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Showing content with the highest reputation since 12/07/2020 in Posts

  1. Hello admirals, Despite the difficulties of 2020, which have affected everyone’s life as well as the game’s development, we continued to provide several updates and significantly improved the game. We deeply hope that Ultimate Admiral: Dreadnoughts has already become a game that you enjoy and thank you for your ongoing and precious feedback that we so much appreciate. We want to assure you that we acknowledge all your concerns and suggestions and today we would like to inform you about what are our definite plans for the next patches that are going to be delivered within 2021. W
    45 points
  2. Hi all! After leaving my feedback regarding the Ship Designer - in my opinion the most interesting and unique selling proposition of the game - in multiple threads I decided to write up a summary of what I would like to see. The whole thing is aiming to improve flexibility and create more interesting (and less repetitive 😞 ) Designs! As a Start I would expand on what we can do on the Hull! These steps are marked as H1 to H11: H1. Hull Selection Fewer hulls needed as the hull itself becomes part of the design process. Example: tumblehome, pre-dreadnought, dreadno
    42 points
  3. Hello Admirals, We would like to share the latest information about the upcoming “Core Patch 1: Mission Mechanics Test” which will include the first playable version of the Campaign, in a very limited state. Among the various improvements you have requested, there is also a whole new Hull line for the Italian Navy, while all playable nations receive the capability to build their own super battleships (Britain, Austro-Hungary, China and Spain now have a special super battleship hull). Please read what is going to be added in the confirmed changelog below. More features can be a
    38 points
  4. Hello everyone, The work for the next major update continues. We would like to offer you the changelog that mentions all the new features of the upcoming Core Patch. The campaign version of the game has been remade from scratch, replacing fully the test version which was partially working internally for some time. Despite working almost solely for the campaign, the game has been improved further with new very important features and has been polished in several aspects. You can read below everything that has been readied so far. *==============================* *Core Patch 1* *=====
    34 points
  5. Hello again Admirals, Since our last post regarding the upcoming big update we have made significant progress not only on finalizing the first campaign version but also on adding new and very important features. Besides the many new hulls for Italy and other nations, we added a brand new hull model based on the Russian Battleship project “Sovetsky Soyuz” and several new ship variations for the Russian Navy. We added even more depth in the armor zone system by making the belt, deck and gun armoring layers more detailed, giving you much more design freedom. The most important new
    32 points
  6. Dear Admirals, Our progress on the campaign and the first core patch is steady. Our team is also growing and is able to work faster and more effectively. Until we deliver our planned major patch, we wanted to update the game for you with more content and various improvements that you have asked for. Here is what we are preparing to deliver with the upcoming Alpha-11 version of Ultimate Admiral: Dreadnoughts. NEW HULL & MODELS New hull which allows to recreate the King George V-class battleship for the British Empire. You can find this hull with the name “Modern Battleship I
    32 points
  7. Hello Admirals, We would like to inform you that the next build is now in closed testing and the final patch is going to come out early next week, if everything is ok with no critical bugs. Your feedback is extremely important and we assure you it is always read and considered even if not always acknowledged directly. The new Core Patch will have an early limited version of the campaign between two nations (we will post a more detailed description soon). With this version we focus our testing on war and victory conditions, mission generator, fleets and R&D progression. Many
    27 points
  8. Hello Admirals, We hope you had splendid Easter Holidays and you still enjoy Ultimate Admiral: Dreadnoughts. The work on the campaign is in progress but it needs more time to become public in our planned “Core Patch 1”. Therefore, we decided to offer a new major update with stable features you are surely going to like. Here is what we confirm so far for the next patch. *==============================* ALPHA-12 *==============================* NEW HULLS & MODELS 18 new hulls offer countless different new designs. In particular, the new hulls are the following: New mod
    27 points
  9. Greetings Admirals, The next major patch for Ultimate Admiral: Dreadnoughts has just become available! This large update is the precursor of the first campaign version of the game. We decided to release not together with the campaign since it has many new features which owe to be tested solely. Please read everything about it in our blog: https://www.dreadnoughts.ultimateadmiral.com/post/core-patch-0-5-released Your feedback will be much appreciated, as always! FIXED 20/9/2021 =Note: There is a known bug of freeze if you click mouse button while waiting to load a battle.
    25 points
  10. Hello all, We understand your anticipation for the campaign and it is welcome. The last patch which you all play has revealed very few remaining issues that we already sort out to fix in the next patch, including the optimization of auto-design (which is very important for the campaign). The next patch will include the campaign, finally. The campaign is now receiving a major development to make the AI a sufficient opponent, on how to respond to player actions, generate strong fleets and pose a constant threat. Visuals of the campaign are currently of low priority and will not de
    25 points
  11. Hello, I am sorry, but I am personally very very busy to follow and respond to all questions. I want to inform you that the build, today, will enter closed testing. We will inform the usual testers in our closed forum when it becomes available. If all is ok, we will release at the start of next week.
    24 points
  12. Hello all, Tomorrow a new hotfix patch will become available. It will include the following: *Hotfix v90* (30/9/2021) - Refactoring of the Auto-Design code, addressing various issues that could cause errors and delays in the process. Most, if not all, problems regarding freezes, delays, unbuildable ships, should be fixed. - Improved the overpen mechanics, so now you will be able to see full penetrations on the smallest craft such as the Torpedo Boats. - Increased the torpedo damage (due to latest changes in ship section density, damage could be small in large warships). - Fixed
    24 points
  13. The new update which includes the early test campaign is finally available! Read a brief guide on how to play and all the details of the patch in our official blog: https://www.dreadnoughts.ultimateadmiral.com/post/the-first-campaign-version Hotfix Update v92 (25/11/2021) - Fixed several bugs that could cause game crashes in campaign. - Fixed issue with scrap that could give too much money. - Fixed bug of crew losses calculations. - Fixed a lag issue in ship design process. Ship design interface should now run smoother. - Campaign can be played now without needi
    23 points
  14. Glad to see some progress on the campaign. As with all relationships communication was and is key. While some people on here seem to be very excited and others are disappointed it could all have been helped/prevented with better communications. I was discussing with BrotherMunro how the company would benefit so massively from a community manager. Just somebody who updates the community and addresses concerns. Yes, it would be a thankless job at times, to be sure, especially after long periods of going without a patch. Still, it would prevent alienating the community of fans/hardcor
    22 points
  15. It might have been a neglected process from our side to update the plan which we have announced here: But if you notice what we promised and what is going to be given within the year is literally 3 core patches into one. If we had delivered Core Patch 1 in September/October it would be having unwanted bugs and you would all argue about the game's stability and quality. Instead, we decided to give a large update with Custom Battles Saves and a whole lot of new features so that you have a good working game, until we finalize the campaign with as many features as possible and without
    22 points
  16. Mandatory people calling: @Stormnet @Aceituna @CapnAvont1015 @1MajorKoenig @Skeksis @DougToss @Airzerg @Bluishdoor76 @HusariuS @Marshall99 @Steeltrap @Commander Reed @Redletter45 @Cpt.Hissy @AdmER @Davy_Jones @Gangut @IronKaputt @Koogus @T_the_ferret @BuckleUpBones @o Barão @Schirüno Also soz if i forget anyone, but im not sure whos even still going to the forum at this point so eh. Also noice too see this, peeps were and myself going mad in the forums as you probs have noticed lol. cheers! 'w'/
    22 points
  17. The new update offers more freedom in ship design and many new ships. Read everything about it in our blog: https://www.dreadnoughts.ultimateadmiral.com/post/alpha-11-arrived Your feedback will be much appreciated! *HotFix v82* (10/3/2021) Japanese late tech 4/5-inch guns of large capital ships got their proper model (for making Yamato looking secondaries). Various repairs in Auto-Design. (Addressing some potential overlapping issues between guns and superstructure). Fixed bug that could cause AI to build ships with underwater guns or player to crea
    22 points
  18. Hello all, We were ready to release, as we fixed and optimized all majors aspects, but we found a potential crash problem that could be caused if you clicked mouse button while waiting for AI fleet design in the loading window. We cannot release without this bug fixed, so please wait until tomorrow. PS. We are sorry for the anxiety and anticipation caused so far, but we want you to play the game with the best quality and stability possible.
    21 points
  19. Let's dive right in: the current system of how artillery - arguably the most important factor in the design, construction, and production of the modern battleship from inception to conclusion - works, sucks. As many people have already noted: - Shell weights are considerably off reasonable spec, let alone historical. - Gun ranges, a pet peeve, are considerably limited for all but the largest calibres. While these are just a few examples - albeit well-known - the inability to choose certain real-life influencing factors considerably limits not only our capacity to create historic
    21 points
  20. Guys, we are sorry for the silence. The campaign is in works, and it is the primary thing we do now. The game is certainly not dead. The version you play is stable so what remains as top priority for us is to provide for you the upcoming Core patch which will include the first campaign version and many other features you requested. When we finish what we consider essential, then we will provide all the necessary info and, of course, we will make the patch available.
    20 points
  21. Guys, we would like to clarify, once again, that our game "Ultimate Admiral: Dreadnoughts" is still under heavy development, the team is growing further and delivers patches constantly. The game is stable and playable because we try to address all major issues that you report and will be finalized with a fully featured campaign, as we have promised. We will provide the intermediate patch “Alpha-12” with improvements not because we are far from releasing a campaign but because we do not want you to wait for longer with nothing new added in the game. It is something we believe most of you
    20 points
  22. Please hold on Stealth, patch is very near to completion. After that, we can discuss any other matter. Patch is still under testing and a few more issues need to be fixed. Tomorrow it can be the day, if we fix them all. Or we can release and make a hotfix as soon as possible. In any case, please everyone hold until tomorrow for a definite answer.
    19 points
  23. Dear Admirals, We have news about the final and definite changelog regarding the upcoming Alpha-12 update which we announced here. From the moment we announced the patch we added even more new ships, new missions, more fixes and a new special feature for torpedoes, which now have different models and size according to technology and torpedo dimensions. We will not be able to add the ship weight offset improvements, as this feature needs more work. The patch will be offered next week. You can read its updated content below: *==============================* *ALPHA-12* *============
    19 points
  24. Hello Admirals, We would like to inform you about our next patch which will arrive soon. In this update we offer crucial improvements on battle gameplay, especially regarding the formations and evasion system. This is a major improvement and we are happy that we handled it before paying full attention to the campaign. We also introduce for the first time the ability to use the reverse engines of ships, an action that is very useful for evading torpedoes and maintaining formations. Please read below about all the improvements we are currently working on. =========== SHIP EVA
    18 points
  25. Admirals, an important hotfix has just become available. Hotfix Update v94 (29/11/2021) READ HERE - Added movement of ships between ports. You can now select ships from each port and move them to other friendly ports (Work in Progress). - Added mouse sensitivity options in the controls. Players who had issues scrolling the map can adjust this new setting to suit their needs. - Improved Auto-Design to not accept ships with side instability. - Adjusted further the aiming of ships to be more consistent when focusing on a target persistently, especially at close range. - You can
    17 points
  26. @Skeksis@DougToss @Steeltrap @Airzerg @HusariuS @Marshall99 @IronKaputt @Shiki @Bluishdoor76 @Aceituna @CapnAvont1015 @Commander Reed @T_the_ferret @Admiral Lütjens @BuckleUpBones @roachbeef @Schirüno @Koogus @AdmER @Gangut @Danvanthevacuumman @Stormnet @Dirlinger And god knows who else i missed, here you go bois.
    17 points
  27. Patch is going to be released tomorrow guys. We fixed a lot today, needs more testing.
    17 points
  28. The patch is in closed testing procedure. If all is good, we will release on Monday. Everyone, have a great weekend!
    17 points
  29. Lets start from my perspective I spent an adult life in naval service, doing this for real. I have served on nuclear cruser, Large amphip (small carrier), fast combat support, 2 Nuc aircraft carriers ( Enterprise and GW) and a DD in a warfighting rate. I lived in CIC. I had high hopes this would be a good tactical simulation requiring realistic tactics and not a typical PlayStation BS game. These are my thoughts... 1. Hire a retired naval officer as an technical tactical adviser. This game has serious tactical deficiencies, no one with an ounce of experience can
    16 points
  30. I’m happy with the patch notes, and particularly the write up. It’s appreciated, and I’m looking forward to seeing how that North Sea campaign comes together. e: Though if @Shiki is right, a lot of the underlying systems might remain flawed. I’ll test this build and check in when I have a feel for it. I want to reiterate that the firm and vocal feedback from the community comes from a place of seeing what’s possible, and I don’t think should be taken as discouragement, but rather encouragement to pay attention to neglected areas. I know it’s hard to balance praise and cri
    16 points
  31. For the moment, I'll choose to leave aside my so-called "toxicity, drama, and aggressiveness" - to use such grand words of wisdom from the mouth of one more than a year behind their own schedule, charitably. Instead, I'll focus on a realistic assessment of this update. Let's see... Campaign Yay!... I guess. Six months is quite a long time to rip apart an old campaign with bare-bones functionality and put together... another one with bare-bones functionality. My only positive to this is that it's stable. Probably. Hulls One - probably butchered - Japanese 'large light c
    16 points
  32. Let's dive right in: this game could have been great. It could still be great. It would be even better if the development team actively communicated—or at the very least, hired someone to communicate—as they gave out in the past, but that's neither here nor there. We're not here to beat a thoroughly dead horse. Instead, I'm here to present some (relatively) minor quality-of-life improvements that I've compiled from my experiences playing this game: things I wasn't quite satisfied with, or thought could be done better. This is an alpha, after all, and we're here to test and provide feedback. He
    16 points
  33. Admirals, The anticipated patch has been finalized and is ready for you to play! Explore the many new hulls, the Ship Design improvements and lots of interesting mechanics. The AI is also significantly improved and is more threatening as an opponent and more reliable as an ally. You can read below about all the new features of Ultimate Admiral: Dreadnoughts. Read everything about it here: https://www.dreadnoughts.ultimateadmiral.com/post/alpha-12-good-to-go Your feedback will be much appreciated and you can place it in this thread! Thank you in advance. The
    16 points
  34. So, right now, barbettes are a component of their own. You place them, and then a turret on them. Simple enought, right? But there are problems with the currente system: 1 - The AI is constantly using wrongly sized barbettes for smaller or bigger turrets for no reason 2 - The barbettes also often dont match similar sized turrets, being a little too thin or too thick for the turret. This has been suggested a while ago, but one potential solution would be to have an option (like a key press) when placing the turret that toggles bettween no (exposed) barbette, superfiring barb
    16 points
  35. Dear Admirals, We would like to share information about the distribution of Steam Keys of Ultimate Admiral: Dreadnoughts to all pre-order backers who purchased the game via Xsolla store on our website. There are two new changes on Steam rules which we must follow. The first one is that the keys can only be distributed to you only after the game goes live and is playable on Steam. The second change is that we can no longer order a full batch of keys in one go and have to order the keys in smaller batches that are delivered after the game goes live, as mentioned. Ultimate Admiral: Drea
    15 points
  36. Jesus Christ... I don't know what to say here. The campaign is just too limited. Already a bunch of people complaining about the time frame because they can't get their WOWS dopamine fix. And I can't blame them. This campaign does not have peace time, so it's constant warfare. And the problem with that is... your starting fleet will probably be your final fleet, at least for 1890 campaign. You won't be designing anything new because technology advances too slow while every other turn, there's a small clash between a CL and... a CL. The above piles upon that fact that the gunnery system and
    15 points
  37. I understand games development can be fickle or run into problems unexpectedly. However, even a few screenshots wouldn't hurt now and then. I know i'm repeating myself, but i seriously dislike the valve treatment. I mean i get far more invested and interested when i see regular and consistent updates. Than long gaps with nothing.
    15 points
  38. In the upcoming build the respective component will be separated to Shell Charge / Propellant, so Cordite and other propellants/charges will get their realistic impact.
    15 points
  39. Ahh lets guu bois!!!! @Koogus @Marshall99 @HusariuS @Bluishdoor76 @Aceituna @IronKaputt @Skeksis @CapnAvont1015 @Tousansons @TotalRampage @Mindstrip @Gangut @SonicB @Shiki @Airzerg Soz for those i forgot! Yay finally lol.
    15 points
  40. Hello Admirals, First of all, we wish you a great time with your family and friends during these festive days. Today we are happy to announce our new update which offers crucial improvements on battle gameplay, especially regarding the formations and evasion system. In this patch we also introduce the ability to use the reverse engines of ships, an action that is very useful for evading torpedoes and maintaining formations. Various other improvements have been worked on, based on your recent feedback. You can read more information in our official blog or below: =========
    15 points
  41. Hello all, We would like to share an update regarding the upcoming patch. We wanted to release it this week but we found two major issues from the old implementation, so we had to refactor all movement code. The most major issue was that the previous version could not support any negative speed at all. The old method of implementation was interfering with our planned progress on ship movement, so more changes were needed. The new movement system will be provided some time next week or in a week with additional improvements, better code, less bugs, and will be more enjoyable as a
    15 points
  42. How is it even possible that my 1900's technology CA cannot spot a DD unless it is at 1,5 Kilometer distance at clear weather? and that in a game that wants to create a realistic potrayal of early 20th century naval combat.... Same situation for BB's spotting other BB's. Its a bright clear day, the sun is shining but no one, literally no one of your 800 men crew notices a floating 170 meters long metal island with 69 barrels sticking out of it coming towards them until it is so close it basicly blocks the sun. This is all with level 5 towers equiped on my BB by the way. Historically
    14 points
  43. The more i stalk the forums the more i see signs that i've seen of games like War Thunder, From The Depths or other unique games with no competitor. Slow development, constant disappointment or unfair practices, community pushback and lack of communication. Following this game since 2019 has been a rollercoaster, and i know not everyone in the dev team is to blame, but this is honestly getting both ridiculous and embarassing Let's be honest, if there was any actual alternative to Dreadnought a lot of us would not be following this game, trying to get whatever bit and pieces of communication
    14 points
  44. Hi all, I love the concept of the game but there isn’t a whole lot to do yet — and this will at least be the case until we have a decent campaign. Therefore I would like to try the following with you: Let’s try to post our own scenarios here! We can then play these “Community Scenarios” in Custom Battles and Post the results, designs and discuss feedbacks in this thread! As for feedback we can use the forum reactions - thanks to @HistoricalAccuracyMan : “Like” - I like the scenario “Thanks” - I beat the scenario “Sad” - I played it and did not
    14 points
  45. oi lads, an update! @Stormnet @HusariuS @Marshall99 @Bluishdoor76 @IronKaputt @TotalRampage @Koogus @1MajorKoenig @ThatZenoGuy @Skeksis @CapnAvont1015 @Zuikaku @Airzerg @SonicB @Speglord @Commander-Alexander-Reed @Steeltrap @Hangar18 @Jatzi @Danvanthevacuumman @Gangut And god knows who else i missed oh hold on. @Aceituna Forgive me as it's 27oC where i am. @Tousansons soz lol. @Dracohere it is lol. Very noice too see this btw.
    14 points
  46. I think there are several quality-of-life changes and fixable issues that would make battles more fun. I've seen many suggested. Here's my list. Divisions, AI, and Smoke The player should be able to choose division arrangements and formations before the start of battle. It is irritating when ships are spawned in nonsensical places and weird groups. Damaged ships should not loop to rejoin at the rear of the division. This often leads to chaos and wastes time, requiring the player to remove them from the division. Perhaps they could simply move a bit to the side and slow down fo
    14 points
  47. Admirals, This is not an April's fool joke. We just deployed a new update which improves several features and fixes issues that you requested. Check the info. Restart your game client to start playing! *HotFix v84* (1/4/2021) Optimization in Auto-Design code: Fixed issues that could cause either problematic designs or too much delay while building an AI fleet. “Too many threads” error and game freeze during battle loading should now be completely fixed. Fixed a bug that could cause AI to place guns at fully obstructed sections (e.g. in early battleship’s middle sections
    14 points
  48. That's what frustrates me. The ship designer is literally a core function of the game, as well as its main selling point. It's sad to see it unnecessarily crippled with no promise of a fix, while minor things like reversing - which I've never felt I needed - are prioritised in patches. It's why I've largely given up playing.
    14 points
  49. A reshade visuals modification for UAD. v4 Objective: - Replace the vanilla look from UAD for one more realistic. - Reworked the image details; shadows; clarity; contrast and colours. - More color to fire, explosions and gun blast. - A darker water tone. Installation: Download the content from: https://app.box.com/s/9n8b8cwyug20pka52qexhmzhnku4ofjs Unpack and place the files in: C:\....\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts\default\game To remove: Just delete the files. Shortcut keys in game: - "Home" open/close res
    13 points
  50. I always love the new updates, but in my opinion the most important thing that the devs must implement into the game, that getting rid of the fixed points. Without this feature the game will be always repetitive. We can't create historycal ships, witch is obviously a very important thing to do. Secondly, armour viewer. If I design a ship, I want to know where I have to place more armour in the designer, where is the citadel, is it under water, waterline above waterline. This is also very important. I want to see the deck, the citadel deck, upper deck etc... I know that the campaign is the
    13 points
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