Supreme Ruler Great War - Version Changelog 10.1.250

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Balthagor
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Supreme Ruler Great War - Version Changelog 10.1.250

Post by Balthagor »

This build is now available as a Beta, Insider build. Right click on the game in your Steam library and select Properties to access beta versions.

Version 10.1.250

Multiplayer:
  • All Annex, Colonize and Liberate actions are now supported in Multiplayer. (Fixed from v.245)
  • When at war with a region, can preset conquest intentions (Liberate, Colonize or Annex)
  • Clients Can double-click to self-assign a region in the lobby (Fixed from v.245 to avoid fights)
  • Users auto-assigned to savegames based on <playername>
UI and Game function:
  • Waypoints supported for units and formations, move modifier Hotkey <Shift>, maximum 6 points
  • Economic downward production output reductions on world over-capacity (the "cap") removed
  • AI will now consider scrapping unneeded facilities
  • Game option to use preset conquest intentions in single player (vs. popup)
  • Button added to liberate non-loyal territory in selected battlezone
  • Formation move hotkey moved to <F>, now toggles instead of hold to override
  • Theater Transfer system for pathing implemented (St. Petersburg Issue)
  • Improved AI Colony coordination with parent region hotspots, theaters, battlezone settings
  • Decolonization after the death of a parent now cancels treaties and wars and better makes the colony independent (Fixed from v.245)
  • When Parent region dies, Colonies will change to democracy
  • Espionage focus bug fixed and minor fixes to back end code
  • Espionage stealth balance adjusted
  • Increased success rate of Espionage order
  • Caching system fixes, supports fast forward and lobby settings
  • On nVidia and AMD will attempt to force using GPU instead of integrated graphics
  • Added a "Use Native (Desktop) Resolution" graphics option
  • 2560x1080 added to resolutions list choices
  • Right Click Menu - Facilities Option added
  • Fixed UI appearance era changes at wrong times
  • Added approval benefits when liberating a region
  • Added ability to delete savegames
  • Added maxmisstarg .scenario option to adjust max missile targeting range
  • Added regioncolkeepmil option - Colonies keep military facilities instead of parents
  • Fixed reserve units remaining after a transfer-owner scripted event
  • Adjust World Market/UN Border display on map
  • Fixed rare issue where some units would wander off the top of the map
  • Sphere victories will now trigger if player is in the winning sphere
  • Fixed issue with some regional textures not displaying properly
  • Map HUD elements will now show for Military containers, not just urban
  • Improved rounding in some numeric calculations
  • Existing leaders in CVP file are not replaced in cache creation
  • Internal engine changes to Line of Sight and related systems
  • Discord Presence support added back with extra checks for non-discord users
  • Spurious "Region X Falls" message no longer sent on day 0
  • Can no longer garrison bridges and non-container upgrades
  • New games start with garrisons on strongpoints (entrenchments etc)
  • Increased rate of resupply by resupply units (resuptruckamt) from 1 to 2 per day, multiplied by 4 for naval resupply
  • Minor adjustments to supply unit resupply response airequest code (air/sea)
  • Made changes to Minister/AI Garrison code, Garrisons used more frequently now
  • Garrison max for trench, emplacement, trump wall increased
  • Fortification nodes will now increase garrison capacity of hex
  • Fixed last-day units/land gain/loss counting (used by AI etc)
Game Content:
  • Equipment file fixes and Out of Production date additions (more default filter of junk units)
  • Localization additions and fixes, all languages
Modding:
  • Mapeditor improvements
  • Scenario creator tool improvements
This update includes some very significant feature changes. Existing savegames will be compatible but will not benefit from some of the new features. The AI may also exhibit some VERY strange pathing choices.
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Re: Supreme Ruler Ultimate - Version Changelog 10.1.250

Post by GIJoe597 »

Thanks
I am interested in the cap being removed for production. Let us see what happens.
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Re: Supreme Ruler Ultimate - Version Changelog 10.1.250

Post by milivoje02 »

No content in Insider build for download.
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Re: Supreme Ruler Ultimate - Version Changelog 10.1.250

Post by Balthagor »

I just tried it, worked for me.
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Re: Supreme Ruler Ultimate - Version Changelog 10.1.250

Post by milivoje02 »

On steam in Suprime Ruler Ultimate properties I selected content insider(Early)build and there is no data to download. It shows the same content as NONE beta selected 9.1.250.
Some advice ?
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Re: Supreme Ruler Great War - Version Changelog 10.1.250

Post by Balthagor »

Sorry, updated the thread title has been fixed. This is for Supreme Ruler Great War.
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Re: Supreme Ruler Great War - Version Changelog 10.1.250

Post by milivoje02 »

Thanks for clarifying. I just download insider for Great War.
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Re: Supreme Ruler Great War - Version Changelog 10.1.250

Post by GIJoe597 »

This does not mean what I thought it meant;
"Economic downward production output reductions on world over-capacity (the "cap") removed"

What does this mean in game terms? I thought it removed the artificial limits on production, but I still see the facilities grossly underperforming. Additionally, I see the demand raising as soon as I bring facilities online. Nothing appears to have changed if my understanding of the note is correct.
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Re: Supreme Ruler Great War - Version Changelog 10.1.250

Post by Balthagor »

George has been discussing some of this in this thread I believe.
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Re: Supreme Ruler Great War - Version Changelog 10.1.250

Post by GIJoe597 »

Thanks Mr latour, I have been following that thread but as far as I can tell it does not specifically address my question/issue.

Typed a long reply, but decided I would simply like clarification on the meaning of the listed note. Thank you.
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Re: Supreme Ruler Great War - Version Changelog 10.1.250

Post by Balthagor »

K, I'll see if I can get George to provide more details
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Re: Supreme Ruler Great War - Version Changelog 10.1.250

Post by GIJoe597 »

Salamat po.
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Re: Supreme Ruler Great War - Version Changelog 10.1.250

Post by Rosalis »

No longer facilities will decrease production, because AI builds. Now we are back to where we were before this, huge overproduction in the world and AI still trying to fulfill their local demands, even if theres no profit to be made on the goods. There is nothing about the upwards production when goods are needed, so i guess thats still there. I dont think that actually works in alot of cases tho. Seems to work for civ demands, but not for military demands.

* AI will now consider scrapping unneeded facilities
Didnt see AI do this. Like i said they will build new facilities even tho there is no profit to be made. Maybe it will build less. But still getting agriculture offers from Saudi Arabia, Egypt, Iran, etc. 1-2 years into the game in 2020. Production price agriculture arround 1000, market price 700.

I got another question/report related to this: Fixed reserve units remaining after a transfer-owner scripted event
When i scrap a barrack with lets say 150 land units, only 10 will deploy, the rest dissapear into the void. Quite annoying when you trying to minmax your newly controlled territory.

Great seeing fixes. 9.1.140 that was really lacking. Keep them coming.
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Re: Supreme Ruler Great War - Version Changelog 10.1.250

Post by Rosalis »

Completed Trump scenario. After 5 years the economy was pretty strong, but that might be because i annexed Iran, India, China, Vietnam, Ukraine and Russia. Curious what it would look like if China annexes Western Europe and USA, that will give alot more over production in the world. Germany is growing out of debt without gaining territory and now war with China and Russia is over Japan seem to be doing ok despite 6,7 trillion debt. Overall there is a good reflection of treasury vs economy size for all the regions. I like that alot. Germany has 11 research centers, UK 10, France 10, Netherlands 7, Italy 8 at July 23 2026. I would say that's pretty good :)

AI was very carefull to build research centers, and new military complexes. Maybe i cancelled building orders of 1 handfull research centers, and scrapping 2 handfull newly build military complexe after annexation. 1 game with US bombers doesnt say much, regions prolly didnt had time to react. Still feel like there was more focus on producing units instead of building. I noticed Russia missing oil derrick above Kaliningrad, possibly scrapped not sure. Another suprising thing was that the world turned mostly red sphere, pretty refreshing for 2020 games.

1 thing was pretty nerv breaking tho, everytime an enemy spy got captured it made the same sound as a city being captured. Never noticed that before.
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Re: Supreme Ruler Great War - Version Changelog 10.1.250

Post by milivoje02 »

Diplomatic news. Macedonia joined the NATO alliance and change name to Northern Macedonia. This should also be correct in the scenario World 2020.
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