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Showing content with the highest reputation since 10/26/2020 in all areas

  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 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. Hello admirals, The patch has been completed and is now in its final testing phases. It is scheduled to be released on Monday 16/11/2020. A further small delay might happen if we find anything urgent to fix. Here is the final changelog: Ultimate Admiral: Dreadnoughts Alpha-9 FORMATIONS The formation system of Ultimate Admiral: Dreadnoughts received an overhaul of its mechanics, making the control of large fleets much easier and realistic. First of all, we fixed all bugs that were the cause of division lines to become mixed up and make ineffective evade maneuvers, especially wh
    22 points
  12. 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
  13. 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
  14. 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
  15. 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
    20 points
  16. 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
  17. 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
  18. The long anticipated update for Ultimate Admiral: Dreadnoughts is now available! Read all the news in our blog (with images): https://www.dreadnoughts.ultimateadmiral.com/post/quad-guns-french-hulls-formations-and-more Or below ===================================================================================== Ultimate Admiral: Dreadnoughts Alpha-9 FORMATIONS The formation system of Ultimate Admiral: Dreadnoughts received an overhaul of its mechanics, making the control of large fleets much easier and realistic. First of all, we fixed all bugs that were the cause o
    18 points
  19. The patch is in closed testing procedure. If all is good, we will release on Monday. Everyone, have a great weekend!
    17 points
  20. First I would like to preface that I understand that the previous modular design the devs developed were found to be to complex for the player and difficult for the AI to make a design out of. I also further understand that hard points are necessary because the AI will struggle building a decent ship without them. Yet despite all of these consideration I find my self dissatisfied with the current status of the ship designer. I find myself making less of a ship completely born from as an original design to just "Montana with 18" guns!" or "Hood with 16" guns!" One of major gripes of
    17 points
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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
  26. 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
  27. 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
  28. 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
  29. We clearly need information about ongoing things. Personaly I want to know whats going on. We waited a lot. Just a small announcement would be great. We need hype.
    15 points
  30. 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
  31. 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
  32. 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
  33. 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
  34. 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
  35. To be honest. What got me really excited for this game was its trailer. I was hoping that the editor was going to be like the trailer. But maybe it will be like that in the future.
    14 points
  36. Guys, please do not worry. Patch is under testing The final changelog will be released as soon as we release the update.
    14 points
  37. Ok, I have been a silent reader now since 2019, when I first bought the game. Seriously devs, what the hello kitty is going on. Where the hell is the patch/infos about it or the general state of the game. People are getting REALLY tired of your shit.
    13 points
  38. Please keep this thread relevant to the topic. Some of the latest irrelevant posts were deleted and Elrerune The Honorbound has been warned. It is very understandable to discuss about historical matters that concern you but please not in this thread.
    13 points
  39. The mission generator uses a new pathfinding system which allows to move ships across the globe manually in much more detail, than it was working in our previous internal beta. New hulls, of earlier pre-dreadnought and dreadnought technology years are scheduled.
    13 points
  40. The new hotfix update has just become available. Restart your launcher to get it. *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 create floating guns. Please report if you anticipate this bug again. Fixed "empty barbette" warning on new British towers, caused by unoccupied side gun
    13 points
  41. Yay, wasnt expecting a patch before the first core patch. Very noice too see new british hulls but also the old ladies getting some appearance, hope we can see more in that department as well. Like the fact that we can effectively ignore the snap points essentially a good step in my opinion, although i hope the modular design case is still viable for designing ships with even if the AI has to use the legacy version. Noice lil patch. @Marshall99 @HusariuS @IronKaputt @Aceituna @Shiki @BobRoss0902 @Airzerg @CapnAvont1015 @Gangut @Koogus @TotalRampage @1MajorKoenig soz to dah rest
    13 points
  42. I am really happy to read this - it is a very good idea to improve this very core aspect of the game in my opinion. Can you already shed some light on what the general scope/direction here will be? Are you aiming for “just” polishing the current version of the designer and add parts or are we talking about expanding, changing and overall improving the ship designer to become more of a flexible and powerful asset?
    13 points
  43. Will we see any major changes to the ship designer at all? At the moment it is very restrictive, and would like too see more placement options and maybe the ability to swap out sections of parts for other sections, like the tower being split into 3-4 parts, Tower, Rigging pole, Barbettes, other.
    13 points
  44. 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
  45. Ayy thanks for the heads up nick, will inform the lads. @HusariuS @Koogus @Bluishdoor76 @IronKaputt@Tousansons(For the sake of it lol). @Airzerg @disc @Marshall99 @Gangut @Fishyfish @1MajorKoenig @Skeksis @madham82 @Stormnet And any else i forgot too. Mind this is news not the actual release of the patch. Either way cheers.
    12 points
  46. 1. Currently each hull shape has some initial unique characteristics which affect several design aspects. If a hull has high freeboard, it is wide etc., it is represented in game stats in various ways. We will make beam/draught configurable soon, to allow more flexibility on those design choices. 2. You can check in-game when we offer the patch and we talk then. 3. 7 inch turreted guns are available to make Warrior/Minotaur type cruisers of the 1900s. SMS Scharnhorst, which is a model on our list to add, had 5.9-inch casemate guns, but nevertheless, we will see how we can improve the syste
    12 points
  47. Patch is getting released today. Hold on admirals!
    12 points
  48. Considering that half of my posts on here these days are complaining about the stupidity of fixed barbette/tower points when we already have free turret shift-placement, and how it needlessly handicaps so many designs... I would really hope that it's been read at least once. But the best we get is 'we'll add more points, on some hulls' and the excuse that certain placements would be historically unrealistic (which I've had to disprove multiple times) when literally 95% of the time all we're trying to do is make designs that look more realistic. If the AI can't cope with a proper designer
    12 points
  49. Hello Admirals, We have just deployed a small update including the following: *HOTFIX v78* - Fixed issues with Richelieu hull that caused gun clipping. - Fixed some reported problems of barbettes & guns. - Fixed floating parts issue caused by bug reporter. - Fixed Hood towers' gun issues. - Added forward barbette slots to Richelieu hull (as requested). - Fixed a bug of formations that could cause a game error. - Fixed issue with formations, that could cause rear ships to collide with the front. Deceleration/Acceleration aspects of ships were part of the reason and wer
    12 points
  50. Just dropping in this treasure from Alpha-9, because when you have five 19" turrets who needs to see where you're going?
    12 points
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