Jump to content
Game-Labs Forum

Leaderboard

Popular Content

Showing content with the highest reputation since 03/19/2024 in all areas

  1. When at war against a major power, the minor allies of those powers should be legitimate targets for naval invasions. For example, if Colombia is allied with Spain and you are at war with Spain, you should be able to directly use a Naval Invasion against Colombia's territory.
    12 points
  2. QoL Request: Please rework the research view by listing the CURRENT research at the top and listing the previous in descending order. The oldest technology is quite irrelevant and should be at the bottom. I, and I'm sure many others, check research status quite frequently in order to time new builds and refits with certain technology as it becomes available. So, having to scroll ALL THE WAY down to the bottom of EACH research category is really a pain. Looking forward to seeing this soon! Respectfully, Arkk
    12 points
  3. Hey admirals, We had to focus on your latest feedback about the campaign's economy and offer necessary adjustments. Furthermore, we offer a new feature asked by many, the possibility to refit ships received as war reparations. This ability will function only on new ship prizes. v1.5.0.5 https://steamcommunity.com/games/1069660/announcements/detail/4131562530381629772
    8 points
  4. Uploaded optimized version x3 including the following: - Fixed critical bug that caused ships to reset their screen/scout/follow status and move forwards. We are sorry for this temporary inconvenience which was brought by last night's update. - Fixed rare issue which could cause ships to start a campaign battle with the desire to stop movement (unless the player gave any other command. This bug could be caused in specific map coordinates. - Fixed, hopefully, the last reason related to AI logic that could cause damage calculations to fail and cause ships to freeze and the game to stop functioning. This could happen very rarely, depending on frame rate and fast forward of time. You have to restart Steam to get this update properly. At this point, we think that v1.5+ is stable and enjoyable for all players. We will provide more minor updates only if it is needed.
    7 points
  5. BETA v7.3. - "Release the Kraken" - N.A.R. changelog: Updated to UAD 1.5.0.6 Added the missing American quads. Reworked the early 4",5",6" and 7" guns size for the Germans and the Austrians. They are smaller now, and should look better. Added ship sections for early torpedo cruisers. (it was missing/fixed) Some early cruisers could mount 9" guns (bug/fixed) More improvements for the AI design logic, see below for details. Many individual ships parameters were reworked to make it easier for the AI to get a decent result. About the AI design logic changes: Increased the gun to barbette distance to improve fire angles and try to prevent guns from blocking each other. Change the gun caliber choice logic to try to prevent the bad habit of always choosing 20" guns when designing big battleships. Only a small improvement, but I can't do more. If I limit the AI more, will start to use 11" guns on BBs around 1914. AI ships should be in general more powerful and not having small guns blocking more powerful guns all the time. The designs should look more clean in general. Players should also notice less torpedoes on CLs. I hope you guys enjoy the changes. I am exhausted after many hours trying to understand how the system works and I will take a break from modding, and just have fun playing the game. IMPORTANT: To avoid and play game without autoupdates do this: 1. Set game to update when start game. Do this in game setting(properties)-> update. 2. Don't start game by steam or steam shortcut. Make a shortcut on desktop form a main game .exe like "x:\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" 3 start a game from this shortcut. Game will run without update. Do not report bugs to the devs if using mods!!
    7 points
  6. Uploaded optimized version - Fixed memory issues that could cause ships to freeze in combat for players that had very long gameplay sessions. - Some optimizations in aiming which should resolve turret rotation lagging when ships turn too sharply. You have to restart Steam to get this update fast
    7 points
  7. That's why, when I come up with an idea I think is not too difficolt to implement, I have chosen to either try and mod it myself, or more resently, suggest it to @o Barão and his wonderfull NAR overhaul, as he has been kind enough to actually fix many issues in the game people have suggested or at least answer us and let us know if he won't do something we requested. It would be much appreciated if devs could similarly, at least, keep updated some kind of to-be-done or work-in-progress listing of things. Whiles a lot of the feedback we have given here are clearly being reseaved by the devs (thank you!), it would be nice to know if something we have asked them to do is being worked on or not. P.S. Maybe devs could check out NAR and import some of the features there such as the improvements on armor and component weights, barrel lengths and hull dimensions parameters.
    6 points
  8. Uploaded optimized version including the following: - Further optimizations in targeting/division/AI logic. The battle fps performance should be the fastest ever for the game. - Fixed issue that could cause ships to make zig-zag movement trying to follow the formation. This issue could happen sometimes depending on size and inertia of ships and their distance between them. - Reduced mothball cost. "Low Crew state" should be not more proftiable now. Please restart Steam to receive the update properly
    6 points
  9. Preview Well, this is promising. Now I need to increase the damage and see how it goes. A few minutes later... Oh shit.😁
    6 points
  10. BETA v10 - "Shells & Ballistics rework" update - N.A.R. changelog: Updated to UAD 1.5.0.9 Optx3 Link: https://drive.google.com/drive/folders/1ac6FZM6KTnY3Rhm5GRsEO6Zs6V8Jfasf?usp=drive_link Note: The english file needs to be updated. ----- Major update ----- Ballistics reworked. Light, standard and heavy shells have unique properties at different ranges. New shell added, SAPC SAP and all HE shells damage was improved. SAPBC penetration improved. HCHE, CNF and CP fuse are now more sensitive since they were designed to work against light armored ships. Min angle and max angle for all shells, reworked taking into account the shell shape or the AP cap design, if present, for ricochet chance calculations. Shell weight modifiers from all components reworked to fix the unrealistic values. No more 15" shells with 1.5 tons as an example. Realistic accuracy formula reworked to improve the closer it is to the target. AI personalities updated. Added vanilla TECH AI instructions. Torpedo launchers costs rebalanced. Credits to @NoX for the idea. ----- Ballistics rework ----- All shells have unique properties at different ranges. This offers new tactical options for the Admiral to consider when designing the ships and what will be their role. Note: The big long range bonus and accuracy bonus values exist to counter the unrealistic effects from the muzzle velocity mechanic. In practice, by looking at the gun stats, the player will notice that the differences are a lot smaller. In NAR, the long range mechanic starts to have effect at 5500 meters and will get the maximum effect at 40000 meters. This adds a new dynamic to the game, where according to the ranges is expected the ship to fight, the Admiral can take into consideration using one type of shell or another. ----- Min angle and max angle ----- Now every shell shape or AP cap design, if present, will take into consideration the angles of ricochet. APC shells have a unique cap design that favors penetration at low angles, but is very poor at steep angles. With the invention of the ballistic cap, new cap designs are now possible to increase the biting angle. The players should notice a better performance from the APCBC variants and SAPBC because of this. The values used in NAR as reference for the shell modifiers, are: Min angle 30º Max angle 40º Ricochet chance 55% Min angle is where the ricochet starts to have an effect and the Max angle where it gets the full effect. There is also a 70% ricochet chance for hitting the main turret. Note: Only the max angle value is different from vanilla game. I changed to help the player in reading the gun stats. Typical APCBC shell. Note the changes to the armor-piercing cap to better improve the chance of penetration at steep angles. ----- Realistic accuracy ----- American 16"/50 mk7 performance on trials. Around 9km. Around 27km. Changes to the accuracy formula to improve the closer you are to the target give me what is now IMO a very realistic feel. Because of this, the mod two options are now: Realistic accuracy and the Arcade accuracy (3x times the chance of hit) VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update. Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.
    5 points
  11. This will need a new game, DO NOT add in a current campaign, as you will restart the hull techs This is a submod of @brothermunro DIP mod. This is purely a visual and practial mod for the Technologies tab. There might be minor tweaks later, but nothing that will force a new game start. ------------------------------------------------------------------------------------------------------- -New Tech Group "Turrets", populated with Gun Layout and Mechanism. -Updated tech group for guns: 2-5" , 6-10" , 11-15" , 16-20" -New tech Group for Hull Strength and Hull Construction -Updated tech group for Destroyer, Light Cruiser, Heavy Cruiser, Battlecruiser, Battleship -Removed obsolete Submarine Tech Group -Moved "Armour Quality" and "Armour Forging" to same group as Hull Strength and Hull Construction ------------------------------------------------------------------------------------------------------- Files modded: English.lng technologies-resources.assets techTypes-resources.assets techGroups-resources.assets (I've edited the UI so it shows all the tech columns for a better view, hence the weird text) -(STEAM) Playing a modded game, that also updates alot, it is always a good idea to set to update when launched and use a shortcut of the .exe from the game folder to play the game. That way Steam will not update the game, before you tell it to. 1.01 : -Updated Nexus page for download instructions and info. Also updated the mod to be inline with BMs update 1.02 : -Pushed an update to replace the wrong .lng file. You should no longer see wrong texts on armour in particular 1.03 : -Removed tb/cl/ca techs from BB (old Hull Strength) tech. They will now only show in their respective categories -Fixed several description errors through the technologies-resources.assets. In particular Light and Heavy Cruiser techs (visual only) -Added command "start" to earliest CL techs. An 1890 start would not have first iteration of light cruisers because of this 1.04 : -Update for UAD 1.5.0.6 and DIP 1.9.0 -More changes in tech descriptions (visual only) 1.05 : -Update for UAD 1.5.0.6 opt and DIP 1.9.1 1.06 : -Update for UAD 1.5.0.6 optx2 and DIP 1.10.0 1.07 - Update for UAD 1.5.0.6 OptX4 and DIP 1.11.0 1.071 -Changes to time multipliers for Hull Techs. They were researched too quickly, and ended up getting access many eayrs before original. Thanks to <kineuhansen> for the headsup. 1.08 -Updated for UAD 1.5.0.7 and DIP 1.12.0 1.09 -Updated for UAD 1.5.0.7 OptX1 and DIP 1.12.1 1.10 -Removed obsolete Submarine Tech Group -Moved "Armour Quality" and "Armour Forging" to same group as Hull Strength and Hull Construction -Updated .lng file to the latest changes --This should not cause any issues with an ongoing savegame-- 1.11 -Updated for UAD 1.5.0.8 and DIP 1.12.2 1.12 -Updated for UAD 1.5.0.8 opt x1 and DIP 1.12.3 1.13 -Updated for UAD 1.5.0.9 and DIP 1.12.5 1.14 -Updated for UAD 1.5.0.9 opt x1 and DIP 1.12.6 1.15 -Updated for UAD 1.5.0.9 opt x2 and DIP 1.12.7 1.16 -Updated for UAD 1.5.0.9 opt x3 and DIP 1.12.8
    5 points
  12. Just to give a better example how bad it is the muzzle mechanic. Stock game, no mods. Wouldn't make any difference since I have no way to fix this. Stock gun with 0% barrel length. Gun with 22% barrel length increase. What are the changes? At low ranges, where we could expect a better hit chance due to these reasons: Trajectory Flattening: Higher shell velocity generally means the projectile reaches the target more quickly, resulting in a flatter trajectory. Reduced Wind Drift: Faster-moving projectiles are less affected by crosswinds, as they spend less time in the air and have less exposure to wind. Reduced Time to Target: A faster projectile reaches the target faster, which means there's less time for external factors such as wind or target movement to affect its trajectory. This can result in greater accuracy, particularly for moving targets or in dynamic shooting situations. We get in fact the opposite. This makes any sense? At long range ranges where we could get a worse accuracy due to these reasons: Projectile Design: When fired at excessively high muzzle velocities, these shells may experience increased aerodynamic instability, leading to erratic flight paths and reduced accuracy at long ranges. Barrel Wear: Firing shells at higher velocities can accelerate barrel wear in naval guns. As the barrel wears down, the consistency of muzzle velocities and the quality of the barrel's rifling can deteriorate, negatively impacting the accuracy of shots fired over long distances. Projectile Dispersion: Naval artillery systems often have to contend with factors such as ship motion, sea state, and firing from a moving platform. These factors can introduce additional dispersion or variability in the trajectory of the shell, further exacerbating accuracy issues at long ranges, particularly when combined with excessively high muzzle velocities. Targeting Systems: Naval gunnery relies on advanced targeting systems to accurately engage distant targets. Extremely high muzzle velocities can introduce challenges for these systems, as they may struggle to predict the trajectory of the shell accurately, leading to less precise targeting and reduced accuracy at long ranges. We have in fact the opposite. And this mechanic is present everywhere. Shells weight, propellants, barrel length, gun caliber, the different between all HE and AP shells. It is such an important thing to how ballistics works that I can't stress enough how much this needs to be fixed. And this artificial modifier implemented here to fix the issue with the light shells wouldn't have a need to exist if the muzzle mechanic were working properly. Just my two cents.
    5 points
  13. @Nick Thomadis I need your help. First, I am going to quote what I supposed to be your own words about shells. Light shells. "Lighter shells have reduced damage and penetration properties, but they are cheaper, reload faster and are less prone to detonation. Furthermore, the lighter shells cause less gun barrel erosion, affecting the gun accuracy positively. The range of a lighter shell is, on average, shorter than a heavier shell of the same muzzle velocity. Because of the higher muzzle velocity of a light shell, its range can become larger according to other shell properties." Heavy shells. "Heavier shells cause more damage and can penetrate thicker armor at all ranges because of their better ballistics. However, they cost more, they are more prone to detonation and increase gun barrel erosion. Furthermore, their slower muzzle velocity increases the chance of calculation errors when firing at long range targets." Super heavy shells. "Shells of the maximum possible size cause immense damage and may make guns of smaller caliber almost equivalent to bigger guns in terms of firepower and ballistics. However, those shells are much heavier, riskier to become detonated and cause more gun barrel erosion, while their slower muzzle velocity increases the chance of calculation errors when firing at long range targets." Well, I have two issues here. One minor and a major one. What is written in the text is misleading for different reasons, that I will explain in details below. But the biggest problem is how muzzle velocity mechanic works in game, that it is exactly the opposite to what is in the text and still wrong at the same time. How the muzzle velocity mechanic works in UAD? In short: The higher the muzzle velocity, the bigger will be the penalty to accuracy. But the big muzzle velocity is tied to the light shells, which supposedly should have a better accuracy in game, according to the text, which it has by artificial means from other modifier. But is still wrong. But the opposite is worse. The slower muzzle velocity will give better accuracy, and the text is saying the exact opposite. Totally misleading for the players. The issue here is the muzzle mechanic and the weight of the shell, both combined are not having a real ballistic performance in game. It should be something like this. Two shells, same shape, same gun, same amount of propellant, all equal except one thing, the weight. The lighter shell will be sent at a higher muzzle velocity and with this it should more accurately hit targets at close range because: Trajectory Flattening: Higher shell velocity generally means the projectile reaches the target more quickly, resulting in a flatter trajectory. Reduced Wind Drift: Faster-moving projectiles are less affected by crosswinds, as they spend less time in the air and have less exposure to wind. Reduced Time to Target: A faster projectile reaches the target faster, which means there's less time for external factors such as wind or target movement to affect its trajectory. This can result in greater accuracy, particularly for moving targets or in dynamic shooting situations. The heavier shell will be sent at lower muzzle velocity but should it more accurately hit targets at long range because: Ballistic Coefficient: Heavier shells typically have a higher ballistic coefficient, which is a measure of how well a projectile retains its velocity and resists drag as it travels through the air. Shells with higher ballistic coefficients are generally more resistant to wind drift and other environmental factors, leading to better accuracy, especially at longer ranges. Trajectory Stability: Heavier shells tend to be more stable in flight, as they are less affected by minor disturbances such as air turbulence. This stability can contribute to greater accuracy, particularly in windy conditions or when shooting at distant targets. Now I searched everywhere for a modifier about this mechanic and I can't find anywhere. I can in theory fix this by applying a negative accuracy modifier plus a positive long range modifier and vice versa, but much better would it be for this mechanic to be working well in game, also with a text description that does not lead the players to mistakes. That is why I am asking for your help. I apologize for the long text, but this is not an easy thing to explain.
    5 points
  14. Uploaded optimized version including the following: - More improvements on game's stability and fps performance, increasing also the speed and efficiency of almost all game's processes. - Fixed a potential error related to the AI logic which could cause ships to freeze prior to combat. - Increased the initial distance in mission "Sink the Raiders" (Due to the latest AI improvements it was almost impossible to defend the transports quickly enough). You have to restart Steam to get this update properly
    5 points
  15. BETA v8.1.0 - "Battle stations update" - N.A.R. changelog: Updated to UAD 1.5.0.7 Changes to accuracy Fixed all the issues with the high accuracy values in late years. This is the most accurate version I made based on real life data.* Arcade version is now x3 the hit rate to make the gameplay more enjoyable for the casual type of players. *Unless you are a masochist, naval history nerd, that understands how the game different mechanics works, DO NOT use the semi realistic accuracy version. You guys are not going to like it. Changes to provinces The defense modifier changed for many provinces. It will take into consideration, the terrain, the weather, tropical diseases, and the people and their willing to fight. Expect to lose a little more in a tropical country, or a lot if you try to invade Switzerland or decided to cross the Sahara or fight the Russians at Moscow. Armor penetration threshold increased to x3. This was a request from some players, and I can't see a reason why not. IMO, is still the shell base fuse mechanic what really matters. The AI ammo logic improved to know better when to use HE or AP. Other changes: Turbo electric drive cost rebalanced to make it more interesting. Crew training values were rebalanced. Flash fire and ammo detonation damage x2. KGV turrets design language improved for single and double barrels. Small improvements to make it easier to place torpedoes in some places. Badly damaged AI divisions will try to disengage from battle. Battle AI logic improvement. Light lamp is now the signal lamp. English file needs to be updated. Radar night stats improved. Note: From my 1940 tests runs, I noticed how bad is still the mines mechanic in this game. So I am considering removing it from the mod.
    5 points
  16. Hello Admirals, We offer a small update which should definitely improve your overall gameplay experience. The following three things are made: v1.5.0.7 https://steamcommunity.com/games/1069660/announcements/detail/4202495492880053713
    5 points
  17. Uploaded optimized build x4 including the following: - AI, Targeting, Division logic refactoring offering more fps. These improvements should also permanently fix a potential freezing of ships error that is reported to us. Please tell us if you anticipate this error again, but only if you play an unmodified version of the game, since a lot of reports come from modified versions. - Sound optimizations. - Fixed old bug causing false warning in custom battles "Select a ship of the required type...". You have to restart Steam to receive the update promptly
    5 points
  18. BETA v8 - "Battle stations update" - N.A.R. changelog: Updated to UAD 1.5.0.6 Opt x 2 «Major update» Changes to AI battle logic: Battle AI reworked. Now it is free to do anything. Can chase, rush the enemy, maintain the distance, create battle lines. It is universal and combines the best of the two previous options, plus the upgrades to the AI decisions in battle from this version.* Screen, scout, and follow are enabled for the AI, but in most cases will use independent formations since from my testing, those are what give the best results. Ranges edited for specific divisions' role to help the AI to create coherent battle groups. 15% chance to see abreast formations to add more variety. AI divisions are limited to 3 ships instead of 5 in vanilla. This will help the AI to overwhelm the player with numbers. *Note: Report to me if you see the AI fleet or individual divisions running from the battlefield. Screenshots will help me a lot to understand why and if it was a good decision or not. Changes to accuracy: Semi realistic accuracy returns. There is also an arcade version featuring x2 the probability to hit the target for the players that enjoy that kind of experience.* The bigger the gun, the more accurate it will be at max ranges. Penalties for the gun's ladder aiming, target range changes, target bearing changes and target turning are lower. This helps guns to maintain a lock to target, and if forced to use the ladder aiming to get a result quicker.* *Note: It is important to have two turrets or more of the same caliber to get a target solution quicker trough salvos. Ships coming fast in your direction or away from you, or doing sharp turns, can still make your guns losing track and enter a "ladder aiming" situation. But it should be much quicker now to get a target solution. Small caliber guns should have an easy time to get the maximum result possible due to the better ROF, but if all at maximum, the bigger the caliber, the better it should be, specially at long ranges. The damage model is made taking into consideration the semi realistic accuracy. Arcade experience can make TBs and DDs very weak in battle, hampering the AI capabilities to fight you. Changes to the damage model: Increased the torpedo damage for all ships. The smaller the ship type, the more devastating will be the explosion. Changes to the tech tree: Accuracy difference from different guns' era are bigger now and this will impose a new challenge for the player. Should the player focus on guns tech and suffer the research penalties, or go to battle with old guns? To make the player more invested in the tech tree. The penalty for focusing on a specific tech is lower now to compensate the player and give more freedom. Changes to the ship design AI logic: Increased the probability to see bigger secondaries. Campaign changes: Lowered the probability for minor allies to send you offers to buy ships. I was getting too many offers, unrealistic and annoying. Now is a vanilla experience. Increased the tonnage threshold for allies to send you a proposal to build a new ship to simulate the "South American arms race" x2 the army rate factor if at war against a minor nation. It should help Austria against Serbia as an example.* *Needs testing. Changes to ships parts: Mega funnel variants capacity buffed. Bugs fixed: Some Austrians guns issue fixed. Link to download https://drive.google.com/drive/folders/1o53PD65o2wAo-UDrI_PEA2L3N8kstWLs No need to start a new campaign. Just replace the file and have fun! ☺️ You will know if you are using the right version by reading the "news". IMPORTANT: I don't know when I am going to update the mod again, so to avoid and play the game without any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop form a main game .exe like "x:\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update. Do not report bugs to the devs if using mods!! Happy hunting, the Baron!
    5 points
  19. Uploaded optimized build including the following: - Further battle fps, memory optimizations. - Refactoring in the new screen/scout division mechanics resulting in less fps cost. - Improved Campaign AI logic to scrap obsolete ships more efficiently. You have to restart Steam to receive the update promptly
    5 points
  20. It is found an UI issue when you press the "Leave Battle" button not during battle but when a battle ends in the after battle interface. It causes a fatal code exception which eventually will make the game to stall after some time and if you play a battle the ships will freeze (It may be caused by other actions as well). This problem should be happening not so often. We will address it as soon as possible. You will help us in your reports if you mention what were your prior actions before starting a battle where you anticipate frozen ships.
    5 points
  21. BETA v7 - "Release the Kraken" - N.A.R. changelog: Updated to UAD 1.5.0.5 Optx3 AI ship design logic reworked to use more main guns for most ships.* Some hulls reworked to use the new AI logic. Dual barbettes fantasy removed from early ships. You will see them only in modern ships. (g4 ships for the modders) Minimum main battery for the CA is now 7" (previous 6") Minimum main battery for the CL is now 5" (previous 4") Brandenburg hull (the German variations) will always use the bigger version to bring more guns to the fight. Lowered the economy penalties to help the nations at war to keep them fighting and to incentivize the player to fight more. About the AI logic rework: Almost all ships were reworked to use more guns if possible. Expect to see some monsters in the water. This will affect mainly BBs, CAs, modern CLs, modern DDs, gunboats and early french ironclads ("hotels at sea") This version is highly experimental, can make your campaign crash, game stuck on loading screens, I have no idea since it is impossible for me to test all hulls. Expect to see more improvements to the AI logic in the future. If playing a campaign around 1890-1900, it is probably best to start a new one, for the others it should work fine. Note: Both the turrets and barrels requirements were increased for almost all ships, but you still can expect some strange things from the AI, like designing a modern cruiser with 4 single turrets. Not perfect, but in general much more dangerous. Link: https://drive.google.com/drive/folders/1Vr9QrPW0iJtDljTSj6yxQGmSi42LUKcp?usp=drive_link "Now witness the firepower of this fully armed and operational battle station!!" - Emperor Palpatine *All these designs were made by the AI
    5 points
  22. Uploaded optimized version x3 - Memory optimizations. Battle FPS increase. You have to restart Steam to get this update fast Note: It is found an UI issue when you press the "Leave Battle" button not during battle but when a battle ends in the after battle interface. It causes a fatal code exception which eventually will make the game to stall after some time and if you play a battle the ships will freeze (It may be caused by other actions as well). This problem should be happening not so often. We will address it as soon as possible. You will help us in your reports if you mention what were your prior actions before starting a battle where you anticipate frozen ships.
    5 points
  23. BETA v9.2 - "Silent hunter" update - N.A.R. changelog: Updated to UAD 1.5.0.9 Some modern Japanese cruisers hulls size reworked. (Can cause some issues in your current campaigns) Doubled the damage from torpedo ammo detonation. Ship types cap speed limit changed to allow a little more freedom. VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop form a main game .exe like "x:\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update.
    4 points
  24. Uploaded optimized version x2 including the following: - Fixed possible formation issues, ships not being able to turn and move in straight line for too long or failing to switch to new leader. - Minor optimizations related with the division UI logic, which could possible cause a freeze bug depending on random player actions. - Improved AI speed management when travelling in a division (previously it could slow down too much and become an easy target). - Fixed minor ship part issues reported kindly by Dante S. Lancaster (forum name). Please restart Steam to receive the update. If Steam updates during gameplay, you will get random freezes in the game.
    4 points
  25. I remembered that during some patches of 1.4.X.X the AI always change their targets and that made them very weak,for wasted so many times to aim new targets. And now they seem to prefer shoot one target until it or themselves dead. We need a balance between these,and most important if by me, a AI ship should always try to focus its main artillery weapons to the same type enemies if possible, because this is what all the navies in histroy have done. And thanks for your work.
    4 points
  26. Next version preview. Badly damaged AI divisions will try to disengage from battle. Battle AI logic improvement. Province defense bonus for many provinces rebalanced. Some are too high in vanilla game. Locations with extreme weather or geographic conditions that favor the defense or guerrilla warfare will get a bonus (harsh winters, jungle, desert, mountains). This should help major nations to expand in many situations.
    4 points
  27. BETA v8.0.2 - "Battle stations update" - N.A.R. changelog: Updated to UAD 1.5.0.6 Opt x 4 Changes to guns: A-H capital guns replaced by another model that resembles the one used in the Viribius Unitis. Because of this, many Chinese guns were replaced by others from Spain. Since this two nations late guns are mostly fantasy, it is not a problem if they share many guns models, but there are still some differences in early years. Japan early cruiser and BB guns were standardized. Models were changed to reflect more accurately what they were using in that time period. Spanish 4" and 5", single barrel, mk1/2 and 3 had the size changed. It is smaller now and should look better. Changes to the battlefield. Decrease the initial distances between the fleets. If the fleets are spawning too close to each other, please report to me. I am really interested to know what it is happening around 1940. Changes made to the AI to feel more confident in attacking. Changed the autoresolve parameters to be only about firepower and nothing more. *Needs testing. Changes to ship movement. Nerfed the acceleration and deceleration modifier. The ships should have a more natural movement and should avoid the players exploiting the game by going from flank speed to "0" in a few seconds for avoiding torpedoes like they are braking with a car in the road. This is unrealistic and it needs to be removed. Nerfed a little the ship turning rotation speed to help the ships not wobbling so much.*Being tested. Changes to the tech tree. Possible fix for the late tech missing from the campaign. This was suggested by @brothermunro so if it works don't forget to say thanks to him. Needs a new campaign. Changed the "flags communication" in the tech tree, by the "light lamp". Makes much more sense now. The "English" file needs to be updated because of this. Changes to the campaign. Lowered the crew training cost in 30% Lowered the GDP penalty by 25% for losing transports. Multiplied by x10!!! the tension raised by enemies from my allies to see if I can make the dumb allies to do something instead of just sitting there and watching the world on fire without doing nothing. 😒 VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop form a main game .exe like "x:\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update.
    4 points
  28. Hello Admirals, We offer a small but also significant update of the game. Please read: v1.5.0.6 https://steamcommunity.com/games/1069660/announcements/detail/4194613560098959849
    4 points
  29. Uploaded repaired version including the following: - Fine tuned economy changes, addressing also the too frequent negative GDP growth during war. - Fine tuned screen/scout division behavior to keep a safer distance. - Fixed minor scale error in Italian Quad 20 inch guns. You need to restart Steam to get this update fast We received some reports for ships freezing during combat. We checked and these were saves using a modded version of the game. Please do not report to us when you use a mod, and try to check if you have such bugs in an unmodded game.
    4 points
  30. Is there any plans to be able to refit captured ships? Even if there are restrictions such as non structural or the refits take twice as long as normal? I feel this would add alot to the game as I don't think many people bother taking enemy ships during peace talks due to not been able to refit them
    4 points
  31. BETA v5.9.9 N.A.R. changelog: Updated for UAD 1.5.0.4 All the remaining ships missing from the update 1.5 added to the mod. Some of the new guns added (I was working on them when UAD 1.5.0.4 went live, so expect the others to be ready in a few days) From the devs changes to the economy, these two are being used: Reduced ship maintenance costs by -33.33% and increased TR losses effect in economy by about +15%. shipyard_start_increase,100,increase of shipyard per year after minimal year (only for new game) nerfed from 150 to 100, in vanilla is 250. VERY IMPORTANT!!!!!!!!! Due to changes I made to some ship parts and hulls, it is important to delete the save files to avoid any issues. And if you want to hate me even more, I have some surprises in the work to be implemented next week and I will ask to delete them again. I need to be honest here. Ships list of the remaining ships that were missing and added in this update. Italian “Small Modernized Dreadnought”' is a hull which produces modernized battleships similar to the Giulio Cesare battleship. It can be found in the battleship hulls from 1929 and has a displacement between 24,000 and 29,000 tons. Italian “Hybrid Destroyer II”' is basically the largest destroyer that the nation can build, at the size of a small cruiser. It can be found in the destroyer hulls from 1935 and has a displacement between 5,050 and 6,250 tons. Spanish and Chinese “Hybrid Destroyer”' is a hull that is very big for a destroyer and small for a cruiser but can be useful for nations with a tight budget. It can be found in the destroyer hulls from 1935 and has a displacement between 4,750 and 5,950 tons. Chinese “Large Torpedo Warship”'can offer experimental large ships which can fulfill a role that have never existed, to cover the sea with swarms of torpedoes against the enemy at the expense of smaller protection and gun firepower. It can be found in the battleship hulls from 1936 and has a displacement between 31,000 and 43,000 tons. French “Advanced Modernized Battleship”' offers a good compromise for producing a battleship that is powerful but not overly expensive that uses superior fire control. It can be found in the battleship hulls from 1929 and has a displacement between 30,000 and 54,000 tons. Japanese “Experimental Torpedo Cruiser II”' producing fast cruisers with the ability to host many side torpedoes. It can be found in the light cruiser hulls from 1930 and has a displacement between 7,100 and 12,000 tons. Japanese “Modern Light Cruiser III”' producing capable all-around cruisers. It can be found in the light cruiser hulls from 1935 and has a displacement between 10,900 and 14,900 tons. Japanese “Modern Heavy Cruiser V”' producing cruisers with advantages and disadvantages similar to the Atago-class. It can be found in the heavy cruiser hulls from 1939 and has a displacement between 14,400 and 18,900 tons. Japanese “Modernized Battlecruiser”' offers not the fastest hulls for a battlecruiser but focuses more on resilience and number of secondary guns. It can be found in the battlecruiser hulls from 1929 and has a displacement between 42,500 and 57,500 tons. Japanese “Modernized Dreadnought IV”' is another battleship alternative for the nation which is very resilient and a stabile gun platform but rather slow. It can be found in the battleship hulls from 1927 and has a displacement between 42,000 and 69,500 tons. Japanese “Modern Battlecruiser II”' offers designs of versatile, very fast and powerful battlecruisers which though have not much resilience. It can be found in the battlecruiser hulls from 1935 and has a displacement between 38,500 and 54,000 tons.a French “Modern Light Cruiser II”' is a speculative hull that can produce fast and reliable cruisers which though are expensive. It can be found in the light cruiser hulls from 1935 and has a displacement between 9,500 and 12,500 tons. French “Modern Heavy Cruiser III”' is a speculative hull that produces powerful and expensive cruisers. It can be found in the heavy cruiser hulls from 1937 and has a displacement between 15,500 and 18,500 tons. French “Flotilla Leader”' is basically the largest destroyer that the nation can build, at the size of a small cruiser. It can be found in the destroyer hulls from 1935 and has a displacement between 5,250 and 6,550 tons. Russian “Flotilla Leader”' is the largest destroyer that the nation can build, at the size of a small cruiser. It can be found in the destroyer hulls from 1935 and has a displacement between 5,350 and 6,650 tons.~ Russian “Modernized Dreadnought I”' is a new hull which offers cost effective battleships. The previous hull took the name “Modernized Dreadnought II” and was enhanced with new parts and different scaling. The new hull can be found in the battleship hulls from 1919 and has a displacement between 27,500 and 35,000 tons. British “G3 Battlecruiser”' offers the possibility to create similar gun and tower layout as the historical British design of the G3-Battlecruiser (the previous N3/G3 Battleship, has been renamed to “N3 Battleship and received some new towers).. It can be found in the battleship hulls from 1923 and has a displacement between 42,500 and 55,500 tons.
    4 points
  32. If you look closely you will see that the turret model is clipping into the tower model. @Dante S. Lancaster is implying that the game should not allow this and thus the turret should not be able to turn 360 degrees like that.
    3 points
  33. YES!!! IVE DONE IT!!!!!!!! @o Barão ive fakkin done it!! I dont have the nation flag on the country, but home population, crew, nation window to the right, all works! so. technically ive done it. but i replaced china. i shouldve opened with that. but its a workaround for now. ill dig deeper. Hopefully NathanKell can enlighten us more my point really was that it is the flags that needed to be done correctly for our nation-mod to work
    3 points
  34. @MDHansen help me out. In the custom battles menu and the campaign map, the game does not read the Portugal flag. How did you solve that issue?
    3 points
  35. "Pinguin" Sadly, I can't make it work. I can enable the auxiliary cruisers class, and design the ships but will crash when I enter a custom battle. I can maybe make it work as a light cruiser, but that would allow the AI to build them for the campaign. Not a good option. Oh well...😒
    3 points
  36. BETA v9.0 - "Silent hunter" update - N.A.R. changelog: Updated to UAD 1.5.0.7 opt Changes to submarines: Added escorts to all convoys. They will be used if available. * Increased the sub stealth, stealth power and the escort's ASW power. Dangerous if undetected, vulnerable if spotted. *This is highly experimental. If you see the game stuck between turns with the message "updating missions", report to me. I think I solved the issue, but I am not sure. Changes to mines: Vastly increased the mine sweep power. Decrease the chance to have ship being damaged by mines events. Increased the mine damage. It is now possible to see some ships being sunk. Minefields will take more time to reach the maximum size. Note: I still don't like the mines mechanic. 😒 Other: Fixed the German 4" x3 mk5 gun model.
    3 points
  37. Haven't said it enough, but every major release of this mod always impresses, always fond of 95% of the changes. 👍 An easier way to perhaps tone down late modern ship accuracy would be to lessen the stability score on some hulls. Rather than tweet the stats of thousands of towers, just hundreds of hulls! More than any other modifier listed on left side of the screen, a ships 'hull stability and towers' score seems like it determines gun accuracy the most. A ship with over +100 pretty much has guided munitions.
    3 points
  38. @Nick Thomadis Game exploit issue. If sailing in reverse, the AI will aim the torpedo forward. Map issue. Portuguese Guinea being attacked from two provinces that don't share any land borders. AI auto design issue. Sometimes, the AI, will add more deck armor to the bow and stern, leaving the main deck with almost with no armor. The priority should always be the main deck. If possible to give us modders the possibility to edit the AI targeting logic that would be much appreciated, or at least stop them going nuts every time they see a small ship to kill, even if that target is 20km away when there are powerful enemies at 5km away. To focus more on what is close to them, and not the ship type.
    3 points
  39. Uploaded optimized build x3 including the following: - Further potential fix for fps desync issue that could be caused when running the application on background and player uses the alt+tab often. - Further optimization on division logic, gaining more fps and improving battle AI. - Shell dispersion minor optimizations. You have to restart Steam to receive the update promptly
    3 points
  40. I would like some maneuver macros, maybe as research unlocks. Stuff like the thing the German battleships did at Jutland, where instead of following the lead ships in a turn, (which is what happens in UAD) they all turned at the same time, and went from from line ABCD to line DCBA traveling the opposite direction. (I think there's a funny german word for that but I can't recall it.) I know I can break the division apart and do it manually. I don't want to. It's not "Ultimate Helmsman: Dreadnoughts". 🙎‍♂️ That's the one I'd like the most, but an "autopilot" that includes a half dozen or so textbook maneuvers would be a pretty nice addition.
    3 points
  41. Beta 8 preview "Battlestations" update Battle AI reworked. Now it is free to do anything. Can chase, rush the enemy, maintain the distance, create battle lines. It is universal and combines the best of the two previous options, plus the upgrades to the AI decisions in battle from this version. Screen, scout, and follow are enabled for the AI, but in most cases will use independent formations since from my testing, those are what give the best results. There is also a 15% chance to see battle line formations to add more variety. AI divisions are limited to 3 ships instead of 5 in vanilla. This will help the AI to overwhelm the player with numbers. Semi realistic accuracy returns. It still in the works, but the results are promising. The bigger the gun, the more accurate it will be at max ranges. Penalties for the gun's ladder aiming, target range changes, target bearing changes and target turning are lower. This helps guns to maintain a lock to target, and if forced to use the ladder aiming to get a result quicker.* Accuracy difference from different guns' era are bigger now and this will impose a new challenge for the player. Should I focus on guns tech and suffer the research penalties, or go to battle with old guns? To make the player more invested in the tech tree. The penalty for focusing on a specific tech is lower now to compensate the player and give more freedom. Ship design AI logic improved. It should use bigger secondaries most of the time. *NOTE: It is important to have two turrets or more of the same caliber to get a target to solution quicker trough salvos. Ships coming fast in your direction or away from you, or doing sharp turns, can still make your guns losing track and enter a "ladder aiming" situation. But it should be much quicker now to get a target solution.
    3 points
  42. Uploaded optimized build x2 including the following: - Fixed potential bug that could cause the application to freeze when running on background. - Other optimizations. You have to restart Steam to receive the update promptly
    3 points
  43. Latest build should address this issue, at least the main reason. Please let us know if you still witness frozen buggy ships anytime in your gameplay.
    3 points
  44. Uploaded optimized version x4 - Fixed a UI bug which could make ships in campaign to freeze after some time of gameplay. Please advise if you are still getting this bug, although it should be rare. - Other generic optimizations. You have to restart Steam to get this update fast
    3 points
  45. to avoid and play game without autoupdates do this: 1. Set game to update when start game. Do this in game setting(properties)-> update. 2. Don't start game by steam or steam shortcut. Make a shortcut on desktop form a main game .exe like "x:\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" 3 start a game form this shortcut. Game will run without update.
    3 points
  46. I can add the Mogami hull for the CLs. In fact, we already have something similar, in game. It's only missing the torpedos ports and the round secondaries placements. A simple change. Yes, 6" are now secondaries on the CAs. Mogami added for the next update. "Modern light Cruiser II"
    3 points
  47. Uploaded optimized version x2 - Further potential fixes to address non-reproducible errors that were reported to us. Ships could freeze during a campaign battle. You have to restart Steam to get this update fast
    3 points
  48. Refit. NICE. Just got back to the game, love all the new QOL features.
    3 points
  49. Very nice. Thank you for the refit option👌
    3 points
  50. Admirals, We offer another update that optimizes the game. v1.5.0.4 https://steamcommunity.com/games/1069660/announcements/detail/4131562530375515843
    3 points
×
×
  • Create New...