Supreme Ruler Wiki
Advertisement
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

Steam Workshop support is being added to Supreme Ruler Ultimate effective version 9.1.286+ (March 2020 Update).

Workshop items supported are MAPS and MODS, described below.

Workshop type MAPS:
  • Upload from:  \Scenario\Workshop
  • A "Package" of a .scenario file and as many game items as necessary
  • Game items load from Workshop path if available, then check SRU path
  • Display/Select:
    • SP:  Listbox 1534
    • MP:  switch list as with Save games; Listbox 2907
Workshop type MODS:
  • Upload from: ??
  • Replacement/addition items for anything in game root path
  • Once "subscribed", will be used for file load paths
    • Search workshop paths, in order, until file found
    • If file not found, use default SRU path
  • Optional, handle file list paths (ie Sandbox) by combining all results into one
  • Could be unsubscribed from SRU
  • Optional, could query list and subscribe from within SRU
  • Note:  This usage can cause conflicts with other workshop items, unexpected changes (ie flag replacements), issues with core game, etc
Uses of Steam Workshop
  • Create a new Sandbox/Scenario (MAPS)
    • Created in \Scenario\Workshop\
    • Create a .scenario file
    • Create a folder with the same name for scenario-specific files
    • Optional: Create folders with override for default game (Maps\, Graphics\ etc)
    • Upload to Steam using Asset Tool
  • Create Mods for Core Game (MODS)
    • Create a folder structure with changed files
    • Can be in any folder - Sandbox\ etc, Maps\, Graphics\, Localize\ etc
    • Can also override data from existing Core Sandbox, Campaign, or Scenario
    • Can override in the Sandbox\... folder, and/or the Common\ folder etc
    • Upload to Steam using ???
Technical Details

Game Engine initializes Steam during application startup, before main menu display

  • Workshop items should be retrieved before menu is called, so that graphics and haps will load through the workshop sequence.
  • Items that load before workshop data is available:
    • Splash screens (BltSplashScreen) - pubsplash, splash, splashme/box
    • If Workshop data arrives in time, everything else should be OK
  • When a new Workshop MAPS game is started, all graphics (textures) are unloaded
    • This will force the game to use any graphics in the MAPS workshop folders first
    • This may cause brief visual anomalies when starting a new game
    • Other workshop changes (ie turning MODS items on/off) usually require a game restart.
    • There are some items (ie FONTS pages, Cursors) that can't be modded in MAPS files, as they are not unloaded.

File Loading Sequence - stops at first found:

  1. If MAPS: MAPS workshop path
  2. If not MAPS: Loop through each MODS path looking for Scenario Path overrides
  3. If not MAPS: Scenario Path in Default installation
  4. Default installation

For Example - loading Sandbox SR1940, looking for Default.WMData

  1. Look through all MODS : <Modpath>\Sandbox\SR1940\MAPS\Default.WMData
  2. Sandbox\SR1940\MAPS\Default.WMData
  3. MAPS\Default.WMData

For Example - Loading MAPS Workshop Scenario SRNEW, looking for Default.WMData

  1. <Mapspath>\SRNEW\MAPS\Default.WMData
  2. MAPS\Default.WMData
Limitations of Steam Workshop

The following are currently limitations with the Steam Workshop implementation:

  • Workshop maps cannot be used with multiplayer games.
    • Workaround: Host starts/creates game, saves it, and then transfers save game to other players
  • Workshop type MAPS items cannot modify game engine items such as graphics pages without side effects; use MODS type items for this.


Advertisement