Supreme Ruler Remastered
Moderators: Balthagor, Legend, Moderators
-
- Sergeant
- Posts: 18
- Joined: Nov 22 2012
- Human: Yes
Re: Supreme Ruler Remastered
I'm to play this mod in SR GW 10.1.250. Unit with new 3D model and texture looks very nice. Aviation and artillery almost helpless (may be do some rebalance?) - in 10.1.250 AI it enough actively uses. I noticed that West Germany in near 1965-1967 years already have unit of 80-s years level (example tank Leopard-2) without needed technology (may be this is because I play in SR GW instead Cold War version). Start for USA very easy with it's economic power (especially production of Consumer's Goods, Industrial's Goods). Since 2012 (my first experience of play SR game), unfortunately, there are still a lot of problems with AI (special military actions). If the developers shared the source code of the executable file - I think the progress in this area would have been no less than with 3D models of unit. In any case, many thanks for mod!
-
- Warrant Officer
- Posts: 32
- Joined: Nov 15 2013
- Human: Yes
Re: Supreme Ruler Remastered
pls~ strip..
comeback bro
comeback bro
-
- Corporal
- Posts: 5
- Joined: Feb 29 2020
- Human: Yes
Re: Supreme Ruler Remastered
when does the new version arrive?
sorry for my bad english I use google translation.
-
- Sergeant
- Posts: 11
- Joined: Jan 29 2019
- Human: Yes
Re: Supreme Ruler Remastered
Unfortunately it doesnt look like it will! Great work so far though.
-
- Corporal
- Posts: 5
- Joined: Feb 29 2020
- Human: Yes
Re: Supreme Ruler Remastered
Is this mod dead? Does anyone have access to cyrus jackson? modder last entered the forum on December 18, 2019.
sorry for my bad english I use google translation.
-
- Warrant Officer
- Posts: 32
- Joined: Nov 15 2013
- Human: Yes
Re: Supreme Ruler Remastered
We need modder email or something
I can't find him
I can't find him
-
- Private
- Posts: 1
- Joined: May 01 2020
- Human: Yes
Re: Supreme Ruler Remastered
Will this mod sr 2020 gold work
-
- Sergeant
- Posts: 12
- Joined: Feb 06 2020
- Human: Yes
Re: Supreme Ruler Remastered
Do we need an update for this mod or is it still working?
- sparky282
- Colonel
- Posts: 384
- Joined: Dec 31 2011
- Human: Yes
Re: Supreme Ruler Remastered
I would guess it's still working fine after the update you might have to re-install though and rechache as some files will of been overwritten
-
- Corporal
- Posts: 5
- Joined: Sep 08 2019
- Human: Yes
Re: Supreme Ruler Remastered
Hi Micheal Berg. Have you found a solution to the problem?(as when i start a World-2020 game with the USA, i actually start with the Solomon Islands )Micheal Berg wrote: ↑Nov 28 2019Hi Cyrus,Cyrus Jackson wrote: ↑Nov 27 2019 Version 3.0 released! Check the first post for details!
Since some people asked for it. I'm also releasing the DEFAULT.UNIT file used to build the mod. Make good use of it.
You can find it here:
https://mega.nz/#!iNlgxA7I!3GMDl5zhWAPA ... xfUWIw-YEw
Happy gaming everybody.
Thanks for the upload, and especially the Unit-file.
Two thing though, i think the new Insider Build Update (9.1.245) has increased or decreased its country count, as when i start a World-2020 game with the USA, i actually start with the Solomon Islands
Cold War works fine though from what i could tell, but the British Valiant SSN`s sensors are way overpowered - its on par with the Astute Class.
Thanks
MB
I have the same problem
-
- Private
- Posts: 1
- Joined: Jun 15 2020
- Human: Yes
Re: Supreme Ruler Remastered
If you have the newest version,9.2.4, you can switch countries in the load game menu. So start the scenario you want to save the game, go to the main menu > Load game > change the country before loading.legionary wrote: ↑Jun 04 2020Hi Micheal Berg. Have you found a solution to the problem?(as when i start a World-2020 game with the USA, i actually start with the Solomon Islands )Micheal Berg wrote: ↑Nov 28 2019Hi Cyrus,Cyrus Jackson wrote: ↑Nov 27 2019 Version 3.0 released! Check the first post for details!
Since some people asked for it. I'm also releasing the DEFAULT.UNIT file used to build the mod. Make good use of it.
You can find it here:
https://mega.nz/#!iNlgxA7I!3GMDl5zhWAPA ... xfUWIw-YEw
Happy gaming everybody.
Thanks for the upload, and especially the Unit-file.
Two thing though, i think the new Insider Build Update (9.1.245) has increased or decreased its country count, as when i start a World-2020 game with the USA, i actually start with the Solomon Islands
Cold War works fine though from what i could tell, but the British Valiant SSN`s sensors are way overpowered - its on par with the Astute Class.
Thanks
MB
I have the same problem
-
- Captain
- Posts: 102
- Joined: Jun 19 2015
- Human: Yes
Re: Supreme Ruler Remastered
Hi legionary , sorry for the late response. If i can recall i had to re-cache the game and it fixed the problem. I was deeply engaged in a follow on version of the Mod, but it never got released by the author, so the version i have and play is not the one in the links.legionary wrote: ↑Jun 04 2020Hi Micheal Berg. Have you found a solution to the problem?(as when i start a World-2020 game with the USA, i actually start with the Solomon Islands )Micheal Berg wrote: ↑Nov 28 2019Hi Cyrus,Cyrus Jackson wrote: ↑Nov 27 2019 Version 3.0 released! Check the first post for details!
Since some people asked for it. I'm also releasing the DEFAULT.UNIT file used to build the mod. Make good use of it.
You can find it here:
https://mega.nz/#!iNlgxA7I!3GMDl5zhWAPA ... xfUWIw-YEw
Happy gaming everybody.
Thanks for the upload, and especially the Unit-file.
Two thing though, i think the new Insider Build Update (9.1.245) has increased or decreased its country count, as when i start a World-2020 game with the USA, i actually start with the Solomon Islands
Cold War works fine though from what i could tell, but the British Valiant SSN`s sensors are way overpowered - its on par with the Astute Class.
Thanks
MB
I have the same problem
It would have been great to share the version i play with the community as there has been a lot of interest since the authors last posts, but i can not as i specifically gave him the assurance that i will not distribute any of his content without his express consent.
-
- Corporal
- Posts: 5
- Joined: Sep 08 2019
- Human: Yes
Re: Supreme Ruler Remastered
Hi Micheal Berg.Creating a new game cache did not solve the problem - the game freezes for 2-3 hours and that’s all (((Thanks for the advice (
-
- Lt. Colonel
- Posts: 211
- Joined: Mar 23 2019
- Human: Yes
Re: Supreme Ruler Remastered
This mod is really REALLY GREAT!!
To the OP:
First of all, thank you SO MUCH for this mod! it's incredible!
Also thank you so much for uploading the DEFAULT.UNIT file, so that we can manually update the mod by ourselves (if the mod is dead) and revert changes to those stats we don't agree with.
Please, could we have a DEFAULT.UNIT that would allow to have only the 3D models and stick to the original game at the same time??
I don't know if i'm going to be able to do it, but i will try to produce that DEFAULT.UNIT myself, because there are several things i don't agree in the rest of the mod. For example:
MANPOWER:
Reducing the number of units on the game and making them regiment size is a very good idea! This, plus hotspots (they still have issues in the version 9.2.5 that will never be fixed because SRU now is unsupported), could allow us to play closer to the HOI 4 system instead of the hell of a micromanagement that we have now (specially if we want to send units to repair while they are at combat locked from minister ).
But at the moment this mod is unfinished (and probably dead) and only sets 1200 personnel to a few units of infantry, right now 90% of infantry units are batallion size. This means that right now we have a mix of batallion-regiment units that the AI don't know how to handle, so the AI is attacking one of my regiments with one of his batallions suiciding lots of manpower. (I will try to fix this by setting all infantry to 1200 manpower).
Another issue is that actually all tank battalions are 1200 personnel. But tank battalions should remain arount 450 personnel, because one tank regiment has 3 tank battalions, one tank battalion has around 30 tanks. Each tank usually has 5 soldiers. 3 battalions x 30 tanks x 5 soldiers=450. Also, one of the advantages there are tanks in the army is because they have less personnel with more firepower, so tank regiments should be a way of saving manpower.
FACTORY PRICES:
I know it would reduce the number of units in the game, but that should be done alone by time to build and price per unit. Because a poor country should be able to produce a lot of militia and guerrilla units. So, factory prices should remain the same as the original game.
AIRCRAFT STANDOFF-ATTACK CAPABILITY:
Standoff-attack capability in the game is already simulated by air to ground missiles. The only missiles the game doesn't simulate is air to air missiles, which are the low/mid/high air attack stats in the aircraft. I say this because you said that one of the changes in the mod is:
"-Modern planes with standoff weapons/laser-guided bombs have the indirect attack feature. It means they stay at their flying alt when attacking."
That's not necessary to do, because the missiles will keep the aircraft safe at their altitud when attacking ground units. It will only dive down to attack when it doesn't have missiles, which simulates LDGP bombs and strafing.
AA VALUE FOR GROUND UNITS:
"-All ground units except AA had their AA value lowered to 1-3(no more planes getting obliterated by guerilla stacks)."
I don't think that's reallistic, because almost all modern ground units have MANPADS even in the poor countries, modeled in the game by the ground units air attack stat. If the aircraft don't dive down to attack, and attack with standoff weapons (the air to ground missiles that the country can produce), the aircfaft will not be attacked by ground units.
The game already simulates very well the fact that poor countries have lots of MANPADS, that's the reason so many soviet helos and harriers were destroyed in afghanistan war. Ground units obliterating low flying aircraft is realistic, MANPADS are very powerful against low flying aicraft, that's the reason air to ground standoff weapons were invented.
This means that those stats shouldn't have being changed by the mod.
AA FOR SUBMARINES:
"-AA value entirely removed from submarines. They were shooting down patrol planes before."
In real life modern submarines (even ww2 submarines) have AA capability. Modern submarines have AA missiles, modeled in the game by their AA stat. ww2 submarines had an AA gun and could destroy patrol aircraft when the submarine was on surface. This stat shouldn't have being removed.
UNIT NAMES:
"-Lots of typo fixes from the base game, both cities, industrial sectors, and unit names."
It's very nice that you fixed those typos, but i've seen you deleted parts that were ok, for example naming escort ships by "DDG" or "FFG". Now i can't be distinguished which escort is frigate or destroyer.
--------------------
I hope all these critics are taking positively to improve the mod. I think it's a very good graphical mod, impressive HD realistic 3d models that are what this game really needed, instead of the vanilla toy graphics that looked ridiculous sometimes.
The only graphic tweak i would do to this mod is to the unmounted infantry units, because their hands and torso are oversized. Instead of soldiers they looke more like "marvel Hulks" dressed as soldiers (just my opinion, for other people they could be realistic looking). I don't know how to change that, i don't know how to work with 3d graphics.
All the rest of graphics are IMPRESSIVE and really nice, which is the reason i'm going to try to produce a vanilla DEFAULT.UNIT that allows me to play with these graphics and textures. I don't know if i will be able, because i don't have so much experience modding (if someone knows how to do this, please, can you upload such a DEFAULT.UNIT????). I don't know if i can do this, because i can't compare two different .csv files in the software that i currently have.
At least it would be perfect if the creator of this mod, or someone else that knows how to do it, could provide a DEFAULT.UNIT that sticks to the original game and we can play that way with the graphical part that this mod provides.
To the creator, thank you very very much for this mod, i'm very grateful you did such an incredible and impressive nice job
To the OP:
First of all, thank you SO MUCH for this mod! it's incredible!
Also thank you so much for uploading the DEFAULT.UNIT file, so that we can manually update the mod by ourselves (if the mod is dead) and revert changes to those stats we don't agree with.
Please, could we have a DEFAULT.UNIT that would allow to have only the 3D models and stick to the original game at the same time??
I don't know if i'm going to be able to do it, but i will try to produce that DEFAULT.UNIT myself, because there are several things i don't agree in the rest of the mod. For example:
MANPOWER:
Reducing the number of units on the game and making them regiment size is a very good idea! This, plus hotspots (they still have issues in the version 9.2.5 that will never be fixed because SRU now is unsupported), could allow us to play closer to the HOI 4 system instead of the hell of a micromanagement that we have now (specially if we want to send units to repair while they are at combat locked from minister ).
But at the moment this mod is unfinished (and probably dead) and only sets 1200 personnel to a few units of infantry, right now 90% of infantry units are batallion size. This means that right now we have a mix of batallion-regiment units that the AI don't know how to handle, so the AI is attacking one of my regiments with one of his batallions suiciding lots of manpower. (I will try to fix this by setting all infantry to 1200 manpower).
Another issue is that actually all tank battalions are 1200 personnel. But tank battalions should remain arount 450 personnel, because one tank regiment has 3 tank battalions, one tank battalion has around 30 tanks. Each tank usually has 5 soldiers. 3 battalions x 30 tanks x 5 soldiers=450. Also, one of the advantages there are tanks in the army is because they have less personnel with more firepower, so tank regiments should be a way of saving manpower.
FACTORY PRICES:
I know it would reduce the number of units in the game, but that should be done alone by time to build and price per unit. Because a poor country should be able to produce a lot of militia and guerrilla units. So, factory prices should remain the same as the original game.
AIRCRAFT STANDOFF-ATTACK CAPABILITY:
Standoff-attack capability in the game is already simulated by air to ground missiles. The only missiles the game doesn't simulate is air to air missiles, which are the low/mid/high air attack stats in the aircraft. I say this because you said that one of the changes in the mod is:
"-Modern planes with standoff weapons/laser-guided bombs have the indirect attack feature. It means they stay at their flying alt when attacking."
That's not necessary to do, because the missiles will keep the aircraft safe at their altitud when attacking ground units. It will only dive down to attack when it doesn't have missiles, which simulates LDGP bombs and strafing.
AA VALUE FOR GROUND UNITS:
"-All ground units except AA had their AA value lowered to 1-3(no more planes getting obliterated by guerilla stacks)."
I don't think that's reallistic, because almost all modern ground units have MANPADS even in the poor countries, modeled in the game by the ground units air attack stat. If the aircraft don't dive down to attack, and attack with standoff weapons (the air to ground missiles that the country can produce), the aircfaft will not be attacked by ground units.
The game already simulates very well the fact that poor countries have lots of MANPADS, that's the reason so many soviet helos and harriers were destroyed in afghanistan war. Ground units obliterating low flying aircraft is realistic, MANPADS are very powerful against low flying aicraft, that's the reason air to ground standoff weapons were invented.
This means that those stats shouldn't have being changed by the mod.
AA FOR SUBMARINES:
"-AA value entirely removed from submarines. They were shooting down patrol planes before."
In real life modern submarines (even ww2 submarines) have AA capability. Modern submarines have AA missiles, modeled in the game by their AA stat. ww2 submarines had an AA gun and could destroy patrol aircraft when the submarine was on surface. This stat shouldn't have being removed.
UNIT NAMES:
"-Lots of typo fixes from the base game, both cities, industrial sectors, and unit names."
It's very nice that you fixed those typos, but i've seen you deleted parts that were ok, for example naming escort ships by "DDG" or "FFG". Now i can't be distinguished which escort is frigate or destroyer.
--------------------
I hope all these critics are taking positively to improve the mod. I think it's a very good graphical mod, impressive HD realistic 3d models that are what this game really needed, instead of the vanilla toy graphics that looked ridiculous sometimes.
The only graphic tweak i would do to this mod is to the unmounted infantry units, because their hands and torso are oversized. Instead of soldiers they looke more like "marvel Hulks" dressed as soldiers (just my opinion, for other people they could be realistic looking). I don't know how to change that, i don't know how to work with 3d graphics.
All the rest of graphics are IMPRESSIVE and really nice, which is the reason i'm going to try to produce a vanilla DEFAULT.UNIT that allows me to play with these graphics and textures. I don't know if i will be able, because i don't have so much experience modding (if someone knows how to do this, please, can you upload such a DEFAULT.UNIT????). I don't know if i can do this, because i can't compare two different .csv files in the software that i currently have.
At least it would be perfect if the creator of this mod, or someone else that knows how to do it, could provide a DEFAULT.UNIT that sticks to the original game and we can play that way with the graphical part that this mod provides.
To the creator, thank you very very much for this mod, i'm very grateful you did such an incredible and impressive nice job
-
- Corporal
- Posts: 5
- Joined: Feb 29 2020
- Human: Yes
Re: Supreme Ruler Remastered
This is the only file we have. The maker of the mod has not been active since December 18, 2019.Cyrus Jackson wrote: ↑Nov 27 2019 Version 3.0 released! Check the first post for details!
Since some people asked for it. I'm also releasing the DEFAULT.UNIT file used to build the mod. Make good use of it.
You can find it here:
https://mega.nz/#!iNlgxA7I!3GMDl5zhWAPA ... xfUWIw-YEw
Happy gaming everybody.
sorry for my bad english I use google translation.