Jump to content
Game-Labs Forum

o Barão

Members2
  • Posts

    1,921
  • Joined

  • Last visited

  • Days Won

    108

o Barão last won the day on May 4

o Barão had the most liked content!

4 Followers

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

o Barão's Achievements

Master and Commander

Master and Commander (9/13)

  • Great Support Rare
  • Helpful Rare
  • Helpful Rare

Recent Badges

2k

Reputation

  1. Great!! Yeah, that it is the issue. I didn't find a way to force the players ships to be committed to convoy duties. IMO, convoy battles should only happen if there are escorts. If there are no escorts, there is no reason for merchant ships to travel together. But one thing is how it should be, another thing is how to force the game to do that.
  2. Yes!!!! If the AI have TBs, DDs and CLs available in the sea region, I increase the chance of being used in convoys against subs. In rare occasions your subs can spot a big convoy and in those situations there is also a chance of seeing a CA, BC or a BB. Note, at this moment I don't know if the same happens to the player.
  3. BETA v10.9.2 - "Shells & Ballistics rework" update - N.A.R. changelog: Updated to UAD 1.5.1.0 Opt
  4. From the Beta 1.9 "AI building program changed. Multiplied by x2 or more, in some cases, the chance of building BBs and BCs for all nations. I was noticing what should be powerful navies with few capital ships. Now most likely it should be much better." I also update tech mod for China and Spain since they didn't have any, and that is also from the AI personalities file. I don't know for sure what was the cause, but something is causing old saves to be corrupted.
  5. I suspect due to my "AIpersonalities" file editing to make the AI build more capital ships can somehow corrupt old saves. I apologize for the inconvenience.
  6. BETA v10.9.1 - "Shells & Ballistics rework" update - N.A.R. changelog: Updated to UAD 1.5.1.0R Shell velocity, accuracy, accuracy long modifiers and wind modifiers removed from HE and AP shells because they were causing an impact to the other shells stats. HE ««»» AP. An engine limitation. Shell weight modifiers are not affected by this change. CPC and CPBC penetration, HE damage and HE fire chance stats changed to close the gap to SAP performance. There is a linear progression now from incendiary shell all the way to APBC. SAPBC and APC range stats change taking into consideration the fact that one is lighter but have a ballistic cap and the other is heavier but have an AP cap design that adds too much drag. 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. ----- 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.
  7. The overpen damage is the same as vanilla game. over_penetration,0.085,damage multiplier due to over-penetration But if you are seeing that, you can check the damage log or the ship damage log, take a screenshot and share with me.
  8. If you really think that is the case, then please stop everything here. Really stop. There are other mods, or the vanilla experience, and I wish you farewell. For me, that is too much. I am doing this for more than a year, in my free time, without charging anything and I still need to deal with this comment? Not worth it.
  9. Just because you have those ships, you are expecting for the subs to be detected all the time? I run a test campaign with many autoresolve encountes with subs, and sometimes they were spotted, sometimes no, sometimes they sunk some ships, sometimes no, sometimes they were sunk, other times no, etc... " ...with another 8 destroyers in the sea region separately." What matters is what is in the encounter. The engine will take all modifiers into consideration from the battle and will generate an RNG result. What you can do is improve the odds for you, (ships number and the ASW value, techs researched) and still expect to have losses as any war of the time period. Or do you think the navies were using subs if they were so easy too sunk?
  10. And if instead it is a 5"? What is the threshold? What was the real distance to the explosion? The game does not tell you that, right? What is the bursting charge? And if the explosion didn't reach the ammo? So many things, so many possibilities, that there is no right answer and to think there is any game engine that can replicate any possible situation is being too optimistic. The devs from the beginning added a random damage modifier, already taking into account that it is impossible to replicate all possible situations. But if you think you can do better and implement a system that can take all possible situations in a way that makes sense for the player, great. I will be interesting to know what is your solution.
  11. To a point, yes. It is preventing splinters or shrapnel from close detonations. The problem is for you to know for sure if the shell penetrated and explode inside the barbette or it was a close detonation. The game tell us if it was inside or close?
×
×
  • Create New...