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MDHansen

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Everything posted by MDHansen

  1. Hello I will try to write a very quick little guide to open, extract, edit and import back files in the resources.asset file in the "Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data" folder https://github.com/nesrak1/UABEA/releases/tag/v6 dl and install this program **make a copy of your resources.asset file** , that or just validate the game if something happens -Run UABEA -choose file and open the resources.asset file -ctrl+e, deselct all and select "textAsset" at the bottom -highlight the file you want to edit --open "plugins" on the right side and export -Open the file in notepad++ or as a csv (params I find best edited in notepad++, others I choose OOcalc (make sure to choose "comma" as seperator when asked)) -save the file when done, highlight <name> in UABEA and choose "plugins" and import. -save/save as Other modders let me know if I am missing something completely obvious here😬 Happy modding MDH
  2. I do apologize for not giving a few hints to how to do this. https://github.com/nesrak1/UABEA is my favourite tea. I know someone uses UABE (not sure what the difference is) There should be a quick youtube video by @Zuikaku(?) somewhere. I might have been wrong here But, install the program, run it, open the resource.assets file in "Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data" and search (ctrl+f) for "technologies", its a TextAsset. Choose "plugins" on the right side, and export. Open in a text program or csv*. Do what you need, save and choose plugins and import back in by selecting "technologies" in UABEA and choose your loose file. then save. *make sure the seperator is "comma" when/if asked
  3. something did happen in the last patch. I haven't touched any numbers come to battle ai for 3 months, and they have stayed at their gun ranges, and smaller ships have closed in, in most battles with a few outliners here and there. As one should expect. Now they turn 180degrees right away. doesnt matter if they got 3x the tonnage. Every AIs tech is very advanced same as mine ( I know, it doesnt tell the entire story). But they do roll in same era ships as me, and I am forcing them to use atleast latest 2 module techs
  4. technologies-resources.assets # $techType_name_hull_strength delete: , obsolete(<hulls>) on every line.
  5. agree. I've had my destroyers taking 300k of damage and barely loose 20% "hitpoints". I've never been a fan of rpg damages popping up. in my opinion the actual damage done could be hidden and just report the type (partial pen, pen, overpen, module dmg, etc). On top of the more or less uselessness of the numbers, it gets messy pretty fast in a big battle
  6. Regards the insane gdp growths*, and respective naval budgets, in mid-/late games, would it be an idea to cap the dgp growth and cap the naval budget %? I see in the params that there is an inflation modifier, but does it even do anything? I cranked it up ten folds, but can't see any changes *current campaign 1928 in an 1890 start, France has a 22% year gdp growth, US and myself (britain) pushing 17%
  7. Territory from peace deals have a chance of not happening. Cant remember the number without looking in the files
  8. Very nice ai_difficulty_hard_tech_multiplier,1.25,modifier of AI GDP in Hard Difficulty Mode,,,,,,, ai_difficulty_legendary_tech_multiplier,1.33,modifier of AI GDP in Legendary Difficulty Mode,,,,,,, Happy new years to the team!
  9. its a good list. Most is mentioned before, and most of it will never happen sadly. -Remove AI cheating, less artificial difficulty -AI guns’ aim should not be more accurate than the player’s -AI torpedoes should not be hyper-accurate homing missiles What cheating is this? all bonuses, techs, ships, guns, crew, etc etc, is the same for the ai as the player. If anything, the ai would need a few cheats to keep on level with the player. Of what I've seen a few youtube people complain about is the random chances when the ai gets a good hit on their battleships, while not even raising an eyebrow when their ships does the same
  10. Bottom line, a cpu with the highest clock speed as possible running one core. I am myself running games on an i9-13900kf @5.9ghz single core, 4090, 64gb ddr5-5400, samsung pro990 m.2. And fights with over 100 ships i ger around 15-20 fps, running 3840x2160 all settings cranked up
  11. I believe its always seen from the attacker perspective. I do agree that defender and invader should see their chances of success
  12. Click a ship that isnt in a battle, then ctrl+click the ones you want to include. then change the stance of the ship that isnt in a battle
  13. this is basically the discussion and trials we are having now sadly, for now, our hands are tied, as all class ships use the same parameters in the file we can access. Barão just posted a really good post in the main thread. Hopefully Nick and the team can give us some more options
  14. Very good post. I wholehearted concur. Please, Nick and team, have a look at this.
  15. I havent used screen/scout formations in a long time. I micromanage.... Im a masochist i know
  16. talk about getting boxed in! 😬 i guess for now we find a golden middle way, and hope Nick can give us more options in the params when they're done adding ships and bughunting. What I have tried, but unsure if I see much difference, is change the "optimal distance.." in ShipTypes for tb and dd. All classes have it set to 0.999. For a long time now I've had tb/dd to 0.7, with clamp_torpedoes to 0.8, optimal_battle_range_multiplier to 0.8 and ai_distance_mod to 0.9. Gonna try with "optimal distance" to 0.3 and leave the others as-is. Maybe that can force the smaller boats in closer while keep the bigger at longer range. It's really hard to know if the params we change works, or how they actually work. Good old guesses in many cases 🙃
  17. this is interesting yes. I had pushed clamp_torpedoes up quite a bit myself, so this is completely the opposite of what i had it. Gonna continue doing battles in the different eras
  18. just for giggles. something tells me I went overboard on mission generation 🤣 It's gonna be a long night
  19. most likely a comma, semicolon, space, etc etc too much/little. Doesnt take more to get an error like that. Adding something that doesnt exist (say in the technologies-resources.assets) will most likely only give you a notice in the log and the game will ignore it, but it might give you an error later in the code because of a missing comma, as an example. If you use Visual Studio Code (amongst other options) it will show you where you done wrong in most cases. Regards to "home" province in the savegame, I don't think so. Home provinces are hardcoded, and as far as my experience it can't be changed, wich Nick confirmed in my New Nation thread aswell. My hope is that they will add a "home" for all minor/medium nations later once the game is feature complete
  20. as far as I know, nothing has changed. AndI guess one can assume that if it isn't updated since near 5+ major patches ago, it isn't being maintained. Not to be that guy that points to the obvious, but I am😝
  21. names are in a pool, randomly sharing between a few classes (bb-bc-ca, cl-dd-tb if i remember correctly) and no timeframes or limitations
  22. Hello. download and follow instructions. Should be fairly straightforward. Please just ask if you have any issues. https://github.com/sinai-dev/UnityExplorer https://github.com/LavaGang/MelonLoader Someone asked me, quite some time ago sorry, to give a little description how I manipulate the UI ingame. From the start it has irked me that, although the resolution says 3840x2160, everything is just too big in the UI, it feels like I'm running the game 20 years back. The sad part is, this needs to be done every time you start the game. I have the ability to access the game files and edit them, but have no clue how to import them back. Here we need someone used to unity and how to make mods. MelonLoader IS a mod loader, so it should definately be doable. ML also runs scripts, so anyone capable is welcomed to approach me here. I do apologize for the mess! 😝 ADDED: ^^ So, I change the native resolution from 1024x768 to my 3840x2160. That is a bit too much, so a second option underneath is to set m_UIScaleMode to "ConstantPhysicalSize", that'll blow it back up again by a little bit. This is basically it, initially. Under I will explain a bit more deeper other solutions to make the information popups smaller aswell, because they will scale with the option explained above. And I want them to be smaller, to take less space on my monitor. Personally I shrink them with between 30-40%. TBC - I'll add instructions of how to reduce the size of all the information pop ups aswell (regional, fleets, ports, events, etc). Although this is fairly easy and is found under. We crowbar them with the RectTransform->LocalScale option UIMain->Main->WorldEx->PopWindows UIMain->Popup UIMain->Overlay Edited; more clarification
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