 64...
this is on a core i7-920 with 6gb of ram running vista 64...
- Balthagor
- Supreme Ruler
- Posts: 22083
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Known Issues for Supreme Ruler 2020 Global Crisis
the "No Units" scenarios from SR2020 do not work in Global Crisis. They are redundant since you can use the campaigns with the lobby option of "no units" to do the exact same thing. Will be cleaned up in the next update.
-
- Lieutenant
- Posts: 96
- Joined: Aug 11 2008
- Location: Wonder Lake, IL
- Contact:
Re: Known Issues for Supreme Ruler 2020 Global Crisis
thanks...Balthagor wrote:the "No Units" scenarios from SR2020 do not work in Global Crisis. They are redundant since you can use the campaigns with the lobby option of "no units" to do the exact same thing. Will be cleaned up in the next update.