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MDHansen

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Everything posted by MDHansen

  1. go to your game folder : steam\steamapps\common\Ultimate Admiral Dreadnoughts right click Ultimate Admiral Dreadnoughts.exe -> send to -> desktop (create shortcut)
  2. getting the same here, vanilla and my personal mod. Veeery slow
  3. 1.05 : -Update for UAD 1.5.0.6 opt and DIP 1.9.1 1.06 : -Update for UAD 1.5.0.6 optx2 and DIP 1.10.0
  4. 1.04 -Update for UAD 1.5.0.6 -More changes in tech descriptions (visual only)
  5. 1.03 : -Removed tb/cl/ca techs from BB (old Hull Strength) tech. They will now only show in their respective categories -Fixed several description errors through the technologies-resources.assets. In particular Light and Heavy Cruiser techs (visual only) -Added command "start" to earliest CL techs. An 1890 start would not have first iteration of light cruisers because of this
  6. What would be nice to have, is a movement order called "formation escort" (as an example). This would mean ships given this order will not under any circumstance leave their assigned escort ttask. Say a group of DD and/or CL to guard the slow BBs
  7. pathfinding is not something we can change or alter per now. We can do some tweaks in the files we have access to, but the actual pathfinding is sadly out of our reach
  8. 1.02 : Pushed an update to replace the wrong .lng file. You should no longer see wrong texts on armour in particular
  9. 1.01 : Updated Nexus page for download instructions and info. Also updated the mod to be inline with BMs update
  10. properly tested and verified everything works as it should, for every decade new game. Needless to say, changes here needs a new game, singlehandedly because of repositioning the battleship hulls. Bedtime now, time flies when you have fun! Easter holidays now, so I'll de doing some more havoc through the week. Will be posting details on what I've been doing for others to have a look at
  11. -Moved battleship hulls from Hull Strength to a new BC/BB tech -New Tech Group Hull Construction & Strength -New tech trees BC/BB, Heavy Cruisers, Light Cruisers, Destroyers
  12. Working further on my project. I added a completely new TechGroup "Turrets" under the original "Naval Guns, moving Gun Layout and Gun Mechanism to the new group. Looks a bit more tidy. No replacements done at all Regards the the small pictures on the Tech Group and GunLayout/GunMechanism, I am not sure I can change those. I'll have to dig a bit more (Updated with 4 guns tech trees)
  13. maybe i initially misunderstood your quesiton here. That screenshot is taken from a 1930 campaign start, just to see if it actually worked straight off the bat. And yes, the tree itself is visible at an 1890 start, and will start researching the first tech right away
  14. i havent touched any years yet. Can be edited like techs normally. Gonna fine tune it all later, and make versions with and without the submarine techs. I initially used the submarine trees, since it was easier to just overwrite them ( and I dont use subs)
  15. should be doable yes. Not home atm, but will share my secrets once I am back at the pc
  16. Shamelessly posting my post here from "unofficial mods". Would you be interested in doing something simliar officially @Nick Thomadis?
  17. This will need a new game, DO NOT add in a current campaign, as you will restart the hull techs This is a submod of @brothermunro DIP mod. This is purely a visual and practial mod for the Technologies tab. There might be minor tweaks later, but nothing that will force a new game start. ------------------------------------------------------------------------------------------------------- -New Tech Group "Turrets", populated with Gun Layout and Mechanism. -Updated tech group for guns: 2-5" , 6-10" , 11-15" , 16-20" -New tech Group for Hull Strength and Hull Construction -Updated tech group for Destroyer, Light Cruiser, Heavy Cruiser, Battlecruiser, Battleship -Removed obsolete Submarine Tech Group -Moved "Armour Quality" and "Armour Forging" to same group as Hull Strength and Hull Construction ------------------------------------------------------------------------------------------------------- Files modded: English.lng technologies-resources.assets techTypes-resources.assets techGroups-resources.assets (I've edited the UI so it shows all the tech columns for a better view, hence the weird text) -(STEAM) Playing a modded game, that also updates alot, it is always a good idea to set to update when launched and use a shortcut of the .exe from the game folder to play the game. That way Steam will not update the game, before you tell it to. 1.01 : -Updated Nexus page for download instructions and info. Also updated the mod to be inline with BMs update 1.02 : -Pushed an update to replace the wrong .lng file. You should no longer see wrong texts on armour in particular 1.03 : -Removed tb/cl/ca techs from BB (old Hull Strength) tech. They will now only show in their respective categories -Fixed several description errors through the technologies-resources.assets. In particular Light and Heavy Cruiser techs (visual only) -Added command "start" to earliest CL techs. An 1890 start would not have first iteration of light cruisers because of this 1.04 : -Update for UAD 1.5.0.6 and DIP 1.9.0 -More changes in tech descriptions (visual only) 1.05 : -Update for UAD 1.5.0.6 opt and DIP 1.9.1 1.06 : -Update for UAD 1.5.0.6 optx2 and DIP 1.10.0 1.07 - Update for UAD 1.5.0.6 OptX4 and DIP 1.11.0 1.071 -Changes to time multipliers for Hull Techs. They were researched too quickly, and ended up getting access many eayrs before original. Thanks to <kineuhansen> for the headsup. 1.08 -Updated for UAD 1.5.0.7 and DIP 1.12.0 1.09 -Updated for UAD 1.5.0.7 OptX1 and DIP 1.12.1 1.10 -Removed obsolete Submarine Tech Group -Moved "Armour Quality" and "Armour Forging" to same group as Hull Strength and Hull Construction -Updated .lng file to the latest changes --This should not cause any issues with an ongoing savegame-- 1.11 -Updated for UAD 1.5.0.8 and DIP 1.12.2 1.12 -Updated for UAD 1.5.0.8 opt x1 and DIP 1.12.3 1.13 -Updated for UAD 1.5.0.9 and DIP 1.12.5 1.14 -Updated for UAD 1.5.0.9 opt x1 and DIP 1.12.6 1.15 -Updated for UAD 1.5.0.9 opt x2 and DIP 1.12.7 1.16 -Updated for UAD 1.5.0.9 opt x3 and DIP 1.12.8 1.17 -Updated for UAD 1.5.0.9 opt x4 and DIP 1.12.9 1.18 -Updated for UAD 1.5.10 and DIP 1.12.10 1.19 -Updated for UAD 1.5.10 R and DIP 1.12.11 -Fixed typos and missing texts in english.lng
  18. I haven't tweaked those in a while, but what I'm using now is fairly good. (vanilla in paranthesis) #,,Speed,,,,,,, rotation_speed_mod,0.5,modifier for ship's rotation speed,0.3,,,,,, (1.35) rotation_speed_change,0.08,modifier for ship's rotation change speed,0.05,,,,,, (0.077) acceleration_mod,0.071,modifier for ship's acceleration,1,,,,,, (0.075) deceleration_mod,0.18,modifier for ship's deceleration,2,,,,,, (0.16) As you can see, not that much difference, except for the rotation speed. I was thinking of doing another run on these numbers this weekend
  19. if you installed "midgame" after designing ships, this will can happen @McGib, depending on the changes Munro does
  20. Thanks. This does make sense. Ill play around with it and see what happens with different values and +/-
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