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 Post subject: Re: Modern World Scenario v0.8d ( Supreme ruler cold war MOD
PostPosted: Feb 20 2012 
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Colonel

Joined: Jul 21 2011
Posts: 456
Location: X:1827 Y:613
I never realised just how much relations with sphere leaders had an effect in game!

I am now playing the non test build version as the UK and am unable to close any kind of deals with India, how like me a decent amount or china, who don't think I am all that bad! They won't even begin to consider having any kind of treaty with me! Its crazy!

Also can't remember if I mentioned this but it is kind of weird how the treaties with Afghanistan go both ways... They should only involve Afghanistan providing transit etc...

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 Post subject: Re: Modern World Scenario v0.8d ( Supreme ruler cold war MOD
PostPosted: Feb 23 2012 
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Corporal

Joined: Feb 23 2012
Posts: 2
Dear Fistalis! I know that question has already been sounded lift excess, but this is the case. Rocket to Russia is really not built if you start the game without units. I have tried in different ways. The only way - is to build another rocket plants (in addition to the 20 that already have with Russia), then we can build a rocket. But those 20 and will stand idle. And even they bear no avail. I suspect - is the fact that in a queue for the construction of the units already are. Please check my problem and tell me how to remove the units are just standing in line to the building?! Why are they necessary at all?


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 Post subject: Re: Modern World Scenario v0.8d ( Supreme ruler cold war MOD
PostPosted: Feb 23 2012 
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General

Joined: Jun 23 2009
Posts: 2491
Location: x:355 y:216
z.i.k.o wrote:
Dear Fistalis! I know that question has already been sounded lift excess, but this is the case. Rocket to Russia is really not built if you start the game without units. I have tried in different ways. The only way - is to build another rocket plants (in addition to the 20 that already have with Russia), then we can build a rocket. But those 20 and will stand idle. And even they bear no avail. I suspect - is the fact that in a queue for the construction of the units already are. Please check my problem and tell me how to remove the units are just standing in line to the building?! Why are they necessary at all?

I don't suggest playing without units in this particular scenario. The staging process I must use to make the rebel factions playable gives the AI time to queue up research/units etc.

Starting without Units with Stuff already in the queue causes this bug, the only 2 options would be to scrap the staging process and make rebel factions unplayable(and remove a few other things that require staging). Or tell people not to use the no units option.

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 Post subject: Re: Modern World Scenario v0.8d ( Supreme ruler cold war MOD
PostPosted: Feb 23 2012 
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Corporal

Joined: Feb 23 2012
Posts: 2
Fistalis,
Units with the game runs pretty slow .. Yes indeed, even if no units to start, then after 3-4 years is one day run for 20-30 seconds - this is not the case. You know the way how to improve performance in the game? I have a i7 2GHz, 8GB RAM, ATI Radeon 6770m.


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 Post subject: Re: Modern World Scenario v0.8d ( Supreme ruler cold war MOD
PostPosted: Feb 23 2012 
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General

Joined: Jun 23 2009
Posts: 2491
Location: x:355 y:216
z.i.k.o wrote:
Fistalis,
Units with the game runs pretty slow .. Yes indeed, even if no units to start, then after 3-4 years is one day run for 20-30 seconds - this is not the case. You know the way how to improve performance in the game? I have a i7 2GHz, 8GB RAM, ATI Radeon 6770m.

20 to 30 second days are the expected performance after a few years. Its a slow paced game. A faster processor would run it faster. There are a huge amount of calcluations that go on for each tic of the clock.. the only way to speed it up is to reduce the number of variables, and or calculations. Its not just units but the amount of countries etc that add to it. For example one of my other mods. State of the Unions.. has the exact same amount of units at start.. but the speed is about 2 or 3x faster because there is only 39 nations.

The only way to improve speed of a particular scenario is a faster processor (one could also alter scenarios by removing units and nations etc to increase speed but that's not possible for this mod since I don't include the source files). If 20 or 30 second days are too slow for you.. chances are you just are not going to like this game, and especially dislike this scenario since it starts with More countries and more units than the default scenarios so is a bit slower.

There is a separate issue which is known as the "Destack bug" Which causes more slowdown than other things.. which is currently being looked at by BG, But nothing can be done to fix it by us. So we will have to wait for update 3 to fix that particular issue. Although I have no way of knowing if your slowdown is being caused by the destack bug or normal increase in calculations.

I have minimized the chances of the destack bug popping up in this scenario but it still can and will show up from time to time. If its normal slow down then again there is really nothing that can be done. If its due the destack bug we should hopefully see it resolved in update 3.

Edit: Almost forgot.. you can turn off fog of war in the game settings.. that removes spotting calculations so should improve speed but makes stealth type units including spies not work as they should.

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my Supreme Ruler Cold war mods Site
Redistribution of my mods is prohibited. By downloading them you agree to not redistribute the file(s) without expressed permission.


Last edited by Fistalis on Feb 23 2012, edited 1 time in total.

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 Post subject: Re: Modern World Scenario v0.8d ( Supreme ruler cold war MOD
PostPosted: Feb 23 2012 
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Brigadier Gen.

Joined: Jan 13 2005
Posts: 569
Location: Washington, DC
Gave this a whirl last night using vanilla, 1949 (USA, sandbox). Just for giggles, set to VH volitility. Did you mod the aggressiveness of the AI? :)

Reason I ask, is the Great People's Invasion of West Germany started about 5 days into the game lol. :D


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 Post subject: Re: Modern World Scenario v0.8d ( Supreme ruler cold war MOD
PostPosted: Feb 23 2012 
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General

Joined: Jun 23 2009
Posts: 2491
Location: x:355 y:216
Aragos wrote:
Gave this a whirl last night using vanilla, 1949 (USA, sandbox). Just for giggles, set to VH volitility. Did you mod the aggressiveness of the AI? :)

Reason I ask, is the Great People's Invasion of West Germany started about 5 days into the game lol. :D


Nope thats just pure coincidence, Only thing you will see playing the vanilla game with this installed is the UI changes. (And a difference in how the AI uses troops if you copy my AI params over the original, but its installed to only effect the modern world scenario by default)

Minor side note: I was cleaning up some files today and finally figured out why russia is starting with alot more units than it should. It was reading the oob for both russia.. and all the individual regions of russia... pretty much giving them 2x the amount of units they should have. This is a major contirbution to russia going broke when it declares war and Mobilizes its whole army :oops: (Theyll still go broke due to Defcon costs but this helps a little lol)

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my Supreme Ruler Cold war mods Site
Redistribution of my mods is prohibited. By downloading them you agree to not redistribute the file(s) without expressed permission.


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 Post subject: Re: Modern World Scenario v0.81 ( Supreme ruler cold war MOD
PostPosted: Feb 24 2012 
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General

Joined: Jun 23 2009
Posts: 2491
Location: x:355 y:216
0.81 Is released see OP for the Changelog.

New UI feature. I was mainly concerned with getting it functional.. and somewhat presentable.. It was a huge pain in the arse.. and if I find the patience ill do the consumption and production ones as well. (I might just add it to the same menu) I'm not exactly happy with the implementation of this UI feature right now. But rather than Delaying the update for who knows how long til I got it to where I wanted it I decided to release it and Fix it later if I find the patience to deal with it.

Let me know what you think of the mouse over pop up aspect. I can always change it to a button that you need to click to open it. Personally I'd like to modify it to be Similar to the bonds menu, as a open sliding deal rather than a pop up that blocks your screen but didn't have the patience to keep poking at it. I still need to fix the bonds menu since it doesn't close when you click map.. and only closes when you choose a different menu. To be fair though.. HAPS modding is kind of like trying to find your way out of a dark cave with nothing but a laser pointer.

As with All UI modifications you will get this menu in all scenarios once you install.

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my Supreme Ruler Cold war mods Site
Redistribution of my mods is prohibited. By downloading them you agree to not redistribute the file(s) without expressed permission.


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 Post subject: Re: Modern World Scenario v0.81a ( Supreme ruler cold war MO
PostPosted: Feb 25 2012 
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General

Joined: Jun 23 2009
Posts: 2491
Location: x:355 y:216
Small update 0.81a Minor UI fixes and modifications.
Import export menu can now be found in the production section on the Last Day trades tab.(since it shows that info as well, and the top import export are based on the last day)
Bonds tab now properly closes.


Attachments:
importexport.jpg
importexport.jpg [ 98.87 KiB | Viewed 282 times ]

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Si vis pacem, para bellum
my Supreme Ruler Cold war mods Site
Redistribution of my mods is prohibited. By downloading them you agree to not redistribute the file(s) without expressed permission.
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 Post subject: Re: Modern World Scenario v0.81a ( Supreme ruler cold war MO
PostPosted: Feb 26 2012 
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General

Joined: Jun 23 2009
Posts: 2491
Location: x:355 y:216
Cleaned up the Import Export Hap a Bit.
It'll be included in the next update but I'm not gonna release a new update just for it. No major change just Cleaned up the looks.
I'll post the updated file for those who want it now, just unzip it and put it in your HAPS folder.
(note you need 0.81a installed before using this)
http://dl.dropbox.com/u/16692168/WMI1.rar


Attachments:
importexport.jpg
importexport.jpg [ 93.38 KiB | Viewed 269 times ]

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Si vis pacem, para bellum
my Supreme Ruler Cold war mods Site
Redistribution of my mods is prohibited. By downloading them you agree to not redistribute the file(s) without expressed permission.
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 Post subject: Re: Modern World Scenario v0.81a ( Supreme ruler cold war MO
PostPosted: Feb 26 2012 
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Corporal

Joined: Feb 06 2011
Posts: 8
Great mod so far! I have a few suggestions:

-If at all possible, there should be some way for Kurdistan to pursue independence.

-According to my research, the PT-91 Twardy and T-72M tanks have roughly the same combat abilities as the modernized T-80s. I've tried to fix it more than once myself, but I'm a modding noob :oops:

-The governments of Congo Dem. Rep., Equatorial Guinea, Angola, Zimbabwe, Cameroon, Uganda, Burkina Faso, Sudan, Chad, Ethiopia, Eritrea, Gambia, Djibouti, Rwanda and Central Africa are in fact dictatorships.

-The flag of Myanmar has been changed. The new flag looks like this: Image

-Since NATO is a military alliance, its members should have formal alliances with each other, or at least line of sight treaties.

-While the SCO and CIS should certainly be included, I'm not sure they're strong enough to warrant mutual defense pacts.

-Poland should be able to build Gawron-class corvettes. Although the Gawron project was cancelled recently (two days ago at the time of this writing), since the cause of the cancellation was financial, it should still be included as an option in case economic factors improve.

That's all I can think of for now. I'll post more suggestions if I have any.


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 Post subject: Re: Modern World Scenario v0.81a ( Supreme ruler cold war MO
PostPosted: Feb 26 2012 
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Joined: Jun 23 2009
Posts: 2491
Location: x:355 y:216
Responses in Red
TwojaMatka wrote:
Great mod so far! I have a few suggestions:

-If at all possible, there should be some way for Kurdistan to pursue independence.Not possible since its an area thats controlled by multiple nations

-According to my research, the PT-91 Twardy and T-72M tanks have roughly the same combat abilities as the modernized T-80s. I've tried to fix it more than once myself, but I'm a modding noob :oops:
I'll look at it but I don't believe thats the case since the T72-M was actually an export variant of the T-72A, Also Its not possible for users to modify this scenario since I don't include the source files

-The governments of Congo Dem. Rep., Equatorial Guinea, Angola, Zimbabwe, Cameroon, Uganda, Burkina Faso, Sudan, Chad, Ethiopia, Eritrea, Gambia, Djibouti, Rwanda and Central Africa are in fact dictatorships.
I'll take a closer look at these and comment more on them elsewhere. (Probably in my forums so this thread doesn't continue to such a huge mess) But Its really a debate of how to Define a democracy. Many of those countries hold elections...(how free the elections are is up for debate) :wink: I do wish Single party democracy was a seperate option.. but its not
-The flag of Myanmar has been changed. The new flag looks like this: Image
Good catch I'll change the flag
-Since NATO is a military alliance, its members should have formal alliances with each other, or at least line of sight treaties.
Formal alliances contain full transit treaties.. which isn't the case with NATO. The only difference between Mutual Defense and Formal alliance in the game engine is that Formal Alliances include Other treaties bundled. Each NATO nation has its own Specific SOFA agreement outside of NATO, there is no Mass Full transit treaties in real life which is why they are mutual defense pacts not full alliances. Its not uncommon to have a NATO nation refuse to allow another NATO nation to use its bases for military actions, which is a dynamic I would like to keep. The LOS treaty can be debated either way, I'll consider adding this to NATO
-While the SCO and CIS should certainly be included, I'm not sure they're strong enough to warrant mutual defense pacts.
I based the CSTO off its charter which includes a stipulation similar to article 5 of the NATO agreement. Any attack on a CSTO country is considered an attack on all. The SCO has some security agreements with the CSTO as well, I'll have to go dig through the actual agreement of the SCO again to figure out why I set it as mutual defense
-Poland should be able to build Gawron-class corvettes. Although the Gawron project was cancelled recently (two days ago at the time of this writing), since the cause of the cancellation was financial, it should still be included as an option in case economic factors improve.
Noted, I don't know if that unit is even in the game at this point, I'll take a look though.
That's all I can think of for now. I'll post more suggestions if I have any.


I appreciate the feed back. Even if I don't implement all of them I certainly want to hear any suggestions people may have. Its always nice to hear someone enjoys the mod, since 90% of the time no one says something unless somethings broken. :lol:

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my Supreme Ruler Cold war mods Site
Redistribution of my mods is prohibited. By downloading them you agree to not redistribute the file(s) without expressed permission.


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 Post subject: Re: Modern World Scenario v0.81a ( Supreme ruler cold war MO
PostPosted: Feb 26 2012 
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Corporal

Joined: Feb 06 2011
Posts: 8
I'll look at it but I don't believe thats the case since the T72-M was actually an export variant of the T-72A, Also Its not possible for users to modify this scenario since I don't include the source files
I misspoke. You are right about the T-72M, but what I was thinking of is the T-72M1Z, a modernized version that is on par with the PT-91. As for the part about my attempts to mod it, I was talking about SR2020.

I'll take a closer look at these and comment more on them elsewhere. (Probably in my forums so this thread doesn't continue to such a huge mess) But Its really a debate of how to Define a democracy. Many of those countries hold elections...(how free the elections are is up for debate) :wink: I do wish Single party democracy was a seperate option.. but its not
Some of them may have been democratically elected, but their leaders can be considered dictators. After all, Saddam Hussein also won a lot of elections :wink: .

Formal alliances contain full transit treaties.. which isn't the case with NATO. The only difference between Mutual Defense and Formal alliance in the game engine is that Formal Alliances include Other treaties bundled. Each NATO nation has its own Specific SOFA agreement outside of NATO, there is no Mass Full transit treaties in real life which is why they are mutual defense pacts not full alliances. Its not uncommon to have a NATO nation refuse to allow another NATO nation to use its bases for military actions, which is a dynamic I would like to keep. The LOS treaty can be debated either way, I'll consider adding this to NATO
I understand. I think LOS is still a good idea since that would make it easier to conduct multinational operations.


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 Post subject: Re: Modern World Scenario v0.81a ( Supreme ruler cold war MO
PostPosted: Feb 26 2012 
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Joined: Jun 23 2009
Posts: 2491
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TwojaMatka wrote:
I'll look at it but I don't believe thats the case since the T72-M was actually an export variant of the T-72A, Also Its not possible for users to modify this scenario since I don't include the source files
I misspoke. You are right about the T-72M, but what I was thinking of is the T-72M1Z, a modernized version that is on par with the PT-91. As for the part about my attempts to mod it, I was talking about SR2020.

That would most likely be covered with the T-72 M2/M3 Model in game.. which is a modernized version of the T-72. Its slightly better than the PT-91 (one point here or there). I could add a separate unit for the m1Z but it would most likely be the same stats as the M2/M3. Only difference would be the name.. so I don't see the point.

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my Supreme Ruler Cold war mods Site
Redistribution of my mods is prohibited. By downloading them you agree to not redistribute the file(s) without expressed permission.


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 Post subject: Re: Modern World Scenario v0.81a ( Supreme ruler cold war MO
PostPosted: Feb 27 2012 
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Brigadier Gen.

Joined: Jan 13 2005
Posts: 569
Location: Washington, DC
Strange issue, playing with this mod. Sandbox, 1949 campaign as South Africa. USSR has invaded West Germany, taken large chunks, etc. Suddenly there is this series of 'city captured/city liberated' messages over Hamburg (had been USSR recap by WGer). Then the UN/diplo message shows "unit complete" then CTD.

Any thoughts?


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