Jump to content
Game-Labs Forum

o Barão

Members2
  • Posts

    1,786
  • Joined

  • Last visited

  • Days Won

    87

Everything posted by o Barão

  1. It doesn't. Both can have the same caliber guns, but one can have in theory more guns, more armor, etc... because it has more displacement. Look at the tonnage available to be used by both and how many guns have both hulls. There is a big difference between both hulls about how much power they can bring to battle.
  2. So the others components were there all this time after all. 🤔 Oil III is a 1935 tech! When you reach 1940, report me if you don't have that tech researched. I can lower the extra tension modifier for a future update, but I suspect that the AI nations are much more resilient now to go bankruptcy. I am going to tell you a little secret, but don't share this with our American friends, because I am really not interested to start a debate about this. For us europeans, large cruiser and battlecruiser, it is exactly the same thing! It is only a fancy Yankee name for the same ship role. Thank you!!! 👍 That is normal in NAR.
  3. 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!!
  4. I understand from your background why you would think that way, and you are right if the game could simulate real life situations. So let me explain why I did that way. First, this change was part of the economy, to prevent players from having a snowball economy and also to make it harder to get a shipyard to be able to produce what the nation needs. So in essence, it is longer now and more important to build a shipyard. Nothing major, since I don't want the player to feel pressed to always upgrade the shipyard with fear of losing something important. Second, as I said above, the game does not simulate real life when we are talking about shipyards. If it was the case, then we would have to build specific tonnage shipyards, for different ship classes and the ship build orders would have to be queued in a line waiting for a shipyard to be free to start the construction. Sadly, we don't have this in game. Instead, we have an abstract number to simulate how bigger this can be and a penalty for all ships under construction if we go above the limit. Unrealistic, but is the way it works in game. So to not press the player to feel always in the need to upgrade the shipyard all the time, and since the shipyard capacity it is an abstract number anyway, I decided for the player to choose what he wants.
  5. BETA v7.2.0 - "Release the Kraken" - N.A.R. changelog: More important improvements to the AI logic. (see below) Some changes to the German modern battleship I, German recon cruiser and French ironclad III to help the AI. AI logic improvements: Space needed for using torpedoes bigger. The AI should use fewer torpedoes, sometimes not even a torpedo launcher will be used in some CLs. If the hull have a good beam, then you can expect to see some launchers. Destroyers doens't seem to be affected by this, since mostly they are placed in the middle. Space needed between guns sides from different caliber bigger. But not if one is placed on top of a barbette. Regular CLs without a single torpedo. (AI design)
  6. It's the devs fault for not giving us that secondary tower. But I will not use that fantasy secondary tower anymore, and there are others in a similar situation, that I replace with other towers to improve the ship's design language. The German's problem is bigger because of the iconic main tower. If you did notice, I tried to improve the design language for the modern battleship I, to do something different but good. I can apply something similar for one german BC at a later point. You are right about the torpedo cruiser hull. Should have the option to expand one or two sections. I am already uploading an important update, but I will implement that change for the next one.
  7. What is your campaign year? There was a bug fixed in the technologies file yesterday. A different thing, but the same file. Maybe could be responsible for the possible issue. I have no idea. The only changes I made to that file in the recent months was adding new ships, nothing more.
  8. Until there are some big changes to fix the issues with smoke, you will never see that here.
  9. BETA v7.1.0 - "Release the Kraken" - N.A.R. changelog: Many new modifiers reworked to improve the AI logic.* Japanese Super Battleship hull reworked to use the iconic Yamato hull. German "Advanced Armored cruiser II" style language improved. German Modern battleship style language reworked to be a little different from the others. Removed the fantasy Bismarck secondary tower from the game. N3 Battleship language improved to be more historical accurate. No more KGV main towers. Added the 4" for the CL due to new improvements to the AI logic. For DDs the minimum main gun is now 3". 2" are only for secondaries. IMPORTANT: Due to changes to some ship parts, I don't recommend updating the mod unless if starting a new campaign. *Still learning what they do, so don't expect any sudden miracles: Vastly increase the shooting sector. This should improve the guns arcs in most situations and not be blocked by other guns. (only for main guns?) AI will try to use more triple or quad guns if available. Armor used on guns reworked tone down to be more close to real values. AI will favor more medium and large caliber guns for the main battery. Small improvements to the AI logic for a few ships to improve the firepower. Note: Expect to see the AI struggle sometimes to get a reasonable design, or even failing to get something. Highly experimental. Japan Super Battleship. 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!!
  10. I know. This was made to prevent modern light cruisers from having the possibility to use them. To help the AI. But I have good news. I am testing more modifiers to the AI design logic, and I already found what make them using those guns. So by improving the way the AI builds theirs ships, I can enable them again. An Important update should be ready today.
  11. 1940 campaign, all those techs are there. The same can be seen in custom battles. I can't see any issue.
  12. BETA v7.0.2 - "Release the Kraken" - N.A.R. changelog: Fixed a minor issue in the technologies file.
  13. BETA v7.0.1 - "Release the Kraken" - N.A.R. changelog: Updated to UAD 1.5.0.5 Optx4 Added Mogami cruiser 6" version. A few minor improvements to the funnels size to work better with some main tower variations for the Russian modern Heavy cruiser III. 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!!
  14. There is already a penalty for transports losses. tr_loss_factor,220,linear factor that affects how much transport capacity % is lost for every TR loss,,,,,,, the other economy penalties modifiers important for nations at war: war_wealth_growth_add,-0.003,"addition to wealth growth, if we are at war" war_inflation_add,0.01,"addition to inflation, if we are at war" inflation,0.0004,inflation monthly,war month inflation Note: Those are NAR values So mostly static, well the TR penalty are the result from the encounters and the manual states that TR will boost the GDP, but I don't see that modifier. Then we also have expenses, materials cost and income modifiers.
  15. @Nick Thomadis I am studying the AI autodesign feature. It is possible to answer a few questions? It would help me a lot. The AI have a tendency to use huge guns in the super BB hulls. There is some modifier responsible for this? From "shiptypes" file. Can you explain with more details what armor_min_hint does? From "parts" file. Typical_Modern_BB is to not let the AI place main guns between the two towers? Late_Cross_Deck_plus or Cross_Deck_Guns what is the difference? battlecruiser_forward and Small_Foredeck is to tell the AI to place the main tower closer to the bow? RussianCenterline why russians? german_sides Guns in the sides, but why germans? Warspite_Var this seems to be similar to the Typical_Modern_BB, maybe is to focus in getting a A-B-X-Y turret layout? typical_modern2 what is the difference? These below I have no idea what they are supposed to do. Big_SuperStructure Small_Deck Narrow_Deck Thanks in advance, if possible to have some of your time to explain to me what these variables do.
  16. 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"
  17. I am almost sure you can continue. The only changes to ships I made for the new AI logic, were for a French hull and German hulls from the 1890-1900 period. So I am guessing you should be fine now. Thanks for the report!!
  18. Thank you for the screenshots!! Maybe I was too kind in the recent changes. I am seeing nations at war against 2 or 3 countries and with a positive GDP. Maybe it is impossible to make them go bankrupt now. If that is the case, report to me. But for now, no more changes to the economy. Have fun! 😉
  19. 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
  20. No, the opposite. I will lower the economical penalties for countries at war. This should also incentivize the player to wage war more often. To have fun
  21. @killjoy1941 "...but war wrecks everyone. Growth drops to at best 2%, and the weaker nations immediately go negative. Not by much, usually between -0.2% and -0.7%, but once the AIs start losing convoys, they're forced into a contractionary spiral with no end but peace, which is why the AIs all have small fleets. " and in the end... "I see the merit in a tightened economic system if it makes the AI even more fragile than it already is." Thank you for the report. (I would prefer to see some screenshots), now I am going to do the opposite to fix that issue. 😉 Major update coming!!! Experimental branch.
  22. @Nick Thomadis if you have the time, set the AI to auto design this hull: cl_4_omaha,,hull,Scout Cruiser I,,-1,-1,1.1,390,warrior_hull_narrow_long_mod,1.025,,,usa,"type(cl), Omaha, cl, g1, barbette_need, Coastal_Ship, Essential_Central_Funnels, var(nose_line)","hsize(1750), hull_form(77), stability(60), floatability(60), endurance(50), spot(0), turn(68), vis(4450), beam(0), draught(0)",,,,0.14,2,3,8500,10500,7,,,,,,,31.5,3,6,,31,-1, It seems the AI is struggling to understand that needs to place the main tower first, and continues to fail to get a result.
×
×
  • Create New...