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Everything posted by o Barão
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In N.A.R. there is already a base value nerf to fire chance for the HE shells in comparison to vanilla game. he_fire_mod,4.5,fire chance multiplier for he rounds penetrations,3,,,,,, Stock he_fire_mod,3.5,fire chance multiplier for he rounds penetrations,3,,,,,, Mod There are other modifiers related to HE performance in game, but I am very reluctant to nerf even more to a point where battles like Tsushima will not make any sense inside the mod. Not only the shell weight, but also what type of shell (capped ?) and the propellant type used will have an impact in the penetration performance. So if you breach the 2x value, from your shell penetration value in comparison to the armor value at that angle and distance, you will get overpen. Try using the same BB against CA, but now using SAP, and you will probably notice a major performance difference if you were using capped shells before. Bigger is not always better. So before considering nerfing HE even more, I prefer to make sure that you are using the right AP shell for the job, taking into consideration the target and gun. From game files, both stock and mod. over_penetration_threshold,2,penetration threshold over armor to over-penetration (ratio),,,,,,,
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IMPORTANT: For players that are having issues with Mega, try this new link below. https://e.pcloud.link/publink/show?code=kZgSeeZittruRIfAvYP0PyJsyLy2SjJcf8k Report if having any issues using this cloud service. The service comes with two data centers, one in Luxembourg and the other in Dallas, so I expect the vast majority of players to have reasonable download speeds. Let´s see.
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Didn't I explained in the mod description why? I am almost sure. Well, I can tell you again. The reason is very simple. The AI does not know when to use it, simple as that. Do you remember playing vanilla game and seeing clouds of smoke from invisible ships, telling you where they were? Yeah, terrible. Then we have the two other issues with smoke. Smoke is not a circle cloud that magically surrounds the ship. And then we have the arcade time mechanic for a time limit to use it, and again the AI does not know when to use it. So in conclusion, is a terrible mechanic and unfair against the AI. I suggested, many months ago, to smoke be used exclusively when the ships retreat from the battlefield. That would make sure the AI would use them when it is needed and would be fair for the AI and the player. Didn't happen, so no smoke to anyone. I didn't change anything about DDs health for the past 7 months, maybe. The only thing I did, that will indirectly affect the DDs, was to allow the player to use an arcade accuracy. So if you are using that, you will see that is a lot easier to land hits on ships in general. DDs are fragile ships against medium caliber or higher guns, so use them with cautions. I suggest you go to the steam forums and search posts about players complaining about the DDs being too survival against torpedo hits or guns in general. Unrealistic, and you will not see that here.
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>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)
o Barão replied to Nick Thomadis's topic in General Discussions
It is depend if have torpedos on board or not. -
The reason is the tech tree is universal, but the ship hulls are not. The American "Modern Heavy Cruiser II" is 18.2k tons minimum, so you will need to unlock the next step in the tech tree. Ok, that is strange, I never saw that. Next time, please share some screenshots for me to see it. Can be a vanilla bug. Windows should have edge installed by default that you can use.
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Ok, I found the issue. This happens because the resource.assets is not in the correct place. Download the resource.assets you want. A ) If it comes in a zip file, unpack the content. B ) If you get a folder, is the content inside the folder that you need to move to the right location. The resource.assets This location. C:\.....\Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data
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I will not do that for two reasons: The mod and the game are still in development. That is also the reason why I don't share the mod on the steam forum. Here is the perfect place to get feedback from the players. Mega a scam? If anyone here should be worried about Mega, that would be me that is uploading the files, not you that is only downloading. And I have no issues with Mega. Also, as I mentioned before, I am using Mega because it is the only cloud service I have with the space I need and without the upload limitation to send big files.
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Semi realistic: Semi realistic accuracy values based on real life reports. Arcade: Arcade game experience for players that just want to shoot things. Traditional formations: Scout; follow and Screen formations are enabled from the start and the AI will use them. AI is also ordered to keep a battle formation. Swarm AI tactics: Any AI ship with torpedoes is ordered to rush the player at close quarters. There is no default option, you simply choose what you prefer to be your game experience.
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BETA v5.0.0 N.A.R. changelog: Weight rebalanced. Fuel and barbette weight lowered. Belt armor and Deck armor increased a little to compensate, but in general the players should have much more freedom. Anyway, I am tired and busy atm with other projects in life, so I will take a few weeks break. Have fun.
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Move English.lng file inside the folder to this location: C:\....\Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data\StreamingAssets\Languages Choose the mod option and download the resource.asset file Move resources.assets file inside the folder to this location: C:\….Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data Replace the files and you are done.
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I like to keep the mod as realistic as possible, with some freedom being applied if the situations somehow ask for it for a better gameplay experience. At the moment there is an issue with barbette weight, because it was historical a heavy part of the ship which is reflected in the mod in the current state, but the way the game works it seems it makes no difference using or not. I am considering nerfing this value but increasing in other areas to compensate a little, maybe. It is a possibility. Fuel is also another problem. I used the values from the Bismarck, but this is not the same for all ships. Coal ships are different, also other modern ships have different values, different engines, different ranges. So it is very difficult to use universal values that are good enough for all ships. To have some freedom is good, to have too much freedom is terrible for the gameplay, IMO. I will never want a design ship process where the player is not forced to think. I want the design process to be an interesting part of the gameplay, where the player needs to make decisions to accomplish what he thinks is important for the ship role in the game. About the Yamato. I am considering rebalancing the barbette armor weight, fuel and compensate a little by increasing the belt/deck weight values. This should give a little more freedom. I would prefer to wait for the DD rework, but I can make this now if you guys prefer.
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The mod versions will only affect the guns' accuracy, ships formations and AI behavior in the battlefield. I just checked that hull and I don't have any issues. Delete the custom save file, or move to another folder, open the game and try to design that hull again in custom battles. Should be working fine.