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▐▒▐▓▓▌▐█▌ iRRM PROUDLY PRESENTS ▀▀▀▓▓██▄▄▄▄▄▄▄█▓▀▀ ▄▄▓▀█▄ ▀
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▀▀▀▀▀ ▀ Supreme Ruler 2010 ▀▓█▄ ▀█▄ ▀▓▓▀
v4.3.1 UPDATE ▀▀▀▓▄██▄▄ ▀
(c) BattleGoat Studios ▀▀▀▀▀ ▀
┌──── ─── ─
┌┤ Release Info
│└─ ─
│
│ Release Date .... : 2005-12-18
│ Release Size .... : 02 x 4.77MB
│ Protection ...... : N/A
│ v4.3.1 UPDATE ... :
│
│ NEW MISSION(S):
│ --> "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 æautodeployÆ settings - ICBMs must be
│ deployed manually.
│ --> Multiplayer Games with a ôUnification Voteö 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 ægroupedÆ, 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 ôNon-Tradeableö Technologies.
│
│ These issues will be resolved in future updates.
│
│
│┌──── ─── ─
├┤ Game Info
│└─ ─
│
│ Game Type ....... : Strategy
│ Sys. Requirements : Win2K-XP, P3 800MHz, 256MB RAM, 32MB GFX
│
│
│ The year is 2010 and the Major Powers of the world as we
│ currently know them have disintegrated into bickering economic and
│ military regions. The United Nations has disappeared, and an
│ organization with far sharper teeth referred to simply as "The
│ World Market" has taken its place. Individual Regions are left to
│ fight for power to dominate their neighbors, their countries, their
│ continents, and then the world.
│
│ This strategy management sim game features hundreds of detailed and
│ militaristically-accurate unit types, both realtime and turnbased
│ gameplay modes, real-world map data accurate to NASA satellite
│ data, and innovations that include a sophisticated Military
│ Strategy and Tactical Command System where you can control
│ battalions directly or give them autonomy by handing control to
│ your military leaders.
│
│ - SATELLITE IMAGERY - Maps use actual "Real World" imagery.
│ - REAL-TIME or TURN BASED PLAY OPTIONS.
│ - CAMPAIGN - Start in one of over 200 Regions World-Wide!
│ - MULTI-PLAYER SUPPORT FOR UP TO 16 PLAYERS.
│ - EXTENSIVE ECONOMIC AND POLITICAL MODEL.
│ - MAP AND SCENARIO EDITOR INCLUDED.
│
│┌──── ─── ─
├┤ Install Info
│└─ ─
│
│ 1. UnZIP and unRAR to the game directory.
│ 2. Run irrm-installer.bat
│ 3. Run SupremeRuler.exe to start the game.
│ 4. Enjoy this updated rip!
│
│┌──── ─── ─
├┤ Contact
│└─ ─
│
│ We are looking for:
│ - Talented coders (preferably C, C++, ASM or Delphi)
│ - 30+ Mbps sites for affilation.
│
│ Hit us up on IRC or by email: irrm [at] hush [dot] ai
│
│ Whores n beer are always welcome too. Cheers!
│
│┌──── ─── ─
└┤ Thanks to m0/cRo for the great ascii!
└─ ─
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