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 Post subject: Re: Modern World Scenario v0.81b ( Supreme ruler cold war MO
PostPosted: Mar 12 2012 
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General

Joined: Jun 23 2009
Posts: 2491
Location: x:355 y:216
Needed a break from doing Web code so...
0.81b Changelog (3-12-12) 7:00pm CST

  • Did a major revamp of the custom AI params file.

Ya it doesn't seem like much but give it whirl and let me know how the AI uses its units now.

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my Supreme Ruler Cold war mods Site
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 Post subject: Re: Modern World Scenario v0.81b ( Supreme ruler cold war MO
PostPosted: Mar 12 2012 
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Lieutenant

Joined: Aug 08 2011
Posts: 59
Ah, we could all use a better AI. :-)

I am not qualified to judge its performance, but will use it. Thanks.


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 Post subject: Re: Modern World Scenario v0.81b ( Supreme ruler cold war MO
PostPosted: Mar 12 2012 
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Joined: Jun 23 2009
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Location: x:355 y:216
mrusso1983 wrote:
Ah, we could all use a better AI. :-)

I am not qualified to judge its performance, but will use it. Thanks.

I just updated it again.. forgot to include the hotfix so if you downloaded it prior to like 7:15 CST redownload it lol.
Tried to sneak it in before anyone noticed :oops:

Just a reminder. The Custom AI params only effects the modern world scenario unless you copy it from the MW folder over to your INI folder. (back up the original if you do that)

I need to do a recache to fix some of the bad behavior in the cache, (the U.S. has 5 or 6 planes flying back and forth forever :roll: ) but I'll wait til the next full version to fix that.

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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 v0.81b ( Supreme ruler cold war MO
PostPosted: Mar 13 2012 
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Joined: Jun 23 2009
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Location: x:355 y:216
Few more minor tweaks to the AI params today. Not going to give it a different version number.

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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 v0.81b ( Supreme ruler cold war MO
PostPosted: Mar 14 2012 
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Lieutenant

Joined: Oct 04 2011
Posts: 58
there is some sort of a bug
its annoying me and i don t know what is the cause of it
when i chose more than one unit the long green line that appear looks like this

Image

what is wrong
this is the first time
and this started to happen after i installed the game yesterday and its updated to 2,2
and your latest version of the mod


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 Post subject: Re: Modern World Scenario v0.81b ( Supreme ruler cold war MO
PostPosted: Mar 14 2012 
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Sergeant

Joined: Mar 03 2012
Posts: 22
welcome to the developer I have a question.
how to make changes to a file?
I have to put up your flag and the name of the state, but when I am writing in Modern Vorld.svp its name and flag, he does nothing.
Create a new cache does not change either the name of the state and puts the number 000 000 at any point [_]O


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 Post subject: Re: Modern World Scenario v0.81b ( Supreme ruler cold war MO
PostPosted: Mar 14 2012 
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General

Joined: Sep 15 2011
Posts: 1300
Location: X:913 Y:185
You cannot modify this mod. There are some files missing as this mod was not meant to be altered by anyone except Fistalis him self. :wink:

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"If everyone is thinking alike, someone isn't thinking."
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In Brazilian IAAR as Pascoal Humberto de Souza Branco


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 Post subject: Re: Modern World Scenario v0.81b ( Supreme ruler cold war MO
PostPosted: Mar 14 2012 
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Supreme Ruler

Joined: Jun 04 2002
Posts: 16497
Location: BattleGoat Studios
mr.playa wrote:
there is some sort of a bug...


Image

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 Post subject: Re: Modern World Scenario v0.81b ( Supreme ruler cold war MO
PostPosted: Mar 14 2012 
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Sergeant

Joined: Mar 03 2012
Posts: 22
number47 wrote:
You cannot modify this mod. There are some files missing as this mod was not meant to be altered by anyone except Fistalis him self. :wink:


aa clear that I thought I'm doing something wrong :) :) Thank you realized [_]O


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 Post subject: Re: Modern World Scenario v0.81b ( Supreme ruler cold war MO
PostPosted: Mar 14 2012 
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Lieutenant

Joined: Oct 04 2011
Posts: 58
Balthagor wrote:
mr.playa wrote:
there is some sort of a bug...


Image

thanks Balthagor :)


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 Post subject: Re: Modern World Scenario v0.81b ( Supreme ruler cold war MO
PostPosted: Mar 14 2012 
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Joined: Jun 23 2009
Posts: 2491
Location: x:355 y:216
mr.playa wrote:
Balthagor wrote:
mr.playa wrote:
there is some sort of a bug...


Image

thanks Balthagor :)

:roll:

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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 v0.81b ( Supreme ruler cold war MO
PostPosted: Mar 19 2012 
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General

Joined: Jun 23 2009
Posts: 2491
Location: x:355 y:216
Latest Test version
Changelog as of this version.
  • Updated Myanamars flag
  • China Is now the Red Sphere Leader
  • Redid Governement types based on the Stats on Totalitarianists and Freedom Under democracy index
  • Database update- Starting GDP for countries should be much closer to reality. Most should be spot on for 2011 IMF PPP but a few are slightly off due to relying on regional stats.
  • Oceanic Complexes now function as ports. This enables units to Embark from them preventing Units from Getting stuck on them
  • Reduced the Amount of Military Personnel used by Military Fabrication facilities
  • Military Fabrication facilities can now be built on any Complex type
  • Merchant marines are almost undetectable. This is to help the AI since it has a bad habit of sending waves of them to their death. (Also.. lets be honest here in most cases you can't tell what a ship is carrying at a glance so how can someone single these ships out for attack?)
  • DataBase update. Nations starting Available Military personnel should be nearer to current figures.
  • Added Putin and an event to have him take over Russia, but the date is off as of now
  • Slightly reduced the costs of Social spending

http://dl.dropbox.com/u/16692168/Test%2 ... 0World.rar

NOTE: The values shown in the starting menu for GDP/C do not reflect the changes at this point. But in game it does. (something I'll have to fix for the actual release)
This version is supplied primarily for testing. Feel free to share feed back specific to this version in the thread for it http://fistalis.proboards.com/index.cgi ... =23&page=1

General feed back not specific to this version can be posted here or in a new thread on my forums. (if you want a discussion I suggest my forums this thread is already a mess)

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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 v0.81b ( Supreme ruler cold war MO
PostPosted: Mar 19 2012 
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Brigadier Gen.

Joined: Jan 13 2005
Posts: 570
Location: Washington, DC
thanks, will give it a try as soon as I get home from work :)

Question--does your mod also change the baseline/vanilla 1949 campaign, esp. the merchant ships?

I'm playing a US game right now and just keep right on munching up those Soviet troop transports.


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 Post subject: Re: Modern World Scenario v0.81b ( Supreme ruler cold war MO
PostPosted: Mar 19 2012 
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Joined: Jun 23 2009
Posts: 2491
Location: x:355 y:216
Aragos wrote:
thanks, will give it a try as soon as I get home from work :)

Question--does your mod also change the baseline/vanilla 1949 campaign, esp. the merchant ships?

I'm playing a US game right now and just keep right on munching up those Soviet troop transports.

No the only changes you get in the 49 campaign from my mod are the UI changes. Import/export menu, Sats, UN ratings etc.
But depending on what Update 3 brings I may eventually do a 1949 conversion mod that adds many of my "fixes"

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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 v0.81b ( Supreme ruler cold war MO
PostPosted: Mar 19 2012 
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Brigadier Gen.

Joined: Jan 13 2005
Posts: 570
Location: Washington, DC
cool, thanks. side note, is there an easy way (in the files) to make the merchant ships harder to spot?

Side note, this also brings up something that has been buggin me--the indestructable pile o'submarines. I'm still trying to figure out how subs 1) have an AA value when submerged (yeah, I know some modern subs do, but WWII era ones didnt) and 2) if they are using their AA value, any plane should be able to shoot em up.

Just sayin :)


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