Supreme Ruler Ultimate - Version Changelog (Update 9.1.40)

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Kristijonas
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.40)

Post by Kristijonas »

Balthagor wrote: May 30 2018
I can tell you that we're already working on another update and this one will not take nearly as long. I know that because we're in studio every day now. For the last few years all of us had distractions as we tried to earn a living/get an education. The content of the update is a reflection of the resources we've had available the last while. For a game that is now four years old, additional features are more and more difficult to justify, but even some of those are on our road map.
You guys are the best!!
Kristijonas
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.40)

Post by Kristijonas »

My primary concern is the late-game blobbing, which makes the world map look like just a few giant countries and almost nothing else.

I think this could be done by.

1. Expanding on revolts/rebels systems. But still make them non-existant when the military/domestic approvals are good. Assimilation must be counted for!

2. Perhaps make culture and/or religion matter?

3. Make smaller countries more powerful and big countries less powerful in some way.

4. I know it's impossible, but adding more loyalties per hex would solve lots of problems and would create a much more dynamic world.

5. Don't let the big countries have the best exclusive tech. Especially late game (future, or end-game tech. Maxed tech should make countries equal, no?). Make the worldwide units better and country-specific units better only at specialized tasks (but with vulnerabilities as well). It isn't a given fact that a big country would have superior technology always.

Sorry those are 5, but I'm sure most of them will be disregarded momentary anyway.

I tend to play really long games of 20+ years and anything that adds to the fluidity of the world after time passes, is extremely welcomed. I like it when countries successfully and realistically expand, but not when it makes no sense or when it's just pointless blobbing and steamrolling. For example in EU series it is done perfectly by there being core countries which countries actively pursuit, and there being huge penalties for grabbing new land, which, until the assimilation process is completed, can make it tricky for countries to hold those territories. Even after it is held for some time, it can produce difficulties due to cultural and religious differences. Moreover, there are penalties for expanding over your administrative capabilities. Crippling countries isn't fun, but certain, at least temporary restrictions and rebellions would be nice to pertain the assimilation period.
fra.82
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.40)

Post by fra.82 »

news on the capacity of the aircraft carriers?
Buzzbrad
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.40)

Post by Buzzbrad »

fra.82 wrote: May 31 2018 news on the capacity of the aircraft carriers?
We have identified the issue and it will be pushed with the next update.
evildari
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.40)

Post by evildari »

hehe bad autofill of 138 units *ouch*
while you are at it - check those CloseDefense values of facilities (ClassNum 21) in Default.Unit that are total out of range:
ID name closedefense
21300 "Matter-Energy Converter" 2240
21301 "Power - Antimatter Sm" 2240
21302 "Power - Antimatter" 2240
21303 "Power - Dark Energy Sm" 2240
21304 "Power - Dark Energy" 2240
21305 "Power - Adv Solar Sm" 1880
21306 "Power - Advanced Solar" 1880
21310 "Oil - Synth Gas" 2160
21350 "Military Fortress" 2840

as reference
21220 "Trench" 15
21225 "Emplacement" 15

and maybe upgrade those poor:
21226 "Fortification" (null)

it makes any location with these facilities extremely easy to defend (had this issue some time ago - its just an easy fix that would be nice to be official)
else fear my advanced solar fortress!
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)
Buzzbrad
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.40)

Post by Buzzbrad »

evildari wrote: May 31 2018 hehe bad autofill of 138 units *ouch*
while you are at it - check those CloseDefense values of facilities (ClassNum 21) in Default.Unit that are total out of range:
ID name closedefense
21300 "Matter-Energy Converter" 2240
21301 "Power - Antimatter Sm" 2240
21302 "Power - Antimatter" 2240
21303 "Power - Dark Energy Sm" 2240
21304 "Power - Dark Energy" 2240
21305 "Power - Adv Solar Sm" 1880
21306 "Power - Advanced Solar" 1880
21310 "Oil - Synth Gas" 2160
21350 "Military Fortress" 2840

as reference
21220 "Trench" 15
21225 "Emplacement" 15

and maybe upgrade those poor:
21226 "Fortification" (null)

it makes any location with these facilities extremely easy to defend (had this issue some time ago - its just an easy fix that would be nice to be official)
else fear my advanced solar fortress!
I will look into those. Thanks.
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Uriens
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.40)

Post by Uriens »

There is a good number of errors and incosistencies in DEFAULT.UNIT file. The one mentioned by Evildari or those gun emplacements are just a few to mention. I remember i ran into more before i stopped to wait for the update.
As soon as i find time, i'll go through the stuff i noticed and post it here.

I do remember that Military Fortresess were supposed to force close combat but they don't, it's not set in that file. Frankly, I'd change military complexes and fortresses to give close combat and some additional protection - this is where AI loses most of the troops since it sends them to repair to the closest barracks.
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Balthagor
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.40)

Post by Balthagor »

Uriens wrote: Jun 01 2018... and post it here...
That's a bad idea. We already have a Unit errata thread. I know we haven't touched it much lately, but that is the proper way to get things fixed.
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Uriens
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.40)

Post by Uriens »

Ok, I'll post it there.
Tonda
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.40)

Post by Tonda »

Hello,

I better post this finding here as well, because on Steam it can be overlooked.

in version 9.1.38 my research efficenty on 100% was 17mil.
When new version 9.1.40 came, this cost was increased to 360mil. I cannot support any research now :)

Its seems like bug, please, can you check it?

Its possible to download previous version 9.1.38?

Thank you,
Tonda.

How to simulate it:
Start new game, and check costs for research efficenty
Unpause and wait one day
Check costs again, its increased 80x
SGTscuba
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.40)

Post by SGTscuba »

I'd like to see:

1) Some naval AI tweaks to make them a more effective force. See my thread about it.

2) Helicopters cannot transfer supplies to ships OR have them able to resupply their own cargo from a ships cargo so that they don't feed the fleet and then run out when you need them.

3) The ability to unload individual units from a transports cargo - like we could in SR2010.
My SR:U Model Project, get the latest and post suggestions here:

http://www.bgforums.com/forums/viewtopi ... 79&t=28040
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Balthagor
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.40)

Post by Balthagor »

Tonda wrote: Jun 01 2018 ...in version 9.1.38 my research efficenty on 100% was 17mil...
Noted
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Chris Latour
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evildari
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.40)

Post by evildari »

Tonda wrote: Jun 01 2018 Hello,

I better post this finding here as well, because on Steam it can be overlooked.

in version 9.1.38 my research efficenty on 100% was 17mil.
When new version 9.1.40 came, this cost was increased to 360mil. I cannot support any research now :)

Its seems like bug, please, can you check it?

Its possible to download previous version 9.1.38?

Thank you,
Tonda.

How to simulate it:
Start new game, and check costs for research efficenty
Unpause and wait one day
Check costs again, its increased 80x
sounds like a fuzzy math dev design decision - nothing to see here you are the supreme ruler
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)
Tonda
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.40)

Post by Tonda »

evildari wrote: Jun 02 2018
Tonda wrote: Jun 01 2018 Hello,

I better post this finding here as well, because on Steam it can be overlooked.

in version 9.1.38 my research efficenty on 100% was 17mil.
When new version 9.1.40 came, this cost was increased to 360mil. I cannot support any research now :)

Its seems like bug, please, can you check it?

Its possible to download previous version 9.1.38?

Thank you,
Tonda.

How to simulate it:
Start new game, and check costs for research efficenty
Unpause and wait one day
Check costs again, its increased 80x
sounds like a fuzzy math dev design decision - nothing to see here you are the supreme ruler
It works in 1936 and 2017. But not in all 2020 sandboxes, where is my latest save as well. So it seems like incompatibility of new runtime with some maps. Or something like that. Pity is that its not possible to return back to old version. I give up :( go to play something else, I'm not a tester. Maybe 2020 Cold :)
YoMomma
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.40)

Post by YoMomma »

I advise to try out my mod, maybe the error is in the UNIT file and in that case all reported errors are not in the mod so you should be fine.

I noticed a cpl of strange things as well, like when i was playing Russia after a few months all of sudden my research capacity reduced by 2 slots.

But what do we know 8)
Gameplay 1st
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