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  1. Hello everyone, We hope you enjoyed or you are still having great summer holidays. We would like to share a quick glimpse for the next major update which is going to become available in early form at the end of next week. In a first summary, here is the planned content: Many new hulls and ship parts, mainly for cruisers of the interwar period but there will also be new hulls for other ship types and for the late tech era. Fixes and improvements of the ship design system, allowing more flexibility especially on side barbettes. Those fixes will also affect the auto-design which will become faster and even more effective, resulting in faster loading of campaign turns. We refactored and optimized the loading and saving processes of the campaign resulting in noticeable improvement of waiting time when switching from one state of the game to the next. For example, the time to exit the refit design window can now be 10x times faster. We optimized battle map processes and now you will have a much smoother fps during combat. The optimized processes include aiming which is now more consistent and dynamic, affecting the ship accuracy positively. We improved the campaign AI in multiple aspects. The campaign AI will manage the economy more efficiently, and will send land armies in major offensives more logically, evaluating in more detail the strength of the enemy in the target provinces. The campaign AI will also manage the fuel state of its ships and will no longer send them in suicidal missions with low fuel, making them very weak in a potential combat. Ships costs have been rebalanced to evaluate more accurately the combat value of a ship. This change is very important as it affects campaign economy (which was further balanced) and the battle AI decisioning. A battleship will now cost significantly more than a destroyer, for example. The mission generation system of the campaign got further improvements and the port strike missions were improved to show the auto-resolved transport losses. The campaign can now be prolonged up to 1965. Custom battles can now be set to a date up to 1950. The Battle AI has been improved to keep more effective firing distances and keep its main formation closer to the enemy. Tooltips will no longer obstruct the interface as there is a short time delay before they are triggered. We added a new setting which configures the armor quality in the gun penetration data. You will be able to set it from default 0% up to 200% in order to help you understand the applied penetration of your guns in the game. [*] Barbette types have a new stat that improves Flash fire protection. Various minor bug fixes that were reported. New Naval Academy missions. The first beta will include all the above except not all the new hulls and missions. Thank you for reading! The Game-Labs Team
    21 points
  2. I just wanted to post some suggestions for future 1.4.X updates, or 1.5 or later that many have spoken to me about through YouTube and/or my discord. Some of them have been mentioned before, (apologies for that) but I still get asked about them all the time! 1. The option to remove submarines and/or mines when starting a campaign (which I know was on the roadmap at one point! Would still love to see it ) 2. Adding a delay to AI ships beginning torpedo avoidance based on crew level (so a veteran ship will have a very small delay, cadets a big one) 3. Increase the ‘sunk due to extensive fire’ threshold (I believe it is at 70% or so currently, 90% feels a lot better!) to somewhat reduce HE spam. Alternatively reduce the fire chance either in general or on partial penetrations in particular 4. Some way to set divisions at the start of a battle (Total War style deployment perhaps would be easiest?) 5. A ‘wrap around’ map (similar to Rule the Waves/Victoria) which I know is perhaps considered an aesthetic issue but anyone who likes playing the USA or Japan a lot in the campaign would really appreciate it
    20 points
  3. v1.4 Major Update has been released! You can read the info on Steam... https://store.steampowered.com/news/app/1069660/view/5711185603053529343 ... or in our blog. https://www.dreadnoughts.ultimateadmiral.com/post/major-update-v1-4 Thank you very much for all the help you provided. We hope you will enjoy it! ========================== Quick fix v1.4.0.1 https://steamcommunity.com/games/1069660/announcements/detail/3745364910900992677 Hotfix v1.4.0.2 R https://steamcommunity.com/games/1069660/announcements/detail/3745364910908723320 Minor Update v1.4.0.3 Rx2 https://steamcommunity.com/games/1069660/announcements/detail/3745364910923328686 Minor Update v1.4.0.4 R https://steamcommunity.com/games/1069660/announcements/detail/3746491444291542707?snr=2_9_100006_100202 Minor Update v1.4.0.5 Rx3 https://steamcommunity.com/games/1069660/announcements/detail/3798283474551926134 Minor Update v1.4.06 Optx2 https://steamcommunity.com/games/1069660/announcements/detail/3811794911345635148 Minor Update v1.4.0.7 Optx2 https://steamcommunity.com/games/1069660/announcements/detail/3811794911365426042 Optimization v1.4.0.8 Optx3 https://steamcommunity.com/games/1069660/announcements/detail/3859083885017916021 Optimization Update v1.4.0.9 Optx5 https://steamcommunity.com/games/1069660/announcements/detail/3891736341248109949 Optimization Update v1.4.1.0 Optx2 https://store.steampowered.com/news/app/1069660/view/3900744810093858234 Optimization Update v1.4.1.1 Optx2 https://steamcommunity.com/games/1069660/announcements/detail/3963798374998676481
    19 points
  4. Please read the latest information on Steam: https://store.steampowered.com/news/app/1069660/view/4029101838410509246
    17 points
  5. Hello fellow admirals, We are glad to announce that the next major update is available for you to play in its first Beta version! The update offers a rich amount of new ships and interesting new mechanics that make gameplay more interesting and realistic. The first beta content is not finished. Auto-Design may be not optimized yet in time management, not all hulls are added (although the majority is available, with 42 new hulls), and there may be things that need addressing. Please read below what the new update includes up to now: https://store.steampowered.com/news/app/1069660/view/6586007300350505270 Installation instructions: https://steamcommunity.com/app/1069660/discussions/3/3191362449922656706/ Please read this information on how to correctly reset your data (if needed): https://steamcommunity.com/app/1069660/discussions/2/3832043983170771555/ ==================================' [Update 2] - Quick fix of auto-design errors. This fix will improve drastically the process time of campaign generation, campaign turns, custom battle / naval academy AI fleet generation, addressing the temporary very long loading time. - Campaign economy adjustment. Increased province income to support the new ship costs better. [Update 3] - Fixed temporary issues of the campaign, not storing correctly the ship locations, paths etc. Fleet generation should be also even faster. Please let us know if you still anticipate problems with your ships not appearing in the previously assigned ports. - Fixed armor limits that were not working properly for some hulls (Belt armor could not be edited etc.). This change may affect some of your designs, so you need to check them. - Fixed lags in UI and too much tooltip delays or inconsistent showing up of tooltips. The tooltips should appear promptly now, without lags, without too much delay. [Update 4] - Fixed critical issue which created double entries in the data of ships, resulting in more ships in your active fleet or in the building queue. Most critical bugs, if not all, should be gone now. Thank you for your feedback. [Update 5] - Fixed tooltips not showing up for land battles and other map labels. [Update 6] - +15 New hulls increasing the total new hulls of the current beta to 57 (a few more will be added). The list is too long. Please read the total list of hulls added which became updated. - Various and many fixes and improvements on old and new hulls. - Fixed temporary issues with scale for some new quad guns. Please report if you find any remaining inconsistency. - Auto-Design optimizations. - New balance on armor, and ship weights. - Battle AI adjustments. - Port Strike missions that have no opponent have now a "Withdraw" option. - Various repairs to issues with LOD of hull parts. This fix should increase fps performance in constructor and combat. Please note: Saves had to be reset due to the magnitude of fixes and repairs which would make many of designed ships to break. [Update 7] - Fixed "Withdraw" button not having effect in port strike missions with no warship opponent. - Fixed ship collision issue causing, among other, no torpedo hits in some new hulls. (Needs testing) - Fixed a few issues in some hulls. Please test the new 3-mast hull frontal dual torpedoes if they work now in all cases. - Mark1, Mark2 single guns of 2-inch, 3-inch caliber no longer use the much heavier and bigger shielded model. - Further adjustments in weights of ships. This may affect your current ship designs or AI designs but not critically. - Auto-Design important optimization. You should notice much faster auto-design procedures, campaign turns, campaign generations. [Update 8] - Improved further the speed and effectiveness of auto-design processes, speeding up campaign turns and the generation of fleets. Please Restart Steam to get this update fast. [Update 9] - Fixed critical issue of the autodesign creating delays. The new side barbette freedom was not "hard checked' for fire arc blocking so the AI often put side barbettes obscuring main guns and cancelling the design in multiple tries. - Fixed other critical issues which could create unbuildable ships. - Other minor fixes. ***Saves had to be reset. Please delete your shared designs that may be incompatible or repair them*** [Update 10] - Fixed remaining issues of auto-design,hull part problems, creating campaign turn lags and campaign generation delays. - Added +10 more hulls increasing the new hulls to a 68 total. The list is too long. Please read the full list on the central thread. - Increased a little the population growth in the campaign, to cover the many deaths due to war. - Improved further the logic of major offensives now working also for the offensives against minor nations. Overall the governments should choose to invade more wisely. - Fixed torpedoes not hitting some hulls. - Further 3D battle performance optimization. The saves had to be reset, due to the many fixes in hulls and code. Please make sure to clean up your saved designs as well. [Update 11] - Fixed various long standing issues of auto-design code, resulting in many errors in late tech ships due to cancelling a design because of empty barbettes (which now are handled more efficiently). The auto-design time and results should be now the best so far in the game. - +7 more hulls increasing the total new hulls to 74. Please read the long list at the end for those new ships. - Fixed issue that resulted in the bombardment of the enemy port even when you have withdrawn from the battle. - Various minor fixes and improvements in many hulls. - US "Large Scout Cruiser" hull was replaced by another model. Any campaign using this ship will surely be bugged, please note, do not report this error. Just restart your campaign. ***It is advised to restart your campaigns to notice all the improvements and have no bugs. If you choose to continue your campaign, please do not report any issue to us.*** [Update 12] - Fixed some minor hull issues that were reported. - Optimization for the auto-design in some hull types. - Optimization of the tooltip timer (it is now shorter). Please note that no other new hull is planned to be added, unless you guys advise that is needed to fill the technology gap of a nation. No save wipe out is expected either before the finalization of the patch, unless a major bug is found that needs it. We expect to release the patch next week, when we add new Naval Academy missions. [Update 13] - Added +13 more hulls, most of them based on your recent requests. No more can be added because the patch must be finalized. - Various fixes, optimizations in auto-design, part collider logic and hulls. All those changes can affect many of your current designs and make your campaigns break. It is advised to restart campaigns and clean up broken designs to have a fully operational game. - Fixed bug that made port strike missions against no opponent to not cause port damage. - Enabled quad main guns for light cruisers after about 1935. Due to tech id changes, the guns may not appear in current saved campaigns or ship designs, you need to clean up. - Added the ability in several USA and Chinese early guns to have other mounted guns on top of them. - Fixed a rare bug that made shared ships not usable in custom battles. - Adjusted hull stabilization factors after recent fixes, improvements on hulls. - Dynamic aim factors adjusted to be even more dynamic, following the changes in pitch/roll factors that are more important now according to ship design. ***We did not wipe out saves but it is strongly advised to clean up your saves, after the changes of this patch. If you choose to not do it, please do not report bugs to us.*** [Update 14] - Fixed critical issue making Refit process to not work and freeze campaign turns often. - Fixed minor collision interference for casemates of US "Battleship III". [Update 15] - Improved/Fixed collider system of several new 3-mast hulls. Designs based on those hulls may become unusable, please note. AI opponents with bugged guns will not be operational or crashes may happen in your current campaigns. - Improved some other hulls in various aspects. - Further optimizations in auto-design logic. Auto-designed ships should be the best possible and their auto-design process faster. - Submarines rebalanced to be stronger in attack and raiding power. Please note that submarines not only produce losses in auto-resolved battles but also passively increase TR losses per turn in a sea region - Population growth increased in campaign. Population should more noticeably be increased when there is economic growth. [Update 16] - Fine tunings in ship collider system (affects positively auto-design and fire arc restrictions). - Balanced out muzzle velocity and fire rate according to gun length caliber. Ballistics and penetrations got auto-adjusted accordingly based on the new data, allowing for even more historical behavior of guns depending on their technology. Previously the gun velocity could become too high, even on early guns. - Other minor fixes. Note: Only some new naval academy missions remain to finalize the patch, next week. [Update 17] - Fixed old bug causing fuel depletion when passing via the Pacific zone. - Fixed critical bug of Russian 2-inch guns Mark II not scaling properly. - Added extra towers to Italian cruiser "Modern Heavy Cruiser IV". [Update 18] - Improved the fire arc calculation system, fixing issues where the fire arcs were more limited than they should. This improvement affects the game greatly, in the design phase and in battle, addressing issues where guns were unable to rotate and fire because of a few degrees difference. - Improved Battle AI on how it manages divisions and formations in general. [Update 19] - Polishes on the Auto-Design to produce even more effective ships. - Fixed major old issue with the operational range not being consistent in battles, resulting in early fuel depletion. Rebalance of the operational range to fit the new code base. - Campaign AI adjustments on the way it manages fleets and economy. - Various fixes, improvements in hulls, repairs on new guns that were overweight, Many changes that would surely result in campaign errors. We have reset the saves to make them bug free. Saved Designs must be repaired or cleaned up by you (either manually or by using the updated internal tool, pressing the related button). - Optimizations in the ship sinking animations. - 3x New Naval Academy Missions (mentioned in the central thread). Note: We will add at least 2x new missions and the patch should be ready for release, depending on your new feedback. [Update 20] - Optimizations affecting positively the fps performance in 3D battles but also the auto-design and campaign calculations. - Old Italian "Battleship II" replaced by "Battleship III", a new model. This change can affect your ongoing campaign with critical bug, but it was necessary. - Further AI campaign economy management adjustments. [Update 21] - Further optimizations in auto-design to be faster, keeping the effectiveness. - Further optimizations in general. Turret rotation during battle should be sharper than ever. If you notice turret jamming, please make sure you have fully cleaned up your campaigns in previous patches, YOU DO NOT use any other saves that can affect fire arc for your ships. This is a Release Candidate for the major patch. Further fixes will be made according to feedback, if needed. [Update 22] - Further optimizations in auto-design to be faster. Campaign turn times should be stabilized now. - Fixed conditions of last Naval Academy mission now allowing multi-nation fleets. [Update 23] - Further optimizations in auto-design. - Some fixes for issues in hulls that were reported. [Update 24] - More small fixes for hulls for reported issues. - Ship part special collider logic is further improved for even more accurate fire arc calculations and less errors in auto-design, errors that previously caused delays to find a valid design. It seems this is a good Release Candidate. Brace yourselves for the final release, very soon! This is an RC version. From now on, minor updates may happen with further optimizations, minor fixes, without news' updates., until the full release, which is arriving very soon, tomorrow, or on Monday. [RC 6 Version] - Fixed a few more issues found in some hulls. - Further Auto-Design/ Part Collider logic optimizations for more effective AI designs and more accurate part placement of parts by players. - Battle AI adjustments. [Update RC v7] - Fixed more issues of hulls that were recently reported. - Fixed "cunning" major old bug which caused inconsistent fire arcs, a bug that was very hard to trace because it could not be reproduced in our game engine, but only in the build. [Update RC v8] - Fine tuning and minor fixes. We will fully release v1.4 today. Please Restart Steam to get this update fast
    17 points
  6. Introduction Naval Arms Race, or simple "N.A.R.", is a mod overhaul for U.A.D. that reworks several game mechanics with focus in historical accuracy. Adds new ships and rework many others. Other gameplay improvements are also made where it is possible to provide a more enjoyable experience with more interesting choices for the player. Special thanks to “Nick Thomadis” from the U.A.D. team, for all the help and the precious information shared, and to all the players that shared feedback. It helped me a lot, some with interesting suggestions, others by reporting bug fixing issues. Summary of the most important changes. I - Guns Complete rework of all guns in game penetration values with data from real guns used as a reference from a ballistics software. Note: In N.A.R. 1-inch of penetration equals to 1-inch wrought iron armor. All guns models in game manually edited (around 3500 guns!!). Reworked the guns for all nations to be a smooth transition, between gun models and Mk variants using historical guns as a reference. Many guns had their size tweaked and changed place to improve the nations historical design language. More than 135 historical guns reload times researched and used as a reference for the different eras and guns marks. Barrel length mechanic reworked from the ground. Now increasing barrel size will no longer lower the deck pen, but will also not be OP as in stock game. Lowering the gun barrel is in fact a viable option to reduce the “immune zone” from the enemy ships. This is based on my historical guns research comparing different barrels using the same shell. Gun's accuracy formula changed. In general, the bigger the gun, the more accurate will be, specially at long ranges. Around 1x – 1.5x to what was possible in real life based on some battle and trial reports. There is also an arcade version (x2 the hit probability) for the players that enjoy that kind of experience. Fantasy quad guns removed from the game. Only Britain, France and USA will have access to big caliber quad guns. Note: Italy had some quad guns studies, but I don’t have an exclusive gun model for them ingame. II – Components All armor values and descriptions reworked with new options added to better represent the different types of armor used in the time period, their properties, and to give the player more interesting options. Note: In UAD, the armor scaling effect doesn't exist so it is not possible to make, as an example, the American Class "A" armor the best in the world for cruisers but only average for battleships. Some modifiers were added to better represent this in game. Guns propellants and bursting charges reworked with new, historical options, that will give the player more options to choose. All weight modifiers removed from the armor components. Where it is possible to have some minor differences between different types of armor, in reality the differences are so small that aren't worth it to mention in the game. With this change, the player will find it impossible to add absurd levels of armor to ships as in the stock game, forcing to use more historical accurate levels of armor in the ships, however because of the guns penetration rework, these values should be more than enough if you stay inside the “immune zone”. Sonar torpedo spotting modifiers removed since it is unrealistic for a sonar to detect torpedoes in the water with the ship at flank speed coming from the stern. Sonar is now only applied to CL and DD classes. Added scout plane mechanic. This will add recon value, bonus to the long accuracy and add aerial depth charges to use against subs. Radar long range accuracy values rebalanced because of this to reflect the real value of these systems in the battlefield. Credits goes to “M3rky1” for finding the solution. III – Shells & Ballistics Lighter shells have better accuracy at low ranges due to higher muzzle velocity, trajectory flattening and reduced time to target, where heavy shells have better range and are more accurate at long ranges due to better ballistic coefficient, that is a measure of how well a projectile retains its velocity and resists drag as it travels through the air. Note: In NAR , the long range accuracy effect starts at 5.5 km and gets the maximum effect at 40 km. This offers new tactical options for the Admiral to consider when designing the ships. Wind resistance modifiers added to all shells. The lighter the shell, the bigger the effect, specially on stormy weather. Penetration values difference from shell weight modifiers increased to 28%. This was by reading and comparing the data from the 16" on the Nelson class (light shells) with the 16" on the Iowa class (super heavy shells). There is around 41% difference, but there is also a generation gap in gun technology. Heavier shells are more likely to penetrate surfaces rather than bouncing off, due to their greater mass and momentum. Added guns weight and rotation modifiers for the shell weight components. The loading mechanism weight is taking into account the shell weight. This will have a small impact on the gun's overall weight and turret rotation. New shell added, SAPC. SAPBC penetration improved. SAP and all HE shells damage was improved to better represent the difference in weight from the bursting charges. HCHE, CNF and CP fuse are now more sensitive since they were designed to work against light armored ships. Min angle and max angle of ricochet for all shells reworked, taking into account the shell shape or the AP cap design, if present, for ricochet chance calculations: APBC & SAPBC The addition of a ballistic cap that allows the cap underneath to have a less aerodynamic shape often with sharp edges, which allows it to grip into armour even at high impact angles. APC shells have a unique hard cap design that favors penetration at low angles, but is very poor at steep angles. SAPC Use a soft cap to spread the radial shock outward from the impact along the radius of the now flattened soft cap, keeping the shock from travelling into the body of the shell itself. Soft caps, however, do not function at high impact angles. IV – Ship design Ships stability reworked, being a lot easier to get stable ships. As an indirect effect the AI also benefits a lot from this, so expect to fight more capable ships. Many modifiers rebalanced to better simulate real ship weights: fuel; belt armor; deck armor; barbettes; conning tower; crew numbers; crew quarters; torpedo protection; side turret armor; turret top armor; secondaries armor; casemate guns weight. Added 4" and 5" casemates for the protected cruisers. Credits goes to "clavernever" for finding the solution. Note: Not all hulls support this. (Torpedo cruiser hull as an example) Increased the gun caliber cap for all semi armored cruiser to 9" Depth charges removed from CA class. Main triple guns barrels removed from the destroyers since they were never used. Added mines, radio, rangefinder, sonar, depthcharge, radar, shaft, rudder, steering and antiflooding techs to TBs. Flooding mechanics reworked so the difference between bulkheads used is now smaller. Hull effects reworked: The wider the beam, the shorter the ship turning radius. The greater the ship draft, the bigger is the surface area that needs to push the water, increasing the ship turning radius. The deeper a vessel lies in the water, the more sluggish will be her response to the helm. The deeper a vessel lies in the water, the more gentle will be the rolling in bad weather, mitigating the issues with the guns accuracy. Changes in beam and draught will have lower impact in accuracy to balance the AI ship designs and to prevent the wide ships designs meta. Night vision stat enabled. This is only experiemental, and it is for running test to see if it is working or not. The player will find this new stat in the towers. V – Battle Gun and torpedo damage reworked. The smaller the ship type more devastating will be the damage. Torpedo evade range at 1500m (13500m in stock game). To improve fleets movement and the AI behavior in battle. Torpedos takes longer to reload to prevent spamming. Spotting values and accuracy modifiers affected by weather and light conditions reworked. Smoke option disabled. The most important reason is the fact the AI doesn’t know when to use it, so it is unfair against the AI and ruins the experience. The fact that it is a bubble and that it haves an arcade timer also does not help. HE fire chance nerfed, however using picric acid and variants is still a viable option. Ships sections on fire needed to make it sunk buffed from 70% to 80%. Credits goes to "brothermunro" for the tip. Flash fire, ammo detonation and torpedo ammo detonation damage x2. VI – AI AI ship design logic reworked to use more main guns for most ships, bigger secondaries but fewer to lower the chance of seeing a gun firing arc blocked by other gun. The chance of seeing torpedo launchers in big ships was lowered. Battle AI logic reworked to have complete freedom of movements. Can chase, rush the player for torpedo runs, create battle lines, maintain the distance, will try to retreat from battle if the odds are not favorable. Badly damaged AI divisions will try to disengage from battle. Divisions roles ranges edited to help the AI to create a coherent battle group and still have some freedom of movements. Lowered the optimal distance used by the AI to promote more fighting at medium and close ranges. The AI ammo logic improved to know better when to use HE or AP. This affect both the player and the AI, unless the player gives strict orders to use one specific ammo. VII – Campaign Economy reworked to prevent or at least minimized the snowballing effect in later years and to make decisions about spending more important. The impact in the GDP for a country at war is now less impactful which should help the AI nations to stay at war. Shipyard building program is now more important in the long run. The player can still skip many years without upgrading, but if he wants to build big ships in the future it should consider upgrading sooner. The GDP and army modifiers differences from the type of government are smaller now. Scrapping threshold increased to 200k from the previous 50k to help the AI to maintain a decent fleet size. Crew training values were rebalanced. The differences are now more reasonable. TBs class will not become obsolete. Improved AI building program for all nations. Added the Japanese 8-8 fleet construction plan. Lowered the initial starting fleets distances in battle. It should be now quicker to initiate combat, or quicker to catch the AI if it is running away from battle. 7000 tons CA cruisers and 3750 tons CL cruisers available to be built from the start. (1890) Lowered weight penalty for non prioritized researches and improved the research speed for old techs to give the player more freedom and enjoyable experience with the tech tree. Ship movement at sea x2.5 in comparison to stock game. Withdraw and delay factor according to average speed of ships increased to 100%. Denial zones smaller in size to allow more fredom of movement in chokepoints. Only powerful task forces should be able to block straits. The defense modifier changed for many provinces. It will take into consideration, the terrain, the weather, tropical diseases, and the people and their willing to fight. Changes to submarines: Minelaying subs removed from the game. Overpower and impossible to balance them ingame since the player can always refuse to lead them to battle. Subs range limited to more realistic values. Now subclass and base of operations will be more important. Sub descriptions updated and added range info. (*base value) Increased the sub stealth, stealth power and the escort's ASW power. Vastly decreased the subs hull strength. Dangerous if undetected, vulnerable if spotted. Changes to mines: Minefield size nerfed around the ports and it takes longer to reach the maximum size. Vastly increased the mine sweeper capability. Decrease the chance to have an event about ships being damaged by mines. Increased the mine damage. It is possible to see ships being sunk by mines in rare occasions. VIII – Hulls & parts New modern torpedo boats for all nations. (unlocked in 1920) All modern destroyers hulls package were reworked to offer a unique design language for most nations. Many new hulls added to offer the possibility to build historical ships or design proposals: "Northampton" and "Portland" classes cruiser. American heavy cruiser II hull. Replaced the Russian BB I hull for one that resembles more to what the Russians were building around 1890. "Navarin"; "Tri Sviatitelia" and "Sissoi Veliky" classes. Added Russian pre-dreadnought "Poltava". Battleship II hull. Replaced the Spanish battleship I hull for another that resembles more the "Pelayo". "Recon Cruiser" from plan Z added to the Germans. German light cruiser IV changed to better represent the Magdeburg; Karlsruhe; Graudenz; Pillau and Wiesbaden classes. German light cruiser VI added to represent the Emdem, Königsberg and the Leipzig classes. French armored cruiser V, the "Edgar Quinet" class. Barbettes added to the french experimental dreadnought hull so it is possible to design the "Coubet" and the "Bretagne" batteships. Japanese experimental large cruiser hull reworked to resemble more the "B-65" design project. British dreadnought II hull reworked to resemble more the "Colossus" and the "Neptune" classes. British dreadnought III hull changed to look more with the "Orion" and "KGV" (1911) classes. British dreadnought IV package reworked to resemble more the "Iron Duke" and "Queen Elizabeth" classes. British dreadnought V package, reworked to resemble more the "Revenge" class. Many funnels, towers and other parts created, stats edited and used to create the new ships or improved already in game hull to get a better design language, historical accurate if possible. Impossible for me to list all the thousands changes I made without the reader to fall asleep. ----- Installation: ----- 1) Set the game language to be in english. 2)Backup if you wish but move or delete this files from this location: C:\users\(user)\Appdata\LocalLow\Game Labs\Ultimate Admiral Dreadnoughts custom_battle_data.bin mission_data.bin save_x.bin The reason behind this, is the many changes to the game files will make all your designs impossible to work with the mod. 3) Go to this link, download the english file and the resource.assets from the version you want. The mod offers two ways for the players to choose how they want to play the game. "Realistic accuracy" or "Arcade accuracy" (x2 the hit probability).* *Unless you are a masochist, naval history nerd, that understands how the game different mechanics works, DO NOT use the realistic accuracy version. You guys are not going to like it. Beta 10.9 "Shells & Ballistics rework" update for UAD 1.5.0.9 Optx4 https://drive.google.com/drive/folders/1ac6FZM6KTnY3Rhm5GRsEO6Zs6V8Jfasf Note: Use a software to unpack the download and extract the content from inside the folder. 4) Move the resource.assets file inside the folder to this location: c:\...Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data and click yes to replace the file. 5) Move the English.lng file inside the folder to this location: c:\...Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data\StreamingAssets\Languages and click yes to replace the file. The player will know if the mod is working and what version it is by reading the news. VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update. ----- Sources ----- A Brief History of Naval Armour - by Drachinifel https://www.youtube.com/watch?v=BoEFjl0buiM Table of Mettallurgical properties of Naval Armour and construction materials - by Nathan Okun. http://www.navweaps.com/index_nathan/metalprpsept2009.php Introduction to the development of Warship Armour. https://www.naval-history.net/WW0Book-USN-Armour1937.htm Naval Weapons of the World. http://www.navweaps.com/Weapons/index_weapons.php Range-finding and Fire Control - by Drachinifel https://www.youtube.com/watch?v=cbXyAzGtIX8&t=2208s Evolution of Battleship Gunnery in the U.S. Navy, 1920-1945 - by William J.Jurens http://www.navweaps.com/index_inro/INRO_BB-Gunnery.php Report on naval gunnery at the Battle of Santiago de Cuba https://theodorerooseveltcenter.org/Research/Digital-Library/Record/ImageViewer?libID=o283734&imageNo=1 USA 16"/50 Mark7 naval gunnery report on trials http://www.navweaps.com/Weapons/WNUS_16-50_mk7.php#Accuracy_During_World_War_II Hull Form Design - by Drachinifel https://www.youtube.com/watch?v=fkRJxgYgTVA Bismarck weights list https://www.kbismarck.com/bsweights.html Guns reload research https://drive.google.com/file/d/1LjZPDcRo6GsqRVEMfHsM5426_d3jYm5C/view Recon Cruiser https://www.german-navy.de/kriegsmarine/ships/destroyer/spahkreuzer/index.html ----- New Horizons III reshade ----- https://drive.google.com/drive/folders/13_-C2R1V8l2_kuzFN0n-zpqt69zZ4qHb?usp=drive_link Features: RTX Global illumination, 3 color scheme for the player to choose. All featuring a RTX version and a non RTX for a minimal fps loss (1 fps). A total 6 options. Many tweaks to contrast, exposure, sharpness and colors. Installation: Download "New Horizons III" folder. Unpack, and place the content inside the folder in this location: c:\...Steam\steamapps\common\Ultimate Admiral Dreadnoughts To remove the mod, just delete the files. Shortcut keys in game: "Home" -open/close reshade panel "End" -enable/disable the effects. To change the color scheme: Press "Home" to open the panel Usethe "arrows" to change the preset you want to use. ----- Important ----- Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game. ---------------------- This mod is a work of passion and dedication, that took me thousands of hours and many months to be completed. If interested in using parts of the mod in your work, please ask permission and give me the credits. Sorry for my poor English, it is not my native language. Happy hunting, the Baron.
    15 points
  7. @Nick Thomadis Hello Nick, First off, thank you to both, you and your team for working tirelessly to fix all the issues. I am very excited and can't wait for this version to be released. With that being said, as was discussed earlier in the thread with regards to weight balancing.... Could the dev team please consider giving the player the option to move the engine room? The way it is now, the engine room seems to sit centered below the funnels in most cases. This means most ships have a foreweight offset and it makes things frustrating to balance. Allowing the player to move the engine room would really help with balancing and would give a lot of freedom with ship designs.
    15 points
  8. After optimizing the game to a good level, we will continue with the next major patch and the addition of new ship hulls.
    14 points
  9. [Update 13] - Added +13 more hulls, most of them based on your recent requests. No more can be added because the patch must be finalized. - Various fixes, optimizations in auto-design, part collider logic and hulls. All those changes can affect many of your current designs and make your campaigns break. It is advised to restart campaigns and clean up broken designs to have a fully operational game. - Fixed bug that made port strike missions against no opponent to not cause port damage. - Enabled quad main guns for light cruisers after about 1935. Due to tech id changes, the guns may not appear in current saved campaigns or ship designs, you need to clean up. - Added the ability in several USA and Chinese early guns to have other mounted guns on top of them. - Fixed a rare bug that made shared ships not usable in custom battles. - Adjusted hull stabilization factors after recent fixes, improvements on hulls. - Dynamic aim factors adjusted to be even more dynamic, following the changes in pitch/roll factors that are more important now according to ship design. ***We did not wipe out saves but it is strongly advised to clean up your saves, after the changes of this patch. If you choose to not do it, please do not report bugs to us.*** Please Restart Steam to get this update fast.
    14 points
  10. PLEASE, allow us to choose between the mark type of guns during refits. OR AT LEAST maintain the "design" of the turrent or an option to choose between turrets designs.
    14 points
  11. I have some serious concerns about the new penetration and armour balance. As an example here is a British 12" 60 calibre twin gun using super heavy tube powder 3 TNT 4 shells. With capped ballistic as the shell type selected you get this pen table in 1935 against 163% quality armour (modern 2 all or nothing): https://e.pcloud.link/publink/show?code=XZ0I8sZ9w8jkVHoeKjjv31L2FzzOfEgMapy (I can't upload pictures to the forum anymore 😅) In 1935, at 20,000m I can go through 13" of belt, and 7.4" of deck* and get extremely high accuracy to boot. With the new armour limits this means I can threaten basically anything. If I load up with a bunch of them on a high resistance hull (like the Russian super battleship 1) I end up with a ship that will completely shred absolutely any target. The game feels very shallow now, big guns seem unnecessary as no target has enough armour to warrant their use. Armour seems borderline pointless against battleship calibre weapons, its really only there to block secondary fire. Using historical builds against each other (when you can actually build them, ships like Hood are impossible with the new armour limits) feels very odd, ships will quickly cause massive damage and sink each other in moments and is a coin toss on who wins based on which ship gets the range found bonus faster. Overall I am having less fun with the game in the builder (with ships with loads of displacement spare and awful pitch & roll, a lot of the time I just end up not building cruisers at all), and in battles, to the point where I don't want to play a vanilla campaign or custom battle at all (which is a first for me, I've played the game a lot since alpha 4 and I have over 1000 hours on stream). *So able to go through the Iowa-class armour scheme which was 12.1/6"
    13 points
  12. [Update 20] - Optimizations affecting positively the fps performance in 3D battles but also the auto-design and campaign calculations. - Old Italian "Battleship II" replaced by "Battleship III", a new model. This change can affect your ongoing campaign with critical bug, but it was necessary. - Further AI campaign economy management adjustments. Please Restart Steam to get this update fast.
    13 points
  13. I double this. Small barbettes should be free for capital ships to be placed - so that player could work out his own architecture of secondary artillery.
    13 points
  14. Uploaded repaired version x5 including the following: - Auto-Design optimization (it is faster and more effective). - Campaign's ship repair logic optimized. Ships will not travel to ports of distance more than one turn, if none available is nearby. - Fixed issues of power projection logic that could not evaluate some sea areas correctly, and consider them with own ports. - Fixed problem that made naval invasions to be limited versus the same major nation. - Fixed issues that could potentially make saves unstable and not store territory conquering consistently. - Added radio stat to all destroyer towers that was missing it. - Iron armor is now more cost-effective. Please restart Steam to get the update fast
    13 points
  15. 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
  16. QoL Request: Please rework the research view by listing the CURRENT research at the top and listing the previous in descending order. The oldest technology is quite irrelevant and should be at the bottom. I, and I'm sure many others, check research status quite frequently in order to time new builds and refits with certain technology as it becomes available. So, having to scroll ALL THE WAY down to the bottom of EACH research category is really a pain. Looking forward to seeing this soon! Respectfully, Arkk
    12 points
  17. Uploaded repaired version x2 including the following: - Balanced Campaign Economy: Increased +10% income from provinces and oil resources, increased costs of ammo/fuel. - Increased the potential profit when selling new ships. - Reduced power projection advantage needed to blockade from 100% to 50%. - Improved overall the calculations of logistics and power ratings of nations. - Transport losses from random events and submarine raids are enhanced in impact. - Fixed port of Samsunta to belong in "Northern Turkey" region (Needs new campaign to apply) - Optimizations for auto-design: improved further the processes. - Improved the stealth ability of submarines. - Increased Battlecruiser armor limit slightly, to allow more design freedom, within historical and physical limits - Other minor fixes and improvements. You must restart Steam to get the update
    12 points
  18. The US Late Game BB hulls and the New York style hulls all have the same major issue. The main guns are not able to rotate around and fire over secondary guns in purpose placed mounts. Here is the USS North Carolina. Those 20mm guns in front do not affect the firing arcs of her main guns. Here is another image of North Carolina. See that 20mm in the foreground? She could fire over that too. Here is another angle, you can see the 40mm tubs at the back of the ship. She could fire over those as well. Here is USS Texas. Notice the central gun mount and the rear gun mounts. How the guns are literally angled right above some of the 20 and 40 mm gun in those areas. Please, remove collision from guns placed in gun tubs with main guns placed on the main deck, and maybe 2 inch guns should not interfere with large caliber main guns at all. Historically, they had no affect on firing arc, and it should also be the case here. The most annoying thing is we know this is possible, as the front gun tub on US late game hulls does not interfere with the main guns. EDIT: Noticed another problem on the later game Texas Hulls There are boats on the side of the ship forward of the position for Q Turret (Amidship turret). These boats are not present in photos of Texas when she is in combat form, and also should not interfere with Q Turret's firing arc. I'd suggest making these boats disappear when Q turret is placed. It seems these 2 changes to the Texas style hulls will make them easier to balance as well. It is difficult to make a replica New York Class or Wyoming Class without a 10%ish offset currently, and the turret angles are awful with a historical setup.
    12 points
  19. Endless campaign One thing I would like to see in the live version. During my campaigns, I hit the 1950 cap several times and each time I still had room for gameplay ahead. This is especially noticeable with starts from 1930-1940, you just don't have time to really enjoy all these modern hulls. I suggest, upon reaching 1950, to make an alert that there is no planned content in the game further, but you can continue if you wish.
    12 points
  20. Beta Update v1.3 "Build 10" - New USA "Modernized Dreadnought I" with a displacement between 25,750 and 32,500 tons, which can recreate the *modernized New York-class battleships* and is available from 1927. - New USA "Modernized Dreadnought III" with a displacement between 41,500 and 49,500 tons, available from 1927. - New USA "Modern Battleship I" with a displacement between 44,500 and 52,500 tons, available from 1929. - New USA "Fast Battleship" with a displacement between 47,000 and 62,500 tons, available from 1935. - Various fixes, improvements on some model parts. Please note that the recent changes on the gun models will surely affect designs and gun fire arcs. If you notice guns to stuck it can be due to this reason so you will need to update your designs or restart your campaigns. ***It is highly advised to restart campaigns and check or delete your old designs, because they will most likely not function as before.*** PLEASE RESTART STEAM TO GET THE UPDATE FAST
    12 points
  21. @Nick Thomadis can we discuss the AI behavior parameters in the battlefield? I would like to point the issues and limitations and suggest what can be improved. AI independent formations crashing with others at max limit. ai_independent_range_away, modifier This modifier will be applied to all divisions like they are the same. It is universal, and there is where the problems arise. It will cause situations where the many different divisions will bump each other and be vulnerable against enemy fire without using the firepower at full potential. Possible solution: To set an independent range away modifier for each class. This way, it is possible to use different values to keep the AI formations apart from each other. ai_independent_range_away_BB ai_independent_range_away_BC ai_independent_range_away_CA ai_independent_range_away_CL ai_independent_range_away_DD ai_independent_range_away_TB Rushing the player. approach_clamp_torpedoes, modifier Similar issue with the previous one. It is universal. I like to set a high value to see the TBs and DDS rushing and swarming the player, the problem here is because it is universal value will force any AI ship with torpedoes to rush forward like maniacs even if it is better to keep the battle line intact. Possible solution: To set an independent modifier per class. approach_clamp_torpedoes_BB approach_clamp_torpedoes_BC approach_clamp_torpedoes_CA approach_clamp_torpedoes_CL approach_clamp_torpedoes_DD approach_clamp_torpedoes_TB The issue with scout formations. If they are in the wrong side of the formation, they will never help the main formation with the defense, no matter how much freedom I gave to them (scout_range_away modifier) I can mitigate this issue by using small base values, like 1000 meters, so they will follow the main formation in a close pattern, but this is not perfect. Ideally they should be able to switch sides to where is the enemy and protect the main force. Individual survival AI behavior is missing. The moment a ship gets heavily damaged will turn to the side and sail to the end of the formation. Ideally, if it gets 50% below HP structure or floating, the AI ship should immediately apply these commands. - Split from the division.(create a new individual division for this ship) - Order the retreat. - Use smoke (if available) To try to run away and live to fight another day. To farm useless bots that don't know when it is the right moment to leave is not fun and only serves the purpose to make the AI weaker in the long run in the campaign. Small AI ships imitating the target speed. This was implemented patches ago and is great when we are talking about BB vs BB, the problem is when we are talking about DDs and TBs. Many times I will see the AI ship launching the torpedoes in the water but not rushing forward to let the other ship in the division in the back to get into position to launch the torpedoes, instead they will run in a parallel course to the target, trading shot like they were BB. This behavior needs to be exclusive to capital ships. Small ships need to be rushing all the time in the frontline, to make it harder to hit them and to make the other ships in the division reach a position where they can launch the torpedoes. Chasing the player modifier is missing. If the player starts to run away from the battlefield, the AI will not know what to do. So a new modifier is needed to force the AI to understand that needs to get close for the kill. As an example. approach_playerleaving (if the target is sailing around 70º-110º degrees, in relation to the AI ship position) I really hope to see improvements in this area. After many years fighting the AI in this game, I must say it can only be used to please the casual player. Any experienced player will know the AI limitations and how to exploit them. This small changes can be used to make the battles much more interesting, challenging and fun to play around.
    11 points
  22. I have 1,500 hours in this game, and while I do still enjoy it, I have to agree with the OP. Submarines are a blight on UA:DN. They are the one overall mechanic added since I first started playing that I legitimately think made the game worse on the whole. An example from my own current experiences: I am currently playing a campaign as Italy where, due to a single British SSC lurking in the Adriatic, I constructed a dozen modern destroyers equipped with the best ASW tech possible, and deployed them right on top of it. This is one of the first submarines fielded by any power in this campaign, so likely the most basic coastal type. Yet not only did it sink a new armored cruiser in spite of level three torpedo protection and it being equipped with hydrophones and depth charges, it has also damaged at least one destroyer of those earlier models sent to hunt it in varying degrees for several turns, and now continues to damage or sink one of my more modern ones each turn. Early on I spotted the trend and acted against it, but it is still ongoing. One basic coastal submarine is repeatedly damaging and killing destroyers in large groups specifically designed to hunt it, when the reality would go something like this: Submarine captain feels plucky, fires a shot at hunter-killer group. One destroyer is damaged, possibly sunk -- and that only assuming the submarine does not miss entirely and that the torpedo is not a dud. All of the other destroyers now note the direction of the shot and begin using hydrophones to swarm the general area, launching depth charges in a spread over the area where the submarine is suspected to be. If there is no immediate response or evidence of a damaged submarine, such as debris or an oil slick, they linger, waiting and listening. If they hear the submarine moving on the hydrophones, trying to escape, they approach and launch more depth charges, eventually destroying it just due to volume of fire. If it does not move, trying to lay on the bottom or stay submerged, they linger until it is forced to surface due to its batteries needing a charge and/or running low on breathable air, upon which it will be obliterated on the surface by gunfire. Otherwise, it stays submerged until its crew succumbs to carbon monoxide poisoning. In short, there's simply no way that this one coastal submarine would have survived over a year now with a dozen modern (for their era) ASW destroyers hunting it. Also, I just noticed that its supply port (for its operations in the Adriatic) is supposed to be Dover. How? It is a coastal model, and in this campaign, I currently control both Gibraltar and the Suez Canal. Not that a supply ship could go from Dover around Africa and through the Suez in any timely fashion, but I wan't to point out that it wouldn't be an option if it could. Do you expect me to believe that some intrepid supply ship is repeatedly sneaking past my patrols at Gibraltar every month to continue resupplying this submarine with not only food, but also the torpedoes it is using month after month to damage and sink my ASW group? At sea? Without being seen and sunk by said-same ASW group? That is preposterous on every level. It would be borderline impossible to rearm with torpedoes at sea on a submarine of this era, and the period required on the surface for even a basic resupply of food would have both the submarine and supply ship spotted and sunk with the number of ships I have deployed in the area. Worse than all that: other than port bombardment or assaults on unescorted transports, submarines are the only type of engagement that we as players absolutely cannot control or direct outside of an auto resolve. In other words, this is the only warship-to-warship combat that we cannot actively control when we play the game, completely removing any ability for us circumvent the clearly broken RNG by simply outplaying the AI. So even if you mean to make the case that they are historically accurate, which frankly they are not, submarine engagements ruin the gameplay. There are far more blatant historical problems, such as arbitrary limits on armor thickness, recently imposed in the name of balance, than would be represented by either nerfing submarines or enhancing ASW effectiveness. Both of these, I will add, would not even represent a compromise of historical accuracy, but would bring the game closer to reality while *also* enhancing balance. Worst of all is this: the game's best mechanic is warship design, and the player has no say in the design of their submarines because they are nothing more interesting or engaging than a bit of poorly-balanced random number generation, each new "class" being nothing more than a box on a tech tree. It makes them so boring compared to literally every other type of ship that can be designed that I wonder why they were even included. If there are no aircraft or aircraft carriers because they would ruin the game's balance and simply not be enjoyable, why must there be submarines which share precisely those same two faults?
    11 points
  23. Hello Admirals, Another update improves further the game. Please read: Minor Update v1.4.0.3 https://steamcommunity.com/games/1069660/announcements/detail/3745364910923328686
    11 points
  24. Is it possible to make the lifeboats vanish from this position when there is a turret in the same location? Hull: akizuki_hull_b_cruisers_var
    11 points
  25. Hello all, I have transferred some mod threads that I know that are active in this new forum. From now on, modders of Ultimate Admiral: Dreadnoughts can use this special forum to promote and support their mods. Questions about the game files can be asked here, so I can try to offer my support whenever possible. Feel free to contact me if there is any other mod thread that you wish to transfer it here. ***Important*** Please make sure to inform players of your mods that if they anticipate errors and bugs, to not report them in our main forums or with the in-game report tool.
    11 points
  26. Hello guys, just for info, tonight or tomorrow there is going to be a new beta update with minor fix for tooltips not working in pause mode, more hulls and some important changes to ship weight and armor system, which can break your saves. Therefore we must reset save progress for the next beta. Just please note.
    11 points
  27. Hello @Nick Thomadis & the Team! I hope the development of 1.4 is progressing well, and I wanted to ask you to consider making a balance change to the 'Range Found' bonus. I understand the mechanics of it from a game and realism point of view, if a ship hits another and gets its guns dialled in then that's a very powerful advantage. I appreciate that the bonus builds over time to represent the crew refining the firing solution and getting more and more accurate. All of that is great! The problem for me is the values that the bonus can get to. I regularly see the bonus going over 1000% and can go as high as 2900%. This poses a few issues, but the main one is that if I win or lose a battle with such a bonus it doesn't feel like its something I did, it feels more like winning a coin toss. The values can get so much larger than any other modifier that it makes all of them irrelevant, a -50% damage instability debuff is fairly insignificant for example when it should be crippling. Please consider capping the range found bonus at a significantly lower value, I would suggest that 100% is more than sufficient. (Tested on totally vanilla gameplay)
    11 points
  28. UPDATE 30/7/2023 Dear Admirals, We thank you for your kind participation in providing feedback and ideas on how to improve Ultimate Admiral: Dreadnoughts. With your continuous help (those that appreciate the game and report to us with constructive and sincere feedback) we made successive updates which gradually enhanced the game to the level it plays now. Ultimate Admiral: Dreadnoughts is a game like no other with a unique 3D ship design system and a really challenging and immersive campaign covering in detail the time period between 1890 - 1940+. Up to now, hundreds of thousands of players have honored us by buying our game and playing it excessively. As our data shows, we have served you as you have served us. So we will keep supporting the game as much as our time allows, since we have in the works new and exciting game projects. Ultimate Admiral: Dreadnoughts is scheduled to receive v1.4 major update which will include many new interwar cruisers and other new features. Other updates will surely follow up for any fixes needed and for localization updates. This thread is no longer needed, as it served its purpose for providing your ideas on how to best prioritize our work till this summer. Thank you again for your support, The Game-Labs Team
    11 points
  29. Beta Update v1.3 "Build 12" - New USA "Fast Scout Cruiser" which can recreate the Atlanta-class cruiser with a displacement between 5,750 and 7,500 tons and is available from 1930. - New USA "Advanced Destroyer (Compact)" with a displacement between 2,200 and 3,000 tons, available from 1935. - New USA "Advanced Destroyer (Large)" with a displacement between 3,200 and 4,500 tons, available from 1935. - New advanced main towers for late tech destroyers. - Ship inertia improvements - Further campaign economy adjustments. - Other minor. PLEASE RESTART STEAM TO GET THE UPDATE FAST
    11 points
  30. Update 7 - Further auto-design optimizations, making loading even faster. - [b]*SPECIAL*[/b] Added mini-map window on the campaign world map so that browsing the map is easier and faster, especially when you want to send ships from one side of the map to the other one. - Finalized the new screen/scout formations behavior. - Fixed a rare bug of this patch work that could cause freeze when loading, during auto-design, requiring the game to restart. - Various fine tunings. **This update is considered a release candidate. The v1.5 may fully release if all is ok.** Please restart Steam to get the latest update fast
    10 points
  31. Update 3 - Auto-Design optimizations. Campaign turns and Campaign Generation should be much faster now. - Improved New Italian towers to be able to host bigger guns as requested (this change will break your saves unfortunately if the related ships were used. They have to be redesigned). - British guns improvements according to feedback - Dido style guns preserved for calibers 5-inch and lower. - Ship acceleration mechanics optimizations, addressing issues where the ships could accelerate too fast and negate the effects of low funnel efficiency. - Fixed accidental torpedo launches towards friendlies when the enemy was far away in the direction of the friendlies. - Quick fix for problematic screen/scout divisions' behavior not heading towards the enemy as they should. - Fixed a minor problem of a new Russian "Imported Tower x" which made its mount unusable. - Added tooltip for the campaign political action “Cancel Alliance" that explains why it can be disabled. - Other minor improvements. Please restart Steam to get the latest update fast
    10 points
  32. Uploaded Optimized x2 version including the following: - Further optimization in the Battle AI logic affecting fps performance and, also, addressing issues where the AI could desire to fight too far away, even beyond its main guns' firing range. - Fixed issue of the torpedo friendly fire mechanics, making torpedoes unreliable in shooting, in several cases. - Fixed a tower issue which could result in some ships not having available a tower to design the ship, if they haven't progressed in the tower technology. This problem could cause random turn delays as ships could not be auto-designed in several tries. - A few other minor issues solved, in UI and localization. You need to restart Steam to get this update with no problems
    10 points
  33. Uploaded Optimized version including the following: - Further optimization in the auto-design process making it faster and more effective than never before. Campaign generation in 1890 should take less than 2 minutes in fast machines. - Further battle optimizations for a faster fps performance during combat. - Some fixes for minor issues that were reported recently. You need to restart Steam to get this update with no problems
    10 points
  34. Uploaded Repaired version including the following: - AI chooses to discard, make new or refit designs in a more distributed way in relation to time so that, on average, the turns pass faster. - Further auto-design optimizations. - Added technology effect for several propulsion components that affects ship maintenance directly. In this way you can control better according to fuel consumption and engine effectiveness the maintenance cost of your ships. - Reduced base maintenance cost of ships. You have to restart Steam to get this update
    10 points
  35. 100% agree with this. I felt the economy was mostly fine before you changed it, especially when playing as a smaller nation, the extra boost when at war was invaluable for progressing technology and keeping a decent sized fleet to stay competitive. Having just reloaded a campaign I started when 1.4 came out, I've had to scrap most of what I was building to stay in the black, but despite having a decent amount of transports (130%), I'm losing money each turn. I'd rather see you put your effort into more important things that we've been asking for like the ability to choose your fleet deployment. At this stage, I'd settle for the ability to allocate my ships into divisions that actually make sense. A classic example just happened to me. I have a task force with 3x 8.4" CAs and 3× 6" CAs. Logic would dictate that they are 2 separate divisions with homogeneous armament (especially as they're each their own classes), but I had a division of 4 (2&2) and 2 (1&1) which meant that I had to spend time reorganising them which ruined the formation.
    10 points
  36. [Update 14] - Fixed critical issue making Refit process to not work and freeze campaign turns often. - Fixed minor collision interference for casemates of US "Battleship III". Please Restart Steam to get this update fast.
    10 points
  37. Hopefully next week. This week the content gets finalized and any remaining bugs will be fixed.
    10 points
  38. 1. Put the ships back where you find them, I put them there for a reason 2. I know we've gone over this before, Fix the Map, it's a pain in the rear to operate in Asia, Russian far east, or Pacific, and it looks terrible. Noumea is just a sad 3.The right hand info panel should have little flags of your allies on it, a flag should pulse if the rotten weasels are dropping your alliance right after ordering 6 battleships, or even if not. That Info panel is our cabinet Secretary, so it should be used to keep us informed, it would be nice if under each flag was a notation for how many and what type of ship I'm building them, or even just a total tonnage under construction, because I can't reference that with the pop-up 4. The left side log needs to hold all the turns info so we can read it, it only holds so much and then cuts off. It's also hard to read because it is dimmed during the turn of the month, and either scrolls really fast or barely at all. 5. I literally keep a book for those long stern chase gigs, I've got the complete Sharpe's series for now, its a sad thing, but my relaxation time is limited and I can't fritter it all away staring at the ass of the boat ahead, If; Two boats head in the same direction for more than one game minute give me another notch of game speed 6. Major powers could use a bit more resiliency in the home states, although I like the chaos since it adds replayability, but they need a little more home stability. 7. All reference to Guns anywhere in the game should always include Mk. 8. Fix the info windows, I can never see what I want to read for all the pop-ups in the way 9. I'm just shy of 3000 hours in the game (it has been a long recovery from last year, and this game is crack for naval architects) so don't get me wrong; I'm not complaining, I'm cheering you on to greatness, and the major leagues. 10. Keep you heads down and survive, really great work under really trying circumstances.
    10 points
  39. Beta Update v1.3 "Build 15" - Added thunder sounds in storms. - Battle sound effects got an enhance. - Improved further the ship physics and the ship motion due to sea waves. Additionally the jitter oscillation that could happen at start of battles should be now fixed. - Ungoverned territories can now be attacked by Major Nations (similarly as it happens for the other minor nations, via government decisions). - Other minor improvements. PLEASE RESTART STEAM TO GET THE UPDATE FAST
    10 points
  40. The Dreadnought Improvement Project (DIP) Version 1 for Ultimate Admiral Dreadnoughts Download here: https://www.nexusmods.com/ultimateadmiraldreadnoughts/mods/7/ Credits: Massive thanks to the Baron (author of the Naval Arms Race mod) and Admiral Snackbar (author of the balance mod) for helping me understand how to mod the game and for letting me use some of their hard work in the mod. Thank you as well to lead developer Nick Thomadis (aka Dartis) for helping me understand how the game functions. And of course thank you to everyone who has helped test the mod! Known Issues: Whilst I have made every effort to make the mod compatible with existing vanilla saves you can experience weirdness and errors (like all your ships getting deleted) loading the mod mid campaign. It is recommended to start a new campaign with the mod installed, and to make sure any shared designs you have in the shared design folder are designed for the mod. If you encounter a grey screen at launch that means the version of the mod you have is not the correct one for the version of the game you have. I'm usually pretty fast getting updates out so check the Nexus to see if there is a newer version of the mod, previous versions of the mod are also archived there if you are using the 'previous stable version' feature. There is something odd going on with the penetration calculations for certain HE shells - I’m looking into it! Mod purpose: To make the game more fun! If you are jumping in from the vanilla game designing ships is very different and strategies that are very good in vanilla are perhaps not so great in DIP. Battles are much more dangerous and the AI has had a few pointers, expect the game to be more challenging but much less annoying. I will try and update the mod to the latest version of the game as soon as I can but they happen a lot and ususually when I'm away from my computer. The mod version number will work like this: X.Y.Z where X denotes major features being added, Y means something in the mod changed, and Z is a compatibility update. Installation: Copy the resources.assets file into your Dreadnoughts Data folder, ususally located at C:\Program Files (x86)\Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_DataYou can check if the mod is installed by checcking the news button from the main menu. Uninstallation: Verify the game files through Steam Optional Ship Pack: Highly recommended but completely optional is the ship pack. Currently this has about 1000 shared designs. Helps with end turn speed, custom battle loading speed, and AI design in general. Make sure your campaign or custom battle is set to either ‘selective’ or ‘always’ for shared designs. Changes in this mod: Shipbuilding Weights and costs have been adjusted significantly from the vanilla game. You should now find that ships do not have very high pitch, roll, or offsets but including everything you want in terms of protection, firepower, and speed is not possible and you need to make compromises and decisions. The stats of guns have been reworked completely from the vanilla game. Big guns are far more viable, deck penetration is much lower, and long x.9 inch guns are no longer the go to option, and high explosive penetration is lower. Armour techs are now radically different and no longer give weight reductions but are significantly stronger. Armour limits are much higher than in vanilla. Armour techs become obsolete faster to help the AI with this change. Propellants have also been reworked, with shell damage effects removed. Muzzle velocity, range, and penetration are now linked. Rangefinders are now all the same weight and become obsolete faster. This helps the AI keep up to date with the player. Torpedoes now do significantly more damage, roughly quadruple the vanilla values. Changing beam and draught is now less impactful. Anti-torpedo defences have been improved. Heavy cruisers, battlecruisers, and battleships can no longer equip hydrophones/sonar. You will need light cruisers and/or destroyers to escort your big ships. Citadel techs are now have a smoother progression, this particularly affects citadel 4 (turtleback) which is now inbetween citadel 3 and citadel 5 in terms of effectiveness. A few of the campaign techs have been altered such as the starting communications tech and the late game hull survivability tech to prevent large changes to ships effectiveness. Light cruisers must have at least 0.5 inches of armour on their main belt. Battles The damage from partial penetrations has been reduced, as has damage spread and the chance of fire. With the threshold of ship loss due to fire being raised to 95% ships will no longer be easily sunk with low calibre 'he spam' tactics. The overpenetration threshold is now much higher, only very large shells going through very thin armour will result in an overpenetration, however overpen damage has been reduced. Generally you can see ships further away and battle ranges are longer than in vanilla. Close range engagements are likely to be deadly and short. The AI's ability to spot torpedoes has been greatly reduced torpedo attacks should be viable now. Initial division layouts should be a bit more sensible. Bad weather is now less likely and also not as impactful. Campaign Submarines have been removed. Mines have also been removed (they can still appear very late game). The governemnt modifiers have been adjusted to be less extreme and for provinces to matter more to the overall health of the economy. AI personalities have been improved to be a little more realistic, and the scrapping threshold has been increased to 250,000 tons to help the AI maintain a decently sized fleet. Naval invasions have been made slightly easier to pull off for the invader. Denial zones have been significantly reduced to prevent task forces blocking each other. You may find that if you drop a fleet ontop of an enemy one it dissapears, this is the AI refusing battle and moving away in the background (no mission is generated). Task force denail zones are still big enough to block narrow straights and canals. Allies are now more likely to buy a mothballed ship. Peace agreements should now mostly follow what the player selects, and enemies will nearly always agree to your peace terms. There is still a small chance the goverment declares peace without you. Blockades and transport losses are much more significant in terms of victory points. Maintaining a blockade long term can cause revolutions or collapse of enemy nations. Technology research is much more even, tech spread is larger, priorities hurt less, and ahead/behind penalties/bonuses are set at 5 years.
    9 points
  41. 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
  42. Dear Admirals, The upcoming next major update of Ultimate Admiral: Dreadnoughts is now available for you to play and test it. ============================================================================================ Please read about the content of v1.5 Beta: https://steamcommunity.com/games/1069660/announcements/detail/4142819632289064791 Installation Instructions: https://steamcommunity.com/app/1069660/discussions/3/3191362449922656706/ ============================================================================================ We hope you will like the new content and improvements! The Game-Labs Team ---===--- Update 2 - Quick fix of a few Italian models which had wrong barrel number. - Quick fix of a new British gun model which had 1 barrel instead of 4 barrels. Update 3 - Auto-Design optimizations. Campaign turns and Campaign Generation should be much faster now. - Improved New Italian towers to be able to host bigger guns as requested (this change will break your saves unfortunately if the related ships were used. They have to be redesigned). - British guns improvements according to feedback - Dido style guns preserved for calibers 5-inch and lower. - Ship acceleration mechanics optimizations, addressing issues where the ships could accelerate too fast and negate the effects of low funnel efficiency. - Fixed accidental torpedo launches towards friendlies when the enemy was far away in the direction of the friendlies. - Quick fix for problematic screen/scout divisions' behavior not heading towards the enemy as they should. - Fixed a minor problem of a new Russian "Imported Tower x" which made its mount unusable. - Added tooltip for the campaign political action “Cancel Alliance" that explains why it can be disabled. - Other minor improvements. Update 4 - Japanese "Modern Heavy Cruiser V" has been improved/finalized. This change will affect any save that includes this hull. Update 5 3x new hulls: - [b]Japanese “Modernized Battlecruiser”'[/b] offers not the fastest hulls for a battlecruiser but focuses more on resilience and number of secondary guns. It can be found in the battlecruiser hulls from 1929 and has a displacement between 42,500 and 57,500 tons. - [b]Japanese “Modernized Dreadnought IV”'[/b] is another battleship alternative for the nation which is very resilient and a stabile gun platform but rather slow. It can be found in the battleship hulls from 1927 and has a displacement between 42,000 and 69,500 tons. - [b]Japanese “Modern Battlecruiser II”'[/b] offers designs of versatile, very fast and powerful battlecruisers which though have not much resilience. It can be found in the battlecruiser hulls from 1935 and has a displacement between 38,500 and 54,000 tons. - Fixed potential freeze bug, of auto-design, which could cause delay or even total stall of loading. - Improvements and edits on various hulls. Most probably saves of tech years over 1920 will be affected and should be checked for invalid designs. It is advised to restart a campaign if you notice problems. Update 6 - Important optimizations for the new improved auto-design and collider system. It should be faster and more effective than ever before. Maybe some minor changes on parts could happen on your designs, with rare probability, but the changes should create more consistent fire arcs. - Fixed minor issues of USA "Small Battleship" of the 1890s which in some cases could have guns overlapping with towers (saves that include this hull, will be affected). Update 7 - Further auto-design optimizations, making loading even faster. - [b]*SPECIAL*[/b] Added mini-map window on the campaign world map so that browsing the map is easier and faster, especially when you want to send ships from one side of the map to the other one. - Finalized the new screen/scout formations behavior. - Fixed a rare bug of this patch work that could cause freeze when loading, during auto-design, requiring the game to restart. - Various fine tunings. Update 8 - Accuracy balances and optimizations of the logic, increasing fps. Note for modders: The parameters “acc_mod_vs_tiny_ship” and “acc_mod_vs_huge_ship” are no longer in use, as the system uses different internal formulas. - Slight penetration adjustment. The average amount of penetration power needed to actually penetrate a specific armor width has been decreased (coefficient reduced from 0.25 to 0.2). This results in more impactful shell hits and an overall even more realistic damage model, not having an overpowered effect of armor. - Research has been balanced according to the latest feedback. - Battle AI will desire to withdraw when overwhelmed or when it is heavily damaged, with more probability. Update 9 - Fixed critical bug that could cause freeze of loading or complete pause of auto-design. - Fine tuned the new updated ship stability mechanics, so that the engine weight stabilizes more the ship. - Fine tuning of auto-design. - Shell ballistics tuning. **This update is considered a final release candidate. The v1.5 is scheduled to be fully release during Saturday 9/3/2024** Please restart Steam to get the latest update fast
    9 points
  43. One quality of life feature I would love is to be able to see the total and currently used shipyard capacity on the right hand info panel in the map tab/view. It is great we have this information on the finance screen but when a minor ally asks if I want to build a ship for them I really want to know if I can do that without going over capacity but cannot as I can't click into the finance tab when I get the popup. Personally I'd find this much more useful information than the max size ship I can build (if it is an either/or situation).
    9 points
  44. Hello everyone and wishes for happy celebrations during the New Year's Eve! We want to inform you that we just deployed a new update. Additionally, we offer for the first time the ability to switch to a previous stable version of the game easily. Get informed here: Optimization Update v1.4.1.0 https://store.steampowered.com/news/app/1069660/view/3900744810093858234
    9 points
  45. Uploaded optimized x3 version including the following: - Further optimizations in auto-design and saves processes. There should be a noticeable increase in the speed of loading for everything. If you notice a very short windows process freeze when you click buttons during campaign's generation "Creating World" just ignore it. We will try to optimize further with parallel cpu threads processing. - Reduced the tension caused by enemies of ally. If diplomatic relations are good, then very small or no extra tension will be caused. - Reduced Torpedo Arm time from 3 sec to 2 sec to fix rare issues of no torpedo firing at very close distance. - Minor UI and localization issues fixed. You must restart Steam to receive this update with no problems
    9 points
  46. I’d interpret it as 1.4 will be the last content update and the 6 month timeline to produce it has been extended indefinitely (as in it’ll be done when it’s ready not that it’s cancelled). Post 1.4 there will still be bug fixes and such (just look at how many we got for 1.3!). I think this means that the majority of the dev team has moved onto other game labs projects, but they are allowed to tinker with UAD and keep it ticking over in their ‘spare’ time rather than being told to just drop it. Overall it’s positive news in my opinion. Again though with please add mod support in 1.4 pretty please with a cherry on top! Because I know the community would love to keep adding value and quality of life features to the game 😇
    9 points
  47. About the army changes: I really dislike that if you make an offensive and take territory A, any battle that starts from that territory only uses its local army. For example, i had 1 million soldiers push from russia into china, but after i took one region i just couldn't push in anymore because my army would consist of about 100k troops from the conquered region. I like that it's hard to push into enemy territory, but maybe there should be a middle ground, like taking a portion of neighboring forces to sustain an offensive, so the closer you are to your country the bigger your army can be.
    9 points
  48. Uploaded Repaired version including the following: - Fixed temporary turn lag problem caused by unoptimized fixes for Power Projection calculations. - Fixed some issues of Refit mechanics: Potential wrong refit time calculations, Auto-Refit potential ineffectiveness causing also turn lags. - Fixed minor issues in Alliance logic. - Fixed a minor issue in VP calculation which though could create wrong outcome (Defeat instead of Victory). Please restart Steam to get the update fast
    9 points
  49. Machinery space is an incredibly important aspect of warship design. Particularly in the time period with which this game deals, machinery space requirements had vast changes and repercussions to warship design. Vertical expansion steam engines took up a lot of space and needed protection above the waterline for example, and the switch to turbines eliminated this and allowed more compact machinery set ups. Many of the original turret layouts of early dreadnoughts were determined by the the machinery space needs. Machinery spaces also represented a large amount of the ship's weight, and their placement determined how that weight was distributed. Unfortunately UA: Dreadnoughts simplifies the machine spaces a little too much. And sometimes it makes creating realistic looking ships very difficult. And to be honest, I don't think it would be too difficult to make it a little more realistic. Let me show you what I mean. Here we have a light cruiser laid out somewhat like a late WWI German light cruiser would have been. Despite this looking historically accurate, we have a large amount of forward offset. This is actually fairly mild to what I've seen on other designs like DD's for example. If we reduce the funnels to just one we can begin to see what the issue is. The "machine spaces" that the game creates center on the funnels. When you place multiple funnels it will center over the average. While I appreciate that the game is modeling machine spaces and makes them a damageable component, this isn't at all accurate to reality. I've colored in this diagram of the rebuilt Lübeck to show you what I mean. The red portion is the boiler spaces, and kind of what the game currently models. Realistically though, when you place a funnel, it should only place a boiler under a small space under that funnel. (more functionality could be added to later tech funnels like types that the Japanese use to trunk multiple boiler spaces together). However, the important part is the blue portion, this is the engine space. As you can see it takes up much more space (and weight) behind the boilers. So if we want to accurately model both ship weight balance and damage control, I think the game needs to be a bit smarter about how it models those machinery spaces. Like this for a crude example: The foremost funnel should be close to the front most portion of the machinery space and there should always be space for the engines that extends beyond the aft most funnel. This could limit how far back players can place funnels. Different engine technologies could have different shapes, diesels for example could have a very compact machine space under the funnel. I think these simple changes could add a lot of depth to the design of warships in UA:D. I won't get into the design and gameplay effects that modeling vertical expansion vs turbine spaces could add but its also something I hope the developers consider. Right now I don' think there's much reason in the game to build dreadnoughts with wing turrets which is a bit of a shame.
    9 points
  50. Beta Update v1.3 "Build 11" - New Chinese "Modernized Dreadnought I" with a displacement between 28,750 and 34,500 tons, available from 1927. - New Spanish "Modernized Dreadnought I" with a displacement between 28,950 and 34,900 tons, available from 1927. - New "Modernized Dreadnought I" for France and Italy with a displacement between 34,000 and 44,000 tons, available from 1927. - Ship motion due to waves has now a better, faster transition according to weather change state - Further fixes/adjustments on ship models. ***Saves have been reset*** Please note that the recent changes on the gun and ship models would create several problems to your current games, so we now had to reset the saves, so you have a cleaner gameplay, and if you report a bug, it would be something that we should look to it, and not a false positive. PLEASE RESTART STEAM TO GET THE UPDATE FAST
    9 points
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