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PostPosted: Sep 17 2014 
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Supreme Ruler 1936 Version 8.2.1

Changes in this version:


  • Battle for the Atlantic element added (defaults on for 1936/40/41)
  • Tech Tree fixes
  • Equipment list fixes
  • Order of Battle (Units/Equipment) fixes
  • Region data fixes
  • GUI fixes
  • Other minor map fixes
  • Event fixes
  • Resupply value of piers and fields is now cumulative (not 'single maximum')
  • Naval port/piers resupply to water hexes greatly increased; no more 'port penalty'
  • 'Singapore /0 bug' (-ve population when large numbers killed) fixed
  • Improved hex movement / zone of control transit rules
  • Resolve standoff path pause issues on neutral transit hexes
  • Improved first day AI economic decisions
  • OrdersClear now resets fbase/fresv flags, to allow units to re-scan for resupply bases
  • Equipment list: Small village cutoff starts at 50 instead of 1000
  • Ships out of ammo will now return to closest friendly port, not home base
  • Fixed facility-related GUI items (facility strength bars in panels, etc)
  • ~100 new tech entries. Many entries' prerequisites updated
  • New Scripted Events (Change Loyalty, Change Efficiency, Garrisons)
  • Fixed event-related war declarations on colonies
  • Fixed Events re Denmark/Germany 1940
  • New-game land units deployed on water will become merchant marine loaded
  • Fixed issue with Colonize event when colonizing an enemy
  • Graphic GUI (SRBITS) skin support
  • UseVideofix (nvidia video fix) now defaults to TRUE on first install
  • UseHWVertex now defaults to TRUE on first install
  • Support mapgui in .scenario file for specifying default scenario skin
  • Fixed possible hang on building facilities (manual or minister)
  • Electricity stocking issue for purchased stock resolved
  • Support new command line option "-haps XYZ" to set haps directory to \XYZ\
  • Negative Trade bug (when relationships get really bad) fixed
  • Allied Victory no longer requires 'dormant'/exiled regions
  • Espionage Regional Focus can be reset to None/Idle
  • Facility maintenance cost code re-written for inflation/gdp growth/relrate etc
  • Maintenance GUI fixed to reflect correct facility maint cost
  • Tourism and business sectors now urban upgrades, no maintenance cost, no scrap
  • AI in need of product will bug humans less often (unless player sets Trade Rel pri)
  • Savegame size optimized for long-term games, less memory used.
  • Missile-build memory now recycled on save
  • Amphibious units will now use Amphibious-landing Merchant Marines
  • Neutral pathing transit rules changed for neutral-exit units (ie dip trade) (experimental)
  • Pathing rules relaxed for merchant marine units (experimental)
  • Sound for bombers vs. aircraft updated.
  • Map fixes to theaters and battlezones

All these features and changes are also in Supreme Ruler Ultimate Early Access.


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PostPosted: Sep 18 2014 
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I see some nice things here...good work! :wink:

*still no SUT though :P

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PostPosted: Sep 18 2014 
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George Geczy wrote:
[*] New Scripted Events (Change Loyalty, Change Efficiency, Garrisons)


What are the events that change loyalty, please?
By the way, I had "beta" checked for SR1936 on steam and couldn't update game before I unchecked beta. Just informing others and letting developers know perhaps beta should be deactivated.
Also you might want to post the changelog on steam as well.


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PostPosted: Sep 18 2014 
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Kristijonas wrote:
George Geczy wrote:
[*] New Scripted Events (Change Loyalty, Change Efficiency, Garrisons)


What are the events that change loyalty, please?
By the way, I had "beta" checked for SR1936 on steam and couldn't update game before I unchecked beta. Just informing others and letting developers know perhaps beta should be deactivated.
Also you might want to post the changelog on steam as well.

Why did you have "beta" checked? Or are you implying that that option is checked by default?

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PostPosted: Sep 18 2014 
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It was not by default, I checked it. :roll: (because [_]B ) Just saying I might be not the only one.


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PostPosted: Sep 18 2014 
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number47 wrote:
I see some nice things here...good work! :wink:

*still no SUT though :P


Indeed, I'm glad they managed to fix the lockups with facility placement and have hopefully got the victory complete condition working. Guess its time to start a new game in the 36 scenario.

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PostPosted: Sep 18 2014 
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Kristijonas wrote:
...What are the events that change loyalty, please?...


I'll have to get this data to the Wiki at some point, but here's a raw data dump;


71
Garrison Add/Remove
Email/News # (optional)
i0: # to add/sub (-8 / 8 to zero/max)
+10 to force active (-18/+18)
i1: 0=hex, 1=bz, 2=th, 3=all
i2: Map x-location
i3: Map y-location

Add or Remove Garrisons to all facilities in specified hex/bz/th/all, for Region.
Use -8 to remove all, +8 to maximize.
Add 10 to make immediate (not build up)
72
Change hex loyalty


i0: (not used)
i1: 0=hex, 1=bz, 2=th, 3=all
i2: Map x-location
i3: Map y-location

Change Loyalty of Hex(s) to otherdbregion if owned by dbregion.. If hex isn't dbregion then ignored.
If dbregion is 0, always set to otherdbregion
If both are 0, then set loyalty to owner of hex.
73
Change Efficiency


ix: 1=Set fx as ABSOLUTE value (otherwise just adjust +/- in float values)
f0: Target Military Efficiency Value
f1: Target Military Morale Value
f2: Military Intel Efficiency
f3: Military CounterIntel Efficiency



74
Adjust Units


i0: Unit Equip ID to affect, 0 for all
i1: 0=hex, 1=bz, 2=th, 3=all
i2: Map x-location
i3: Map y-location
f0: Adjust Efficiency +/-
f1: Adjust Morale +/-
f2: Adjust Experience +/-

Adjust Unit specs in specified hex/bz/th/all for Region
Affects active/reserve/construction

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PostPosted: Sep 18 2014 
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8O Could someone translate, please? Really interested. Want to play a small, expansive country, so loyalty penalties is a crucial point.


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PostPosted: Sep 18 2014 
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It's an event type 72, set your region as per any other event, i2 and i3 are your x,y coordinates. Play with the value for i1 to see what you get.

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PostPosted: Sep 18 2014 
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I'm sorry, I still don't understand :oops:
By the way I have noticed it is now possible to annex puppet colonies without having to break alliance and declare war. This is especially good when I'm playing as Lithuania and want Memel inside of me. (Interesting note: The moment I annexed Memel, my UN status changed from satisfying to delighted, subsidy rate jumped from 0 to 2% and relations with Poland increased. I haven't checked relations changes with others countries, just used Poland to see if there will be any changes.)


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PostPosted: Sep 18 2014 
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• Amphibious units will now use Amphibious-landing Merchant Marines

This should help the AI in actually performing invasions (assuming its building amphibious capable units).
The plans are still in the works for a full naval ai (re)write though, right?


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PostPosted: Sep 18 2014 
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Kristijonas wrote:
I'm sorry, I still don't understand :oops:...

Start a new thread in the modding section if you'd like more help on this.

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PostPosted: Sep 18 2014 
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But I don't need any help with modding, I'm just interested to understand what exactly was changed regarding the 'loyalty system' and 'loyalty penalties' with the new update. Didn't mean to imply something is wrong.


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PostPosted: Sep 18 2014 
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The loyalty model didn't change, we added an event that can be used to change the loyalty of a hex/battlezone/theater.

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PostPosted: Sep 18 2014 
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Oh... I guess I'll postpone my Lithuania AAR until someone mods the penalty out.


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