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  1. Here is the link: https://drive.google.com/file/d/1QzWugoYY6yi8K-mYIKUwn2iiUjNDWJ8E/view?usp=sharing Revision 00, first issued December 22nd, 2019 Revision 01, Updated Feb 04th, 2020 Revision 02, Updated Feb 28th, 2020 Revision 03, Updated Apr 18th, 2020. Revision 04, Updated Jun 26th, 2020. Thank you for reviewing and help updating and correcting!
    65 points
  2. Hello folks, Thought we needed some more fun stuff and I spend a lot of time sailing places. So here it is. This newsletter will mainly be focusing on the Dutch perspective of Naval Action. I'd be more than happy to include more in the next issue if you send me info/stories/gossip etc... Trying to remain like the BBC in my reporting as it were. This link will take you to a viewable pdf of the very first Willemstad Gazette! https://docdro.id/LZEVaeT 2nd issue of the Willemstad Gazette available now. https://docdro.id/osno
    49 points
  3. 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
  4. Tomorrow we will add a special one time item "Seeferkel Last Log" that will help us all remember him.
    44 points
  5. There is nothing more beautiful than a ship at sea. Work in progress (WIP) screenshots from Sea Legends Scale testing - untextured ship
    43 points
  6. Hello again Admirals, The next update is very close to completion and we would like to mention its current (not final) state. Here is all we have completed so far: ====================== NEW SPECIAL FEATURES Custom Battles: You can now choose to fight randomly during years 1890-1930 selecting the nation, fleet composition and year for both you and opponent. The available ship designs will be based on the upcoming campaign tech tree , so errors/warnings may occur, for example ships might not be available for a nation in a specific year. We are going to improve further the
    41 points
  7. Hello Admirals, Thank you very much for your ongoing feedback and your fantastic participation in the forum, where you share so many interesting ideas and historical knowledge with us. We would like to inform you about the planned improvements of the next patch. SPECIAL NEW FEATURES Two new 3D Base Models ships: the legendary battleship "Bismarck" and the mighty battlecruiser "HMS Hood": Bismarck and Hood hulls are available in new Naval Academy missions and Custom Battles (after year 1927). Improved Damage Decals: The damage is more detailed, according to where it actually
    37 points
  8. Thread closed. Discussion moved to: Update 26/11/2019:
    37 points
  9. RVR proposal Civil war The risk is that thanks to the forged papers (I state that I have nothing against them) many players join the stronger nation simply because it is simpler, or as for some, just to avoid fighting. This is not good for a war game, where war must remain the main purpose. Proposal Add a list of enemy clans (rogue) that belong to your nation to clans. If a clan is added to this list it can be attacked in OW and its ports can also be attacked. The clans that have the rogue clan in their friends list must decide who to side with within 30 days (it is not possible
    36 points
  10. Please please please can you return the fleet practice lobby system, it is an excellent tool for new and experienced players to practice large scale battles and teach small scale battles too it helps new players to learn how to figth without losing the ship. It helps breed a new era of fleet commanders for port battles. it helps fleet members sharpen their skills.. newer players wanting to get involved in RvR are forced to bend the knee to the veterans because they dont know where to begin when commanding a fleet, fleet practice fills this void with the ability to practice, teach,
    32 points
  11. Hello everyone, We hope you are all fine, healthy, strong and enjoy whatever makes you happy. We would like to share the content of the upcoming next update of Ultimate Admiral: Dreadnoughts. Here is all the info: Ultimate Admiral: Dreadnoughts Alpha-6 SPECIAL NEW FEATURES Flash Fires: If the main guns (or the sections below them containing the magazines) are penetrated then uncontrollable flash fires may swiftly spread, ignite the propellant containers and cause catastrophic explosions, blowing away one or more turrets of the ship with a spectacular new visual effect. So, n
    31 points
  12. Hello Admirals, We would like to share information about the upcoming major update of Ultimate Admiral: Dreadnoughts. Here is what is included: Ultimate Admiral: Dreadnoughts Alpha-5 SPECIAL NEW FEATURES Major improvements in ballistics: Repaired issues that made shells to travel at unusual wide arcs or at inconsistent speeds. Shells now can hit other vessels except the ship you target, making cluttered ship formations more vulnerable to shell fire. Friendly fire can happen if ships fire too close to each other. Previous ballistic system had some omissions that were neede
    31 points
  13. Short range musket fire, very efficient to kill the crew of nearby lower vessels. The crew has to be assigned to that task, like sailing or boarding and is missing on other stations, marines are automatically assigned to that task. The assigned crew will load their guns and fire at nearby targets, when triggered by the player. The closer the enemy, the deadlier the result. No automatism in it (except for aiming). Range max. 50 to 75m. This should do away with small ships hugging big ones.
    30 points
  14. Clan ship docks (1 ship per clan member)
    29 points
  15. When pressing F at open sea to open "Fleet", i would like to see a thing, that shows what kind of books you have applied to the current ship. Example: a player might forget if he has marines or some gunnery book applied. Then when at sea, he can only know for sure if he gets into a boarding, i which case he will die.
    28 points
  16. I know that what a lot of what I’m about to say has been said before, but I feel suggestion reports often work on a principle of ‘accuracy by volume’ I will preface this by saying that the compelling facebook adverts (which have slowly ground down my will into purchasing a £40 over the course of several months) are pretty misleading since I now see on here, that the devs have said back in October that they have no intention of implementing a similar system to adjust the hull. This borders on false advertising which I don’t think is fair for a game of this price! In general I find de
    27 points
  17. @--Privateer-- You didnt asked for an edit so I made one Like if you laughed Thanks if you dont like those AI things in the game Sad if you will miss me once Im banned
    27 points
  18. Admirals, We would like to share with you the plans on the Steam release for UA: Dreadnoughts. Game launch The game will launch in Steam Early Access after Steam Summer Sale. Valve does not recommend launching during the Summer sale and we had to move the date from mid-summer to end July August. Estimated date 10th of August, the date depends on the Valve’s final approval of the store. But we are trying to push for an earlier date. Price for Early Access Edition – 35 USD (with Steam regional pricing differences). Steam keys for Limited and Standard edition buyers We are request
    26 points
  19. Now we can relax and go gank or patrol area And sometimes do good port battle without this fck screen, multiflips and others not good mechanics. Play and have fun. We all won.
    26 points
  20. What happened: Swedish Player [CRC] Die Geist, Rank Kapten, created 23.08.2019, started a hostility mission for Truxillo. A fleet of Russian 1st rates joined him to flip the port. The Port Battle is scheduled for 10.02.2020, 13:58. [CRC] is not on the friend list on any of the major Swedish RvR clans - it 99% surely doesn't have the capabilities to take any port. (It actually only has the 1 single player. can't really be more obvious.) Most likely an alt account, british or russian - up to the devs to check. In the mission, the hostility was actually grinded by the russian 1st rates
    26 points
  21. I collated a bunch of requested changes for the ship designer. General (Partially addressed) Allow design saves. (Addressed) Allow name and nation changes. Add crew category(ies). Add deckhouses, allowing raised placement of items and improved "crew" effects. (To be addressed) Better explanation of funnel capacity. Allow display of citadel, magazines, turret trunks, boiler/engine zones, conning tower area, and other important places with a selectable viewer. Possibly add an armor viewer. Possibly allow customizable towers, funnels, and turre
    25 points
  22. Would be awesome to hear a whistle and the rumble of drums when you start to tag another ship. If sailing in a group it would be helpful for them if they hear that sound as well.
    24 points
  23. AI trading (DLC) It would be great to have OW full of ships owned by players and not by AIs. I realize that implementing a player-controlled automation system is a not indifferent effort, but I think it could be solved by making a dlc. My proposal is to be able to command a trader ship in my port to navigate to another port (where I have a base). This activates an AI that navigates through preset points on the map using the shortest route between them. To do this you have to pay a price (let's say the price of hiring a captain), and therefore it must be done only for goods and materia
    24 points
  24. We just meant that the possible ships to build in custom battle are based on the campaign progression, which means that you cannot build a spaceship but only ships of the campaign technology tree between 1890-1930 and only as far as we have progressed our work on the campaign build tree. The possibilities are endless, since we do not use fixed models, as you already know. Regarding the cheat dev mode, it is just not for players, since it breaks, cannot follow our internal processes, understandable that some people enjoyed playing with it, when they discovered it, but many of those infe
    24 points
  25. Your unhappiness with a game or its creator (me) or forum, or forum policies does not give you ANY right to ruin a memorial service for someone and does not allow you to behave like a shithead. Get out and dont come back until you calm down and come to the senses.
    23 points
  26. Water depth and ships draft The whole map (OW and battle instance incl PB) shall have a defined water depth, not only shallow and deep). Battles near the coast will become a way more interesting, when the bigger ships cannot follow the smaller ones or when in PB 3rd rates and above can only manoeuvre in certain areas, while frigates and maybe shallow draft dutch liners have a way more freedom. This would have the benefit, that there will be again areas for 6th and 7th rates, some ports may only be accessible in 5th rates and even the small frigates may find their place in the ga
    23 points
  27. Admiralty connection Part 2: Price 5 € : -You contact in the admiralty give you the chance to rename a ship every day, but you can't change the name of a ship already rename In battle example :- Royal Princess ( Le bucentaure) - Saladin (Wasa) - Ink ( Trader Lynx)
    23 points
  28. The devs really need to step up on improving the clan management aspect of the game. Right now it is way too vanilla compared to the clan management systems in other games. Here are some thinks I would like to see (some have been suggested before): 1. Customizeable clan member rank titles. 2. Permission levels for each rank. 3. Ability for leader/co-leader to set minimum clan bank balance. 4. Clan ship warehouse (up to 30 slots, one slot per 2 active members). 5. Automatic purge of inactive clan members (6 months). 6. Port incomes need to show in money log. 7
    23 points
  29. Issue 8 now available https://pdfhost.io/v/pYCAApcs_Gazette8finalpdf.pdf
    23 points
  30. Fellow Admirals, Your participation in the forum, your comments, suggestions, criticism, everything is deeply appreciated and acknowledged. We have been quite silent the last days, because we are extremely busy preparing our next update and planning all the necessary features before releasing the game on Steam Early Access. Our main development team consists of only 3 people and currently our hands are full! The complete road map with the main features is going to be provided next week. Soon, we will inform you about our forthcoming update "Alpha 3", at least those confirmed, since
    23 points
  31. 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
    22 points
  32. 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
  33. 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).
    22 points
  34. 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
  35. After investigation 5 farm abusers were found, Steam ID recorded, appropriative actions were taken (main perpetrator rank was reset to 0)
    22 points
  36. release admiraal de ruyter for everyone ( permit drops i dont care how it drops it up to the development team to balance that )
    21 points
  37. Off the top of my head: 1. Spotting and targeting should be relative, but there should also be less tower-dependent differences in visibility, at least for broad classes of ships. 2. Better representation of differences and evolution in armor schemes. 3. Accuracy should update after shots arrive at target (with additional time for observation and adjustment), not when guns fire. 4. Relative range and bearing rates should be a more dominant factor in accuracy; absolute target size and speed less. 5. Less abstract treatment of smoke and radar. 6. More freedom for pl
    21 points
  38. Just wanted to start a small thank you post for this game, how much fun I’ve already had, and what is coming in store for us in Alpha 3. I adore the changes that are coming our way, and the ship design saver alone is a big boon for all of us. As long as the final version of that saver works across any campaigns that we start, allowing us to switch nations and try something new, I’m going to get hundreds and hundreds of hours out of this game. Really just wanted to say thanks for such an amazing game with insane customization options, and I know they aren’t even all out there yet. Take you
    21 points
  39. I think being able to target secondary guns on a second target is very important.
    21 points
  40. 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
  41. Barbettes that can actually be placed anywhere instead of 2 or three randomly specific places.
    20 points
  42. That's a superb instance of incredible restraint, giving such a polite and measured answer to an incredibly poisonous rant post. Hats off. And double hats off, because that update list looks incredible!
    20 points
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