The Future of Supreme Ruler Development / SR Next Generation

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milivoje02
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by milivoje02 »

Nerei wrote: May 06 2020


The same is true for surface combatants though slightly less extreme.
If a vessel have a range of 40.000km or 1.000.000 is not that important. 40K is plenty in nearly all situations. The problem is the conventional vessel really do not have that range at the speeds the game have them moving at. Going from the cruising speeds those ranges are typically given for to flank speed which is basically what the all ships are doing might see a range reduction of 75% if not more.

Again from a practical perspective the difference is that conventional vessels are under fewer range and speed related fuel restrictions than they really are which makes the more expensive nuclear vessels less attractive.
I agree with this.
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by milivoje02 »

Balthagor wrote: May 06 2020
The design is not complete, I'm not ready to discuss it yet.
I hope that something will be achieved.👍
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by milivoje02 »

If future developments occur. A little more spying options could be provided. Let’s say we can target to spy what technology or unit design to procure for us.
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by evildari »

since this seems to be a suggestion or wish thread - here something from me:
1. mod support: externalize some calculationformulas just one example i could then change the mechanic of how bonds are repayed to something of an monthly/annual debt service. If the new game can even be modded - just assuming that it could be.

2. "buying units from other countries": usually this is old stock the owner wants to get rid of. In Superpower2 there was this nice option where other nations (usually your allies where you had kind of a weapons trade treaty) could order a number of fresh factory units and then your production slot(s) would get filled to satisfy that order. (I should also mention the profit generated).
Its the same as Nerei wrote "Alternatively I pay you X for you to build Y number of Z vehicles which is given to me when they are done."

3. Base Maintenance costs of units&facilities should be defined in a file like the other unit stats.

4. 3D Globe like the ufo-defense game >20 years ago ?
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http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Balthagor »

evildari wrote: May 07 2020 4. 3D Globe like the ufo-defense game >20 years ago ?
But they had nothing on the map, it was just a sphere. Combat was a totally different environment. I'm certain we don't have the budget for a sphere world.
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by evildari »

Balthagor wrote: May 07 2020
evildari wrote: May 07 2020 4. 3D Globe like the ufo-defense game >20 years ago ?
But they had nothing on the map, it was just a sphere. Combat was a totally different environment. I'm certain we don't have the budget for a sphere world.
was not about comparison to ufo-defense - just to get the idea what i meant.
So be it : SRU:Flat Earth :lol:
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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)
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Balthagor »

Not flat, cylinder world 8)
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Arahatree »

My humble list of suggestions:

The general philosophy would be to add features, never remove features :cry: , but they should be assisted by help of AI to save countless micromanagement and tendonitis in the wrist. This way the management mechanisms could be useful and used for non-human regions too.

1) Bigger GUI for managing units. More filters, more management and selection options. Easier and more complete management. A large list of units to the left of the screen, occupying all screen from top to bottom, showing a large amount of them each time, instead of managing 3000 units in a little box that only shows 4 units each time |O
It should be something like "Supreme Overview Submod" by evildari, but with more selection and management options.

The same for managing technologies, commodities etc.

2) Assisted AI organization of the units on the map. It could be done through hotspots, but they don't work well right now (units react a long time after setting the hotspots, the ai is sending the units one by one slowly and this way they are all slaughtered).

We need the hability to line up units against a border, hability to indicate which path to follow with a Blitzkrieg... something like HOI iv. I think this could be done easily by improving the hotspots behaviour.

We could draw a line of hotspots and in the hotspots would be a button to indicate which mix of units we want in that hex hotspot: an option to indicate for example "i want in every hex a mix of 3 units of infantry 1 arty and 1 of tanks".

This way we would be able to line up automatically types of units anywhere on the map, by type of unit, by mix configuration. Something like drawing a line with the mouse and all units go to step on that line immediately, with the mix of units indicated.It's something very simple that could be easily programmed with already existing hotspots feature.

3) Automatic strategic bombing: command the strat bombers which type of buildings to bomb, in which country or battle zone, and they should resupply and bomb automatically constantly without exhaustive micromanagement. Maybe it could be indicated via ROE (which is not working: strat bombers should bomb automatically buildings when selecting building targets in already existing ROE). This way non-human regions could use this mechanism and make ai strategy really reaaaally interesting :-)

4) The feature all players have being asking for years and years: "funding insurgency" should pop up insurgent guerrilla units on target region. With "provide modern equipment" button making this units more dangerous than just guerrillas (popping up tanks or arty, etc).

Also to have a "coup d'etat" button to make a civil war on target country, in which foreign loyalty hexes could rise against existing government (or divide the country by battle zones...). And previously to civil war, if the region is spending a lot of money in security and suppression to avoid units popping up, this button having the effect of decreasing production in those hexes. The more money spent by original region, the less production and more probability of civil war on target country.

5) Low DAR should have a big effect on politics and economy before the elections. Usually I keep a very low DAR and I just raise it a couple of months before elections and always win elections without spending money on citizens. This way the game right now is too easy. However, it would be interesting if a low DAR create the posibility of a civil war, civil revolutions against the government popping up guerrilla units.

It would be a wonderful idea if a low DAR pop up "citizen units" (citizens on political demonstration) and also low DAR should automatically turn off factories and mines (to simulate citizens on strike). Wherever this citizen units go they destroy buildings, factories, mines, etc (high fortification attack and low everything else), and if you shoot at them you create a world scandal mess (all countries angry, casus beli growing against you, World market angry, etc :o ). This way we would fight to keep a high DAR any time before the elections.

I think this last idea could be easily programmed with existing engine :-)

6) Show population statistics (with a graph showing evolution on time, if that's possible). We want to know which percentage of population is poor or rich, homeless, unemployed, young.... we would like to know what's going on in the population when we alter tax and subsidy sliders. To see the evolution of the effects.

7) Please, remove flashing screen each time a nuke hits the ground, and remove all those messages that pop up and stop the process. The flashing problem has being asked before in other forums, but we will die of epilepsy before it gets finally removed. We like to be realistic in a 3rd world war simulation and we shoot 2000 nukes at a time, so imagine the screen behaviour everytime we do it: I have to go away from the computer and leave it alone with a crazy flashing screen. 10 minutes later I come back to see what happened. Instead of the flashing, why not to create a nuclear mushroom animation on each hit?? that would be nicer, and would substitute that message that alerts about what we already know.

8.) Supply lines through the sea. Whenever a region makes a deal with another, there should be civilian ships carrying the goods from one region to the other. Whenever the ships arrives to the port of the region destination, the commodities are added to stock. This way, submarines destroying these ships in the supply lines would be historical, realistic and useful 8) Then we would need destroyers to kill those submarines, and the other region bigger ships to kill those destroyers, etc. Then we would actually be talking about naval strategy. Right now the game is only limited to naval invasion strategies, and the ai is doing it without escort ships. The way it is right now, the naval strategy is almost inexistent.

Not to complicate the game too much, the rest of commodities that are out of region to region deals (buying from world market) and inland regions would use current trading system. (But if it could be done for all trading, including inland trading, it would be wonderful!).

This feature is already being used to transfer units (merchant marine). Why not to do the same for region to region deal commodities? It should be easy to program in already existing engine ???

9.) Tunnels, booby traps and mines. Vietnam was won by tunnels and booby traps and right now they don't exist in the game. Why not to have the option or a technology (only limited to vietnam and other countries) to build tunnels and underground bunkers as a hiding place and troops transport? They could be used just like now are trenches, but the troops should be unable to shoot from tunnels, only able to shoot from tunnel's endpoints. Movement would be very slow and stealth very high. This way we would use tunnels to bring the troops furtively from one point to another, or make them come up from behind the troops and then desapear, like vietnam.

Booby traps would be also built and installed like nowadays trenches are. Simply we place them on the map and whenever an enemy unit goes through it, some squads desapear like they are being shot. Booby traps could be something like a unit that can't move, just "shoot" until it's deactivated (destroyed). The same way could be mines on land and water.

Booby traps and mines should be very stealthy and stationary. This way we units fall into traps and we could simulate wars like vietnam very well. Also strat bombers could unload mines (the same way it unloads paratroopers) while flying on enemy territory to simulate cluster mines bombs.

Also it's interesting that all this idea could be implemented with already existing engine of the game.

10.) Reinforcement system. Right now it is not realistic to send a battallion to repair and then come back again to the front. It is always a big mess, exhausting micromanagement... everytime you go to repair you are leaving the front empty of units! omg :-(

Right now in the current system, for example in a hex with a tank and artillery battallion, you send the tanks (actually half of the battalion are tanks on perfect condition) some miles away to repair and you are leaving artillery there alone until tanks come back some days later to defend the artillery? omg. Not realistic at all. I know you could bring another unit to cover arty until those tanks come back, but it's a crazy system: the batallion should be reinforced on the front already, not going and come back far away all the time. Only the manpower of those tanks should go and come back, I suppose, represented already by supply levels (like hoi IV repair system does).

It would be much less micromanagement and realistic if units autorepair at faster speed without sending to barracs. This repair rate should be determined by supply level in the hex. And let's forget about sending units all the way to the barracs to repair. In this system a unit with 0% supply should be unable to repair.

All this is already implemented in the game. It just needs to be tweaked. I don't know why nobody thought this system before.

I hope all this is not too much to ask, or too explensive to implement HUH

But Battlegoat, don't get dissapointed by my critics or wishes. Better get encouraged. This game is the best one ever, better than hoi or any other. It's just full of hidden posibilities, a jewel in the dirt, that need some tweaks and GUI redesign to get it to the top :-)

Thank you very much for this suggestions thread and good luck!
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by SGTscuba »

Colonies need to stop going bankrupt constantly. Highly noticeable in the 36 sandbox atm despite plenty of resources around to feed their economies.
My SR:U Model Project, get the latest and post suggestions here:

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

Post by sparky282 »

Arahatree wrote: May 09 2020
7) Please, remove flashing screen each time a nuke hits the ground, and remove all those messages that pop up and stop the process. The flashing problem has being asked before in other forums, but we will die of epilepsy before it gets finally removed. We like to be realistic in a 3rd world war simulation and we shoot 2000 nukes at a time, so imagine the screen behaviour everytime we do it: I have to go away from the computer and leave it alone with a crazy flashing screen. 10 minutes later I come back to see what happened. Instead of the flashing, why not to create a nuclear mushroom animation on each hit?? that would be nicer, and would substitute that message that alerts about what we already know.
You can already remove the message by unchecking the pause on message button then the do not display this message button it will never show again guessing the flash will still be there.
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Arahatree »

Thank you! Yes, at least I have removed the message.
The flashing I suppose I can't. Unless someone could tell me in which file to look to remove it through a mod. But I'm pretty sure it's hardcoded :-(
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by sparky282 »

Arahatree wrote: May 12 2020 Thank you! Yes, at least I have removed the message.
The flashing I suppose I can't. Unless someone could tell me in which file to look to remove it through a mod. But I'm pretty sure it's hardcoded :-(
I had a quick look through the graphics folder and I couldnt find anything so i would guess it is yes
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by evildari »

yes the evil white nuke flash:
also look here: https://www.epilepsysociety.org.uk/phot ... e-epilepsy
and cutncopy a few lines:
What may have a photosensitive trigger?
A flashing image on a computer screen or game.
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)
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Rosalis »

I guess they think its legally covered. In the manual there is something about taking a break every hour. I wouldnt advise watching those flashes for an hour tho.

- An option where US doesnt put half their military power in the strategic pool.
- Better use of (their range) strategic bombers by the ai
- Interceptors (should) have standard setting of not targeting ground units and disable missile load.
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Re: The Future of Supreme Ruler Development / SR Next Generation

Post by evildari »

its not that i am about to sue them - it would be just very nice to play this part of the game without being in the range between annoying up to severe health issue.
iam just talking about removing that stupid white flash per nuke hit! maybe a switch in the graphic settings - so people who like to be flashed can have it too.
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)
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