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Supreme Ruler 2010 - game update v.4.5.3 - Download

Game update (patch) to Supreme Ruler 2010 , a(n) strategy game, v.4.5.3, added on Thursday, July 6, 2006.

file typeGame update

file size33.9 MB

downloads2429

(last 7 days)0

last updateThursday, July 6, 2006

Free download

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version: v.4.5.3

UPDATE 5CHANGES - Version 4.5.3

New Scenario

WWIII – World War III: The world is divided into 31 playable nation states. … World War III has begun. Take control of one of the remaining world powers as the peace surely cannot last. … In-depth story and map, notes and emails were created and written by Chris Latour.

European Wars: Play Europe with 31 indenpendent countries. The Battle for Europe is on!

New Missions

Cuban Crisis 2010 … Capture the entire island of Cuba within 18 months…

Operation Shamrock …Completely capture the country of Ireland within 18 months…

Breaking Point. – Designed and Submitted by forum user Red. … Lead a dangerously-overextended Germany to safety.

New Groupings

World scenario. … Americas versus the World AND Triple Threat … Submitted by Eric Larsen – These groupings allow players to play the World map with fewer and larger regions.

US North West Scenario… Western Powers

United States Scenario … All North America … Now you can play with a United Canada, The Caribbean, Mexico and Central America against 28 weaker divided US states.

New unit additions

60 new units, 7 new unit pictures. This newest batch allows players to research more units as they progress through tech levels.

Reference Card

- Now included: a single page printable PDF poster listed several of our in-game icons such as unit classes, facility types and more. You should find the link in the Supreme Ruler program group.

Game Improvements / Fixes

Tech tree updated to remove mention of unimplemented tech effects

Icon spin rate now capped in unit popup window

Units suffer penalties if transiting in war-declaration region

'Path Around' region now supported

Fixed WM Water / Boat Pathing & return-to-base issues

Major improvements in Missile firing rate, especially from planes

Fixes & Improvements to Treaty and Trade Cancellations

Fixed issue where AI would refuse some very attractive trades

Missile "launch authority" is now limited to reasonable ranges

Partisans & Guerillas (non-loyal areas etc) implemented

Better spotting of high-stealth units in the same hex

Stealth hit on low efficiency units reduced

Carrier Stacking issue fixed

Locked-out minister no longer removes from market unless priority set

Electricity 'auto' pricing bug fixed

Fixed 'super-morale-mortar' bug

Training status not shown fixed

Long deck carriers no longer respond to sea transport requests

Airports (not airstrips) now have double the stack limit

Fixed issue where base popup would remain after destruction

Fixed bug that some missiles would not launch same day loaded

Going to war/Breaking all treaties also cancels all trades

AI may stop boycotts after going neutral

AI counter-offers improved

Relation & Belli effect on offers varies by value of offer

Manual re-basing air units on low-fuel return fixed

New Groupings added - US NW, World

Fixed rare crash bug related to dip trades / memory corruption

Fixed crash bug involving MP games with lots of clients & units

Re-Wrote DirectSound code; Optimized, Multi-Threaded, etc

Removed use of gamma-ramp from fadein/fadeout

Updated Volume Controls: Music, Sound, Windows Master Volume

Fixed Turn-based mode 'end time slip'

Europe scenario World Market commodities quantity adjusted

Replaced Sound code with Miles Sound; Finished implementation

Mission games now read GMC data for game information

Fixed Campaign Mode Progression for Polish Release

UPDATE 4 CHANGES - Version 4.4.2

Training now works again.

In Multiplayer startup lobbies, the clients would not get set to the correct map if the host changed the scenario choice after clients joined the lobby.

UPDATE 4 CHANGES - Version 4.4.1

New Mission(s) Included with Updates

“East to DC” – Get your Command Vehicle (currently located in Sacramento) to Washington DC before May 1st, 2011 (one year). Recommendation: Use Naval Transport and take a task force through the Panama Canal. Designed by Lead Game Designer David Thompson.

“Bridge to Romania” – Protect Romania from an invasion by the forces of Ukraine and Bulgaria using the German military. – Designed and Submitted by forum user Red. Check out the designer notes for details. Chat with Red on www.bgforums.com.

New Scenario Included with Updates

“United States” - A reunification vote is scheduled for four years from the start of the scenario, but before that happens you'll have to survive Regional Elections; this makes your Domestic Approval Rating quite important. California, Georgia, Illinois, Kansas, Colorado and Texas seem to be controlled by aggressive leaders - so war may be inevitable… By default this map is playable as a 26 region scenario. Custom groupings allow players to play with the extra regions of Canada, Mexico, The Caribbean and Central America in a 30 region scenario. The “East to DC” mission was created using this scenario.

New Unit Additions

45 New units including new battleships, cargo ships and even a far future bipedal military vehicle. 2 new submarine unit graphics are also included.

New Features

Start from any region. There is now then new ability to play from any region in a map that contains more than 16 players. Using a little “page down” icon you can view and start from regions 17 and on. This feature applies to the new United States scenario and to the existing Europe map. This feature also applies to multiplayer games allowing the host to assign players to any region in a game.

Game Improvements / Fixes

Anti-Sub units w/o other attack (i.e. Nimrod) now fire properly

Fixed Unify vote win/unit carry-over issue introduced in Update 3

In Multiplayer, rejection of unification vote decision not allowed

Issue w/Missiles 'running out of fuel' in last hex corrected

Local Civilian Approval given greater weight in Unification Votes

Fixed Neutral War issue w/artillery of upgrades, ZOC (zone of control), etc

At game start, units will no longer act if initiative set to zero

Artillery/Nukes now hit landed air units

Experience and Training no longer go with sales of units

Left over 'retreating' order on neutral-exit units fixed

Fixed-wing air no longer re-supplies ships and subs; ok for helicopters

High Air unit (i.e. Mig 25) will drop to mid-air to attack mid-air

Units with missiles will unload missiles before loading as cargo

Non-tradable techs and pre-reqs can no longer be traded

Scenario lobby supports starting in regions 17+

Command Unit Spawning fixed

Experience Gains from Artillery hits reduced/capped

Undeployable units now get scrapped if base traded to ally

Captured airstrips & sea piers will now stay online even if damaged

Helis & Ships will always dock/land at ports/piers ('garrisoned')

Docking/Landing now based on transit treaty, not alliance

Eliminated player land now treated with less penalties

False 'version mismatch' message in MP saved-game loads fixed

Trading non tradable techs no longer allowed

Fixed Equipment's ID duplicated on equipment file

Colorado city spellings corrected

Mission based Aircraft can no longer resupply ships and subs.

High-air units such as MiG-25 now move properly to mid-air when attacking mid-air targets.

Fixed button unhide (quick flash) for missiles in lower panel when crossing hex.

Helicopters are now no longer impervious to indirect fire, such as a nuclear strike

Obscure unit building bug fixed. Unit queues now contain proper unit types when reloading saved game

Artillery experience gains reduced

Forcing missiles to unload from helicopters no longer works over water or unfriendly territory.

Units purchased from other regions no longer keep their experience.

Missiles loaded on a unit that is then transported by air/land/sea now unload missiles properly to global missile reserve.

Unification Voting Bug fixed - "first day all % moving up, rank in polls moving down" – now displays properly

Loading games from lobby problems resolved

Fixed active/reserve personnel values on sale of units

Fixed duplicate name when units surrender

Fixed ICBM/silo object issues

Political party names are no longer changed after reloading a saved game

A status of "self sufficient" now appears when a product is at a very high sustainable rate (for example when beyond "60 years self sufficient")

Bridges now report correct number of days left for repair

Units now sell properly. There were situations where some sell/repair/reserve orders did not take.

Ohio subs loaded with tridents no longer return to port

Saved games now reload using custom equipment list

Submarines with zero combat time due to loaded missiles no longer return to port until out of missiles as well.

Scenarios using custom equipment files will now continue to use to correct equipment file after reloading a saved game.

Fixed crash if missing GMT file & groups picked; handling of GMT and Data files for Custom games improved

Fixed bug that caused turn-based campaigns to revert to real time between scenarios.

Further fixes were made to missiles in how they regroup properly between scenarios of a campaign.

Unnecessary Return to Base for resupply when loaded with missiles has been fixed.

A number of map and scenario fixes, tweaks, and spelling corrections have also been made.

UPDATE 3CHANGES - Version 4.3.1

New Mission(s) Included with Updates

“Russian Bear” – Defend Moscow and then kill the command unit in St. Petersburg.

New Features

Missile storage limit now a startup lobby option

Unit Roles as subset of ROE (Rules of Engagement) implemented: --- Unit "Target Priority" options based on selected unit roles will allow units to only target certain types of targets.

Land, Air, Sea, Sub, Fortifaction attacks, and allow use of WMD are the 6 options. Selections are what the unit can attack by default. Fortification attack must be selected by the player or specifically orderd by the player and does not come default selected. The WMD option works when "autoloading missiles" is selected. This allows a unit to get its own missiles and even select WMD missiles.Unit roles will allow an air unit with ground and air attack values to ignore ground targets and remain at mid air to engage targets. Unit roles will allow a land unit to ignore firing on enemy naval units (useful when you are about to take over a region and you are hoping to get their navy).

Fixed Missile Loading/Autoloading issues related to new unit roles. Units can now be ordered to "autoload" their own missles when unit is not at full missile capacity AND based on the selected unit roles as chosen in the units ROE. When autoload is selected and there are available missiles the unit can be ordered to fire missiles and will continue to autoload its own missiles. Autoloading of missiles will start with autodeployed missiles first, then non autodeployed missiles. It will also select missiles with launch authority above missiles without launch authority.

Unit roles can also be adjusted in advanced orders for multiple units at once. To reset unit roles to default chose all land, air, sea, sub types.

Modified feature - you now "choose to accept autodeployed missiles" instead of preventing autodeployed

Game Improvements / Fixes

Display #s of missiles fixed for 65K limit (will disp glitch in saved games created before update 3)

Fixed issue with 'shadow' war status against dead regions

Fixed Load failure from saved missions & custom scenarios

Fixed Tech Tree errors on some technologies

Moved location of files in INI, TUTORIALS, LOCALIZE, and FONTS to accomodate localization requirements (future game translations)

Completed and tested all Localization Importers

Fixed rare crash bug with AI counter-offer loop

No longer stay a WM member in 'top level' (world) map

Fixed Repair Rate issue that caused repairs to take 4x longer

"Estimated Price" for manual purchases shows in red if greater than treasury

False data from Mapeditor no longer loaded (Research, Cmd Queues)

Fixed GDP/c 'escape velocity' growth bug

Corrected 'buyingpower' calculation for extended high inflation regions

Added an inflation effect to 'gdpcbase' value (creating longer term inflation effects)

Fixed log output bug on CivApr (Civialian Approval) Target number

Consumers have stronger reaction to very high domestic prices

Corrected bug with 'Agree' Button from Minister Emails

Allow setting of AI difficulty in Multiplayer games

Changed Minister reactions to Raise Prices/Lower Prices priorities

Changed Unit 'out of ammo' return when loaded with missiles instead

Air units no longer change 'home base' as often

Updated code to address Accidental Incursion/War bug

Units will no longer Merge with themselves

Improved & Optimized AI 'unit requested' dispatching/orders

Optimized 'unitorders' process (resulting in less MP (Multiplayer) data traffic)

Destroying/nuking capital no longer wins 'capture capital' games - capital is moved.

Now reporting # of icbm's & nuclear icbms in panels

Adjusted AI HQ dispatch unit quantities, distances adding a greater AI challenge

Demolition capabilities of units now fully supported

Engineers & Demolition now only affect player, not allies/others

Repaired/Improved a number of 'return to base' issues (hopefully!)

Further improved Air unit movement - Escort, Resupply, etc

Fixed missile issues - resetting launch authority, forced base return

Modified use of <1 hex missiles to include ZOC attacks

Air Patrol class no longer suffers effiency loss on patrolling

Units should no longer destack into an enemy zone of control

Artillery no longer fire on air units using indirect arty fire

WM subsidies spread out over time, not lump sum

WM Tech trades more likely

WM will now offer equip & designs for leg-class units

AI regions no longer accepts very long-term paybacks on offers

Low GDP Economies generate a bit more tax income

Domestic Pricing Changes; demand effect, DAR effect

Fixed issues with getting full value for domestic markups

World Market subsidy units no longer auto-deploy

Fixed issue that WM Boycotts only looked at for members - WM now boycotts non members

Military Advisors added as part of WM support

Difficulty changes have greater affect on starting wm approvals

Autosave defaults changed: no client MP autosave; 7 days default for all game types

Fixed bug where war declared against player would lower approvals

Fixed bug regarding loss of reserves when upgrading base size

Fixed bug that electricity imports actually cost many times more

Increased WM cash/product subsidy frequencies; reduced units

Wrong reaction on war declaration by World Market towards regions fixed.

AI no longer accepts repeated offers for the same unit design while time is paused

Fixed missiles lost during campaign transition to new scenario

Launch grids that were not working properly are not functioning

Rebalanced WM subsidy for poor AI regions

Solved price of importing electricity to accurate levels

Reloading a game and switching regions no longer keeps the governemnt type of previous region.

Price now reports for entire missile pack not for one missile

Aircraft trying to reach far destination now rebase

defcon stuck at 3 when not at war fixed

Some equipment file entries adjusted for accuracy

Fixed mission "reload from lobby" problems

Cabinet minister takes action when player agrees to domestic prices too high e-mail

Values check for tech tree benefits

AI deploys missiles for use

Graphics issue frame 3-6, replaced missing Port picture

Solved issue of defcon stuck at 3 when not at war

Europe win no longer becomes North America player in World Map during Campaign carryover.

Grouping regions to WM works again

Player no longer retain WM membership on World map in campaign

Pluton missile and Sub launched nuclear tomahawk missile added

Trident/poseidon/polaris nuclear sub launched damage values corrected

Units of surrendered region no longer remain in play.

Status Line report for Artillery kills show only once

The World Market can no longer be accidentally nuked

Only engineers override "no destroy due to loyalty"

Consumer goods production now remains steady at day end

Launch authority no longer resetting at random

Unit moving when initiative = 0% only happens when individual unit initiative set above "none" in unit ROE

Aircraft can no longer "park" on water

Research no longer lost during campaign carry over

Corrected launch platform type of certain missiles

Aircraft when told to to "fire missile" no longer launch one volley then return home. Entire missile payload is launched before returning home unless unit required fuel.

Fixed tech tree error in Technology Tree PDF

An incomplete custom scenario in custom folder can no longer cause a crash (due to custom groupings)

AI will NOT accept trades in return for money payed back over absurd lengths

Players can now decide to reject a Unification Vote result if not the winner, resulting in a player having to resolve the map through military might.

Unit Improvements

More than 50 new units

Added six (6) new unit pictures

Corrected some unit pictures

Updated various unit stats and specialties

Map Improvements

Corrected Belarus Government type to Communist

Germany Scenario - Austria region - fixed broken river, Hungary research centre named.

Nordic & Europe - Sweden updated units

Africa - S. Afrca updated unit research

Ukraine - Belarus updated unit research

US New York- updated

US Northeast- updated

North America - updated

MidEast - updated

Europe - updated

Oceania - updated

Indomalayan - updated

Korea - updated

British Isles - updated

Canada - updated

France - updated

Russia - updated

World - updated (regional debts removed & production levels adjusted for the year 2020)

Known Issues with this Version

Silos do not respond to ‘autodeploy’ settings – ICBMs must be deployed manually.

Multiplayer Games with a “Unification Vote” Victory type will not end properly if a player rejects the vote result.

Full strength Fusion plants with the Cold Fusion improvement tech do not give the full expected output production.

Saved Campaign games do not load properly from the Scenario Lobby – use the main menu or in-game to load them.

Performance on maps with thousands of units can degrade if Pathing Display option is on (default is on). Shift-P toggles this option.

In a Campaign game level progression, missiles returned from field units are not ‘grouped’, resulting in occasional long lists of available missiles.

If a Peace treaty or Ceasefire is signed while missiles are in flight, the missiles may re-ignite hostilities unintentionally.

Overall Score values are weighted too heavily in some areas such as Research.

Trades of money or goods do not get cancelled when war is declared.

In certain very rare circumstances, enemy units may still deploy from a base after it has been captured.

It is possible to trade “Non-Tradeable” Technologies.

These issues will be resolved in future updates.

UPDATE 2 CHANGES - Version # 4.00.12

New Mission Included with Retail and Demo

“White Sands Project” – Stop the nuclear test planned by New Mexico.

Map Updates for Retail Version

North America: Updated a few rivers in the North America scenario.

British Isles: Added city (Dougrie) to an island in Scotland in the British Isles scenario to add supply to an ore mine.

Canada: Fixed city names in New Jersey and Canada scenarios.

MidEast: Updated a few "Belli Bar" ratings for Turkey against other regions in the MidEast Scenario.

Europe: Minor unit research additions.

Germany: Minor unit research additions.

Oceania: Fixed capital location for Philippines region.

Unit Additions/Changes

More than 20 new units were added to the Equipment List.

Some unit specifications were balanced: helicopters and fixed wing aircraft.

Unit picture addition: Combat UAV.

Feature Improvements

New GUI Element - State Department - Pick a region - In Panel 2, choose button named "Current Relations".

In this new third panel you will see the following:

Diplomatic Rating,

Civilian Rating,

Causus Belli,

Treaty Integrity Ratings and

World Market Ratings

There are two columns each under a region's flag. The first flag is your region, the second is the region you are viewing. The first three ratings are views directed towards the other region. Read the tool tip to see exactly what each bar represents. (For example, under your flag you will see how your people feel about the other region AND under the other flag you will see how their people view your region.)

The last three bars are regional ratings and are not views of the "other" region but are indicators about the region. (For example, under your flag you will see the Treaty Integrity Rating for your reigon and under the other flag you will see the same rating for that region.)

Added mid-air refueling, though must be managed by player

Added TAB hotkey - 'center on last event hex'. Pressing the TAB key will move you to the area related to the latest "green" status line entry.

Game Improvements/Fixes

Adjusted AI weighting of diplomatic offers. Now the AI is more receptive to accepting diplomatic offers. Diplomatic views of your region are still used to determine if a trade will be accepted. Now the AI will reject or occassionally send a counter-offer back to your region. Use the new State Department Panel 3 (mentioned above) to determine what regions will likely trade with you.

Fixed AI Land Trades Bug. The AI will no longer give away it's entire territory.

Fixed Bug in 'View Deployed Missiles' when picking silo.

Fixed Treasury/Resource lobby option bug on save game loads. This bug caused a treasury multiplier effect on each load of the savegame, in addition to the effect at the initial start of a game when resources were set to a higher than default level.

Fixed possible error if *.GMC file is missing for savegame (this will happen if the file is manually deleted in windows)

AI surrender changed to 'elimination style'. Previous AI surrender would hand over land to another region. Now will elimination code in place an AI region will simulate a fallen government where the region will be divided by surrounding regions.

Fixed minor graphic issues with Victory screen on campaign save reload

Fixed issue with different region names showing with saved games

Fixed issue where no 'loading bar' gets stuck after failed load

Fixed how cancelled units remained in reserved 'unit count'

Corrected issues with low fuel aircraft taking off too early

Email message regarding incursions on allies corrected

Fixed 'boycotts on Campaign carryover'

Improved cabinet performance/approval bars; also in MP (mulitplayer) save

Fixed bug with firing missiles from gas-fueled units

Air units now reset 'pause conditions' upon landing

Unit construction queue scrapping on surrenders fixed

Fixed rare refresh crashbug in Bonds panel

AI Diplomacy changes - response messages, counter-offers, etc

Greater use of AISTANCE lobby option

Difficulty level affects starting integrity levels

Fixed issue with unsaved Refugee Immigration details

Fixed issue with Diplomacy popup 'old data' in new game

Fixed issue with 'counting active research projects'

Large numbers of Research Centers have diminishing benefits/speed for research

Capped some quantities in WM unit giveaways/sales

Hidden start date in lobby option.

Fixed issue with Unilateral Treaty Breaks / Email sequence

In-game mute now only affects in-game sounds

AI will now deploy and use initial missiles stock.

Game supports greater selection of pre-set game resolutions

Work-around for the latest NVidia graphics driver bug completed.

  • Last update: Thursday, July 6, 2006
  • Genre: Strategy
  • File size: 33.9 MB

Files for Supreme Ruler 2010

Name

Type

Size

Date

Total

7 days

Supreme Ruler 2010 demo 96 MB 6/1/2005 1.7K 2
Supreme Ruler 2010 - Demo Update 00-12 patch 2.2 MB 6/1/2005 1.3K 0
Supreme Ruler 2010 - v.4.5.3 patch 33.9 MB 7/6/2006 2.4K 0