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  1. Introduction Naval Arms Race, or simple "N.A.R.", is a mod overhaul for U.A.D. that reworks several game mechanics with focus in historical accuracy. Adds new ships and rework many others. Other gameplay improvements are also made where it is possible to provide a more enjoyable experience with more interesting choices for the player. Special thanks to “Nick Thomadis” from the U.A.D. team, for all the help and the precious information shared, and to all the players that shared feedback. It helped me a lot, some with interesting suggestions, others by reporting bug fixing issues. Summary of the most important changes. I - Guns Complete rework of all guns in game penetration values with data from real guns used as a reference from a ballistics software. Note: In N.A.R. 1-inch of penetration equals to 1-inch wrought iron armor. All guns models in game manually edited (around 3500 guns!!). Reworked the guns for all nations to be a smooth transition, between gun models and Mk variants using historical guns as a reference. Many guns had their size tweaked and changed place to improve the nations historical design language. More than 135 historical guns reload times researched and used as a reference for the different eras and guns marks. Barrel length mechanic reworked from the ground. Now increasing barrel size will no longer lower the deck pen, but will also not be OP as in stock game. Lowering the gun barrel is in fact a viable option to reduce the “immune zone” from the enemy ships. This is based on my historical guns research comparing different barrels using the same shell. Gun's accuracy formula changed. In general, the bigger the gun, the more accurate will be, specially at long ranges. Around 1x – 1.5x to what was possible in real life based on some battle and trial reports. There is also an arcade version (x2 the hit probability) for the players that enjoy that kind of experience. Fantasy quad guns removed from the game. Only Britain, France and USA will have access to big caliber quad guns. Note: Italy had some quad guns studies, but I don’t have an exclusive gun model for them ingame. II – Components All armor values and descriptions reworked with new options added to better represent the different types of armor used in the time period, their properties, and to give the player more interesting options. Note: In UAD, the armor scaling effect doesn't exist so it is not possible to make, as an example, the American Class "A" armor the best in the world for cruisers but only average for battleships. Some modifiers were added to better represent this in game. Guns propellants and bursting charges reworked with new, historical options, that will give the player more options to choose. All weight modifiers removed from the armor components. Where it is possible to have some minor differences between different types of armor, in reality the differences are so small that aren't worth it to mention in the game. With this change, the player will find it impossible to add absurd levels of armor to ships as in the stock game, forcing to use more historical accurate levels of armor in the ships, however because of the guns penetration rework, these values should be more than enough if you stay inside the “immune zone”. Sonar torpedo spotting modifiers removed since it is unrealistic for a sonar to detect torpedoes in the water with the ship at flank speed coming from the stern. Sonar is now only applied to CL and DD classes. Added scout plane mechanic. This will add recon value, bonus to the long accuracy and add aerial depth charges to use against subs. Radar long range accuracy values rebalanced because of this to reflect the real value of these systems in the battlefield. Credits goes to “M3rky1” for finding the solution. III – Shells & Ballistics Lighter shells have better accuracy at low ranges due to higher muzzle velocity, trajectory flattening and reduced time to target, where heavy shells have better range and are more accurate at long ranges due to better ballistic coefficient, that is a measure of how well a projectile retains its velocity and resists drag as it travels through the air. Note: In NAR , the long range accuracy effect starts at 5.5 km and gets the maximum effect at 40 km. This offers new tactical options for the Admiral to consider when designing the ships. Wind resistance modifiers added to all shells. The lighter the shell, the bigger the effect, specially on stormy weather. Penetration values difference from shell weight modifiers increased to 28%. This was by reading and comparing the data from the 16" on the Nelson class (light shells) with the 16" on the Iowa class (super heavy shells). There is around 41% difference, but there is also a generation gap in gun technology. Heavier shells are more likely to penetrate surfaces rather than bouncing off, due to their greater mass and momentum. Added guns weight and rotation modifiers for the shell weight components. The loading mechanism weight is taking into account the shell weight. This will have a small impact on the gun's overall weight and turret rotation. New shell added, SAPC. SAPBC penetration improved. SAP and all HE shells damage was improved to better represent the difference in weight from the bursting charges. HCHE, CNF and CP fuse are now more sensitive since they were designed to work against light armored ships. Min angle and max angle of ricochet for all shells reworked, taking into account the shell shape or the AP cap design, if present, for ricochet chance calculations: APBC & SAPBC The addition of a ballistic cap that allows the cap underneath to have a less aerodynamic shape often with sharp edges, which allows it to grip into armour even at high impact angles. APC shells have a unique hard cap design that favors penetration at low angles, but is very poor at steep angles. SAPC Use a soft cap to spread the radial shock outward from the impact along the radius of the now flattened soft cap, keeping the shock from travelling into the body of the shell itself. Soft caps, however, do not function at high impact angles. IV – Ship design Ships stability reworked, being a lot easier to get stable ships. As an indirect effect the AI also benefits a lot from this, so expect to fight more capable ships. Many modifiers rebalanced to better simulate real ship weights: fuel; belt armor; deck armor; barbettes; conning tower; crew numbers; crew quarters; torpedo protection; side turret armor; turret top armor; secondaries armor; casemate guns weight. Added 4" and 5" casemates for the protected cruisers. Credits goes to "clavernever" for finding the solution. Note: Not all hulls support this. (Torpedo cruiser hull as an example) Increased the gun caliber cap for all semi armored cruiser to 9" Depth charges removed from CA class. Main triple guns barrels removed from the destroyers since they were never used. Added mines, radio, rangefinder, sonar, depthcharge, radar, shaft, rudder, steering and antiflooding techs to TBs. Flooding mechanics reworked so the difference between bulkheads used is now smaller. Hull effects reworked: The wider the beam, the shorter the ship turning radius. The greater the ship draft, the bigger is the surface area that needs to push the water, increasing the ship turning radius. The deeper a vessel lies in the water, the more sluggish will be her response to the helm. The deeper a vessel lies in the water, the more gentle will be the rolling in bad weather, mitigating the issues with the guns accuracy. Changes in beam and draught will have lower impact in accuracy to balance the AI ship designs and to prevent the wide ships designs meta. Night vision stat enabled. This is only experiemental, and it is for running test to see if it is working or not. The player will find this new stat in the towers. V – Battle Gun and torpedo damage reworked. The smaller the ship type more devastating will be the damage. Torpedo evade range at 1500m (13500m in stock game). To improve fleets movement and the AI behavior in battle. Torpedos takes longer to reload to prevent spamming. Spotting values and accuracy modifiers affected by weather and light conditions reworked. Smoke option disabled. The most important reason is the fact the AI doesn’t know when to use it, so it is unfair against the AI and ruins the experience. The fact that it is a bubble and that it haves an arcade timer also does not help. HE fire chance nerfed, however using picric acid and variants is still a viable option. Ships sections on fire needed to make it sunk buffed from 70% to 80%. Credits goes to "brothermunro" for the tip. Flash fire, ammo detonation and torpedo ammo detonation damage x2. VI – AI AI ship design logic reworked to use more main guns for most ships, bigger secondaries but fewer to lower the chance of seeing a gun firing arc blocked by other gun. The chance of seeing torpedo launchers in big ships was lowered. Battle AI logic reworked to have complete freedom of movements. Can chase, rush the player for torpedo runs, create battle lines, maintain the distance, will try to retreat from battle if the odds are not favorable. Badly damaged AI divisions will try to disengage from battle. Divisions roles ranges edited to help the AI to create a coherent battle group and still have some freedom of movements. Lowered the optimal distance used by the AI to promote more fighting at medium and close ranges. The AI ammo logic improved to know better when to use HE or AP. This affect both the player and the AI, unless the player gives strict orders to use one specific ammo. VII – Campaign Economy reworked to prevent or at least minimized the snowballing effect in later years and to make decisions about spending more important. The impact in the GDP for a country at war is now less impactful which should help the AI nations to stay at war. Shipyard building program is now more important in the long run. The player can still skip many years without upgrading, but if he wants to build big ships in the future it should consider upgrading sooner. The GDP and army modifiers differences from the type of government are smaller now. Scrapping threshold increased to 200k from the previous 50k to help the AI to maintain a decent fleet size. Crew training values were rebalanced. The differences are now more reasonable. TBs class will not become obsolete. Improved AI building program for all nations. Added the Japanese 8-8 fleet construction plan. Lowered the initial starting fleets distances in battle. It should be now quicker to initiate combat, or quicker to catch the AI if it is running away from battle. 7000 tons CA cruisers and 3750 tons CL cruisers available to be built from the start. (1890) Lowered weight penalty for non prioritized researches and improved the research speed for old techs to give the player more freedom and enjoyable experience with the tech tree. Ship movement at sea x2.5 in comparison to stock game. Withdraw and delay factor according to average speed of ships increased to 100%. Denial zones smaller in size to allow more fredom of movement in chokepoints. Only powerful task forces should be able to block straits. 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. Changes to submarines: Minelaying subs removed from the game. Overpower and impossible to balance them ingame since the player can always refuse to lead them to battle. Subs range limited to more realistic values. Now subclass and base of operations will be more important. Sub descriptions updated and added range info. (*base value) Increased the sub stealth, stealth power and the escort's ASW power. Vastly decreased the subs hull strength. Dangerous if undetected, vulnerable if spotted. Changes to mines: Minefield size nerfed around the ports and it takes longer to reach the maximum size. Vastly increased the mine sweeper capability. Decrease the chance to have an event about ships being damaged by mines. Increased the mine damage. It is possible to see ships being sunk by mines in rare occasions. VIII – Hulls & parts New modern torpedo boats for all nations. (unlocked in 1920) All modern destroyers hulls package were reworked to offer a unique design language for most nations. Many new hulls added to offer the possibility to build historical ships or design proposals: "Northampton" and "Portland" classes cruiser. American heavy cruiser II hull. Replaced the Russian BB I hull for one that resembles more to what the Russians were building around 1890. "Navarin"; "Tri Sviatitelia" and "Sissoi Veliky" classes. Added Russian pre-dreadnought "Poltava". Battleship II hull. Replaced the Spanish battleship I hull for another that resembles more the "Pelayo". "Recon Cruiser" from plan Z added to the Germans. German light cruiser IV changed to better represent the Magdeburg; Karlsruhe; Graudenz; Pillau and Wiesbaden classes. German light cruiser VI added to represent the Emdem, Königsberg and the Leipzig classes. French armored cruiser V, the "Edgar Quinet" class. Barbettes added to the french experimental dreadnought hull so it is possible to design the "Coubet" and the "Bretagne" batteships. Japanese experimental large cruiser hull reworked to resemble more the "B-65" design project. British dreadnought II hull reworked to resemble more the "Colossus" and the "Neptune" classes. British dreadnought III hull changed to look more with the "Orion" and "KGV" (1911) classes. British dreadnought IV package reworked to resemble more the "Iron Duke" and "Queen Elizabeth" classes. British dreadnought V package, reworked to resemble more the "Revenge" class. Many funnels, towers and other parts created, stats edited and used to create the new ships or improved already in game hull to get a better design language, historical accurate if possible. Impossible for me to list all the thousands changes I made without the reader to fall asleep. ----- Installation: ----- 1) Set the game language to be in english. 2)Backup if you wish but move or delete this files from this location: C:\users\(user)\Appdata\LocalLow\Game Labs\Ultimate Admiral Dreadnoughts custom_battle_data.bin mission_data.bin save_x.bin The reason behind this, is the many changes to the game files will make all your designs impossible to work with the mod. 3) Go to this link, download the english file and the resource.assets from the version you want. The mod offers two ways for the players to choose how they want to play the game. "Realistic accuracy" or "Arcade accuracy" (x2 the hit probability).* *Unless you are a masochist, naval history nerd, that understands how the game different mechanics works, DO NOT use the realistic accuracy version. You guys are not going to like it. Beta 10.9 "Shells & Ballistics rework" update for UAD 1.5.0.9 Optx4 https://drive.google.com/drive/folders/1ac6FZM6KTnY3Rhm5GRsEO6Zs6V8Jfasf Note: Use a software to unpack the download and extract the content from inside the folder. 4) Move the resource.assets file inside the folder to this location: c:\...Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data and click yes to replace the file. 5) Move the English.lng file inside the folder to this location: c:\...Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data\StreamingAssets\Languages and click yes to replace the file. The player will know if the mod is working and what version it is by reading the news. 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. ----- Sources ----- A Brief History of Naval Armour - by Drachinifel https://www.youtube.com/watch?v=BoEFjl0buiM Table of Mettallurgical properties of Naval Armour and construction materials - by Nathan Okun. http://www.navweaps.com/index_nathan/metalprpsept2009.php Introduction to the development of Warship Armour. https://www.naval-history.net/WW0Book-USN-Armour1937.htm Naval Weapons of the World. http://www.navweaps.com/Weapons/index_weapons.php Range-finding and Fire Control - by Drachinifel https://www.youtube.com/watch?v=cbXyAzGtIX8&t=2208s Evolution of Battleship Gunnery in the U.S. Navy, 1920-1945 - by William J.Jurens http://www.navweaps.com/index_inro/INRO_BB-Gunnery.php Report on naval gunnery at the Battle of Santiago de Cuba https://theodorerooseveltcenter.org/Research/Digital-Library/Record/ImageViewer?libID=o283734&imageNo=1 USA 16"/50 Mark7 naval gunnery report on trials http://www.navweaps.com/Weapons/WNUS_16-50_mk7.php#Accuracy_During_World_War_II Hull Form Design - by Drachinifel https://www.youtube.com/watch?v=fkRJxgYgTVA Bismarck weights list https://www.kbismarck.com/bsweights.html Guns reload research https://drive.google.com/file/d/1LjZPDcRo6GsqRVEMfHsM5426_d3jYm5C/view Recon Cruiser https://www.german-navy.de/kriegsmarine/ships/destroyer/spahkreuzer/index.html ----- New Horizons III reshade ----- https://drive.google.com/drive/folders/13_-C2R1V8l2_kuzFN0n-zpqt69zZ4qHb?usp=drive_link Features: RTX Global illumination, 3 color scheme for the player to choose. All featuring a RTX version and a non RTX for a minimal fps loss (1 fps). A total 6 options. Many tweaks to contrast, exposure, sharpness and colors. Installation: Download "New Horizons III" folder. Unpack, and place the content inside the folder in this location: c:\...Steam\steamapps\common\Ultimate Admiral Dreadnoughts To remove the mod, just delete the files. Shortcut keys in game: "Home" -open/close reshade panel "End" -enable/disable the effects. To change the color scheme: Press "Home" to open the panel Usethe "arrows" to change the preset you want to use. ----- Important ----- 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. ---------------------- This mod is a work of passion and dedication, that took me thousands of hours and many months to be completed. If interested in using parts of the mod in your work, please ask permission and give me the credits. Sorry for my poor English, it is not my native language. Happy hunting, the Baron.
  2. The Dreadnought Improvement Project (DIP) Version 1 for Ultimate Admiral Dreadnoughts Download here: https://www.nexusmods.com/ultimateadmiraldreadnoughts/mods/7/ Credits: Massive thanks to the Baron (author of the Naval Arms Race mod) and Admiral Snackbar (author of the balance mod) for helping me understand how to mod the game and for letting me use some of their hard work in the mod. Thank you as well to lead developer Nick Thomadis (aka Dartis) for helping me understand how the game functions. And of course thank you to everyone who has helped test the mod! Known Issues: Whilst I have made every effort to make the mod compatible with existing vanilla saves you can experience weirdness and errors (like all your ships getting deleted) loading the mod mid campaign. It is recommended to start a new campaign with the mod installed, and to make sure any shared designs you have in the shared design folder are designed for the mod. If you encounter a grey screen at launch that means the version of the mod you have is not the correct one for the version of the game you have. I'm usually pretty fast getting updates out so check the Nexus to see if there is a newer version of the mod, previous versions of the mod are also archived there if you are using the 'previous stable version' feature. There is something odd going on with the penetration calculations for certain HE shells - I’m looking into it! Mod purpose: To make the game more fun! If you are jumping in from the vanilla game designing ships is very different and strategies that are very good in vanilla are perhaps not so great in DIP. Battles are much more dangerous and the AI has had a few pointers, expect the game to be more challenging but much less annoying. I will try and update the mod to the latest version of the game as soon as I can but they happen a lot and ususually when I'm away from my computer. The mod version number will work like this: X.Y.Z where X denotes major features being added, Y means something in the mod changed, and Z is a compatibility update. Installation: Copy the resources.assets file into your Dreadnoughts Data folder, ususally located at C:\Program Files (x86)\Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_DataYou can check if the mod is installed by checcking the news button from the main menu. Uninstallation: Verify the game files through Steam Optional Ship Pack: Highly recommended but completely optional is the ship pack. Currently this has about 1000 shared designs. Helps with end turn speed, custom battle loading speed, and AI design in general. Make sure your campaign or custom battle is set to either ‘selective’ or ‘always’ for shared designs. Changes in this mod: Shipbuilding Weights and costs have been adjusted significantly from the vanilla game. You should now find that ships do not have very high pitch, roll, or offsets but including everything you want in terms of protection, firepower, and speed is not possible and you need to make compromises and decisions. The stats of guns have been reworked completely from the vanilla game. Big guns are far more viable, deck penetration is much lower, and long x.9 inch guns are no longer the go to option, and high explosive penetration is lower. Armour techs are now radically different and no longer give weight reductions but are significantly stronger. Armour limits are much higher than in vanilla. Armour techs become obsolete faster to help the AI with this change. Propellants have also been reworked, with shell damage effects removed. Muzzle velocity, range, and penetration are now linked. Rangefinders are now all the same weight and become obsolete faster. This helps the AI keep up to date with the player. Torpedoes now do significantly more damage, roughly quadruple the vanilla values. Changing beam and draught is now less impactful. Anti-torpedo defences have been improved. Heavy cruisers, battlecruisers, and battleships can no longer equip hydrophones/sonar. You will need light cruisers and/or destroyers to escort your big ships. Citadel techs are now have a smoother progression, this particularly affects citadel 4 (turtleback) which is now inbetween citadel 3 and citadel 5 in terms of effectiveness. A few of the campaign techs have been altered such as the starting communications tech and the late game hull survivability tech to prevent large changes to ships effectiveness. Light cruisers must have at least 0.5 inches of armour on their main belt. Battles The damage from partial penetrations has been reduced, as has damage spread and the chance of fire. With the threshold of ship loss due to fire being raised to 95% ships will no longer be easily sunk with low calibre 'he spam' tactics. The overpenetration threshold is now much higher, only very large shells going through very thin armour will result in an overpenetration, however overpen damage has been reduced. Generally you can see ships further away and battle ranges are longer than in vanilla. Close range engagements are likely to be deadly and short. The AI's ability to spot torpedoes has been greatly reduced torpedo attacks should be viable now. Initial division layouts should be a bit more sensible. Bad weather is now less likely and also not as impactful. Campaign Submarines have been removed. Mines have also been removed (they can still appear very late game). The governemnt modifiers have been adjusted to be less extreme and for provinces to matter more to the overall health of the economy. AI personalities have been improved to be a little more realistic, and the scrapping threshold has been increased to 250,000 tons to help the AI maintain a decently sized fleet. Naval invasions have been made slightly easier to pull off for the invader. Denial zones have been significantly reduced to prevent task forces blocking each other. You may find that if you drop a fleet ontop of an enemy one it dissapears, this is the AI refusing battle and moving away in the background (no mission is generated). Task force denail zones are still big enough to block narrow straights and canals. Allies are now more likely to buy a mothballed ship. Peace agreements should now mostly follow what the player selects, and enemies will nearly always agree to your peace terms. There is still a small chance the goverment declares peace without you. Blockades and transport losses are much more significant in terms of victory points. Maintaining a blockade long term can cause revolutions or collapse of enemy nations. Technology research is much more even, tech spread is larger, priorities hurt less, and ahead/behind penalties/bonuses are set at 5 years.
  3. Hybrid Improvement Project mod for Ultimate Admiral: Dreadnoughts 1.5.0.x (You can simple-overwrite it for game version of 1.5.0.9 opt4, but if the game is other version, you'll need to spend extra 5 minutes following this tutorial: HIP download link: https://drive.google.com/file/d/1hvSL238c5a_BLIkucFR591D8YZqezwRl/view?usp=drive_link Most of the mod's description will be located within the in-game main menu News section. This mod consists of resources.assets and English.lng 1. Go to Ultimate Admiral Dreadnoughts_Data (Folder) 2. Paste resources.assets into there, it'll overwrite the original resources.assets 3. Go to StreamingAssets (Folder), then Languages (Folder) 4. Paste English.lng into there, it'll overwrite the original English.lng (Is required for Events and new descriptions) If the game is 1.5.0.9+, follow the walkthrough in mod's readme.txt or the video. This here mod was initially intended to be a collection of better balanced parts for helping out BrotherMunro to implement within DIP v1.5 onward, but there was just so much stuff in the game that required rebalancing that this had to end up being it's own thing, however it is still mostly compatible with DIP Ship Pack! BrotherMunro is author of Dreadnought Improvement Project. I'll keep the description in forums as short as possible minding what was already written inside in-game News section you can read upon downloading: Part Balancer: 502 Hulls were tweaked: -Either by elongating more according to vanilla displacement; -or maximum allowed gun caliber according to their size where bigger and thicker hulls = bigger guns, which strongly helps out Hybrids, Semi-Armored Cruisers, and such; -many useless Experimentals were given something special, and then about 50 other early game hulls were all given some special stats; -or by changing one or multiple of their stat properties, specifically those with a lot of additional unusable superstructure; -or by crew amount change -or by an entire rework -or a combination of any few of these. Yes, I'll repeat, it means some CAs can have 12" or 13" and one largest of the CA type can wield 14", CLs also 8" and 9" and one largest of the CL type can get 10", and game's two Flotilla Leaders might fit an 8", many other DDs up to 7" and 6". All BBs and BCs were tweaked to, where of ships that already had caliber limit imposed by devs, USA modern battlecruiser from 15" to 17", USSR stalingrad battlecruiser from 15" to 16". ~100 Funnels&Towers&Barbettes tweaked: -Entities with a lot of additional unusable superstructure tend to get additional Damage Control (modern French Main Towers have variants with no funnel slots, they'll now help compensate for french BB's general lack of Damage Control); -also mutliple hulls have a lot more funnels accessible (for British escort&command cruisers, which fit well into that big Dido tower, for G3, more USA Funnels for big USA hulls accessible now, more USSR Funnels for big USSR hulls accessible now); -pretty much all longitudinally twin funnels (or just take up a lot of longitudinal space), as well as torpedo boat funnels (which also affected Novik hull funnels), were buffed; -some biggest ships have more humongous secondary towers available (with high damage control) accessible, that were in the gamefile, but disabled; -some towers just got stat tweaks without superstructure taking up space being the reason, like thin tall main towers (resembling G3) now having more proper long-range accuracy compared to other accessible towers; -some funnels just got stat (weight) tweaks compared to other accessible funnels to whichever hull. -Crew number tweaks for pretty much all guns and torpedo launchers of any barrel/tube count. More accurate high-caliber mk1 and mk2 guns; more stable stat maximums; higher maximum armour value dependancy on hull particulars instead of ship type; More info will be listed in-game (News section) Part Resizer: -USA 13" and above guns no longer can be Brooklyn, only Iowa; -USA mk1 (also accessible to China) Maine Turrets no longer get uncontrollably obese with each consequent gun caliber (a vanilla error); -Due to technology unlock tweaks, where bigger guns unlock earlier, changed all mk1 14" turrets models to be the same as mk1 13", however only USA (and China) has triple-gun mark1 turret model in-game, a very rare sight of which will be possible to see only in 1911; -French quads models can no longer be different from non-quads of the same caliber (a vanilla error for 16"+ guns); -Now accurate and up-to-scale Queen Elizabeth BB possible that unlocks in 1912, gave it 3 fitting compact main tower versions; -Shrunk something into simple fast modern Torpedo Boat hulls; (didn't get to change much else) Damage type equalizer: Normalized damage float-up values to firstly, not be so inflated and unreadable, and secondly, better represent the actual damage of the gun shown in your ship stats. Crew will not give up so easily, ships will not flood so comically quick, ramming becomes viable at finishing off critically structurally damaged ships, significantly improved resistance to Extensive Fire (very dependant on Damage Control now), early years guns tend to fire faster, 1.1" guns now fire especially quickly and are finally useful for short range accuracy, torpedo launchers now take 80% of the time for that crew army assigned to them to pull out torpedo batch out of storage, and 20% to shove one-by-one into each torpedo tube (huge RoF buff for multi-launchers) humongous guns tend to fire slower and at shorter ranges, More on this in News section. Costs & Technology & Components tweaks: -Unlocking "End Tech" before last actual "Component" that happened due to overlap must no longer be possible. -Basically everything costs differently now. With more and more previously free technologies inserted into each of components, whether it's a hull, an armour, a tower or a gun, will now make them cost more with each new non-arbitrary tech. Originally, ships are fairly cheap, especially with weak hulls and reduced initial turret cost making ships further cheaper. -Engine cost jumps are now less, Advanced Steam engine now only obsoletes when first Diesel engine unlocks. It's description now clearly says that it's a wise choice for slow ships. -Increased cost jumps of Survivability section and Weapons section components, -Increased amount of technology unlocks for hulls after 1927 where super battleships will only unlock much later, (also tiny reshuffle of early battleships so that ones don't overshadow others, probably only in Chinese and one in Russian). -Increased amount of research effort required for big hull viability jumps (1905 and 1927 especially), and slightly affects cruiser research too. Secondaries are also generally slower to reasearch with each consequent caliber so that they're more reasonable in campaign. preserved DIP v1.5's no-armour-weight-change per quality components & no-hydrophone&sonar for anything above CL policies. Also preserved DIP v1.5's weight balance for hulls (it helps out AIs and unfortunate hulls a lot), lack of Submarines, lack of Mines, lack of Smokescreens, and generally reduced ship mobility, however they now also accelerate much slower at low RPM too. Also some DIP balance bias can be noticed so expect familiar feeling if you played DIP already, despite there being only like 2% of .assets text size changes that remained identical. -Extremely rare events are now less rare; -Unrest and Naval Prestige better usable in gameplay thanks to tweaked event outcomes, may be more difficult to deal with; -More rare events and not-so-rare events about interacting with Minor nations; -Population is more aware of warmongering; -AI admirals are now more warmongering especially noticeable at high difficulties; -AI ships in battle could be more aggressive and reckless and approach at 20% closer optimal range, not sure why but it seemingly learned to sometimes, just sometimes, ram your own ships. -Ships can no longer be unrealistically overpopulated by Crew, the Crew amount you see when picking Hull at max length will stand for Spacious Quarters now; -This then causes Crew reserves be a lot more valueable, training a bit more time-consuming (but degradation is less), Task Forces became smaller but I've added more levels. The required fleet tonnage for coastal operations should be significantly reduced, too. -Barrel length now fully supports variation between -30% and +25%. -Introduced more new components for higher variation in earlier game and making these high-speed cruiser hulls actually feasible, as these were oil-fired. -Everything that has to do with Oil, Electric Wires and Electric Batteries now creates more issues with Fire Extinguishing, especially Turbo-Electric engines. -Fixed critical stat loopholes, exploits, some vanilla and DIP balance design logic errors, and little typos. -Removed Hard difficulty. -Added difficulty harder than Legendary. Nightmare Difficulty mod More details in News section. Check it out for yourself! I am (unfortunately) obsessed with balancing games. Which resource assets changed: accuracies, components, compTypes, crewTrainingLevels, events, guns, params, partModels, parts, provinces, shipTypes, stats, techGroups, technologies, torpedoTubes. Don't forget about English.lng! Entire Events system is based all around it's special flags, and obviously it's required for new Components, Techs and Events descriptions. Any other mod is free to use the parts rebalance, mind that technologies, shipTypes, params, (crewTrainingLevels, guns, torpedoTubes), are all conjugated about ship/part behaviour rebalance (and gun/torpedo behaviour rebalance)!
  4. 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. hello, i know the game have a unlimitit late game upgrade system for all system (gun,towers,armor etc) i want modding this so some late game upgrade bring more as 1%. did soem one know who i can do this? and some one posted a way to mod or better unlock bigger guns on smaller ships. in waht file i finde this?
  6. Gameplay Rebalance and Customizations created by JonnyH13 and Pandakraut. Thanks to TheSoldier, Adishee, Kristoph42, FiascoGames, HiBob WarBob, and ArtemK for their contributions. Discord Link: https://discord.gg/NmHUGvq Get the Mod here: https://www.dropbox.com/s/i0ebljmwqhppb8v/RebalanceModV1.28.4.zip?dl=0 GOG Version: https://www.dropbox.com/s/7umb8gf8o8c1u6d/RebalanceModGoGV1.28.4.zip?dl=0 Install Instructions: Download RebalanceModV1.28.4 and extract the zip folder into your Ultimate General Civil War_Data directory. You will be prompted to overwrite Assembly-CSharp.dll and resources.assets Uninstall Instructions: Verify game files to restore the Assembly-CSharp.dll and resources.assets and delete Ultimate General Civil War_Data/Mod folder Mac Install Instructions: 1) In Steam, right click UGCW and select Properties. 2) Click local files, then select browse local files 3) right click 'Ultimate General Civil War' and select 'show package contents' 4) navigate (relative path) to /Contents/ a) Place the 'Mod' folder in Contents/ 5) navigate (relative path) to /Contents/Resources/Data/ a) Copy the resources.assets file into /Data/ b) Copy the /Managed/Assembly-CSharp.dll file from the mod release into the /Managed/ folder, overwriting the existing file 05/06/2023 Updated to 1.28.4 Changelog Highlights - A Major General Light difficulty is now available. When starting a new campaign and selecting MG difficulty, a prompt will show up prior to entering your name. This difficulty is the same as MG except the AI units will be smaller and less experienced. This should be closer to playing MG in the base game or in earlier versions of the mod. - AI weapons quality throughout the campaign has been standardized to be closer to what is used on legendary. - All config files have been reorganized and comments have been added in the files to indicate what values do. - Bugfixes and minor balance changes. -Save game compatible. Full changelog is in the /Mod/Rebalance/Change logs folder 6/30/2022 Updated to 1.28 Added many bug fixes, balance adjustments, and UI improvements as well as the following major features. A full changelog is included in the install package under /Mod/Rebalance Battle Rework: All battles through Antietam have had their timers, scaling, and deployment positions updated. This should reduce the ability to spawn camp and standardize timers for more consistently challenging battles. Some grand battles now have alternative deployment locations for some AI units to provide some more variety and encourage the player to have to scout rather than relying on prior knowledge. Casualty System: Casualties taken during battles are now divided into killed, missing, badly wounded, and wounded. Veterans: Adding veterans is now limited to the number of men in the player's veteran pool. This pool is filled by disbanding units that have participated in a battle or by taking casualties. The veteran pool tracks its own stats instead of veterans taking on the stat of the unit they are added to. Digging in: Units will now automatically start to dig in when not moving. Detached skirmishers: The AI Can now use them. Overview of Mod Features: The intention of the mod is to expand and improve the original game while also providing a more challenging experience on MG and Legendary difficulties. A variety of configuration options are also provided to allow the player to customize difficulty to their liking. All weapons, perks, and career points have been rebalanced and expanded upon with an emphasis on enabling specialization and trade offs. Battles are now much more condition and morale focused. Units that are exhausted will be nearly helpless. Units will take fewer casualties, but morale damage has been increased to compensate. Units can also be destroyed sooner if reduced to 0 morale which reduces total casualties and speeds up end of battle cleanup. Unit size caps have been increased for the player and the AI. This allows the AI to scale to larger sizes in certain battles and for players to play with massive armies if they want to. Players can continue to use normal sized units while continuing to face roughly equivalently sized units in most cases. A variety of quality of life and UI improvements have been added along with changes to increase replayability of the campaign. More details can be found here: https://docs.google.com/document/d/1lvM9uwewxANmSoBXCKGPJSUKcpmM7IJJiv8plS8XMTg/edit?usp=sharing Some general tips to get started. Tactics that work in the base game may no longer work or will be less effective. Do not overuse your units. Let them rest and recover their condition, otherwise they will suffer major combat debuffs. Perks are much more valuable now, get them as soon as you can. Get a Major General to lead your corps as soon as you can. Melee is very important and deadly early on but do not rely on it. Melee becomes less effective as you progress through the campaign. Melee cavalry is good at cleaning up routing units, but charging units at full strength will result in high losses. Cavalry can also get into flanking positions to hit charging units before they reach your line. Muskets must get very close to deal decent damage, long range fire will be ineffective. Artillery and skirmishers will be less effective until they have 1-2 stars. Detached skirmishers are weaker than in the base game. They cannot be deployed near enemy units and have a cooldown period before they can be reattached. They will also regenerate morale much slower if not near a normal unit. Merging units in battle removes any bonus they get from perks. Since shattered units return in camp now, it’s almost never worth merging anything but 0* units. Legendary can be extremely punishing, especially for the Union early on. When playing on this difficulty, and to a lesser extent on Major General, you may need to restart battles or the entire campaign multiple times before getting a good result. Combined arms and keeping your units within supporting range will help with managing AI charges. If you have 3-4 units backed up by artillery and with skirmishers or cavalry to fire at the flanks you can generally waver a unit before its charge lands even if outclassed in size and experience. Throwing multiple weaker units into melee is unlikely to overwhelm a larger more experienced unit until it gets tired. Over time there will be periodic updates to remaining battles in the campaign that have not yet been reworked. Keep checking back here for updates. Feedback will be appreciated. Have fun!
  7. 11/5/2023 UPDATE Just got back from vacation. I spent this evening trying to quickly cobble together a basic version that is compatible with the latest game. It is likely that not all features from 1.3.X were brought in. For obvious reasons this is a non-resizer rebalance mod. https://drive.google.com/file/d/1IR2lnZ4rWeDzmzbSGg69GiZuwt2Ol-Im/view?usp=sharing Installation: To install - Copy resources.assets into SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data folder It will override the games version. To uninstall – Replace the above resources.assets You can keep a fresh copy of the vanilla resources.assets somewhere if you want an easy uninstall, or simply re-install the game. Rebalance mod Changes (If you use the mod and your problems seem associated with the below, report it on this thread first): Gun base Accuracy Gun reload rates Gun/Shell Damage Research Rates Certain accuracy modifiers Government modifiers Spotting distance and weather modifiers Rebalance mod does not Change (if you use the mod and see problems associated with the below, report it to the devs): Gun models Hulls Penetration Aiming progress/aiming speed Income (except through government modifiers) Rebalance Overview The general purpose of this mod is to tune some of the features of the research, campaign and ship builder to give an experience that tries to balance historical realism with reasonable trade-offs. It will also attempt, where/when possible, to implement adjustments to the modules which are clearly unintentional on the part of the developers (e.g. lighter guns having heavier weights). With this mod it should be possible to start a campaign in 1890 and reach roughly the same level of tech in 1920 as if you started in that year [or possibly more], and the AI should have an easier time keeping up with you technologically as well. Every gun type should have strengths and weaknesses, and newer weapons should generally be superior to older ones. Campaign mechanics will be tuned to try to account for the behavior of the AI and the limitations of features. I have been testing these changes over the course of 1.10 beta, I have had enough time to make my the changes to the non-beta version and confirm that the game should not crash and can launch a campaign. I cannot guaranty the mod will work perfectly during all campaign eras or that it won't break saves, although my changes thus far should not break saves. Install at your own risk. It is difficult to keep current with a daily update schedule, being quick about this limits my ability to guaranty that campaigns and battles are not broken. I very quickly checked my own campaign and custom battles to make sure they could launch properly, but that is no guaranty. Please be kind to me if something breaks, just revert to vanilla and inform me about it. https://1drv.ms/u/s!AhR3YVzwEWaUg6EbZI_A2ykaiEQpJg?e=63vUuN Gun resizer: Goal: to allow allow for more true-to-history ship designs and to rescale the gun sizes such that they look and feel appropriate for the ships they are historically designed to accommodate. For example, previously it was not possible to mount the dreadnoughts own guns on the dreadnought hull, now it should be. You could not properly build semi-armored cruisers, now you can. You could not feasibly arm early light [protected cruisers] with 9 inch guns and side mounted 6 inch guns, now you can Secondary twin guns often outrageously large if you compared them to the superstructure elements. Now they are properly scaled. Important notes: Compromises are made between scaling to the size of the mount (which dictates how well guns can fit on the hull) and the size of the barrels. Consistent gun sizes across all tiers and mounting types is not feasible. Since most gun models are being scaled down and not up, loading an old campaign is less risky than the reverse case. Still, beware that switching between resizer/no resizer mod is inherently risky Not all countries are yet as this mod will take a longer time to develop and perfect. Check the notes. Gun model selection is based around the tech era assumptions of the balance mod. I cannot do anything about changes in default length of the models Also note that the resizer already has the balance mod features, so your choice is; 1. balance mod without resizer 2. balance mod with resizer. Unlike the balance mod which is relatively tight and complete, this mod has the potential to damage campaigns (loading a save with different gun models and sizes can cause problems) Current features: Main battery on light cruisers increase to 9 inches to allow for historical protected cruisers. Twin battery on light cruisers enabled at start of campaign (7-9 inches initially) Casemates on light cruisers can now go up to 6 inches (the ship must still be large enough to accommodate them but the rescaling of the casemates allows CLs to achieve New single MK1 2-3" , new single MK 2 2" inch guns [generic], new 2-3" casemate guns Single MK1-3, 2-6" guns changed to mostly be shielded mounts, to make mounting them in tight spaces more viable relative to twins mounts. Some changes to selected generic MK1-3 1-6 Inch gun models for twins and triples. Rescaling of generic 7-12" MK1-3 inch guns (Affects mostly UK and other countries that use the generic guns in that range) Some preliminary changes to MK1-3 Chinese nation specific guns but still very much WIP. Rescale generic MK4-5 2-8" Guns Russian Guns mostly completed German Guns mostly completed American Guns mostly completed Planned features Rescale MK1-3 nation specific guns as necessary Examine MK4-5 nation specific inch guns as necessary (I think these are currently fine) Changelog Link: Going forward i will only show the most recently changed versions. The rest of the changes can be found in this word doc Rebalance https://1drv.ms/w/s!AhR3YVzwEWaUg6FBO_lcpi-jwOtxtg?e=xKTgFY Changes to most recent Version [8/10/23] Unchanged from prior update
  8. I don't want to scroll past a list of 25 previous technologies every time I want to check what the current research is. Does anyone know how or if we can modify the UI objects to only show the technology currently being researched, (or just put it at the top)?
  9. Hello. download and follow instructions. Should be fairly straightforward. Please just ask if you have any issues. https://github.com/sinai-dev/UnityExplorer https://github.com/LavaGang/MelonLoader Someone asked me, quite some time ago sorry, to give a little description how I manipulate the UI ingame. From the start it has irked me that, although the resolution says 3840x2160, everything is just too big in the UI, it feels like I'm running the game 20 years back. The sad part is, this needs to be done every time you start the game. I have the ability to access the game files and edit them, but have no clue how to import them back. Here we need someone used to unity and how to make mods. MelonLoader IS a mod loader, so it should definately be doable. ML also runs scripts, so anyone capable is welcomed to approach me here. I do apologize for the mess! 😝 ADDED: ^^ So, I change the native resolution from 1024x768 to my 3840x2160. That is a bit too much, so a second option underneath is to set m_UIScaleMode to "ConstantPhysicalSize", that'll blow it back up again by a little bit. This is basically it, initially. Under I will explain a bit more deeper other solutions to make the information popups smaller aswell, because they will scale with the option explained above. And I want them to be smaller, to take less space on my monitor. Personally I shrink them with between 30-40%. TBC - I'll add instructions of how to reduce the size of all the information pop ups aswell (regional, fleets, ports, events, etc). Although this is fairly easy and is found under. We crowbar them with the RectTransform->LocalScale option UIMain->Main->WorldEx->PopWindows UIMain->Popup UIMain->Overlay Edited; more clarification
  10. Hi guys, just wrapped up a mod installer which will make all hulls no longer be obsolete. So this allows you to keep on building torpedo boats or pre-dreadnought era ships till endgame. I also tweaked some AI values and changed the AI torpedo evasion distance trigger. You can download the mod from here: Google Drive There you find the installer or if you prefer the raw asset file too. This mod is updated for 1.3 live Install instructions: - Unzip the downloaded file - Start the mod installer.exe - Follow the UABE mod installer instructions - When asking for the path navigate it to your SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data folder - Installer will proceed with changing files - Done! Additional notes: An automatic backup of the asset file will be created so you can return to the previous state anytime. Please leave some feedback if all works.
  11. i modded the file to no longer have obsolete hulls , still trying to figure out other stuffs Link here : https://www.mediafire.com/file/qjb4cjmm2h4jwbq/resources.assets/file if there any issue tell me
  12. Hello to all! Im Pozrar and use a Naval Doctrine based on Large Caliber Guns during my campaigns. Therefore, my Fleet and Task Forces have more BBs and BCs than cruisers, which is different than others nations AI's, and very different from France's Jeune École, naval doctrine. I was wondering if i could mod the "AI Opponent" setting from new campaign settings, and have the AI build more BB/BCs than CA/CL/DDs, and have more Capital Ship battles, where, despite being less historically accurate, it would be more fun. If possible mod this setting, anyone would know where this setting is? Thank you.
  13. Discord Link: https://discord.gg/NmHUGvq This mod is not compatible with any other mod that changes the Assembly-CSharp.dll. Permission was granted by the developer to modify game files. Thanks to Jonny for saving me from hex editing. Updates for V1.9.2: Fixed a bug that was causing rewards to be given multiple times after CSA Shiloh and Union Antietam. Updates for V1.9.1: Fixed a bug that was causing the AI units to be larger in the starting battles. Updates for V1.9: Major changes include making the two starting battles easier, replacing the +ammo perk bonuses that don't work, and adding the ability to turn off or adjust scaling. No scaling mode is not balanced by default, some battles may be far too easy or far too difficult. This is intended to be used in combination with AISizeMultiplier to adjust difficulty as desired. My recommendation would really be to leave scaling on and just adjust AI sizing from there, but the option has been provided as is if you want to use it. UI Changes - Units can be merged by dragging and dropping. Unit type and weapons have to match and the sum of both units hp must be less than the unit types max hp. Merged units stats will be averaged as normal. The dragged unit will be destroyed and its officer returned to the pool. Credit to Adishee. - Cavalry can now hold position. - Highlighted penalties to reload speed in perk descriptions. Perk Changes - Artillery tier 1 Logistics perk now gives +speed in place of +ammo. This is due to the +ammo stat being bugged. - General tier 1 Strategy perk now gives +spotting. This is due to the +ammo stat being bugged. Fixes to Union Deployments - Crossroads, Rendezvous, Crampton's Gap, and Harrison's Creek deployment slots now match total units that can be deployed. - Stones River, Chancellorsville, Gettysburg, Chickamauga, and Cold Harbor deploys fixed so that all deployed units now show up on the field. - Stones River supply wagons now appear on day 2. Configuration Changes - modifyTutorialBattle added into ConfigFile, enabled by default. Reduce the difficulty of the the first battle in each campaign by removing the random sizing adjustments to AI units and increasing the size of player units slightly. - disableScaling added into ConfigFile, disabled by default. Enabling this turns off all scaling based on the players army. AI sizing is determined by difficulty and a random factor. - improveArtilleryTargetting, now disabled by default. Requires far to much focus on enemy artillery given the options the player has available to keep smoothbore artillery close enough to be effective. Previous changes: Optional Balance Changes - Reattaching skirmishers is now on a cooldown. When skirmishers are detached, the reattach button will be disabled for approximately 10 in game minutes. Unfortunately I am unable to add a visual cooldown indicator beyond graying out the icon. - Shattered units return to camp. Configurable using returnShatteredUnits. - Infantry units no longer have a damage penalty in fortifications(now matches all other unit types). Configurable using removeInfantryFortificationPenalty. - Artillery counter battery logic now configurable using improveArtilleryTargetting. - Artillery counter battery will now only activate if nearest target is not within 700 range. - Allied units will now return a percentage(varies by difficulty) of weapons for men alive at the end of the battle. - Allied units will now return a lower percentage(varies by difficulty) of weapons for men killed. - Allied unit weapon recovery changes are configurable using enableSurvivingAlliesWeaponReturn. - Weapon return rate from captured units reduced slightly for all difficulties. - Skirmisher melee strength reduced slightly. - AI Charge logic updated to better account for efficiency, firearms, and accuracy perks when determining melee and fire power. - Surrender chance now increases when an officer is wounded or the unit has low condition. - Units can now make surrender checks when allied units are nearby. - Surrender logic changes are configurable using enableSurrenderLogicUpdates. - Fire at will volley time when a unit is wavering has been significantly shortened. This will result in units spending less time standing in place firing sporadically. This is configurable using fireAtWillMin and fireAtWillMax. - Melee damage penalty when engaging multiple units has been changed from 25% to 45%. Setting up 2v1 melee engagements is still beneficial but it should be less possible for two smaller units to beat a larger unit under normal circumstances. This is configurable using meleeMultiplePenalty. - Melee penalty when routing or wavering increased. Routing units will now inflict less damage in melee. This is configurable using moraleMeleeRouting and moraleMeleeWavering. UI - The tooltip in the top left of camp will now display Difficulty: Legendary when appropriate. - Perk tooltips now properly display all bonuses the perk provides. - Several perks had missing perk bonuses. Since additional bonuses cannot be added, minor stat increases have been replaced with the missing unique bonus. - Endurance Course(all), Tactical Training, Short Range Training, Long Range Training, Sharpshooter(skirmishers), Horseback Riding, Cavalry Training, Reconnaissance Course(cavalry), Shock Cavalry are affected. - Horseback Riding had it's unique bonus changed to Accuracy since the Endurance Training speed bonus applies to both mounted and unmounted units. - Weapon tooltips have been updated to show a damage range instead of accuracy low, hi, and base damage. - Weapon tooltips updated to display collateral radius and ammunition cost. - All weapon tooltips now have a Range Damage Multiplier section which shows the modifier applied at short, medium, long, and max range. Cannon will also display the modifier at 100 range. These provide snapshots of how effective a given weapon is at various ranges. Short, medium, long, and max correspond to 1/4, 1/2, 3/4, and maximum effective range for each given weapon. So short range for rifles is 75, while for the 20pdrs its 500. - Weapon range arc color changed to white to increase visibility. - Artillery range arcs will now display canister and shell shot ranges. - Artillery descriptions updated with some context on how effective cannons are at various ranges to provide insight into how the damageDegradation curve affects the base stats. - Weapon tooltips updated to show actual weapon range for rifles. The better the rifle the more effective it is at longer ranges with the exception of repeating rifles which are more effective at medium ranges. For more details see http://forum.game-labs.net/topic/26142-hidden-mechanics-and-weapon-damage-degradation/ - When a division commander is wounded or killed the popup message will notify you of the affected division. - Updated terrain tooltips to show modded damage modifiers. These do not apply if in a fortification. - Display a warning message when issuing an attack order that forces your artillery to move to be able to hit the target. AI - Player Skirmisher and Infantry AI has been updated. If their target is blocked by a friendly unit they will not move and wait for their target to clear and then resume firing. If their target is blocked by an enemy unit they will not move and attempt to lock onto a new target. This is intended to prevent snipers or infantry units from charging enemy units when their sight line is blocked after a direct attack order. Units will still sometimes acquire a target and not fire as before. If units with a direct attack order are charged they will not attempt to retreat so attention is still needed. - The player's idle skirmishers will now fire at units in range when hidden without a direct fire order. - The player's skirmishers on hold position will now fire at units in range when hidden without a direct fire order. - Idle artillery will now prioritize targeting artillery if enemy units are not to close. This affects both the player and AI units. Bug Fixes - Ammo count can no longer go negative. - Update logic that prevented idle units from firing when out of ammunition and unable to charge. - Reinforcing supply units no longer take up a deploy slot. - Fixed terrain damage modifiers to apply to ranged damage. - Updated all CSA battles so that deployment screen brigade numbers match the actual number of units that will show up on the field. - Updated all CSA battles so that percentage deploys always deploy a full corps when possible. It is no longer necessary to overfill corps to get the maximum amount of units. - The previous two changes primarily affect Gaines Mill, Stones River day 1, Gettysburg, Chickamauga day 1 and 2, and Cold Harbor. Customizations - Enabled recovery of weapons from captured units. Rates vary by difficulty. Colonel: .5 BG: .375 MG/Leg: .25 - The player's starting general will now have all perks selectable after the initial battle. - Implemented new damage degradation curves so that adding more men or cannon to a unit will always result in higher damage. https://drive.google.com/open?id=1ch6DvD0zcV3tvMMKedHO0h39YSaclS-y - Added a configuration file at Ultimate General Civil War_Data/Mod/UIAICustomizations/ConfigFile.csv. - Added config setting timerMultiplier. Decimal value can be updated to increase all in game timers. Defaults to no change. - Added config setting endOfDayMultiplier. Decimal value can be updated to push back each battles hard end time. Defaults to no change. - Added config setting replaceSizeDegradationCurves. Boolean value to enable the new damage curves. Defaults to enabled. The changes to damage degradation will result in larger artillery and skirmisher units doing significantly more damage. Since the intent of this mod is to provide quality of life improvements and fix minor bugs without changing game balance this change is able to be disabled. The timer and end of day settings are intended for players who dislike how the game timers work. If you would like less pressure from the timers I would recommend a setting of timerMultipler, 1.3 and an endOfDayMultiplier of 1.1. This will make defensive battles harder as it will take longer for reinforcements to arrive. Install Instructions: Download CustomizationsModV1.8.zip and extract the zip folder into your Ultimate General Civil War_Data directory. You will be prompted to overwrite Assembly-CSharp.dll and resources.assets Uninstall Instructions: Verify game files to restore the Assembly-CSharp.dll and resources.assets Mac Install Instructions: 1) In Steam, right click UGCW and select Properties. 2) Click local files, then select browse local files 3) right click 'Ultimate General Civil War' and select 'show package contents' 4) navigate (relative path) to /Contents/ a) Place the 'Mod' folder in Contents/ 5) navigate (relative path) to /Contents/Resources/Data/ a) Copy the resources.assets file into /Data/ b) Copy the /Managed/Assembly-CSharp.dll file from the mod release into the /Managed/ folder, overwriting the existing file Get the Mod Here(depending on browser you may get a warning that the file can be harmful to your computer, you will have to override this): https://www.dropbox.com/s/x68wwibusg4k8w2/CustomizationsModV1.9.2.zip?dl=0 GoG version: https://www.dropbox.com/s/krp8m620z9e9j90/CustomizationsModGoGV1.9.2.zip?dl=0
  14. Updated mod here: Back again smiles This mod allows Super BB hulls to be bigger. In case you really need to prove a point to your enemies. Be warned they may try and prove a point back. Features Super BB hull 2 for countries that offer it, tonnage is increased with beam and draft. Countries that don't have a super BB hull 2, their Super BB hull 1 is increased instead Installation: Go to steam click on UAD right click, click on properties then go to local files finally click browse. Once the folder opens up click on Ultimate Admiral Dreadnoughts_Data and finally copy over the new resources.assets and click replace. (Note: If you want to easily switch back make a backup of resources.assets first!) To uninstall: Delete the resources.assets file and replace with a backup or delete it and verify through steam Download link: https://dl.orangedox.com/Gl2ft1GyfBWKmZVbIr Any bugs you encounter do not report to the devs instead feel free to leave a comment or ping me on the UAD discord server Sapphire#0616 My other mod is combined with this mod so the mods features are below (The other mod does not offer the increased tonnage for hulls) You can find that mod here https://forum.game-labs.net/topic/40420-gun-mod-update-includes-slight-ai-changes-late-tech-boosts-and-more/ That mod's features are Gun length, diameter changed (max length: 70 min: -100) (Diameter: 2.9) Tech: If tech is late by 5 years it's boosted 5x Increased crew modifier Changed AI legendary GPD income multiplier Changed how long the shipyard takes to upgrade from 24 months to 16 Max tonnage built per upgrade in the shipyard The research tree will show research times AI will now refit more often AP fire chance is reduced slightly
  15. New Horizons II A reshade visuals modification for UAD. Features: RTX global illumination shader added. Two versions to choose. RTX version (option A) and a non RTX version for low-mid engines. (option B ) Many tweaks to contrast, exposure, sharpness, colors to get a more natural and realistic look. Installation: Download the content from: https://app.box.com/s/7w8i2odzdjoo2pqkgxt355ijp7ba26a5 Unpack the files Open the folder "New Horizons II", inside you will have another "New Horizons II" folder. Get the content inside the second folder and place the files in: C:\....\Steam\steamapps\common\Ultimate Admiral Dreadnoughts To remove: Just delete the files. Shortcut keys in game: - "Home" open/close reshade panel - "End" enable/disable the effects. Midia:
  16. A player asked for MK5 guns to be included in custom battles. I had some free time this morning and decided to quickly make it. Features: Mk5 guns are allowed in custom battles Includes my gun mod (Refer to the forum post https://forum.game-labs.net/topic/40420-gun-mod-update-includes-slight-ai-changes-late-tech-boosts-and-more/ To install: download the file, go to your (Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data) folder and copy this file and click replace. (If you want to easily revert make a backup of resources.assets first!) Any bugs you encounter do not report to the devs instead feel free to leave a comment or ping me on the discord server Sapphire#0616 To uninstall: Delete the resources.assets file and replace with a backup or delete it and verify through steam Download link: https://dl.orangedox.com/Zlv44CrHvKL6GmyaVY
  17. UPDATED mod here: So, after some talking with a fellow UAD enjoyer they mentioned a monitor in UAD and I decided to make a mod that allows you to build one somewhat... (Considering combining this mod with the MK5 one along with the hull mod) Features: Max gun size allowed on DDs 12 inchers DDs no longer require 1 torp launcher All ships only need 1 gun to be built. Max gun size allowed on TBs 5 inchers TRs can have up to 8-inch guns and up to a max of 10 guns in total TRs have more tonnage and armor Includes my gun mod (Refer to the forum post https://forum.game-labs.net/topic/40420-gun-mod-update-includes-slight-ai-changes-late-tech-boosts-and-more/ Known issues: Bugged reload on higher caliber guns on DDs when having extremely barrel lengths (Reduce barrel length to fix) TRs don't alway have guns on them (It's a random chance if they have guns or not but it should atleast have 4 to 10) Installation: Go to steam click on UAD right click, click on properties then go to local files finally click browse. Once the folder opens up click on Ultimate Admiral Dreadnoughts_Data and finally copy over the new resources.assets and click replace. (Note: If you want to easily switch back make a backup of resources.assets first!) To uninstall: Delete the resources.assets file and replace with a backup or delete it and verify through steam Download link: https://dl.orangedox.com/oFuE1n9hHpm09ppncS
  18. Going straight to the point. The UAD official Discord server needs a moderator or multiple moderators. with posts like this, homophobic slurs, spam, and people trying to start drama with all the stuff that's going on in Ukraine right now the server desperately needs mods to remove and filter out this garbage (all this stuff is still not removed on the discord BTW). It may seem strange to make a forum post about this but i and other people have tried messaging the devs through the discord and the forums and have only gotten silents. i feel bad bugging them for something like this right now with everything going on but the server really needs some support.
  19. Hello! This is my first post and I thought it should be of some value for the community. I decided to share my personal small modification for Naval Action! The mod does not do much but helps me to enjoy the game tremendously. The mod removes all the cringy jokes on the loading screens. Instructions are very simple: Download the file: https://drive.google.com/file/d/1mD0kgeNfbE4rHs8lrEqpIn1jHjyIifVC/view?usp=sharing Place it into your Steam\steamapps\common\Naval Action\Languages\ folder. Open the game, go to Options - General - Language and choose the English_notips file from the dropdown. The file will be on the bottom of the list. Restart the game. Enjoy loading screens without cringy jokes!
  20. NOTE: This mod is not currently kept up to date. Thanks to @General WVPM for combining his Surrender mod changes with the J&P Rebalance mod V1.2. A few changes weren't included due to overlap or balance reasons, but the added surrender mod changes are below. Please see the main J&PRebalance post for details on its full set of changes. This will be kept as a submod of the Rebalance mod and will likely have additional balance issues, but for those who requested it please enjoy. Changes: -Units surrender based on the morale of nearby units as well as their fatigue and losses. This means that it's easier to cleanup a bunch of routing troops that are cornered. -Units surrender when surrounded with no allies nearby (a bit randomized and cav has a larger escape chance). -Units can't shatter from melee, they instead surrender. -Cav melee attacks give a big bonus to surrender chance. -Enemy troop estimates depend on recon skill. -(Optional) captives are returned to the AI before it gets post-battle reinforcements. Modify captivesToAI value in the Mod/AIConfigFile. -At the end of each battle, the results are logged to a file in your temp folder, so the Excel tool can make a nice Excel file of it. Get the mod here: https://wvpm.stackstorage.com/s/1yhVT3s3wYiL9Gs GoG version: https://drive.google.com/open?id=1WyZdV6-lkBFsLbW_2UWUNAhcRmUzg1q4 Install Instructions: Download J&P 1.2 + Surrender.zip and extract the contents of the J&P + Surrender folder it into your Ultimate General Civil War_Data directory. You will be prompted to overwrite Assembly-CSharp.dll and resources.assets Uninstall Instructions: Verify game files to restore the Assembly-CSharp.dll and resources.assets and delete Ultimate General Civil War_Data/Mod folder
  21. In all kind of games the more stuff and the better the suff what is equipped the higher are the maintenance cost. Suggestion: Increase maintenance and in battle repair cost depending on used modules Details: modules are already categorized as basic and non-basic, for example, Basic Pump and Coles Bentick Pump While "basic" mods only suffer a slight increase in repair and battle repair cost "non-basic" mods can suffer repair penalties increase up to 200% For example: An installed coles bentick pump would increase hull repair cycle cost by 100% for each extra module of the same type - cost increases by extra 100% For example: coles pump + chain pump = basic repairs + 100% for the first module + 100% for the second module + 100% for being a second module of the same type - pump Pros: quality of life added maintenance for high grade specialized ships simulates highly specialized crew and necessity of high grade quality parts for repairs at sea Cons: quality of life
  22. Go here to get the latest release. Here is the Alpha 2 Version (Outdated) of the Mod: resources.assets
  23. This is a WIP mod that I have been working on for some time. It is not finished and I might be going start from scratch again after discovering some interesting things in the game files. To install simply extract this into the steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data folder. Replace everything when prompted. Let me know what you think of it and any questions you may have. The Mod changes the following: Weapons have been rebalanced and were planned to be renamed to the following. Farmer -> Musket Rebored -> Rebored 1842 -> 1842 Palmetto -> 1855 1841 -> 1841 MG+J -> Fayetteville Lorenz -> RM 1841 Ty Tx -> Ty TX 1853 -> Lorenz 1855 -> 1853 HF 1855 -> 1861 CSR -> CSR 1861 -> 1863 1863 -> Spencer Fayetteville -> Whitworth Colt 1855 -> Sharps Henry -> Henry Spencer -> 1873 Trapdoor (ahistorical) The aim of the later weapons is to provide some interesting late game challenges (the CSA has longer range and accuracy, the Union has rapid fire (shown here as higher damage per volley). Also the weapon stats regarding accuracy are not entirely accurate. Also rate of fire and ammo has been increased. Melee now is a high risk, high reward weapon. Range has also been standardized for most of the early weapons. Other changes include some minor changes to the effects of fatigue on speed and efficiency. There are some other changes but I have yet to remember them. Current things that have yet to be finalized are the cavalry weapons and the artillery damage. I need to adjust those. Keep in mind these features may change as I work on this more. JonnyH13 WIP Mod.zip
  24. Hello all. Would anyone be interested in an ECW mod for this game? The work wouldn't be too extensive, we would need to change brigade names, add "pike units", increase cavalry, redesign units and objective names would be updated. (And obviously, maps could be the same, just with different names. Possibly a battle like Marston Moor in which both sides were more or less equal?? If you have ANY coding, modding or graphical experience or just ideas for the mod should it be produced, please reply.
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