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  1. When at war against a major power, the minor allies of those powers should be legitimate targets for naval invasions. For example, if Colombia is allied with Spain and you are at war with Spain, you should be able to directly use a Naval Invasion against Colombia's territory.
    12 points
  2. BETA v10 - "Shells & Ballistics rework" update - N.A.R. changelog: Updated to UAD 1.5.0.9 Optx3 Link: https://drive.google.com/drive/folders/1ac6FZM6KTnY3Rhm5GRsEO6Zs6V8Jfasf?usp=drive_link Note: The english file needs to be updated. ----- Major update ----- Ballistics reworked. Light, standard and heavy shells have unique properties at different ranges. New shell added, SAPC SAP and all HE shells damage was improved. SAPBC penetration improved. HCHE, CNF and CP fuse are now more sensitive since they were designed to work against light armored ships. Min angle and max angle for all shells, reworked taking into account the shell shape or the AP cap design, if present, for ricochet chance calculations. Shell weight modifiers from all components reworked to fix the unrealistic values. No more 15" shells with 1.5 tons as an example. Realistic accuracy formula reworked to improve the closer it is to the target. AI personalities updated. Added vanilla TECH AI instructions. Torpedo launchers costs rebalanced. Credits to @NoX for the idea. ----- Ballistics rework ----- All shells have unique properties at different ranges. This offers new tactical options for the Admiral to consider when designing the ships and what will be their role. Note: In NAR, the long range mechanic starts to have effect at 5500 meters and will get the maximum effect at 40000 meters. This adds a new dynamic to the game, where according to the ranges is expected the ship to fight, the Admiral can take into consideration using one type of shell or another. ----- Min angle and max angle ----- Now every shell shape or AP cap design, if present, will take into consideration the angles of ricochet. APC shells have a unique cap design that favors penetration at low angles, but is very poor at steep angles. With the invention of the ballistic cap, new cap designs are now possible to increase the biting angle. The players should notice a better performance from the APCBC variants and SAPBC because of this. The values used in NAR as reference for the shell modifiers, are: Min angle 30º Max angle 40º Ricochet chance 55% Min angle is where the ricochet starts to have an effect and the Max angle where it gets the full effect. There is also a 70% ricochet chance for hitting the main turret. Note: Only the max angle value is different from vanilla game. I changed to help the player in reading the gun stats. Typical APCBC shell. Note the changes to the armor-piercing cap to better improve the chance of penetration at steep angles. ----- Realistic accuracy ----- American 16"/50 mk7 performance on trials. Around 9km. Around 27km. Changes to the accuracy formula to improve the closer you are to the target give me what is now IMO a very realistic feel. Because of this, the mod two options are now: Realistic accuracy and the Arcade accuracy (3x times the chance of hit) VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update. Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.
    9 points
  3. 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
  4. Uploaded optimized version x3 including the following: - Fixed critical bug that caused ships to reset their screen/scout/follow status and move forwards. We are sorry for this temporary inconvenience which was brought by last night's update. - Fixed rare issue which could cause ships to start a campaign battle with the desire to stop movement (unless the player gave any other command. This bug could be caused in specific map coordinates. - Fixed, hopefully, the last reason related to AI logic that could cause damage calculations to fail and cause ships to freeze and the game to stop functioning. This could happen very rarely, depending on frame rate and fast forward of time. You have to restart Steam to get this update properly. At this point, we think that v1.5+ is stable and enjoyable for all players. We will provide more minor updates only if it is needed.
    7 points
  5. Or just remove the displacement slider and replace it with a length slider, and just make displacement calculated from lengthxbeamxdraught.
    6 points
  6. That's why, when I come up with an idea I think is not too difficolt to implement, I have chosen to either try and mod it myself, or more resently, suggest it to @o Barão and his wonderfull NAR overhaul, as he has been kind enough to actually fix many issues in the game people have suggested or at least answer us and let us know if he won't do something we requested. It would be much appreciated if devs could similarly, at least, keep updated some kind of to-be-done or work-in-progress listing of things. Whiles a lot of the feedback we have given here are clearly being reseaved by the devs (thank you!), it would be nice to know if something we have asked them to do is being worked on or not. P.S. Maybe devs could check out NAR and import some of the features there such as the improvements on armor and component weights, barrel lengths and hull dimensions parameters.
    6 points
  7. Wait, the ability to refit captured ships has finally been added?
    5 points
  8. 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.
    5 points
  9. 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.
    5 points
  10. So I've played a couple of campaigns over the last couple of weeks - USA 1910 and UK 1900. First issue I came up with in the US Campaign was the high speeds the German Ships were able to reach, something that it just feels like the AI shouldn't prioritise as much as building an effective ship. When I got my hands on a couple of their ships as war reparations, they weren't very well balanced, had low funnel efficiency (wonder why), coal burning, and steam engines (not turbines). I think the AI should maybe cap their speeds at the recommended maximum speed for the hull. I was in an extended war with France (in my UK campaign), and despite their being blockaded, and my having greater tonnage in all the places they had fleets, I was still losing 10-15 transports a turn (my fleets were on protect mode). The real-world solution that would have happened with that number of commercial shipping losses would be the implementation of the convoy system, with dedicated escorts (corvettes/destroyers) and in the cases of larger ones, the addition of capital ships that didn't have the speed to keep up with the main fleet task forces (think the Revenge-Class Battleships in the second world war). I would have assumed keeping a number of task forces spread around the shipping lanes on protect mode, while the main battlefleets took on the role of invasion/fleet interdiction would maintain the transport fleet, but this only reduced the losses partially and I was still regularly losing multiple transports a turn. Additionally, In my opinion, the "peace treaty" option should always be highlighted when you are at war with a nation, I had an issue with this war with France that despite there being no meetings of ships or naval invasions, and France being blockaded and firing admiral after admiral, I was not able to suggest to the government to sue for peace. When it finally was unlocked, it took me another 6 months to finally get the peace treaty we needed. Also, unrest needs to be clearer how it escalates. I went from 0 unrest to 66 in the space of a year, despite 0 failed naval invasions, no major ship losses (a handful of DDs and a couple of obsolete CLs). It would be good if there were obvious options we can take (not relying on the random events) to reduce our level of unrest. I'm also finding that when starting a campaign there is no difference between whether I select "random" or "historical" for the AI opponent, as I always start with a more historical looking diplomatic tab (e.g. Strongly negative relations between Germany/England pre-1910, etc...) Maybe a better solution would be "historical" or "neutral" and you start with nil relations between all nations and you can advise your government on who you see as a big rival and who you would like to ally with. Because after 800-odd hours of campaigning, it does feel like if you're playing as the Royal Navy, you're going to inevitably have a big war with Germany first off the bat, and it would definitely be more interesting if, for example, our first "big war" was against, say the USA or China/Japan, instead of it always being a European War. My next point will need to be made without pictures as my current maximum upload is 112.48kB and my files are all larger than that. I'm finding the RN CL Hull [Light Cruiser VI] and CA Hull [Heavy Cruiser I] have some issues with the towers available to them and the positioning of the deck step-down. The 2 immediate solutions to me would be to cut a level off of the double barbette fore and aft towers to make them a single barbette, or make the option available to move the step-down from the fo'c'sle to the weather deck along the ship (this would be great for all hulls, especially if you want to do a battlecruiser with 3 turrets, at the moment to get a good balance, that aft turret looks like it is in a weird position). Those ships also have border placement issues with torpedo tubes where they can sometimes be on the edge of the deck, but then move it slightly forward and it needs to be placed away from the edge of the deck (nothing else around them, just the torpedo tube). Another, purely aesthetic thing, that would be cool is if you allow us to extend decks between superstructures, barbettes, and funnels. basically, once you have everything in place, you can extend the sides of the ship and the deck to fill the gaps around barbettes and other accoutrements you place on a ship to fill in the gaps and provide a much better aesthetic. Finally, it would be great if we can: a) Place torpedo tubes on barbettes, and b) Be able to free place barbettes using the control button like you can do with other things, especially as there are some hulls where the spots for the barbettes are too close to the edge and don't allow any to be placed (I believe the large light cruiser is one of those), and it would be a definite quality of life improvement. Edit: Could you please also extend the Modern Tower III for the UK battlecruisers so they could have a Tall Funnel VI and Tall Funnel VIII on the same superstructure - this would allow us to make a more realistic Hood
    5 points
  11. Just to give a better example how bad it is the muzzle mechanic. Stock game, no mods. Wouldn't make any difference since I have no way to fix this. Stock gun with 0% barrel length. Gun with 22% barrel length increase. What are the changes? At low ranges, where we could expect a better hit chance due to these reasons: Trajectory Flattening: Higher shell velocity generally means the projectile reaches the target more quickly, resulting in a flatter trajectory. Reduced Wind Drift: Faster-moving projectiles are less affected by crosswinds, as they spend less time in the air and have less exposure to wind. Reduced Time to Target: A faster projectile reaches the target faster, which means there's less time for external factors such as wind or target movement to affect its trajectory. This can result in greater accuracy, particularly for moving targets or in dynamic shooting situations. We get in fact the opposite. This makes any sense? At long range ranges where we could get a worse accuracy due to these reasons: Projectile Design: When fired at excessively high muzzle velocities, these shells may experience increased aerodynamic instability, leading to erratic flight paths and reduced accuracy at long ranges. Barrel Wear: Firing shells at higher velocities can accelerate barrel wear in naval guns. As the barrel wears down, the consistency of muzzle velocities and the quality of the barrel's rifling can deteriorate, negatively impacting the accuracy of shots fired over long distances. Projectile Dispersion: Naval artillery systems often have to contend with factors such as ship motion, sea state, and firing from a moving platform. These factors can introduce additional dispersion or variability in the trajectory of the shell, further exacerbating accuracy issues at long ranges, particularly when combined with excessively high muzzle velocities. Targeting Systems: Naval gunnery relies on advanced targeting systems to accurately engage distant targets. Extremely high muzzle velocities can introduce challenges for these systems, as they may struggle to predict the trajectory of the shell accurately, leading to less precise targeting and reduced accuracy at long ranges. We have in fact the opposite. And this mechanic is present everywhere. Shells weight, propellants, barrel length, gun caliber, the different between all HE and AP shells. It is such an important thing to how ballistics works that I can't stress enough how much this needs to be fixed. And this artificial modifier implemented here to fix the issue with the light shells wouldn't have a need to exist if the muzzle mechanic were working properly. Just my two cents.
    5 points
  12. @Nick Thomadis I need your help. First, I am going to quote what I supposed to be your own words about shells. Light shells. "Lighter shells have reduced damage and penetration properties, but they are cheaper, reload faster and are less prone to detonation. Furthermore, the lighter shells cause less gun barrel erosion, affecting the gun accuracy positively. The range of a lighter shell is, on average, shorter than a heavier shell of the same muzzle velocity. Because of the higher muzzle velocity of a light shell, its range can become larger according to other shell properties." Heavy shells. "Heavier shells cause more damage and can penetrate thicker armor at all ranges because of their better ballistics. However, they cost more, they are more prone to detonation and increase gun barrel erosion. Furthermore, their slower muzzle velocity increases the chance of calculation errors when firing at long range targets." Super heavy shells. "Shells of the maximum possible size cause immense damage and may make guns of smaller caliber almost equivalent to bigger guns in terms of firepower and ballistics. However, those shells are much heavier, riskier to become detonated and cause more gun barrel erosion, while their slower muzzle velocity increases the chance of calculation errors when firing at long range targets." Well, I have two issues here. One minor and a major one. What is written in the text is misleading for different reasons, that I will explain in details below. But the biggest problem is how muzzle velocity mechanic works in game, that it is exactly the opposite to what is in the text and still wrong at the same time. How the muzzle velocity mechanic works in UAD? In short: The higher the muzzle velocity, the bigger will be the penalty to accuracy. But the big muzzle velocity is tied to the light shells, which supposedly should have a better accuracy in game, according to the text, which it has by artificial means from other modifier. But is still wrong. But the opposite is worse. The slower muzzle velocity will give better accuracy, and the text is saying the exact opposite. Totally misleading for the players. The issue here is the muzzle mechanic and the weight of the shell, both combined are not having a real ballistic performance in game. It should be something like this. Two shells, same shape, same gun, same amount of propellant, all equal except one thing, the weight. The lighter shell will be sent at a higher muzzle velocity and with this it should more accurately hit targets at close range because: Trajectory Flattening: Higher shell velocity generally means the projectile reaches the target more quickly, resulting in a flatter trajectory. Reduced Wind Drift: Faster-moving projectiles are less affected by crosswinds, as they spend less time in the air and have less exposure to wind. Reduced Time to Target: A faster projectile reaches the target faster, which means there's less time for external factors such as wind or target movement to affect its trajectory. This can result in greater accuracy, particularly for moving targets or in dynamic shooting situations. The heavier shell will be sent at lower muzzle velocity but should it more accurately hit targets at long range because: Ballistic Coefficient: Heavier shells typically have a higher ballistic coefficient, which is a measure of how well a projectile retains its velocity and resists drag as it travels through the air. Shells with higher ballistic coefficients are generally more resistant to wind drift and other environmental factors, leading to better accuracy, especially at longer ranges. Trajectory Stability: Heavier shells tend to be more stable in flight, as they are less affected by minor disturbances such as air turbulence. This stability can contribute to greater accuracy, particularly in windy conditions or when shooting at distant targets. Now I searched everywhere for a modifier about this mechanic and I can't find anywhere. I can in theory fix this by applying a negative accuracy modifier plus a positive long range modifier and vice versa, but much better would it be for this mechanic to be working well in game, also with a text description that does not lead the players to mistakes. That is why I am asking for your help. I apologize for the long text, but this is not an easy thing to explain.
    5 points
  13. Uploaded optimized version including the following: - More improvements on game's stability and fps performance, increasing also the speed and efficiency of almost all game's processes. - Fixed a potential error related to the AI logic which could cause ships to freeze prior to combat. - Increased the initial distance in mission "Sink the Raiders" (Due to the latest AI improvements it was almost impossible to defend the transports quickly enough). You have to restart Steam to get this update properly
    5 points
  14. 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
  15. 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
  16. 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
  17. 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
  18. Still would really, really like "attack move" option for routing which forces a direct route to the destination regardless of enemy fleet presence/influence areas and engages anything that gets in the way.
    4 points
  19. BETA v9.2 - "Silent hunter" update - N.A.R. changelog: Updated to UAD 1.5.0.9 Some modern Japanese cruisers hulls size reworked. (Can cause some issues in your current campaigns) Doubled the damage from torpedo ammo detonation. Ship types cap speed limit changed to allow a little more freedom. VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop form a main game .exe like "x:\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update.
    4 points
  20. Uploaded optimized version x2 including the following: - Fixed possible formation issues, ships not being able to turn and move in straight line for too long or failing to switch to new leader. - Minor optimizations related with the division UI logic, which could possible cause a freeze bug depending on random player actions. - Improved AI speed management when travelling in a division (previously it could slow down too much and become an easy target). - Fixed minor ship part issues reported kindly by Dante S. Lancaster (forum name). Please restart Steam to receive the update. If Steam updates during gameplay, you will get random freezes in the game.
    4 points
  21. Or some for of rule that prevents fore/aft belt/deck armor from being thicker than fore/aft main belt/deck armor. Very often do we see the AI build for example battleships with 0" main deck armor and 12" fore or aft deck armor. Or ships with 0" (or minimum, depending on class) main belt armor and very heavy fore or aft belt armor. If there was a rule preventing the extended belts/decks from being thicker than the mains, the AI would have to armor up the important areas before wasting displacement on super thick slabs of steel elsewhere.
    3 points
  22. Uploaded optimized version including the following: - Fixed rare but also critical error of shell calculations which could cause a code exception when fighting at very large ranges. This error could cause the game to hang after some time. - Fixed potential error of formation logic, causing formation points to desync and some ships of the division to zig zag indefinitely. This issue could happen more often when placing all ships of a fleet in one "super" division of more than 10x ships, something that normally should not be allowed in the game, but is preserved to please a small portion of players that use this ability. Please note, that it is NOT efficient, therefore it is not advised to place all of your ships in one division. If your ships delay to assume a working formation it happens because you give an unrealistic command expecting all ships to instantly take a position and create a 20+ km line of 100 ships.... Please restart Steam to get this update
    3 points
  23. Hybrid Improvement Project mod for Ultimate Admiral: Dreadnoughts 1.5.x.x (You can simple-overwrite it for game version of 1.5.1.0, but if the game is newer or older 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) 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, with Tournament-grade balance quality for those who find brawls/slugfests to be indeed the most fun part of the game, the part whether the ships manage to survive or not, 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 shorter 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 two 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 too, 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, techTypes, aiPersonalities, players. 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
  24. 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.
    3 points
  25. Finally (last post I promise) it would be a nice QOL thing if there was a "retire now" option in campaign. Clicking through those last couple years worth of turns after you've defeated your enemies and seen them driven before you is pretty boring. Especially with the AI still trying to design ships it can't afford to build.
    3 points
  26. 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!
    3 points
  27. 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
  28. 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.
    3 points
  29. 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
  30. 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
  31. 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
  32. It has been asked, and if we decided to make it, it can have a risk of bugs. Next patch can provide less risky features and many new 3D models for guns and hulls. Not sure what you mean FAQ channel, you mean to have more questions answered in the FAQ thread?
    3 points
  33. I think the Citadel Armor System needs a improve too. For now the only meaning of the 1st and 2nd layer are to give a higher 3rd layer thickness threshold, or to say, the 3rd layer armor is too important, meanwhile the 1st,2nd and even the main belt/deck is too unimportant. If there is no better way to simulate the armor system,at least reduce the armor thickness threshold limit of the 1st layer citadel armor.
    3 points
  34. Hi! Very sorry I missed this, I was on vacation for a week and then the last week-plus work has been extremely busy (we're shipping a big game update, well, it's slipped a few days but definitely this week!). I'll take a look at this whenever I have a sec, though it might not be for a few days. Regarding the path, if memory serves a .resS file is just a regular assets file with the header stripped, my guess is it's used here because unlike the main resource.assets file this one is _just_ a bunch of binary data to be streamed to the GPU? ...so, uh, I took a quick look while I was waiting for a build to complete. The flags are Sprite assets, not Texture2D. If you want to do this without code changes (if it's even possible), you'll need to add sprite assets of the given paths. To do that, you'll need to hook them up to new Texture2D atlases. I'm not sure the extent to which UABEA can actually do that. The alternate approach is the code approach, which is fairly trivial. Hook postprocess for the Players data to load your flag assets (make a bunch of textures and use standard Unity code to load them as Texture2D) and make sprites out of them. Then harmony-prefix Player.Flag() (the static version of it) and set the return value as your desired sprite if the passed PlayerData is not a major (and then return false, so the base code doesn't run). Done! Shouldn't be more than a dozen or two lines. EDIT: And to be clear I'm happy to write that if you want to supply the textures! You should be able to compile the dll yourself so you shouldn't be dependent on me, too. (Basically you just install MelonLoader and run the game once; that generates moddable versions of the DLLs. Then you run MSBuild (from the command line) or VSCode/Visual Studio/whatever to compile code against the game's DLLs and you can ship the resulting DLL to users. The source code shouldn't need to be altered going forward, so at worst you'd have to recompile, but my guess is you wouldn't even need to do that since the bindings aren't going to change, so the initial compiled version I can make should suffice?)
    3 points
  35. No it's not! It's IMPOSSIBLE. I placed a hard cap on all ship types in game to prevent the AI from designing fantasy ships so that it could have more displacement to be used in other more important stuff, like armor or to have engines with a reasonable efficiency. No matter what you do inside NAR, your CAs are limited to 36 knots! So please, with all due respect, never again do that. It is for me already very time-consuming to come here and answer to all the questions related to all the things I did inside the mod. To explain the fantasy decisions made by other players or what bullshit designs wows is doing atm is too much, and I really don't care. I always tried to help everybody, telling them what files you need to go to edit this or that. I really think if anyone is interested, it should go and change the game to fit their playstyle, but NAR is focus in making the game the more realistic as possible inside the game engine limitations. And turbo electric drives have an insane acceleration, because of the instant torque from the electric engines. Simple as that. You could argue that should be 143% or maybe 267%, who knows? That value is only there to represent the properties from an electric engine compared to the others used on ships.
    3 points
  36. Tbh, France is easymode financially, their GDP tends to be 4x that of the "weaker" nations regardless of what you do. In my current Austria-Hungary-Playthrough, I did exactly what you described, but GDP is still mid at best. In any case, I can barely sustain a wartime taskgroup while also building a budget Battlecruiser, which has never been the case before. IMHO Finances and GDP still depend on factors entirely out of your control way too much. Japan, which is still just Japan, has as much GdP as Austria-Hungary which has basically absorbed the entire Soviet Union. I don't think those countries should be THAT unproductive.
    3 points
  37. BETA v9.1 - "Silent hunter" update - N.A.R. changelog: Updated to UAD 1.5.0.8 ---IMPORTANT--- Do not update unless you want to start a new campaign. There are some changes to hulls that can break your current campaign. Hulls: Added a new hull to better represent the Austrian SMS Kronprinzessin Erzherzogin Stephanie (BB I Austrian hull) https://en.wikipedia.org/wiki/SMS_Kronprinzessin_Erzherzogin_Stephanie Semi dreadnought hull removed from the American tech tree. This was made by me months ago, and it is not needed anymore with the recent hulls added by the devs. Dreadnought V hull from the British tech tree removed. I don't remember why I added that hull, maybe was made by the devs, but it is not in line to what was being made by the British at that point. Dreadnought VI becomes Dreadnought V. Early Spanish pre dreadnoughts name scheme fixed. Early British dreadnoughts AI design logic was improved to use more main guns. Bugs fixes. Many fixes under the hood, from reading the game log. Not really important for the players. Some modern Russians CL could fit 9" guns. Barbettes Increase the bonus armor modifier from 6% to 20% to better represent the average from the round shape and hopefully make them more useful in game. ---The frustrating part--- Made more changes to see if I can force escorts to be used against subs in convoy battles more often. Where this worked very well in my campaign test in 1940, in my current 1910 campaign, not once they were used. 😒
    3 points
  38. Hello Admirals, We have improved the game with the following: v1.5.0.8 https://steamcommunity.com/games/1069660/announcements/detail/4221636425812960586
    3 points
  39. If you look closely you will see that the turret model is clipping into the tower model. @Dante S. Lancaster is implying that the game should not allow this and thus the turret should not be able to turn 360 degrees like that.
    3 points
  40. YES!!! IVE DONE IT!!!!!!!! @o Barão ive fakkin done it!! I dont have the nation flag on the country, but home population, crew, nation window to the right, all works! so. technically ive done it. but i replaced china. i shouldve opened with that. but its a workaround for now. ill dig deeper. Hopefully NathanKell can enlighten us more my point really was that it is the flags that needed to be done correctly for our nation-mod to work
    3 points
  41. @MDHansen help me out. In the custom battles menu and the campaign map, the game does not read the Portugal flag. How did you solve that issue?
    3 points
  42. "Pinguin" Sadly, I can't make it work. I can enable the auxiliary cruisers class, and design the ships but will crash when I enter a custom battle. I can maybe make it work as a light cruiser, but that would allow the AI to build them for the campaign. Not a good option. Oh well...😒
    3 points
  43. BETA v9.0 - "Silent hunter" update - N.A.R. changelog: Updated to UAD 1.5.0.7 opt Changes to submarines: Added escorts to all convoys. They will be used if available. * Increased the sub stealth, stealth power and the escort's ASW power. Dangerous if undetected, vulnerable if spotted. *This is highly experimental. If you see the game stuck between turns with the message "updating missions", report to me. I think I solved the issue, but I am not sure. Changes to mines: Vastly increased the mine sweep power. Decrease the chance to have ship being damaged by mines events. Increased the mine damage. It is now possible to see some ships being sunk. Minefields will take more time to reach the maximum size. Note: I still don't like the mines mechanic. 😒 Other: Fixed the German 4" x3 mk5 gun model.
    3 points
  44. Uploaded optimized version including the following: - Further optimizations in targeting/division/AI logic. The battle fps performance should be the fastest ever for the game. - Fixed issue that could cause ships to make zig-zag movement trying to follow the formation. This issue could happen sometimes depending on size and inertia of ships and their distance between them. - Reduced mothball cost. "Low Crew state" should be not more proftiable now. Please restart Steam to receive the update properly
    3 points
  45. Preview Well, this is promising. Now I need to increase the damage and see how it goes. A few minutes later... Oh shit.😁
    3 points
  46. @o BarãoCould you please add the fantasy Bismark tower back to the German super battleship please? It needs that extra funnel slot. Also the 4in Mk5 triple is different from the 4in Mk5 twin and single for some reason.
    2 points
  47. The worst part is it's probably just RNG, there seems to be basically zero ways for either players or AI to seriously affect the chance of invading minors. Some games you get huge numbers of invasions triggering and other games you cannot even invade your neighboring minors. The game would be better if they did away with the whole "admiral" charade and just let you declare war as you please. The political simulation is already practically non-existent, and prestige is pointless.
    2 points
  48. BETA v8.1.0 - "Battle stations update" - N.A.R. changelog: Updated to UAD 1.5.0.7 Changes to accuracy Fixed all the issues with the high accuracy values in late years. This is the most accurate version I made based on real life data.* Arcade version is now x3 the hit rate to make the gameplay more enjoyable for the casual type of players. *Unless you are a masochist, naval history nerd, that understands how the game different mechanics works, DO NOT use the semi realistic accuracy version. You guys are not going to like it. Changes to provinces The defense modifier changed for many provinces. It will take into consideration, the terrain, the weather, tropical diseases, and the people and their willing to fight. Expect to lose a little more in a tropical country, or a lot if you try to invade Switzerland or decided to cross the Sahara or fight the Russians at Moscow. Armor penetration threshold increased to x3. This was a request from some players, and I can't see a reason why not. IMO, is still the shell base fuse mechanic what really matters. The AI ammo logic improved to know better when to use HE or AP. Other changes: Turbo electric drive cost rebalanced to make it more interesting. Crew training values were rebalanced. Flash fire and ammo detonation damage x2. KGV turrets design language improved for single and double barrels. Small improvements to make it easier to place torpedoes in some places. Badly damaged AI divisions will try to disengage from battle. Battle AI logic improvement. Light lamp is now the signal lamp. English file needs to be updated. Radar night stats improved. Note: From my 1940 tests runs, I noticed how bad is still the mines mechanic in this game. So I am considering removing it from the mod.
    2 points
  49. I think the game urgently needs an option to spend prestige to influence politics. Leaving task forces to burn fuel outside a minor until the invasion ticks is both gamey and unreliable. It would work a lot better to have a combination of randomized invasion missions and the ability to spend prestige to spawn an invasion mission.
    2 points
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