Jump to content
Game-Labs Forum

Leaderboard

Popular Content

Showing content with the highest reputation since 06/24/2020 in all areas

  1. Admirals, We would like to inform you that we are currently working to improve critical aspects of gameplay that are going to be very important in the campaign. Our team is progressing on radical changes regarding formations, armor mechanics, AI and various others you requested many times. Here are some of the improvements which we plan to offer in our upcoming update. Major rework of the formations The formation system of Ultimate Admiral: Dreadnoughts will receive an overhaul of its mechanics, making the control of large fleets much easier and realistic. Firs
    46 points
  2. 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
    44 points
  3. There is nothing more beautiful than a ship at sea. Work in progress (WIP) screenshots from Sea Legends Scale testing - untextured ship
    44 points
  4. 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
  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. 25 points
  8. Hello Admirals, We would like to share news about the progress we have so far and the status of the upcoming update. The team’s reorganization is working great and we are very happy with the results. These last 2 months we have touched upon all major aspects of the game with the new lead programmer (from formations to AI to ship designer) - and finally we can say - now the new team is more than ready to continue with the development of the campaign. We plan to add extra resources in November, which will help us to speed up the develo
    24 points
  9. Stealth17 Gaming has kindly gathered a lot of questions frequently asked by the community of Ultimate Admiral: Dreadnoughts. Our answers can be found in this video:
    23 points
  10. Went to Ottoman coast 3 weeks ago to research sea,sky, clouds, wind patterns and collect references for Sea Legends. Here is what we got in game several weeks later. Of course quality is not final. Ottoman coast real life vs in game comparison shots. One cannot stop imagining hunting smugglers in these ottoman waters working under patent from Venetian traders On other fronts. Team is growing and now consists of 1 technical artist and 1 generative text researcher/programmer, which is more than enough at this stage (I do not count as team).
    23 points
  11. 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
  12. 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
  13. Ok i would just like to say this has come from seeing general discussions throughout my time in Naval Action and how the current game is right now....... This would be a massive change with how the current game is and whats going on right now, so here it is. I believe that crafting ports should be at the nations Capital with all resources needed also being available to build within that same port. Therefore making it so much easier with outposts. My reasons - 1. In my opinion RvR is very inactive due to people being terrified of losing there crafting po
    22 points
  14. Hello Admirals, We just wanted to inform you that today our new programmer has started to work, replacing our previous lead programmer. We are able to provide a new hotfix update within the next 5 working days. Here is what we plan to include. ============================ BALANCES Gun rebalance: The smaller guns from 9-inches and lower are now reloading slightly slower and with more desynchronization. Their damage became accordingly higher. Damage now will be more meaningful per caliber and guns below 7-inch will clearly be more useful against Destroyers. Targeting r
    22 points
  15. Captains. We plan to deploy the gun rework soon. Here is the short description for the review and discussion Goals for the rework Gun roles Gun roles will remain but they will be slightly improved in their roles Long guns/Navy Guns - Strong Penetration Effective range for 42lb - 1km Medium guns/Blomfields - Balanced penetration and DPS Effective range for 42lb - 700m Congrieve/Edinorogs - Strong DPS Effective range for 42lb - 500m Carronades/Obusiers - Effect
    21 points
  16. 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
  17. Admirals, We would like to share our latest news about the project: All Standard Edition buyers will get Xsolla access this week. You will receive the email that has the key to the launcher and the download link. The reasons for this is described below. The development speed has been slowing down from Spring and slowed to a crawl recently due to various unexpected/unforeseen circumstances. We have to reshuffle the team in order to put the project back on tracks. As a result, the Steam release date has moved from 10th of August to end of Autumn. More developers will join th
    20 points
  18. Barbettes that can actually be placed anywhere instead of 2 or three randomly specific places.
    20 points
  19. Target speed penalty should removed in favor or a penalty utilizing the rate of change in speed/bearing of the targeted ship. This will mean ships will have to be maneuvering to avoid fire, not sailing in straight lines at flank speed while being practically invulnerable. Can go into more details if needed.
    20 points
  20. 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
  21. The purpose of this tribunal is not to get someone punished. It is aimed at pointing out a flaw in the new "unexploitable" flag mechanic, and suggest a solution to it. Hence I will not point fingers at the names of any that may have utilised this "exploit", and I will have to describe the issue without giving specific examples. I also, with this, seek to get clarification that what I describe actually is to be considered an exploit by developers. While I would argue that it most likely is an exploit, the mechanics involved were discussed prior to the release of the new mechanic without being f
    19 points
  22. A players suggestion guide for Custom Battles development. Essential: All savable scenarios. All designable ships, including enemies (I). All savable ships (could be describable as blueprints). General: The ability to save during (or while in) battle, to continue +hours battles another day if needed etc. Transport ship designing. Transport command enable. Assign captains (with skills - or crew skills). Set fleet locations and directions (II). Set AI retreat level. Set day/night or set the in-game time. Set weather
    18 points
  23. 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
  24. 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
  25. This needs clarified Ships getting stuck going in circles. This has been an issue for a long time, and it's a pretty meaningful bug. The text error that causes extra space in the tool tip between 12.5km and 15km. Also please make gun tool tips appear higher so when they expand, they have room to expand down towards the bottom of the screen, rather than expanding up, jarring the tip upwards whenever a new line is added. (gap in text depicted below below) Armor model, we need an actual armor model. This is a massive influence on the game. Snap points can stay, but
    18 points
  26. Various design issues, ranging from slots (especially slots on the hood model, US Iowa model, japanese supercruiser model and some other models) being unable to be used creating weird gaps or design flaws, this is also noticible in ships with slots that have large windowed areas as well. Hull length slider needs a scroll function as trying to drag the hull can be really fiddly. Oh and some hulls most notiably german ones i've noticed their guns being able to fire through the hull (lol) despite the barrels being shoved into the superstructure. Some nations still don't have their uniqu
    18 points
  27. 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
  28. 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
  29. 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
    15 points
  30. 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
  31. 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
  32. 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
  33. 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
  34. Tax on Crafting Every monetary transaction in a port between player and AI is currently taxed. With one exception. So it seems an oversight that when doubloons in crafting receipts were replaced with Reals, taxation was not applied. After all a good crafting port is the most valuable commodity a clan can offer. And the most expensive investment. So taxing crafting makes even more sense than taxation on random trade resources that the clan does not even control or affect. Who wouldn't tax labourers in their harbours shipyards? And shouldn't port owners get paid for players using
    15 points
  35. This is not a suggestion for a new mechanic, but rather an argument to revive and improve an existing one. The mood in my circles about the freshest changes to the game is generally positive. The new woods introduced seem to have an idea behind them. They need further adjustment and balancing, but that’s already been promised is coming. And the decrease to acceleration is something the game experience may really profit from when it is further adjusted as indicated. The thing that isn’t really working however, is the distribution of the new woods. The way they are distributed serves
    15 points
  36. 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
  37. 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
  38. 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
  39. 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
    14 points
  40. 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
  41. 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
  42. Guys, please do not worry. Patch is under testing The final changelog will be released as soon as we release the update.
    14 points
  43. We seriously need more customisation outside of just "plop down one of a set of prefabricated superstructures" make it where you can customize mast type, (as in tripod, quad, etc...) conning tower type, and some other things. Also, make middle superstructure, this will add customisability where if you don't want a barren ship you can add some extra meat to the superstructure. Make the built in barbette's optional, or put in a superstructure type to cover them up. Either way, don't Segway people into certian ship design like this. Also make it to where there isn't any one "best"
    14 points
  44. Target bearing/speed is already a calculated factor during aiming. It is just not reflected in the accuracy window with all the complex details behind it. The accuracy speed due to speed is an additional factor, which is also realistic, because -unarguably- it is different to aim at targets that are slow or stationary than targets which are moving at high speed. We are going to offer a different balance with reduction of this "Accuracy penalty due to speed" and even more dynamic aiming mechanics (which use speed/bearing differences between our ship and target) All the ab
    14 points
  45. - splitting up superstructure parts into smaller modules - remove the fixed points for placing items in the ship designer - allow more freedom in placing - allow placement of machinery and funnels - allow more parts for each nation
    14 points
  46. I would echo what others have described above. I enumerated some of these issues in a post some time ago. Of those requests I have seen, I would say that more flexible barbette placement is the most popular. I would say that the most pressing battle issue is the simple armor and damage model. It has curious knock-on effects. I think it is partially responsible for some of the dissatisfaction with gunnery modeling. Basically ships are covered top to bottom with armor. Certainly there were many ships with this arrangement, but the "all or nothing" idea is not possible. T
    14 points
  47. Corrct mirror mode in design screen. Right now mirring guns is not possible correctly. If i rotate a gun the mirrored one wont be rotated correctly.
    14 points
  48. "Pirates" after "council" voted to not help Swedes in the war against Russia RHB and REBEL comes to help Swedes WTF comes to kill Swedes SNOW and ME comes for whatever PVP
    14 points
  49. Port bonuses was a mistake. Fine Woods 2.0 and 3.0 was another mistake. These new enhanced port bonuse are perhaps the biggest mistake of them all. The fact that a new player who is working on crafting and building ships can only craft basic non-port bonus ships in a capital port amazes me. For that player to craft anything on par or better than what he could redeem with a DLC he/she would need to join a clan or get on a friendslist. This is a mindbogglingly poor decision and probably one of the reasons why new player retention is abysmal. All apsects of crafting are tied to
    14 points
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up
×
×
  • Create New...