Jump to content
Game-Labs Forum

All Activity

This stream auto-updates

  1. Past hour
  2. So I am able to change font sizes. I do fear that font type needs a .dll input, as a mod through MelonLoader. Since you'd have to add a new font to the game (ive seen it in other Unity based games). Doable, definately doable
  3. Today
  4. Most subs missions are against transports. Subs attacking TFs in transit are rare events. Your DDs being on ports are doing nothing against them. Subs don't attack ports. If your DDs are on sea control status maybe they can participate in events against subs. I am not sure. And don't expect miracles about the auto resolve. It is probably better for me to remove that feature from the mod and use the vanilla values instead. I am not going to waste more hours generating battles just to see if I can make it work reasonably most of the time just for a player to report me that it happen this or that in that occasion. Not worth it.
  5. There still seems to be a serious issue with autoresolve not taking into account the overwhelming firepower difference in seemingly obvious cases. Situation: 1 Enemy DD vs 5 CA 9 DD Result: 1 CA sunk, 1 DD sunk, every single other ship damaged, enemy DD sunk. I also can't seem to find enemy subs like... ever. Despite having destroyers with Sonar III in every port, I don't think I've ever spotted enemy submarines. Thankfully all they do is attack my transports, apparently.
  6. Yesterday
  7. I get a hang on saving a campaign. If I go back to the main menu, the campaign is gone. I spent 100s of hours on campaigns where the game hangs on saving.
  8. BETA v10.8 - "Shells & Ballistics rework" update - N.A.R. changelog: Updated to UAD 1.5.0.9 Optx4 Updated the single German single barrel 5" mk4 & mk5 for all ships to be open turret version. A little size tweak and barrel length to be the same as the x2 and x3 versions.
  9. It's possible to do the same thing with the 5" single barrel for German BB, BC and CA? It's been difficult to recreate the secondary armament of the Scharnhorst, Deutschland class and even the main armament of the Emden (1925).
  10. Nice. Good to see more modders on the scene
  11. haven't had a look at the font yet, but it is definately on my sheet of to-dos
  12. Yeah I pressed some button combo and it now doesn’t show blocked or ricochets, and doesn’t show ‘penetration’ or ‘partial pen’ in words below the damage number. No idea how I did it 😅 do you know how to change the game’s font?
  13. Hybrid Improvement Project mod for Ultimate Admiral: Dreadnoughts 1.5.0.8 (no longer compatible with latest 1.5.0.9, hold tight, making tutorial video on how to update) 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, however it is still mostly compatible with DIP Ship Pack! BrotherMunro is author of Dreadnought Improvement Project. I'll keep the description in forums as short as possible minding what was already written inside in-game News section you can read upon downloading: Part Balancer: 502 Hulls were tweaked: -Either by elongating more according to vanilla displacement; -or maximum allowed gun caliber according to their size where bigger and thicker hulls = bigger guns, which strongly helps out Hybrids, Semi-Armored Cruisers, and such; -many useless Experimentals were given something special, and then about 50 other early game hulls were all given some special stats; -or by changing one or multiple of their stat properties, specifically those with a lot of additional unusable superstructure; -or by crew amount change -or by an entire rework -or a combination of any few of these. Yes, I'll repeat, it means some CAs can have 12" or 13" and one largest of the CA type can wield 14", CLs also 8" and 9" and one largest of the CL type can get 10", and game's two Flotilla Leaders might fit an 8", many other DDs up to 7" and 6". All BBs and BCs were tweaked to, where of ships that already had caliber limit imposed by devs, USA modern battlecruiser from 15" to 17", USSR stalingrad battlecruiser from 15" to 16". ~100 Funnels&Towers&Barbettes tweaked: -Entities with a lot of additional unusable superstructure tend to get additional Damage Control (modern French Main Towers have variants with no funnel slots, they'll now help compensate for french BB's general lack of Damage Control); -also mutliple hulls have a lot more funnels accessible (for British escort&command cruisers, which fit well into that big Dido tower, for G3, more USA Funnels for big USA hulls accessible now, more USSR Funnels for big USSR hulls accessible now); -pretty much all longitudinally twin funnels (or just take up a lot of longitudinal space), as well as torpedo boat funnels (which also affected Novik hull funnels), were buffed; -some biggest ships have more humongous secondary towers available (with high damage control) accessible, that were in the gamefile, but disabled; -some towers just got stat tweaks without superstructure taking up space being the reason, like thin tall main towers (resembling G3) now having more proper long-range accuracy compared to other accessible towers; -some funnels just got stat (weight) tweaks compared to other accessible funnels to whichever hull. -Crew number tweaks for pretty much all guns and torpedo launchers of any barrel/tube count. More accurate high-caliber mk1 and mk2 guns; more stable stat maximums; higher maximum armour value dependancy on hull particulars instead of ship type; More info will be listed in-game (News section) Part Resizer: -USA 13" and above guns no longer can be Brooklyn, only Iowa; -USA mk1 (also accessible to China) Maine Turrets no longer get uncontrollably obese with each consequent gun caliber (a vanilla error); -Due to technology unlock tweaks, where bigger guns unlock earlier, changed all mk1 14" turrets models to be the same as mk1 13", however only USA (and China) has triple-gun mark1 turret model in-game, a very rare sight of which will be possible to see only in 1911; -French quads models can no longer be different from non-quads of the same caliber (a vanilla error for 16"+ guns); -Now accurate and up-to-scale Queen Elizabeth BB possible that unlocks in 1912, gave it 3 fitting compact main tower versions; -Shrunk something into simple fast modern Torpedo Boat hulls; (didn't get to change much else) Damage type equalizer: Normalized damage float-up values to firstly, not be so inflated and unreadable, and secondly, better represent the actual damage of the gun shown in your ship stats. Crew will not give up so easily, ships will not flood so comically quick, ramming becomes viable at finishing off critically structurally damaged ships, significantly improved resistance to Extensive Fire (very dependant on Damage Control now), early years guns tend to fire faster, 1.1" guns now fire especially quickly and are finally useful for short range accuracy, torpedo launchers now take 80% of the time for that crew army assigned to them to pull out torpedo batch out of storage, and 20% to shove one-by-one into each torpedo tube (huge RoF buff for multi-launchers) humongous guns tend to fire slower and at shorter ranges, More on this in News section. Costs & Technology & Components tweaks: -Unlocking "End Tech" before last actual "Component" that happened due to overlap must no longer be possible. -Basically everything costs differently now. With more and more previously free technologies inserted into each of components, whether it's a hull, an armour, a tower or a gun, will now make them cost more with each new non-arbitrary tech. Originally, ships are fairly cheap, especially with weak hulls and reduced initial turret cost making ships further cheaper. -Engine cost jumps are now less, Advanced Steam engine now only obsoletes when first Diesel engine unlocks. It's description now clearly says that it's a wise choice for slow ships. -Increased cost jumps of Survivability section and Weapons section components, -Increased amount of technology unlocks for hulls after 1927 where super battleships will only unlock much later, (also tiny reshuffle of early battleships so that ones don't overshadow others, probably only in Chinese and one in Russian). -Increased amount of research effort required for big hull viability jumps (1905 and 1927 especially), and slightly affects cruiser research too. Secondaries are also generally slower to reasearch with each consequent caliber so that they're more reasonable in campaign. preserved DIP v1.5's no-armour-weight-change per quality components & no-hydrophone&sonar for anything above CL policies. Also preserved DIP v1.5's weight balance for hulls (it helps out AIs and unfortunate hulls a lot), lack of Submarines, lack of Mines, lack of Smokescreens, and generally reduced ship mobility, however they now also accelerate much slower at low RPM too. Also some DIP balance bias can be noticed so expect familiar feeling if you played DIP already, despite there being only like 2% of .assets text size changes that remained identical. -Extremely rare events are now less rare; -Unrest and Naval Prestige better usable in gameplay thanks to tweaked event outcomes, may be more difficult to deal with; -More rare events and not-so-rare events about interacting with Minor nations; -Population is more aware of warmongering; -AI admirals are now more warmongering especially noticeable at high difficulties; -AI ships in battle could be more aggressive and reckless and approach at 20% closer optimal range, not sure why but it seemingly learned to sometimes, just sometimes, ram your own ships. -Ships can no longer be unrealistically overpopulated by Crew, the Crew amount you see when picking Hull at max length will stand for Spacious Quarters now; -This then causes Crew reserves be a lot more valueable, training a bit more time-consuming (but degradation is less), Task Forces became smaller but I've added more levels. The required fleet tonnage for coastal operations should be significantly reduced, too. -Barrel length now fully supports variation between -30% and +25%. -Introduced more new components for higher variation in earlier game and making these high-speed cruiser hulls actually feasible, as these were oil-fired. -Everything that has to do with Oil, Electric Wires and Electric Batteries now creates more issues with Fire Extinguishing, especially Turbo-Electric engines. -Fixed critical stat loopholes, exploits, some vanilla and DIP balance design logic errors, and little typos. -Removed Hard difficulty. -Added difficulty harder than Legendary. Nightmare Difficulty mod More details in News section. Check it out for yourself! I am (unfortunately) obsessed with balancing games. Which resource assets changed: accuracies, components, compTypes, crewTrainingLevels, events, guns, params, partModels, parts, provinces, shipTypes, stats, techGroups, technologies, torpedoTubes. Don't forget about English.lng! Entire Events system is based all around it's special flags, and obviously it's required for new Components, Techs and Events descriptions. Any other mod is free to use the parts rebalance, mind that technologies, shipTypes, params, (crewTrainingLevels, guns, torpedoTubes), are all conjugated about ship/part behaviour rebalance (and gun/torpedo behaviour rebalance)!
  14. Thank you very much:) I will check out the change if the latest update is compatible with my save game.
  15. Hello I am making this thread to spread my knowledge and findings regards the UI ingame. I will keep updating this as I find more information and ways to play with the UI AS ALWAYS, MAKE BACKUP OF THE FILES YOU ARE EDITING 1. Get UABEA and understand how it works. 2. Open the resources.assets file located in "steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data" 3. Press F8 (scene hierarchy) 4. Instructions for individual areas follows below FYI; You can find the asset in the resource file by right clicking the component in the right hand column and choose "Visit Asset". It will then jump to the correct object in Assets Info. Edit the object(s) and you can then extract them out, so you can add them back in after a game update. Skips the process of doing it all over again every patch. First off is the annoying damage floatups. This has been a thorn in my side, along with the bad resolution/scaling ingame. @brothermunro has somehow disabled some of the floatups ingame, through means only known to the Man himself (no, not Munro, he doesn't know how he did it). 1. Scroll all the way down and find "FloatUpCont" 2. In the right hand column look for "Canvas Base", right click it and choose "Edit Asset" 3. Find "1 UInt8 m_Enabled = 1", and change it to = 0 4. Hit ok and ok to the message popping up. 5. Close the Scene Hierarchy window and save the file Remove individual sounds (aka remove the annoying effects in the shipbuilder, ui click sounds, end turn, etc etc) 1. Find music_world_peace. About 1/7 down the page 2. Everything below(with no expanding triangle) is sounds/effects (music_world_peace -> con_generate_ship) 3. Right click+Edit Asset "MonoBehaviour Base (soundpack)" in the right column, counts for all 4. Find "0 float volumeMin = " "0 float volumeMax = " and change to = 0 (or something to your choosing between 0 and 1) Box and Font Size campaign map popup messages (typcal "confirm" and "information" messages) 1. Find MessageBox (all the way down) TBC
  16. I like it, I like playing with the proportions to max possible hull speed, etc. Also have gotten closer to fletcher hull by minimizing beam and then increasing displacement. And yeah, Germany hit my lone destroyer with four 44kt BC's, and it sank one and messed the others up pretty good, and got away with enough hit-points to call it a win. side armor was 0.4inch, 5" guns had no problem penetrating, so that's about right
  17. 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.
  18. No offense but please learn some punctuation.
  19. The same to me, but I felt enough with the poor targeting programe so rather find a solution even it is crazy😂
  20. This is truly the biggest problem, there are too many towers need to edit. And if the Devs finally solve the problem, then this work will be no used. But I'm sure this is a way to get a better battle performace for some specific environment players, for example players focus on custom battles, they can modify some parts which they used themselves. Thanks a lot!
  21. The first problem is that you are suggesting for small invisible ships to be able to fire against larger targets without being spotted unless they come very close to the capital ships. The second problem is if you delete the spotting range you will need to edit hundreds of towers stats and to compensate that you will need to edit all the hulls visibility in the "parts" file. The third problem is that it is perfectly normal for big tower to have better spotting range value and you want to remove that. Your suggestion comes with many red flags, and with new and more problems. It is a big NO-NO IMO.
  22. In this screenshot, the AI BB can't spot my DD, so it focus fire on my battleship. If not use the concealment based spotting, at this range it will focus on this DD. Then if the DD is nearly enough to be spotted, AI BB will focus on it imeediately, this situation is easily recurrentable. I found it really hard to upload pictures, what happened to this forum...
  23. Since small ships have better concealment than big ships, they can come closer to enemies, and if they been spotted, then AI will get some light armor targets that they prefer to shoot at. So small ships get better survivability because they won't be shot at long range, and the AI will also begin to focus on nearest targets because those targets will be the kind which they like so much. And it's reasonable for battleships to shoot some DDs or TBs if they came in deadly tropedos attack range. In another side, for now player can use small ships as baits and push their capital ships forward to destroy enemies easily.But if AI DDs could also come very closer to player's capital ships, then player will need to use DDs to stop them and use cruisers and secondary guns to provide fire support. This situation certainly will make it harder to push capital ships.
  24. 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.
  1. Load more activity
×
×
  • Create New...