Supreme Ruler: Cold War Patch v.7.3.1


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version: v.7.3.1Highlights:- 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 growthDetailed 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
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