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Supreme Ruler Cold War - game update v.7.3.1 - Download

Game update (patch) to Supreme Ruler Cold War , a(n) strategy game, v.7.3.1, added on Friday, January 4, 2013.

file typeGame update

file size86.4 MB

downloads1842

(last 7 days)0

last updateFriday, January 4, 2013

Free download

Report problems with download to [email protected]

version: v.7.3.1

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

  • Last update: Friday, January 4, 2013
  • Genre: Strategy
  • File size: 86.4 MB
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