Gönderen Konu: Supreme Ruler Cold War Güncelleştirmeler  (Okunma sayısı 21330 defa)

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Çevrimdışı Bgieer

  • (Selanikli)
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  • İleti: 2229
  • Muk
Bu sadece küçük bir denemesi.Bu ay içinde güncelleştirmenin tamamlanması bekleniyor.
beggin beggin uhuuuuuu
 

Çevrimdışı Mundar

  • Sağlık Müdürü
  • *
  • İleti: 391
Gelsede artık world war multilere başlasak.
« Son Düzenleme: 16 Kasım 2012, 14:07:05 Gönderen: Mundar »
 

Çevrimdışı Bgieer

  • (Selanikli)
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  • İleti: 2229
  • Muk
Bg yeni bir beta sürümü yayınladı ve bunu sizden mahrum etmiyorum. ;) iyi oyunlar.

http://www.battlegoat.com/downloads/SRCW-Update-7-2-59.exe



7.2.59 Tester Readme

Known Issues
- loading a savegame,starting time may take longer as all paths are re-calculated. This is especially noticable in games where there are hundreds of units actively moving.
- Boats still get stuck in “inlets”. (Baltimore, Bay of Fundy, etc.)
- In some cases after regions fall, problems with minister Garrison control
- When liberating a region the relations don’t change as expected
- Queuing units from “all production” will not always divide properly between available build locations
- Some scripted events are not properly triggered
- Some GUI buttons can get stuck in some cases after using the Branch filters.
- Some espionage related bugs
- If you use the Global Rules of Engagement and push “Lock from Minister AI to every unit that will cause spies to stop working

UPDATES

Update 3 beta – September 2012

Changes 7.2.59
- New Consumer demand formulas - more GDP tie-in; Roads/Rails for fuel use (was in 7.2.45 actually, missed in change log)
- 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
- New variable in wmdata: socadj for adjustment of social expectations/costs
- AIParameters updated.
« Son Düzenleme: 29 Eylül 2012, 14:03:09 Gönderen: Selanikli »
beggin beggin uhuuuuuu
 

Çevrimdışı Bgieer

  • (Selanikli)
  • Doçent Doktor
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  • İleti: 2229
  • Muk
Bir aksilik çıkmaz ise pazartesi günü "final" güncelleştirmesi geliyor.
beggin beggin uhuuuuuu
 

Çevrimdışı Kaan✰

Durum nasıl peki?
 

Çevrimdışı Mundar

  • Sağlık Müdürü
  • *
  • İleti: 391
Sonunda geliyor. Adam akıllı bişiler yapmışlardır umarım.
 

Çevrimdışı Bgieer

  • (Selanikli)
  • Doçent Doktor
  • *
  • İleti: 2229
  • Muk
Şuana kadar hiç bir açıklama yok.Neler değişecek ne gibi yenilikler olacak.Ekonominin iyileştirildiğini biliyorum sadece.Yakında göreceğiz.
beggin beggin uhuuuuuu
 

Çevrimdışı paradox sever

  • Başhekim
  • *
  • İleti: 172
  • Republic of Türkiye.
Çok güzel şeyler olacak.
 

Çevrimdışı Bgieer

  • (Selanikli)
  • Doçent Doktor
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  • İleti: 2229
  • Muk
Beyler şu yama bir gelsin (multi sorunu da bu yama ile çözüleceği söyleniyor) her türlü Multiplayer atarız değil mi? :drunk:
beggin beggin uhuuuuuu
 

Çevrimdışı paradox sever

  • Başhekim
  • *
  • İleti: 172
  • Republic of Türkiye.
Güncelleştirme ertelenmez umarım ?
 

Çevrimdışı Bgieer

  • (Selanikli)
  • Doçent Doktor
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  • İleti: 2229
  • Muk
Beta sürümü tekrar sizlerle.Umarım beğeniriz. ;)
http://www.battlegoat.com/downloads/SRCW-Update-7-2-72.exe
Değişiklikler;
Changes:
- Income and Expense reports in Treasury completely redesigns
- 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
- Various other small fixes
« Son Düzenleme: 20 Kasım 2012, 11:43:58 Gönderen: Selanikli »
beggin beggin uhuuuuuu
 

Çevrimdışı Loki

  • Ordinaryus Profesör Dr.
  • *
  • İleti: 7350
Bu oyuna birisi Türkçe yama yapsa orjinal alacağım. Aile durumu iyi olsa biraz kursa yazılacağım gerçi.

Çevrimdışı Bgieer

  • (Selanikli)
  • Doçent Doktor
  • *
  • İleti: 2229
  • Muk
Oynamak istiyorsan gerçekten çözebilirsin Joker.Yamaya gerek yok ;)
beggin beggin uhuuuuuu
 

Çevrimdışı Semavi7

  • Dr. Öğretim Üyesi
  • *
  • İleti: 794
Arkadaşlar bu yama ile oyunun yavaşlama problemi çözülmüş mü?
 

Çevrimdışı Bgieer

  • (Selanikli)
  • Doçent Doktor
  • *
  • İleti: 2229
  • Muk
Oyunun performans hızı arttırılmış.Bu bariz oyuna girerken anlaşılıyor.
Ancak oyunu uzun süreli oynama fırsatım olmadığı için ilerde neler olur bilemem ;)
beggin beggin uhuuuuuu
 

Çevrimdışı paradox sever

  • Başhekim
  • *
  • İleti: 172
  • Republic of Türkiye.
Bu güncelleştirme final sürüm mü şimdi , başka güncelleme gelmeyecek mi ?
 

Çevrimdışı Bgieer

  • (Selanikli)
  • Doçent Doktor
  • *
  • İleti: 2229
  • Muk
Son Beta sürümüydü.Artık beta gelmeyecek final sürümü olan 7.3 gelecek ;)
beggin beggin uhuuuuuu
 

Çevrimdışı Kaan✰

Artık multisi yapılır işte o kadar!
 

Çevrimdışı Bgieer

  • (Selanikli)
  • Doçent Doktor
  • *
  • İleti: 2229
  • Muk
Aynen öyle.Sence de iyileştirmeler olmuş mu?
beggin beggin uhuuuuuu
 

Çevrimdışı Kaan✰

Ben o Capture özelliği ile oynarken bütün ülkeler bir bir yıkılmaya başladı. Complete yada Capital ile oynamam lazım şimdilik bir şey diyemeyeceğim. Ama güzel duruyor.
 

 

Supreme Ruler 2020

Başlatan Ömer

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World War 2 mod(Supreme Ruler 2020)

Başlatan PANZER GENERAL

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Başlatan Barış

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Supreme ruler 2020 Gold multi Gameranger

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