A UNIT and BASE MODELING FILE FOR SUPREME RULER version 4.6.1
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This mod adds new units to the game and alters values of others. Adding these files to your game folder will change your unit equipment list for all scenarios and will cause multiplayer sync errors unless players use the same mod. The Orders.CSV contains the Baloogan Orders Mod to add the "load onto" command to the pop-up orders menu. This will overwrite some original game files.
Ver 1.0:
1) Made AA and radar stations cheaper, with longer ranges and more effective against "High Air" targets.
2) Made all U.S. missiles "Mid Air" targets like aircraft, not "Close Air" targets like helicopters, making hand-held AAs ineffective against them.
3) Increased the range of the MGM-52 Lance missile.
4) Changed the AV-8B Harrier II to "7 Helicopter" so that it can land anywhere, like the V-22 Osprey.
5) Duplicated Baloogan's mod of putting "Load Onto" on the first pop-up menu.
6) Increased the supply on Paladin mobile artillery and the SS-80 MLRS to keep them on the line longer without them running away to the supply depot.
7) Doubled the number of air squadrons that a carrier can hold.
8) Duplicated Baloogan's mod of allowing transports to ferry aircraft.
9) Increased the "High Air" effectiveness of all heavy U.S. MIM AA, in order to combat the Russian Foxbat aircraft.
10) Changed missile size for SSN-8 submarine. Was size 2, but no size 2 missiles are available in the U.S.
11) Reduced the initial Industrial Goods building cost and Annual Operating Cost of all facilities by from 80-90%.
12) Reduced the manning level of all military facilities except for medium and large bases.
These savings all get reflected in the Treasury and DOD
reports one day after taking effect.
I used this for a game in progress and my maintenance cost was halved, my military reserves increased by 10% and my deployed force decreased by 53%. So I lost over a million deployed men, but my remaining reserve will go much further in term of how many new smaller bases that I can open.
Force depletion will not be a problem if you use the mod from the beginning of the game.
For games in progress, here is a work-around to save force strength:
Before saving the game, de-activate as many stations, depots, outposts and small bases that you can. These personnel will go into reserves and will still be there after you install the mod.
Staffing sizes for medium and large bases are un-changed in the mod.
Save the game, stop SR2010 and install the mod. Restart the game and reload the .SAV file. Re-open the bases that you previously closed. They will re-open with many fewer personnel.
The only thing that mod does not change is the "Estimated Annual Operating Cost" figure posted in the detail dialog for bases. I suspect that this outrageously high figure is actually hard-coded somewhere, and does not represent an accurate, calculated value, and never did.
HOW TO EDIT THE SRUNITS FILE:
The problem is that Microsoft Excel will edit the SR2010 .CVS data files and save them just fine.
But, since many of us only have access to Excel at work, we have to use OpenOffice Calc at home, the latest verion of which is 2.2. But Calc will not save your .CVS files in the same format that it read them in - it places double quotation marks around all cells that contain text. The SR2010 Map Editor doesn't like this and will choke when reading the edited file.
If you have Microsoft Excel - use it to edit and save the file.
If you do not have Excel, here are two ways that you can do this:
Method A - the hard way: Open the same spread-sheet twice - once in notepad, and again in OO Calc or whatever spread-sheet that you intend to use. Copy the SRUNITS.CVS file and paste it back into the same folder. It will be named "Copy of SRUNITS.CSV". Back up your original SRUNITS.CSV file.
Open SRUNITS.CSV in notepad and "Copy of SRUNITS.CSV" in your spread-sheet program.
Display the comma-delimited notepad version at the top half of your screen and the easy-to-read spread-sheet version at the bottom.
Use the bottom version as a map into the cryptic top file.
On the bottom, manipulate the delimiter and the text delimiter when opening the file until your display shows the column headers properly from left to right. The Unique ID number should be in column A.
On the bottom application, select cell D3, then from the main menu select "Window/Split". Now your column headers in the bottom app. will stay displayed at the top while you scroll thru data rows below the split.
Find the value to change in the bottom application, then navigate to the corresponding row in the top notepad version. Place the notepad cursor on the target row and begin to scroll the notepad display to the left.
Compare data patterns between the top and bottom displays. You will soon get the feel for synchronizing the common reference point between the two. The reasoning goes "I am looking for a bunch of "N,N,N,N" characters half way into the row. The "N,N,N,N" pattern will be followed by a "2.1,N,Y,1.0", or "Find the really long row of "N,N,N,N" s and change the sixth one to '10'."
Locate the correct data position in the row and make your change. Make the rest of your changes and then select "File/Save" in notepad.
Method B.
Use OO Calc version 2.2 to open the SRUNITS.CSV file.
Back up your target .CVS file. Read the .CVS file into Calc and set up your column sizes and split screen as you like it. Make your edits. Save it as an OpenOffice (.ods) file. Do not close Calc, but perform a second "Save As". Save the spreadsheet as a .CVS file.
Calc will offer to save it as an Open Office (.ODS) file instead of a .CVS. Choose ".CVS".
Select the check box that says "Edit filter settings". You will be prompted for formatting info - leave the data seperator as a comma character, but for the string delimiter, delete the double quote default and make the string delimiter null, nothing, nada, no character, not even a space.
Save your work to the appropriate filename.
The next time you make an edit, open the .ods file instead of the .CVS file. All of your formatting will still be there, editing will be a snap and your "Save As" .CVS files will be usable without the extra step.
After Editing:
This seems to work fine for the SRUNITS.CVS file, but I cannot vouch for other data files. The output of the SRUNITS file is not exactly like the original - in the original, the column header labels are in double quotes. In this new saved version, there are NO strings in double quotes, but that doesn't seem to matter.
Make sure that the newly edited file is in the /Custom folder. Start the map editor. Press the first "Import Equip. File" icon (the one with the question mark on it).
The map editor should read the new SRUNITS.CSV file. You can tell if the app is reading and compiling the file - if you move the mouse cursor away from the icon immediately after pressing it, the tool tip message display will remain displayed for about a count of ten, after which the labels at the top of the screen will change.
You have now compiled a new DEFAULT.UNI file into CUSTOM/DATA. Check its data/time stamp. All normal custom applications will now use these SRUNITS values for unit parameters. If you move the file to MAPS/DATA, then it will be effective even for non-custom and saved games, but you may put yourself out of synch with other players if you play online. }} |}
Ver 1.1 CAT MOD - 05/11/07
( Text modified on 5/28/07)
LAND UNITS
Artillery - the more adavnced US artillery is now more powerful and has a longer range. The M-111 Excalibre is now the perfect anti-ship shore battery gun.
Advanced US AA systems like the Patriot now have extended ranges.
There is an airborne replacement for the F.A.R.P. - it is called the AB supply truck. It is much faster. It looks like a regular supply truck, but it has a black stripe on it.
Many artillery pieces would not remain on the battle line, so I increased their on-board supplies.
I also increased their initiative to match that of some better behaved units. This was an experiment and I do not know if it was effective.
There are three enhanced lines of infantry units - the M-118, M-113 and the M-1126 Stryker. The M-118 and M-113 now have recon, AT, APC, mortar and other varients, and both are air-dropable. The Stryker line is also diversified.
SHIPS
Enterprise and Nimitz clas aircraft Carriers now carry eight air squadrons. CVN-79, Gerald R. Ford class Carriers carry 10 squadrons and the CVN-81 Geroge H. Bush class carriers carry 12.
Advanced US subs have extended offensive ranges. The most advanced US Submarines now have extended offensive ranges that may make them effective outside of the offensive ranges of enemy subs and ships.
US Helo Carriers now carry 8 squadrons.
AIRCRAFT
Fixed wing transport and cargo aircraft will now respond to requests for "air transport" by land units. The land units requesting air transport must be located on or around air-strips or airports. Pre-position the fixed-wing aircraft at these air bases, otherwise the transport helicopters will get to them first.
Helicopters can now land on oil derricks and bases.
MISSILES
This is the biggest change - there is a new warhead for existing U.S. missiles - the Plasma warhead. Plasma weapons are moddled after nuclear weapons, but without the crippling dis-advantages of SR nuclear weapons. You can use these Special Weapons just like conventional ones, but your Military Confidence will not drop, nor will your domestic popularity. Plasma weapons are about twenty-seven times as powerful as conventional ones, so if before it took thirty Tomahawk missile hits to destroy an outpost, one Plasma armed Tomahawk will do the job. They are not all-powerful.
Each existing US missile has a Plasma counterpart with a 'P' in its name. You will need to research them. They take a long time to build, just like nukes. Each one has the same "Nuclear Yield" as the corresponding nuclear weapons. I don't know what this is (it could be radioactive fallout).
US missiles are no longer close air targets - they are mid-air targets (except for the Lance) and are less susceptable to hand-held AA, like those fracking FIMs.
A completely new missile is the Sea Lance anti-submarine missile - a rocket-assisted depth-charge, armed with a plasma warhead - one hit usually equals one dead submarine. It comes in submarine, air and ship launched versions.
In order to locate the submarines thru the "fog of War", there are sonar buoys. They must be aimed at an enemy in order for the buoy to drop from the airplane. It will immeidately self-destruct, but it will show any sub within 150 KM.
US built submarines that fire a size 2 missile can now research, build and use the Exocet missile. It has been re-modeled to duplicate the performance of the Harpoon.
The Lance missile (now called the Lance II MGM-52) has been moderized and is now a high-air target. There is also a plasma armed Lance - Lance II, MGM-52B-P.
BASES
Outposts and small bases now take many fewer military personnel to staff them, and they are much cheaper to build - "IG Cost" is only 1/10 as much. Yearly operating costs are unchanged in the SRUNITS file, but these are MUCH less than those displayed in the game's Base data dialog.
The same is true for air-defense and radar stations (new manning levels 30 and 15 respectively). Air defenses are now effective for high-air targets and both air and radar stations have a longer effective range (200 and 400 km respectively).
Manning levels for Medium and Large bases remains pretty much the same, but they too are cheaper to maintain. Airbases and sea ports manning levels have been decreased, but their building and operating costs remain unchanged.
New Manning Levels:
Radar Station: 15
Air Defense: 30
Gun Emplacement: 30
Mil Outpost: 600
Mil Small Base: 1400
Mil Med Base: 15000
Mil Large Base:36000
Seaport: 5200
Airbase: 5200
Base supply levels are unchanged.
There is a new defensive base called a "Gun Emplacement". It has powerful, long-range guns. It must be manned by at least two combat units, or the enemy will capture it. It produces nothing but gun-fire. The enemy can and will build these too, but probably will not man them.
Crew = 30, construction time = 50 days, Spotting range = 70 Km, spotting strength = 150, ground/naval attack range = 70 Km, hard/naval attack strength = 300, close air attack strength = 30, ground/air and indirect defensive strength = 1920 (between that of a small and medium base).
FACILITIES
Many are now cheaper to build and maintain, for both you and your enemies.
Old Version; file=Image-cat_mod.zip