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Balthagor

BattleGoat Studios
32 Badges
Aug 11, 2007
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www.supremeruler.com
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Update 3 (Version 7.3.1) is available for download;

http://www.battlegoat.com/downloads/SRCW-Update-7-3-1.exe

Update 3 contains all previous updates.

Highlights:

- The BIGGEST list of fixes/changes we've ever posted!
- Game Speed greatly improved
- New screens for Income/Expenses improves understanding of where the money goes and comes from
- Espionage working much better and used by AI regions
- Ability to liberate colonies
- Major economy overhaul
- AI regions much more capable of long term country management and growth

Detailed Change Log:

- Income and Expense reports in Treasury completely redesigned
--- Income and Expense totals shown per department
--- Spending shortfalls only shown when shortfalls exist
- Scorecard shows flag for “region is target of destabilization”
--- Header will sort to find regions the player is targeting
- 25 more leaders faces (all leaders into the ‘80s)
- Map Fixes
--- BattleZones touched up
--- Balance reviewed based on engine changes
--- Various fixes
- Tech Tree updated
- Equipment File updated
- Orbat fixes
- Updates to events
- Unit Trade - default to "trade where located";
---Scenario lobby option “Diplomatic Merchant Marine”, off turn will “magic transport”.
- Regions more likely to trade goods
- Allies will offer money more often (but less money)
- Approval negative effects minimized for players "in sphere"
- Military upgrade maintenance costs reduced / inflation adjustments
- Colonies auto-send their surplus to their parents daily (no cost / no trade)
- Colonies will max production, and not sell to market (send to parent instead)
- Fixed issue with certain minister priorities - rewrote internal priority handling
- Fixed garrison reduction issues (will still take time, though)
- GUI Crash bug resolved
- Naval "AI Request" message flood bug resolved (memory "leak")
- Adjusted use of interception-AI requests for stationary units
- Liberate Colony added for Single Player
- Neutral Exit flag inherited by merchant marine
- New Consumer demand formulas - more GDP tie-in; Roads/Rails for fuel use
- Start of game world GDP calculation fixed
- Power no longer stocked over multiple days
- Improved AI / Minister handling of Social Spending, Research spending
- Start of game world GDP calculation fixed again
- Adjustments to social spending when no money (AI/Minister)
- Colonies will slash research spending unless they are rich
- Exit Rule bugs fixed - units on 'neutral exit' will not get shot at; will use ports
- Fixes to trade w/o transit issues
- Air Patrol / Fuel bug fixed
- Tax / GDP Formula bug fixed
- Sphere changes when declaring war on other sphere member adjusted
- Handling of colonies of defeated player fixed in MP
- GUI items; handling of 'excluded flag' by AI updated
- Supply contribution of port is now based on largest value instead of prior order
- Fix bug in reduction-of-supply calculations
- Fixed Relationship change issues when liberating region
- Garrisons are eliminated when land changes hands
- AI war declarations on same "leaning" sphere increasingly possible
-State department Region Select now with Theatre headers
- Reserve and Production facility select now with Theatre headers
- Adjusted quick-exit path (Window X or alt-F4) to try to prevent exit-crash
- Fixed cache creation, memory bugs
- Aircraft landed on carrier units will no longer be shot at if sea but no land transit
- Diplo trade of units from base locked in colony should hopefully work
- Minister will no longer recommend research that is already in queue
- More on parent/colony exit rule fixes
- Fixed some goods reporting: diplo trades now show up in 'trades' total (but only quantity, not dollar value)
- Fuel/Ammo given to transit units w/o regional supply now reported in demand/use
- Adjusted save write buffer size for large unit counts (should resolve 1K save crash)
- Optimization - reduce RAM use
- Optimization - reduce savegame size
- More error checks in code
- AI unit scrap code will reduce more types of leg infantry, incl cavalry
- AI players will no longer send units to support a colony request (but may still respond to calls for assistance from parent units)
- on-map graphic events no longer queued when game is minimized
- More Merchant Marine fixes
- AI Merchant Marine that are completely lost will auto-scrap
- Performance adjustments:
--- Units unable to sea transp to base will not try repeatedly
--- Resupply is no longer done per slice; up to 120 slices at once if idle
--- Units retreating to safe areas no longer need to go back to a base
--- Reduced occurrence of "traffic jams" due to stack size pause & allies in the way
--- findclosestbase routine improved to use seed pathing to check if reachable
--- Possible issues with Resupply rate of in-reserve units fixed (minor)
- New Consumer demand formulas - more GDP tie-in; Roads/Rails for fuel use
- Oil prices for high GPD adjusted (Modern World mod) and should behave better
- Pathing improved
- Less idle units over long term
- Better AI control of defcon & buildup
- Minister will reduce preparedness/alert level properly once wars are over
- More N Korea and N Vietnam balance adjustments (allies can still disrupt balance)
- Commodity markets improved
- Economies for long term games improved
- Map changes for Suez and Panama. These canal colonies set for international transit.
- Spies work in games without Fog of War
- Naval invasion preparations now cancelled when enemies all die
- Long-idle units return to reserve more often (including air and naval and leg)
- More tests and fallbacks to prevent clone unit bug
- More use of AI Assistance requests when units destroyed
- More use of Naval AI Assistance requests
- AI war declaration consideration of 'allied with superpower' now considers colonies too
- Formula that ties demand to GDP adjusted
- Fixed Bug with DAR calculation based on domestic prices
- Improved formula for calculation of production cost related to gdp
- Adjusting social spending thresholds for minister
- DAR hit for high domestic prices is increased
- wmrelrate increases over time (affects some facility/tech cost formulas)
- wmbasegdpc increases with world inflation (affects formuals)
- wm base cost of resources increases with world inflation
- socialdefault baselines increase over time
- Regional cost of resource production affect by world pricing
- Increased facility maintenance costs calculations
- Parents now provide more support to colonies in need
- Social costs increased esp for higher levels of quality & richer nations
- Rich nations expect higher social values
- AIParameters updated (ver 7.2.59)
- Fixed accounting for dead spy in mission numbers
- Implemented AI use of Spy Recon, Spy Espionage, Spy sabotage
- Adjustments to Espionage & Counter-intelligence code
- Fixes to spy hap reporting / counts; Fixed spy gui issues
- Spies and no-move units no longer call for resupply
- Excluded units are no longer auto-built by minister
- Favorited units get some extra preference by minister
- Added default values to Minister specs when not set in People DB
- Improvements to Minister tax rate set
- Minister social spending fixes
- Minister domestic pricing fixes
- Improvements to minister alert/preparedness spending decisions
- Economic adjustments / Minister control
- Ministers will build facilities in compatible cities (not just industrial complexes)
- Ministers will not automatically reduce garrisons when told to reduce spending
- Fixed issue where AI rulers may not finish their work before end of day
- Adjusted tax income in large-population regions
- forcesplan region CVP setting better used by AI ruler
- Sphere Change email only sent if sphere victory condition is set
- Human player global unit initiatives new defaults set to low/high/low at start
- Theatre transfer by Merchant Marine is only done if distance > 200 hex - otherwise normal pathing is tried
- Colonies no longer directly make AI Requests for parent units
- Regions will no longer merch marine as much to low-priority colony requests
- Regions will not respond to out-of-theatre ally/mutual def requests unless TH or BZ priority level is above default
- AI Rulers Air unit buildup and other adjustments
- Air units will give up trying to reach unreachable destinations
- Fixed bug where some circling air units would not try to return for fuel
- Some optimization of air return to base code
- Improvements to AI request for assistance by colony, ally, mutual defense, etc
- Migration to Direct X9 - Win98/ME legacy attempts abandoned.
- Graphic code optimizations
- Relationship changes on liberating a colony fixed
- Unload command fixed to prevent improper unload on oceanic complex, bridges, etc (amphibious allowed)
- Factors involving civilian approval of different government types improved
- Support for more screen resolutions
- Alliance with player now provides mutual defense w/colony (for proxies). Does not apply to existing treaties in existing savegames.
- Priority of Research Recommendations lowered. Only seen if set to show lower priority messages.
- Garrisons not removed in low-priority zones if garrison lock set
- Order Selection / Branch Select glitch fixed
- Improved interest rate calculations, reduced maximum rate, fixed negative treasury prob
- Low threshold for military spending (minister/AI) reduced when deficit
- Maintenance costs for missiles and strategic pool reduced.
- Expense report / research expense glitch fixed
- Credit rating over-increase issue resolved
- Added new checks for destroyed units to prevent 'clone unit' bug
- Spy units 'remerge' on return to home base
- Spy units sent to impassable areas will return to base
- Fixed "last spy" sending
- Fix of idleunit flag for units with certain orders during top speed game
- Increased and improved randomness of spy capture with counter-intel
- Spy mission failed message not issued for recon or counter-intel missions
- Naval fuel use fixed to give correct travel range
- After Strategic Pool launch, units will attempt to return to reserve base/pool
- Adjustment to calculation of Family Subsidy social cost
- Minister handling of any single social cost that gets too expensive
- Fix issue where AI doesn't build facilities in some cases
- Fix regression error of over-building facilities; now also consider ind goods stock etc
- Make it more likely to build raw product facilities when demand is there
- Parents made more willing to give cash to struggling colonies
- Regions more likely to sell off military-resources if not at war
-Improved filter-out of sending spies when destination is 'red circle'
- Further Adjustments to AI build of facilities, prioritize raw materials
- Fixed bug where Resource lobby setting was not being applied properly
- Changed World Market handling of stocks at start and during shortages (gradual)
- Small colonies will be less likely to have everyone leave
- A colony forced to surrender if not at war will give its land to parent
- AI facility build list will now use Power-Coal instead of Power-Hydro
- Capped the World Market Strategic Reserve size for products
- Adjustments to creditrating code to prevent 'run away' increases
- Various other small fixes

Approximate Download Size 90 MB
 
Fistalis mentioned on our forum he's starting to work on it but the balance changes in the engine will require a lot of work to get the mod working again. AI Idle units has been greatly reduced. Where you find "clusters" they are near a base, being rotated in and out to save on maintenance costs while keep efficiency from falling to far (units in reserve go to low efficiency and need ~40 days from deployment to get back to full eff.)
 
There a way to patch it manually? (Take the files and amalgamate them into the Supreme Ruler Cold War files installed by Steam).
 
There a way to patch it manually? (Take the files and amalgamate them into the Supreme Ruler Cold War files installed by Steam).

It seems like this installer actually works for Steam, I just tried it and it worked.

To be safe, you should probably set your SR:CW to not update automatically, though, in case it reverts to previous versions.
 
Good to hear, thank you. Will wait for Fistalis to adapt the game to the timeline of my taste.
I'm working on a semi functional Beta version to tie people over while I go through the major fixes. I'll try to have it up in the next few days but it won't include all the updates I need to do, anything thats not done will either still be using the old data, or in the case of the UI changes won't be included in this version. It will be available on my forums as soon as its ready.
 
Also, I have a question: Is it normal?

I've started a new game. All settings are default except hot relations are very high, approval effects medium, critical UN unchecked, nuclear weapon penalties low, random events medium, start game without units, Victory: complete.
The game is sandbox and I'm playing as Switzerland.

The year is 1955 and I have

completely conquered:
Europe
Africa (mostly as colonies from GB and FR)
Soviet Union
Turkey
Iran/Israel/Iraq/Syria/Jordan/Pakistan/Palestine/Saudi Arabia etc
India/Nepal/Bhutan
and up to Taiwan

Partially conquered: Indonesia, China+sats, North Korea (at war with all three, easily, but slowly winning)

Thing is, when I finish with China+sats and North Korea, I will own ALL of Eurasia and Africa. By 1955. As Switzerland. Only South and North America and Oceania will be left as easy pickings.
Is this normal? The only real difficulty I have ever had was when I attacked Allies, West Germany. Italy, France and GB with other countries came to their help. But West Germany offered peace and all settled down. After two months of preparations I was ready for another round and for victory.
Also my people were angry with high taxes and little social funding and they rebelled and now Switzerland is dictatorship.

Another complaint I have:
It seems I cannot fully conquer North Yemen as it's only left town/Capital is Hadiboh ( a small island) and Eritrea, also on a small peninsula with a city/capital Aranat. I pointed hundreds of land/air/navy units to both of these two islands and transport ships came loaded with units. However they didn't land and came back to unload elsewhere. Hundreds of airplanes simply flew around these cities without doing anything. So the problem is - I cannot get my land units to these two islands/cities. Can't completely conquer them. Hopefully I'll be able to do it with paratroopers. Although I don't believe that this is the original design of the game? To not being able to conquer a small undefended island with a huge land/navy/air army? I mean, I conquered Ceylon, shouldn't this be easier?
 
You need paratroopers and off shore bombardment or bombers. I'm not sure that should be easier.

Also, some would say you've lost, you're a dictatorship, but that's only if you wanted to play it as a necessity for victory.

And without units, you've radically altered the game. We include that as an option for people to play around with but you've completely changed the game balance. There is no more "normal". Did you change the difficulty levels?
 
You need paratroopers and off shore bombardment or bombers. I'm not sure that should be easier.

Also, some would say you've lost, you're a dictatorship, but that's only if you wanted to play it as a necessity for victory.

And without units, you've radically altered the game. We include that as an option for people to play around with but you've completely changed the game balance. There is no more "normal". Did you change the difficulty levels?

Well an amphibious landing is possible.. but not if you expect the AI to do it for ya, need to get amphib capable units and transports. But ya paradropping would be the go to way for those who aren't familiar with how to do amphibious landings, although its the same principle.. need transports and units capable of paradropping.. so.
 
Yes, all difficulties are default. Do harder difficulties increase the enemy AI or does it give them combat/economical bonuses?
Alright, making off-port landing transport ships and paratroopers now. (all my units are old now, because I want to lose them before I modernize, it's easier said than done, though!)
As a compliment I have to say Australia and USA does a good job defending Philippines and Taiwan I conquered all Eurasia and Indonesia now, and stuck on attempting to conquer Philippines and Taiwan. So many USA/Australia units on their shores! Too much for my old-tech army anyway. (I'm leading in technology, only my army is old)

I like being a dictatorship. Is there a negative side to it?
 
That sounds great! I'll be sure to play at highest military difficulty in the future. I think there are diplomatic/economy difficulties as well. What do they do?
Also, I successfully conquered Eritrea and North Yemen with paratrooper units. Also took Taiwan easily with an updated army. Later I might try playing with highest difficulty and with units at start and see how it'll be then. I wish I could play as Lithuania. Though I understand and agree with the reasons why it is not possible.