The Future of Supreme Ruler Development / SR Next Generation

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mattpilot
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by mattpilot »

Whatever the future of SR is, and i hope there is one, i beg that you guys put in units on a 'tier' system. Yes, let countries have their unique name/model for flavor, but essentially country A' MK1 whatevertank should have the same stats as country B's MK1 whatevertank. This is my biggest gripe with the standard game as it is so tedious trying to figure out what is better/worse/more value given the insame number of units.

If it weren't for this mod: viewtopic.php?f=79&t=25932 i wouldn't be playing SR as much as i did.

Thanks ;-)
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Zuikaku
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Zuikaku »

mattpilot wrote:
Apr 04 2020
Whatever the future of SR is, and i hope there is one, i beg that you guys put in units on a 'tier' system. Yes, let countries have their unique name/model for flavor, but essentially country A' MK1 whatevertank should have the same stats as country B's MK1 whatevertank. This is my biggest gripe with the standard game as it is so tedious trying to figure out what is better/worse/more value given the insame number of units.

If it weren't for this mod: viewtopic.php?f=79&t=25932 i wouldn't be playing SR as much as i did.

Thanks ;-)
So what you want is M4A1 Sherman having same stats as T-34/76, Shinhoto Chi-Ha or Pz IVH? Or... khm... Tiger?! Hope they won't do this!
Please teach AI to liberate and colonize instead of only annexing!
mattpilot
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by mattpilot »

It's a global strategy game .. not a tactical battle simulator
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Balthagor
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Balthagor »

mattpilot wrote:
Apr 07 2020
It's a global strategy game .. not a tactical battle simulator
Based on our marketing materials, we claim it's both...
Chris Latour
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Rosalis
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Rosalis »

For a strategy to work or fail you need 2 or more parties that respond to eachother actions. I didnt loose a single war in 5343 hrs SRU so i dont think there is much strategy. The later patches are better, but still its easy to predict whats gonna happen. I agree with mattpilot that on the public arena there is only evildaris mod that reflect some strategy and idea on where to go. Research and units are made simple to understand for the ai, which makes you think more about which way to go to get an edge over the ai.
Cdiplayer
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Cdiplayer »

I'd like to see a few new features, one would be the ability to change flags in game, if the CPU can change flags through events, why can't the player?
I would also like to see the ability to create custom colonies/puppets, like Manchukuo for example. If I am playing the WW1 scenario as Japan, and I get all the way to the 1930s, even if I invade Manchuria, there is no way for me to actually create Manchukuo, because it has no loyalty.
Lastly, and I think this would be the biggest for me at least, the ability to create and research custom units. Superpower 2 and Hearts of Iron 4 both allow this, even if it was rudimentary, with ships for example, you could have a selection of various default pieces, hulls, bridges, superstructures, turrets, guns, etc. and then via the use of an ingame editor you could combine them together, create custom stats (the maximum stats you can give could be based off of the technology you've researched to that point) and then name the custom unit and research it.
evildari
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by evildari »

...custom units:
only total failures like master of orion (1) , master of orion 2, alpha centauri, galactic civilizations 2 and 3 used custom units - did not help them...to get erased from my mind.
I wonder what these kind of games are...
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
Rosalis
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Rosalis »

Country A might not produce tank turrets but NATO is organised in a fashion that every country has their own focus, especially the smaller ones. On the other hand Russia will do what it can to 'protect' their allies, not declaring 4 more wars while it already is out of infantry units and need to be saved by allies if it got any.

To help eachother naval units should be essential in my opinion, but build time takes long and then escorts are easily taken out by a flok of bombers. Since 1 plane counts for 11 or something the AA on ships should be improved i think. Also balance AI between building air production and naval production. The latter one ai doesnt build. There are plenty of future designs, but start of 2020 is pretty poorly and they need to research military techs usually. Which is an exception it seems. Focus seems not research military techs usually. Maybe units can be seen if you need to research 2-3 more techs instead of 1. Maybe that helps AI to research those techs.

Also i dont see this request anywhere so i guess ill 'attack' the devs some more, but if possible pathing of land units should always be prefered over land.

I dont know if this make any sense, but range over land should be increased, alot of times the unit just stay in the same hex after a repair order. The only way to repair is selecting and right clicking the barrack. I noticed the ai seems to suffer this problem as well, but yea they cant manually do it, so its just a sitting duck with AI giving repair order over and over.
dax1
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by dax1 »

I would like to suggest a "flag" for (AI) regions that have no sea or no naval factories to prevent looking for new ships in their tech tree.
Sometimes I see that Switzerland was looking for ships.
Con forza ed ardimento
Felius
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Felius »

What I would really like to see is the AI having better "staying power", so to speak, once it conquers a few neighbors: Right now, the AI conquering anything means it's nearly inevitably going to spiral down into economic doom. It simply doesn't seem to be able to handle the damaged facilities and the extra unit production capacities. Sure, more unit fabrication means stronger armies while its economy lasts (and assuming said fabrications aren't too badly placed, which is not always true), but it also means the economical collapse is going to come even faster. There's little point in a country having 100+ land fabrication factories and who knows how many units if it has 10 trillion in debt and struggling to keep its treasury above triple digits.

Second thing, is of lesser importance, is the AI getting a better handle on low supply areas: Seeing massive lines of empty and fuel-less vehicles (including large numbers of supply vehicles) in the Amazon Forest, while Brazil and Venezuela/Colombia try to fight with each other is rather annoying. Thankfully, the Amazon is basically the only major region that has this issue, but nonetheless, it'd be nice to see it being better able to handle fight nations it share a border with, but said border is composed by vast amounts of nothingness. If nothing else, maybe having it simply avoid no supply (and perhaps too low supply) areas could work, and either treating the border as much narrower as it actually is (only considering the (rail)roads as a viable paths, as those spread some supply at least) and if that's not available, going for amphibious and air invasions instead of trying to force their land units going through no-man's land would be nice.

Even if it's made as DLC/a sequel game, that would be really appreciated.
Rosalis
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Rosalis »

Felius wrote:
Apr 09 2020
What I would really like to see is the AI having better "staying power", so to speak, once it conquers a few neighbors: Right now, the AI conquering anything means it's nearly inevitably going to spiral down into economic doom.
I guess this is a nice way of saying ai only sufffer when it annexes countries, reason 10000001 why red sphere suffers. But hey as long we market the game as strategic i guess devs finds it ok. The economy for AI regions is very easy to fix for devs as player you need to give +200 AI region priorities.

minister instuctions:
decrease social spending
increase revenues
inflantion control
infrastruce
law enforcement

Max spending:
research both bars

lock minister for military spending either give all AI regions medium balance or give the bigger ones max spending.

This will result in all medium to big countries in 1+ trillion teasury and rest have a positive treasury instead of world going bankrupt. You will still need to help China and India with their demand, which gonna fix world economy, but for the rest your good to go. Locking loans for the ai would also be what i do, else its sometimes still very agressive in waisting money on social policies.

This doesnt decrease the number of military complexes tho, so once in a while i stil load up those regions and decrease their capacity if it doesnt effect my gameplay too much else my computer stuggle under air units. Im just happy entrenching for ai works in 9.1.250. This will give more interesting gameplay i find.
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sparky282
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by sparky282 »

Zuikaku wrote:
Apr 07 2020
mattpilot wrote:
Apr 04 2020
Whatever the future of SR is, and i hope there is one, i beg that you guys put in units on a 'tier' system. Yes, let countries have their unique name/model for flavor, but essentially country A' MK1 whatevertank should have the same stats as country B's MK1 whatevertank. This is my biggest gripe with the standard game as it is so tedious trying to figure out what is better/worse/more value given the insame number of units.

If it weren't for this mod: viewtopic.php?f=79&t=25932 i wouldn't be playing SR as much as i did.

Thanks ;-)
So what you want is M4A1 Sherman having same stats as T-34/76, Shinhoto Chi-Ha or Pz IVH? Or... khm... Tiger?! Hope they won't do this!
I can't explain how against this idea I am, I'm sorry but the real world units with different strengths and weakness is 100% why I play this game and if anything I would like to see it expanded upon more.
Saad Salman
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Saad Salman »

Improve diplomacy because AI does not make peace even though their capital sits on my doorstep and please add a feature to annex the hexes I want and colonise or liberate the rest
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milivoje02
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by milivoje02 »

Is there any chance that the size of some units is such that they can be recognized on the map,because it seems to me that the units in the following pictures are very small...They are mainly units from the First and Second World War.
1w.gif
2w.png
4w.png
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Balthagor
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Balthagor »

I believe those sizes where set on purpose to provide a bit of sense of scale (as Nerei said, we've unfortunately applied the rule inconsistently). The last one I remember, that the WWI subs where much smaller and scaled accordingly. To really "fix" this required reviewing all of them and there are over 1000 meshes. It won't be possible.
Chris Latour
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