Browse and play mods created for Supreme Ruler 2020 at Mod DB. Hello guest register or sign in. Mods - Supreme Ruler 2020. Supreme Ruler 2020 is a grand strategy. This project is closed due to lack of help and I have no time and it has been awhile since I worked on the mod I was almost finished with Africa but I took a break and thought no one would even get a mod for supreme ruler 2020 And Cache the files would take an whole day but for you it would not because you would have the cache file but for me it would in order for the mod to work or you would.
Supreme Ruler 1936 and later (1936, Ultimate, and Great War) offer a great deal of moddability. As information is made available attempts will be made to catalogue it here.
SR1936, Ultimate and Great War are built on the same engine structure making data files compatible with each, however the file structure is slightly different:
- /Custom Folder for Supreme Ruler 1936 is in the root directory
- /Custom Folder for Supreme Ruler Ultimate is in /Scenario
- Scenarios in Supreme Ruler Ultimate are separated in to subfolders within /Scenario
- Some Modding tools (Map Editor, Scenario Creator & Asset Manager) are specifically designed for Supreme Ruler Ultimate.
What Mods Exist?[edit | edit source]
Mods are listed on BGForums.com.
Where Can I Download Existing Mods?[edit | edit source]
Traditionally Mods have been distributed directly by the modders, most doing so through the Modding section on BGForums.com .
Starting with Supreme Ruler Ultimate version 9.1.286+ (March 2020 Update), Mods can also be distributed through Steam Workshop.
Where Can I Get the Tools?[edit | edit source]
If you own Supreme Ruler Ultimate you can get the tools directly from the tools section of your Steam library.
If you do not own Supreme Ruler Ultimate, but still would like to mod the SR game you own, you can download the tools here: https://www.moddb.com/downloads/supreme-ruler-content-editor (Keep in mind this won't be updated as often as the Steam version. So to get the most up to date tools, download them from Steam)
What Can I Do?[edit | edit source]
With the release of Supreme Ruler Ultimate Update 9.1.76, new modding tools - the Map Editor, Scenario Creator & Asset Manager - have been released, making it easier to modify and create the data files used by the game engine. Additionally, most data files can be edited in plain text.
Take a look at a walkthrough for the new Scenario Creator/Map Editor:
Here are some of the areas players can modify:
- Mod Unit 3D Meshes
- DEFAULT.PICNUMS definition file
Data files:
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- News/Email Data
Equipment Data (Units and Facilities)
Other Information:
New Mod features introduced in March 2020 Update[edit | edit source]
With the introduction of Steam Workshop, the SRU engine has had additional Mod Support added, including:
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- All Scenarios/Campaigns/Scenarios can now include overrides of core game elements (graphics, meshes, etc)
- A game called SAMPLE.Scenario will now first try to load game elements from subfolder SAMPLExxx, ie SAMPLEGraphics, SAMPLESounds, etc
- There is a priority sequence of loading content - check out Steam Workshop page for more details on content load priorities
- More engine elements can now be modded - see WMData section for details.
GraphicsMeshes contains the 3D Meshes (models) used by the game to represent on map elements. Each one has a 3 digit number that corresponds to an assigned picture number in the DEFAULT.PICNUMS file. In the DEFAULT.PICNUMS file, each pic number used by units in DEFAULT.UNIT is defined for the mesh ID number it uses and what each element within the mesh is used for. Some element types are not currently supported. Unit scale for individual meshes is also set in the DEFAULT.PICNUMS file.
See details in DEFAULT.PICNUMS
Example: Unit 4602 in the equipment file uses picnum #31. In DEFAULT.PICNUM Picnum #31 is defined as using mesh #31 with two elements.
This folder also contains Texture files for the meshes which are 512x512 in size and the .dds file format.
3D meshes need to be in the .x format and should be no greater than 900 polys. Most models used in game are between 300-700 polys. The mesh may not have more than 4 elements. Turrets are usually modelled as separate elements from hulls. Ships should have the area below the keel line cut as a separate element. Meshes should be created using meter scale. Meshes for the game have been created in 3DSMax then exported to Cinema4D Go for conversion to .X format and finally optimized using Mesh View. When creating the model the texture should be done in .PNG format and exported to .DDS. The game engine overrides the the file type listed in the .x file.
For every model used in the game a 2D render of the object must be placed on the UGBITSX.PNG graphic sheet where X = the page containing the frame corresponding to the unit ID. Each UGBITS page holds 256 images starting at count of zero. The count is done from left to right then top to bottom. As an example the last unit on the second row would be unit #031 (Currently the scud launcher).
If you have a model you would like to offer for use in the game, please send it to chris@battegoat.com. The model must be less than 900 polys, be in .MAX or .3DS format with a .PNG texture file of 512x512. We will do the final conversions and optimization.
Terrain 3D Meshes[edit | edit source]
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As of Supreme Ruler Cold War, most terrain types have 3D meshes assigned.
The tree 3D models are the following file names;
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TER031.xTER048.xTER050.xTER052.xTER054.xTER056.xTER058.xTER100.xTER102.xTER104.xTER106.xTER108.xTER110.x