What's new in Supreme Ruler: Cold War Patch 7.3.7

Sep 12, 2013
  • Unit HUDs redesigned
  • Some fixes to scripted event engine and individual events
  • Fixed 'Capture' victory condition
  • Multiplayer code improvements and fixes
  • Fixes in tech tree
  • Fixes in News texts
  • Fixes in Scenarios
  • Fixes in Orbats
  • Fixes in Equipment Data
  • Some new units added
  • Some new unit models added

New in Supreme Ruler: Cold War Patch 7.3.1 (Jan 4, 2013)

  • 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

New in Supreme Ruler: Cold War Patch 7.2.2 (Nov 22, 2011)

  • fixed liberated countries diplomatic interactions.
  • fixed conquest options after a total proxy capture or colonial capture
  • fixed colonies clearing treaties with parent at independence
  • fix Merchant Marines & standoff bottlenecks from opposing forces.
  • fixed land proxy in cases of colonial parent allies from enemy of colony
  • fixed units in proxy vs. colonial parent allies
  • Fixed some broken scenarios due to update 2 changes
  • Treasury haps further clean up, integrate "inflation" mod
  • Hex view haps clean up, added "in construction" icon w/ tooltip

New in Supreme Ruler: Cold War Patch 7.1.1 (Aug 5, 2011)

  • Changes:
  • Fixed three possible crash situations
  • (No Units Option, Research Tree, and Pathing issue)
  • Fixed some map and historical data
  • Some product shortages at start of game eased at normal difficulty level
  • Regions begin with opening stocks of non-civilian resources (ie Industrial Goods)
  • US & USSR begin with extra opening stock of Industrial Goods
  • World Market begins with more stock of goods available for sale
  • Some improvements/fixes to optional victory conditions
  • Equipment list and Tech Tree improvements/fixes
  • Colony improvements
  • Colony Independence breaks existing treaties properly
  • Colonies can be forced to accept more types of trades
  • Proxy in Colonies is now based on Parent Region relations
  • AI improvements
  • Parent AI regions more likely to get involved in Colony wars
  • Making peace with Parent makes peace with Colonies
  • Improvements/Fixes to Strategic Pool unit commands
  • Colonies that become independent get facilities online
  • Sphere victory now requires no "in or LEANING" to other side
  • Theaters list now shows Theater priority settings
  • Other Fixes:
  • Events no longer happen for dead regions
  • Fixed building upgrades in colonies
  • Default game length for Unification & Score games is 50 years
  • Can no longer set spending to negative with minus button
  • Colony sphere changes no longer trigger notices
  • Minor GUI adjustments