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Showing content with the highest reputation since 04/21/2024 in Posts

  1. Hello fellow admirals, We had to respond to your continuous feedback regarding some remaining issues of the game. The following few but very important improvements are offered: v1.5.1.0 https://steamcommunity.com/games/1069660/announcements/detail/4168720398303988255
    7 points
  2. Or just remove the displacement slider and replace it with a length slider, and just make displacement calculated from lengthxbeamxdraught.
    6 points
  3. Right-click on the two stacked task forces. That's allowed me to deal with ships/groups that I have stacked on top of one another.
    4 points
  4. BETA v10.9 - "Shells & Ballistics rework" update - N.A.R. changelog: 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. There is still the possibility of seeing a nation without BBs, but that is most likely the AI that failed to get a ship design when starting the campaign. In that case, I suspect the AI will start a building program to fix that issue in the first years. Note: I also noticed a limit for subs the AI gets when starting a campaign. Maybe a coincidence, or maybe it was limited by the devs. As a result, I think it is not possible to see Germany controlled by the AI with many subs. Initial shipyard size for later increase. This should help the AI to get capital ships designs. Japan as an example went from 48k tons to 64k in 1940. So it should be able to built Yamato class BBs from the start. I think I found the solution for convoys vs subs, and it should be using escorts more often if available in the area. I also add the chance if a big convoy is being attacked by subs for a CA, BC or BB to be present. Mine laying subs technology removed from the tech tree. Wolfpack subs progression moved to later years. Some of the more powerful subs unlocked also moved to later years. English file updated with the changes to subs. Auto resolve parameters updated. It is now 10 armor, 5 firepower, 1 speed, 0 crew, 0 ammo. In general, I like the results I got from these values, but I can't promise anyone that will work the way you want all the time. To get all the benefits, a new start is recommended. Manor Lords is coming tomorrow, so I am now retired for the next weeks. 😁
    4 points
  5. Uploaded optimized version x4 including the following: - Further optimization, fix of a potential issue in AI logic which could cause AI to slow down too much, and become an easy target, or cause speed freeze bugs or cause a rare target reset. If a player still has issues with manual targeting becoming overridden by auto-target, he has to verify that he orders ships that are not in AI command and the target is in range. - Further optimization in Battle UI update logic. Battle fps increases further. It is advised to check and reset the game's graphics settings or disable any overclocking in case you have very high fps problems, that could potentially cause bugs to the game. You have to restart Steam to get this update properly.
    4 points
  6. BETA v10.6 - "Shells & Ballistics rework" update - N.A.R. changelog: Wind resistance modifiers added to all shells. The lighter the shell, the bigger the effect, specially on stormy weather. Some shells descriptions were updated. The English file needs to be updated. With this concludes the update about shells & ballistics. Summary of all changes in the past days: 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. Splash modifiers applied to all shells. The heavier the shell, the worse will be the impact on accuracy. The moment radar and long range finders technology are unlocked and used, this penalty becomes irrelevant. 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. VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update. Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.
    4 points
  7. BETA v10.2 - "Shells & Ballistics rework" update - N.A.R. changelog: Improvements to shell ballistics: Changed the ricochet chance and ricochet angles modifiers logic from the shell weights options. The initial idea was confusing for the players, so I made it simpler. Now, heavier shells have a clear an advantage in this regard. Light shells have improved safety modifiers to balance them. Shell weight descriptions updated. If there are errors in my grammar, please report. Note: The English file needs to be updated. Negative splash modifiers applied to all shells. Didn't make any sense, IMO, for standard shell to have a neutral behavior related to this and light shells a positive. All have an impact in the battlefield, buf ofc, the smaller it is the better. The moment radar, and better long range finders becomes available and used, this penalty becomes irrelevant. And with this I conclude the "Shells & ballistics rework" update. I hope you guys like the changes. In a few days, Manor Lords is going to be release, and I will sure spend some time with that. Don't forget to block steam updates!!! VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update. Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.
    4 points
  8. I'm back in game after a long time, and I do see improvements, but there's an issue that makes no sense, and if I'm correct it's been adressed already in the past. The situation is as follows: The year is 1892. Playing with Spain, I get tasked with invading Costa Rica, with at least around 13k tonnage needed to succeed. I then bring my entire Cuban fleet; 1 BB, 2 CA and 4 CL, concentrating a tonnage of around 22k. My surprise was when I checked how the invasion was going, and it said "33% chance to succeed", and ultimately failed. Like... what? I almost duplicate the needed tonnage to effectively conquest a country, and somehow I manage to fail? This makes no sense to me, honestly. I believe a way to improve the system could be "If you have at least the required tonnage, your chances are 50%. The more it goes up, the higher your chances will be". I know invasions are somewhat hard during early-game, but if you duplicate the tonnage I see no justification to my Navy's failure. That's all! There are some other minor issues such as flags still being messed up, but it's an enjoyable game overall. I hope this is of some use!
    3 points
  9. 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)!
    3 points
  10. One thing I would love to have is an option to check gun firing arcs in degrees or some fixed interval tick marks, rather than just visualy guestimate them. The current way results in all the time some awkward view adjustements while I try to figure out if my turrets have decent and/or equal arcs of fire.
    3 points
  11. BETA v10.5 - "Shells & Ballistics rework" update - N.A.R. changelog: Fixed a file version error mentioned by @Azerostar 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. Going to take a break from modding for the next days. Have fun!! 😉 VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update. Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.
    3 points
  12. BETA v10.4 - "Shells & Ballistics rework" update - N.A.R. changelog: Scrapping threshold x2. The AI will now need to have at least a minimum 200k fleet before considering scrapping anything. Penetration values difference from shell weight modifiers increased. 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 a 41% difference, but there is also a generation gap in gun technology. So I increased a little, and the maximum difference is now at 28%. As an example, in vanilla, super heavy shells have 12.5% penetration modifier. I am using 16% for the super heavy shells. A small increase, nothing crazy. The negative modifiers about detonation and flash chance were increased by 5% for both the heavy shells and super heavy shells to balance them. Going to take a break from modding for the next days. Have fun!! 😉 VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update. Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.
    3 points
  13. Your sarcasm is no longer tolerated my friend. I cannot reply to a person speaking like you. Please do not write anything here in our forum unless you change your tone. You get a forum banning. I suggest you switch to another game to make your life easier.
    3 points
  14. I'd like to adress two issues that screwed my recent German campaign hard, despite completely dominating the seas. First off, army mechanics. It absolutely sucks that we have no way of influencing deployment or anything else, and that it's handled in such a non-responsive and arbitrary manner generally. I gradually took the Baltics and Finland off the Soviet Union. The problem: every subsequent war, those areas are guarded by like 30000 men, and then the Soviets attack with at least half a million. Now that might make sense at the start of a surprise attack, but there is no redeployment as far as I can see. Those areas should be reinforced. Forces should be distributed according to the war situation. But that's not happening. So in every war, I'm on a timer on how long it can go, before I pretty much automatically lose territories (which can completely skew war scores too. Losing almost undefended Prussia turned the war score from 250000 to maybe 5k to 250000 to 500000 in their favour). What also plays into this is army size. The thing is, our populations aren't that different - about 90 million for Germany and its territories and 140 for the soviets. I almost double their GDP, but our army-navy spending ratio is completely skewed. Germany spends WAY too much on the navy, I have stupid amounts of money, way more than I know what to do with. Something like 400 billion in the bank with 10+ coming in every month. While supporting a huge fleet. I recently built about 40 heavy cruisers simultaneously without going negative. And in every decision about finances, I favoured GDP over Navy budget, every single time. And yet, the army is severy underfunded compared to the Soviets. I mean, why? HOW? Why can I not say "look boys, I have several times your yearly budget in the piggy bank, maybe we should talk to the Government about some redistribution?" It would be very nice if there was some way to influence budget more, particularly when you have way, WAY too much. Or if the game noticed itself. The other thing - please, please please add an option to engage blocking forces in choke points. They should get the option to either fight or get out of the way. They are not doors, or walls. They're just ships, and if they're not willing to fight, they should not block anything. The current solution with the impenetrable red circle is completely infuriating. And dumb. Having a Naval invasion with almost a million tons of warships nearby fail because of a single ancient CA sitting in the way of them getting into the circle is enough to make me want to stop playing.
    2 points
  15. WOW! A very big THANKYOU to StrikerDanger. I've just tried it with a task force that moved (all by itself I may add) under another - and it works! I am forever indebted!
    2 points
  16. Uploaded hotfix including the following: - Fine tuned initial funds for own fleet so that they are not too low in early time periods. This change will affect only new campaigns. Please restart Steam to get this update
    2 points
  17. Campaign Map - Task Force Overlay. I have a question for the community and dev's, which has bugged me for some time. In the campaign map, I notice that all to often, when one is about to launch an invasion, sometimes the Task Forces seem to have the habit of sitting ontop of each other. As much as I try to provide adequate space between the two different task forces, the game has a habit of making a slight move location to 'super-impose' two seperate task forces and despite careful movement of the mouse, and stacked them ontop of each other. So for example, take task force A, consisting of ten ships, is super imposed onto Task Force B, consisting of ten ships. However, when one mouses over to the location of the two Task Forces, one does not see 20 ships, but just 10 ships, presumably highlighting the task force on top of the stack. The only way I have found to do move seperate the Task Forces, is to highlight the map where the two task forces have congealed, click the move function, move what is one of the two task forces to another very seperate and distinct location and next turn move the second task force to a distinctly differing part of the sea. This is not helped by the fact that prior to launching an invasion, one never seams to know the location of the exact sphere of the invasion area for a territory. This is annoying from two aspects. 1) You initialy think that you've lost one of the task forces, but it is infact UNDERNEATH THE OTHER. 2) One wastes a turn repositioning the two task forces It is only a small point but an irritant at that. Any thoughts of recoding the game in this aspect that might assist task force placement?
    2 points
  18. I haven't had enough time to confirm for certain the need for the campaign changes you made, but they do generally line up with what I've been seeing. I'll be going hard on NAR tonight, then it's off to Manor Lords for me as well. I've had that game wishlisted since the first day it hit Steam.
    2 points
  19. Updated for 1.5.0.9 Opt x4 compatibility. Fixed a minor typo in the params file.
    2 points
  20. BETA v10.8 - "Shells & Ballistics rework" update - N.A.R. changelog: Updated to UAD 1.5.0.9 Optx4 Updated the single German single barrel 5" mk4 & mk5 for all ships to be open turret version. A little size tweak and barrel length to be the same as the x2 and x3 versions.
    2 points
  21. Nice. Good to see more modders on the scene
    2 points
  22. I like it, I like playing with the proportions to max possible hull speed, etc. Also have gotten closer to fletcher hull by minimizing beam and then increasing displacement. And yeah, Germany hit my lone destroyer with four 44kt BC's, and it sank one and messed the others up pretty good, and got away with enough hit-points to call it a win. side armor was 0.4inch, 5" guns had no problem penetrating, so that's about right
    2 points
  23. Strictly speaking, you're the only option for declaring war... opposing countries can make rediculous demands that you can refuse by declaring war on them, but they can't do the same against you. But to initiate hostilities, you need to push your target's "tension" as close as you can to minus 100 by whatever means available to you. The only direct option available is under the politics tab... Increase Tension... seldom does much, and all it takes is a sneeze and you're right back where you started if they weren't proactively hostile against you previously. Short of that, there's calculated responses to some of the random stuff that pops up occasionally... not knowing who a certain admiral is, blaming a country for espionage, pouring scorn on another nation's navy etc. Be patient though... it takes frikkin years of poking the bear to drive tension down to where they're gonna throw that rediculous demand at you that allows you to respond by declaring war against them... Aint no Chamberlin's Note in this war... Be careful what you wish for though... Just when you think you've engineered your own private global war, suddenly the whole frikkin planet's forming orderly queue's to come take a piece of your ass, and that causes things to go pear shaped in a hellova hurry thesedays.
    2 points
  24. As for now the AI prefer to shoot one target to death than stop firing and shoot a new high threat target, so everything which reduce accuracy will hurt AI more than the player.
    2 points
  25. I think I understood what you are saying. To use the old single barrel 5" for late versions, right? It is a good suggestion. 👍 From a gameplay point of view, maybe it could be possible by editing the tech tree to add a new branch, similar to what MDHansen did here: But I also would need to add negative penetration modifiers and would be a little of a pain to balance out without creating situations where players could find exploits and abused the mechanic. If it is possible? Maybe. If it is worth it? Probably not.
    2 points
  26. love the shell overhaul. Not only does it make things more realistic, it better balances the game as there is no clear best type, and every shell type has a niche its the strongest at. I never agreed with moders and game devs that say you can have realism or balance, that's a skill issue, this definitely has both. light shell accuracy is very strong under 10k, due to being practically direct fire but very unlikely to hit past 20k. standard is a good upgrade to a light shell build as tech advances and ranges increase and you don't want to have a gun fight in torp range. Both are good on a ship with subpar stability that have to fight close in. Heavy seems better balanced for pre-radar assisted long range gunnery, and super heavy is great for when your ship is advanced enough to have gun fights at 20k-40k. Before I always defaulted to light shell for better range and accuracy with less volatility, all thing you otherwise would need to spend a lot of tonnage to compensate for, now that's mostly turned on its head! Good call on arcade down to just 2x multiplier, did some 1950 testing and it came down to a mater of rate of fire, constant long range hits were guarantied. Had my ~1920 campaign battleships running light shells that had a literal 100% main gun accuracy at 6k vs another capital ship, was about to drop back down to realistic to see how it was. all really great changes 👍
    2 points
  27. BETA v10.3 - "Shells & Ballistics rework" update - N.A.R. changelog: Improvements to shells range modifier to fixing a possible issue, mentioned by @Azerostar 😉 Arcade version is now x2 the hit rate.
    2 points
  28. BETA v10.2 has a serious bug, the types of HE or AP shells will effect the other sides' fire ranges. You are using 'range()' to modify the fire ranges of HE and AP shells at projectile_shell_20 to projectile_shell_31(technologies.txt), compared with the vanilla file, I'm sure this parts need to use ap_range() or he_range() instead of range().
    2 points
  29. You can get the same result, by changing the bursting charge, propellant or the shell weight, that are being unlocked with time. From a gameplay point of view, it is much better IMO, to have a system where all projectiles can be relevant and interesting to use, instead of using only the most recent unlocked, because it is better. This gives the player choices to think about, and makes the ship designing process more interesting. I use the same methodology for propellants, bursting charges and armor, in NAR. As an example. In vanilla game, the recent armor component unlocked will always be better. In NAR, if you look at the latest 4 armor components available, you will notice that all of them have a unique advantage in some area.
    2 points
  30. My solution is reduce w_armor_barbette_turret in params.txt so most secondary guns can't have any barbette armor, totally remove the whole broken thing out of this game. What is the threshold? The point is 0.2 inch or 5 inch or 10 inch barbette armor all have same effects, but if there is 0 inch barbette armor, BOOM. Just design a battleship, use some 5 inch secondary guns with no barbette armor to run a close range battleship duel test, than put a little barbette armor to those guns and test again, all possibilities will be gone and there will be no doubt. The fact is the game engine only use some simple check than 'so many possibilities' at this part.
    1 point
  31. I have honestly zero idea. I discovered it one day, forgot about it for a couple of weeks and then rediscovered it again. H haven't seen anyone mention it here at all, so I figured it was common knowledge lol.
    1 point
  32. I'm more intrigued by the " Very soon we will announce something that should excite most of you that currently enjoy Ultimate Admiral: Dreadnoughts." Completely new game or massive patch with something big coming? @Nick Thomadis can you tell us something?
    1 point
  33. holy shit! right clicking on the stacked fleets cycle them! how long has this been a thing!?
    1 point
  34. The whole point of DN ships was that the main guns were the same. The AI keeps on churning out ships with multiple high caliber arrangements. I'm sure this has been raised before, but it seems as if the AI is locked into pre-DN thinking with post DN innovation. Can the AI be tweaked to make more use of this or to increase the penalty of using multiple high caliber guns on accuracy.
    1 point
  35. Since some updates ago, i believe the initial Shells and Ballistics rework, choosing diffrent types of HE or AP shells in the ship desiger impacs the accuracy of of both he and ap. For example changing HE shells from standards to nose fuse improves the AP shell accuracy. Is this correct and/or intentional?
    1 point
  36. The BCs are limited to 37 knots. It is impossible for you to see a BC at 45 knots if using NAR since the beginning of the campaign.
    1 point
  37. Heh no it’s on line 361 of params, the second value should be 0.05 not 0.0.5. Might have caused some autoresolve problems/crashes (not that I know of that happening but better safe than sorry)
    1 point
  38. Just wanted to provide some evidence of the Radar Phantoms I complained about earlier in case nobody believed me.
    1 point
  39. Good one! I am also dissapearing in to Manor Lords tomorrow. Have fun and get some much needed rest 👍
    1 point
  40. Hmm, got it, the term might be somewhat confusing (but I guess that's me). Thanks for the info! I'm also taking the opportunity to make a short suggestion for Spain (since it had its own, decent maritime industry). I've been doing research in the Battle of Santiago de Cuba (1898) and I found a picture of the Spanish Armored Cruiser 'Vizcaya' showing its 11 inch turrets. My question is, in order to bring something unique to a country that's possibly not played often, is there a possibility we could see these in a future? (I also personally like the look of the turret!).
    1 point
  41. Most subs missions are against transports. Subs attacking TFs in transit are rare events. Your DDs being on ports are doing nothing against them. Subs don't attack ports. If your DDs are on sea control status maybe they can participate in events against subs. I am not sure. And don't expect miracles about the auto resolve. It is probably better for me to remove that feature from the mod and use the vanilla values instead. I am not going to waste more hours generating battles just to see if I can make it work reasonably most of the time just for a player to report me that it happen this or that in that occasion. Not worth it.
    1 point
  42. No offense but please learn some punctuation.
    1 point
  43. you can tell the governemtn decrease relations with a certain country but not much more )which I hate please give us more control over the country we are playing as)
    1 point
  44. Max SHP by ship width + tech level probably makes the most sense. Wider the ship, the more and larger drive shafts + props you can fit on the ship.
    1 point
  45. I am in the last ten years of an Italian campaign. I have encountered German BCs that run 44.5 knots and Austrian BCs that hit 42 knots. Most destroyers are running 38 knots from all nations, even the old ones. One of the reasons why I liked playing Italy was that their ships tended to have a slight edge in speed due to better hull forms and higher hull speeds. So, I think speed calculations are off when the AI ships are built. I haven't filed a bug report since I am unsure if this qualifies, but it feels strange. In games lasting more than twenty or thirty years, moving beyond the bordering territories with your armies feels impossible, even with huge disparities in logistics. I have occupied Austria, but even though I am blockading. Austria-Hungry and having the only ships in the Adriatic Sea moving beyond Austria is impossible because I can only get about 20 thousand troops. In contrast, the bordering provinces all have 100k+ troops. My army logistics is 100%, and theirs hovers around 19%. Since Austria-Hungary doesn't have ports outside Croatia, I can't invade even if they are along the coast. Trieste, in Modern-day Italy, near the border of Slovenia, was one of the biggest ports and a constant source of conflict between Italy and Austria-Hungary. At the start of the timeline in our game, it belonged to Austria-Hungary and remained part of the empire until its dissolution, when it moved to Italian possession. It has always seemed odd to me that Trieste wasn't represented in-game as a port belonging to Austria-Hungary. Since it's such a small territory, it could be like Hong Kong or Gibraltar, explaining why Slovenia doesn't have a port. I think it's the only coastal territory that doesn't.
    1 point
  46. @Nick Thomadis Here I listed some ideas i had while playing your wonderful game, I hope you will eventually consider realising one or another. If you got a minute please let me know what you think about it. I don't know how feasible this is, but imagine creating an editor-like tool that allows players or enthusiasts to design custom hulls or other ship parts relatively easily. Additionally, there could be a section for uploading proposals, which would enable the addition of more accurate and diverse content to the game at a faster pace. For example, individuals with a special interest in pre-Soviet Russian destroyers could create more accurate designs for them. This way, nobody would have to waste time on things they don't enjoy, and players would have access to more enjoyable content from every nation and ship type. Particularly, destroyers often seem very copy-paste, and they would benefit enormously from such a system. Guns It would be great if players could choose which iteration of a gun they want to place, such as MK1 or MK2 etc..It would also be nice if players could choose between a fully enclosed turret, a gun shield, or even a completely unshielded gun (for early iterations like MK1 to MK3 for up to 6 inch guns and perhaps for small vessels.) for single-barreled guns of course. [with unshielded guns you could replicate things like the Derzky- or Ochotnik-class and also some american and other nations designs] Construction Modes - I can imagine choosing a construction mode at the start of a campaign and in the shared designer that defines which hulls and parts you're allowed to use. Please examine my following mode suggestions: Historical - Only hulls and parts that the nation has historically used or designed would be available. This includes designs that were never realized and some generic ones to keep every nation competitive. Semi Historical - could bea realised in difgferent ways, it could include the historical ones and Some of neighbor countries Dynamic allied ones Predifined ones of historical allies Perhaps purchased ones. To further explain: there could be random or regular events - Fleet Reviews - after which every nation or just the player can make an offer to buy the plans of the hull and related towers and funnels of a displayed ship. (I know this would be a lot of work to implement, but it's just a suggestion that came to mind, and I wanted to keep my suggestions diverse.) Ahistorical - Where you have access to every possible hull/part according only to your research progress and not limited by your nation. And a option or checkbox to decide if this choice only applies to the player or to the AI too. New Classes - After reaching a certain point in the game You loose the ability to build Torpedoboats but they did in fact continued to exist, some even did participate in D-Day and there were even a whole bunch of other small warship types or classes(The smallest ones maybe limited to coastal defense only). For example: Sloops Frigates Sub Chasers Coastal Patrol and River Patrol vessels Monitors Gunships/Armored Gunships Torpedo Boats and Speedboats Corvettes Minelayers Hydrofoil Boats Islands or shoreline could be added to fights depending on the area they take place would make the gameplay much more interesting. Perhaps give us the opportunity to place different kinds of lifeboats and liferafts optionally, so you could add some clutter to empty areas. This could also be implemented as a mechanic where you could save some crew members of a sunken ship if you won the battle, if they manage to get into the boats before the ship sinks (so this would apply only to slow sinking or given up ships. not for the ones blown apart.). Which leads me to the next point. New ship sinking animations like hulls rippd in two parts or blown into pieces. The option to give up or retreat a single ship during battle. Exchange of prisoners of war for money, captives, or vessels. and so of course the option to take prisoners in won battles. I know it's a bit dark, but I know this happened at least in WWII. You could let these captives perform forced labor to shorten construction times significantly instead of exchanging them. (maybe this could negatively affect public order) Camos or Paintjobs for the ships would be great to identify them more easily during battle to make the look of the game less monotonous in general. Perhaps Support Ships to supply fuel and ammo. A round barbette sizewise between the medium barbette for small guns and the medium superimposed barbette Aircraft catapults for reconnaissance aircraft, for example. This doesn't need to be animated. In my mind, placing the catapult allows you to choose between different aircraft, similar to radar. They would just give you a passive buff to reconnaissance. A bit like in the N.A.R-Mod but more elaborated. More hardpoints to place guns or barbettes for secondaries aside the centerline, and the possibility to place them closer to the turret sides. Or maybe a free placement mode for barbettes, similar to the one for guns. I dont know if this is ever going to happen but Aircraft Carriers would complete the WW2 experience and as a result of this also AA guns. No forced end for campaigns. I think the Total War games had a good solution for this; they simply gave you a pop-up indicating that the campaign was over, whether you won or lost, and you could choose to quit or continue. (Perhaps continuing with generated research that buffs random things.) PLEASE give us the option at the end of the campaign to adopt ship designs into the shared designs. Allow us to change the displacement in refit mode within a certain frame and perhaps to modify the bow or casemates to reconstruct ships like the Andrea Doria, the New Mexico, and other American and Russian ships as far as I know(there are many ships that traded their straight ocean bows for Atlantic bows, as ther were the two i mentioned aswell as the German Scharnhorst or the Soviet Oktjabrskaja Rewoljuzija). Tool to assemble Taskforces no matter where they are so you dont have to search every single port or list. like a Button Create Taskforce here Showing a list of all ships you own in two categories: "In Port" and "Already in Taskforce," sorted by default by range to the creation point. Sometimes flaws take the upper hand. Please give us the ability to fix at least some of them. Too often, you collect more and more super flawed ships that are completely useless, and no admiralty with at least one working brain would ever have used them. So, what should happen to them? Scrap unused? Lose a full crew? In history, scrapping ships was extremely lucrative for countries and shipyards. For example, after WWI, Britain desperately wanted the German fleet as a war prize to scrap them and make much money to boost their post-war economy. Wouldn't it be nice to give scrapping in the game a similar mechanic? Please summerize all notifications after a round that you can just click ok in one popup. There is a popup flood in lategame. Hulls & Parts (Mostly for russian vessels cuz' this was my most recent playthrough) Hull and correct towers for Omaha class with space to fit 2 6inch casemates (on a light cruiser)in the tower and the small boxy 6inch twin turrets Hull and towers for Pr.68k Chapayev class CL Hull and towers for Pr.68 bis Sverdlov class CL and Pr.68A Kutusow Hull and towers for Kirov class CL, especially the secondary superstructure Flat modern light cruiser hull for Russia More realistic russian design inspired Funnels Overhaul for the Gangut class hull with correct casemate positions and the late refit towers and curvy funnels for the Oktjabrskaja Rewoljuzija refit more accurate hulls for Borodino/Izmail and Sinop-class battlecruisers Tsarevich class Predreadnought hull does not fit the right gund in the right places Hull and towers for Navarin Class BB More modern gun turrets for mk4/5 small caliber guns 4inch to 7 inch to fit the Kirov and Chapayev style British triple turrets layout to fit more the Town or Crown Colonies class CL Hull and towers for Kronshtadt class BC Hull and towers for Wladiwostok Design BB Hull and towers for For Sovetsky Soyuz class BB Hull and towers for Svetlana class CL Russian destroyer main towers with integrated barbetts russian destroyer leader/ destroyer hull to fit the leningrad like backwards facing turret after the main tower Hull and towers for Skoryy class DD Hull and towers for Kotlin class DD Hull and towers for Tashkent/Kiev class DD Hull and towers for Rurik Class CA and other early russian armored cruisers Hull of russian early light crisers should fit the armament they really carried Hull and towers for Bogatyr class CL Hull and towers for the Noworossijsk class BB Italian war prize Hull and towers for Kerch class CL Italian war prize Fixes Often things couldn't be placed because of collision even if the couldn't collide with anything. This is mostly an issue with Torpedotubes or other sidemounted stuff. I don't know if others have the same issue, but I experience constant stuttering in battles, especially when I move the mouse or camera. I can't imagine why, as the game is installed on an SSD and my components are not under heavy load while I play. I have more than ten gigs of RAM free during gameplay, my CPU runs at 30%, GPU at 50%, and the hard drive is also not under significant stress. What I want to say is, if the game needs more resources, there are plenty available, it just needs to utilize them. Sometimes Flaw lists are that long so you cannot see the ships name or class. Hope you liked my suggestions and maybe some of them will find their way ingame someday. Kind Regards T4LLI PS: If i can assist you with translations into German, I'd do it.
    1 point
  47. Good list. 12. As for aircraft carriers the devs have more or less confirmed that they wont be added into the game at all (for the love of god make it a DLC if you need the money but add them) Oh. And one thing to add to this: --- FIX THE DAMN BUGS!!! --- especially the newest one where your ships freeze and/or slow down for no reason at all
    1 point
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