Supreme Ruler Ultimate - Version Changelog (Update 9.1.76)

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Balthagor
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Supreme Ruler Ultimate - Version Changelog (Update 9.1.76)

Post by Balthagor »

Supreme Ruler Ultimate - Version Changelog (Update 9.1.76)
Updated August 2nd, 2018

Version 9.1.76
- New Trump Rising 2018 Sandbox!
- Fixes and additions to existing sandboxes and campaigns (1936 & Modern)
- Updated leaders for recent changes and elections
- Regional data and relationship updates in all maps
- Significant AI updates around idle units, artillery units, and more
- Naval AI improvements including patrols and idle unit handling
- Performance improvements on maps with large numbers of units
- Resolved 3-month AI deployment issue
- Many UI updates and improvements, including more accurate unit pics, leader pics
- Resolved crash if all audio devices disabled
- Added active-focus option for windows in background
- AI Improvements in facility building, facility repair
- AI will now build research facilities
- Map Editor and Content Editor Tool Support![/list]
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.76)

Post by Balthagor »

Some additional comments;

The AI might even be too aggressive at building research centres, but we think that's better for now. Balance can be adjusted in a future update.

Documentation about the mapeditor and the editing tools is being added to the Gamepedia (SupremeWiki replacement) over the next week or so.

A big change in the UI is that the unit and facility images used to be a 2D fixed render of the 3D models used on the map. This meant that regional textures were not reflected in the UI. Your unit on map sometimes looked very different from the unit in the UI. The engine now uses the 3D model in the UI. This is a design change that will need some more tweaking for appearance and size of units. We apologize for any growing pains it may create. This will likely get more discussion in the coming weeks, it now has it's own thread.

UI Change - 3D meshes instead of 2D sprites
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Uriens
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.76)

Post by Uriens »

Wow. 8O
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Zuikaku
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.76)

Post by Zuikaku »

Are aI improvements (naval and land) related to AIparamas file or are these engine changes?
Does AI now also build missile fabrication facilities?
Does AI now research units more agressively?

Thank you for the update!! :D
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.76)

Post by George Geczy »

Zuikaku wrote: Aug 03 2018 Are aI improvements (naval and land) related to AIparamas file or are these engine changes?
These are all engine changes for now.

I'd love to send more parameters to the AIPARAMS and WMDATA files to make them adjustable, but that hasn't risen in priority yet.
Does AI now also build missile fabrication facilities?
Ummmm.... they don't do that? Then, no change on this. I've re-flagged it as a wishlist item.
Does AI now research units more agressively?
To be honest, I'm not sure. I see that you mentioned this to us in 2016. I've re-flagged it.


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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.76)

Post by Balthagor »

George Geczy wrote: Aug 03 2018
Does AI now also build missile fabrication facilities?
Ummmm.... they don't do that? Then, no change on this. I've re-flagged it as a wishlist item.
I believe it already does.
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.76)

Post by Zuikaku »

Balthagor wrote: Aug 03 2018
George Geczy wrote: Aug 03 2018
Does AI now also build missile fabrication facilities?
Ummmm.... they don't do that? Then, no change on this. I've re-flagged it as a wishlist item.
I believe it already does.
I ask this since I have never seen AI building any. Especially in 1936 to Cold war games.

Anyway, great thing that AI now builds research centers.
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Uriens
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.76)

Post by Uriens »

I never saw AI build missile factories either.
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.76)

Post by Zuikaku »

Do we now have events for roads to appear in GW scenarios??
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.76)

Post by way2co0l »

Zuikaku wrote: Aug 03 2018 Do we now have events for roads to appear in GW scenarios??
There are some in the Brinkmanship scenario, but not in the default GW sandbox, unless they've updated it since I last checked. Basically, it's not done through the basic engine but instead through events, which means it takes quite a bit of work to make the events for every new road you want to have built. At this point, unless they can find an easy way to program the AI to build them intelligently on their own, then I just don't think it's worth developer time and effort. The events that Balt created give us an example that modders can use to add the option into their scenarios. I expect that we're going to see quite a few options spring up with the new tools. :D
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Uriens
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.76)

Post by Uriens »

Well, AI definitely builds research centers now. I can confirm that. Too early to tell if it's 'too aggressive', though.
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.76)

Post by SixthtySixthSix »

function of allies / enemies button?
Your mouse has moved. The system has to be updated for the changes to take effect. Restart now?
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.76)

Post by Zuikaku »

way2co0l wrote: Aug 04 2018
Zuikaku wrote: Aug 03 2018 Do we now have events for roads to appear in GW scenarios??
There are some in the Brinkmanship scenario, but not in the default GW sandbox, unless they've updated it since I last checked. Basically, it's not done through the basic engine but instead through events, which means it takes quite a bit of work to make the events for every new road you want to have built. At this point, unless they can find an easy way to program the AI to build them intelligently on their own, then I just don't think it's worth developer time and effort. The events that Balt created give us an example that modders can use to add the option into their scenarios. I expect that we're going to see quite a few options spring up with the new tools. :D
Maybe devs can say something more...
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.76)

Post by Balthagor »

No additional road events were added. If there is feedback on how those events are working for the brinkmanship, ideally find that thread and add to it. Else we should start a new thread for new road events.
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Re: Supreme Ruler Ultimate - Version Changelog (Update 9.1.76)

Post by Zuikaku »

Can anyone describe how these events work in "Brinkmanship" scenario. Does all regions get roads or not? Can this (these events) be copy/pasted to other GW scenarios? And also, Palestine, Iraq and Syria are still loyal to Turkey in GW scenarios which is wrong on multiple levels.
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