Download Supreme Ruler 2010 v4.3.1 Update keygen by iRRM

Added to site2005-12-18
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Supreme_Ruler_2010_v4_3_1_keygen.zip (166900 bytes)

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iRRM presents keygen for Supreme Ruler 2010 v4.3.1 Update


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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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