Jump to content
Game-Labs Forum

o Barão

Members2
  • Posts

    1,943
  • Joined

  • Last visited

  • Days Won

    109

Everything posted by o Barão

  1. Yes. By editing the "submarines" file inside the resource assets. Thank you for your kind words, but in WOTS I had an amazing team working with me. Talented modders with different skills working together and exploring everything that was possible inside the game. Here I am alone, so don't expect the same thing.
  2. And not only that, we don't have those parameters being applied per ship class, which is more important IMO. If we had, I could force the AI TBs and DDs to be very aggressive in their approach, but to keep the BB in a parallel line to maximize the firepower.
  3. o7. If you want to help me with suggestions to how improve the AI in combat, the most important thing is this: approach_clamp,0.41,limit of direction/away approach angle for ship's far away,0.5 [0.3~1],,,,,, approach_clamp_torpedoes,0.5,approach logic for ships armed with torpedoes,,,,,,, approach_clamp_no_guns,0.4275,"same, but if too far to shoot guns",0.95 [0.3~1],0.17,,,,, *stock values. If you have the time to run some tests, and share with me your results, that would be great. Please note, that around 1890 to 1905 +/-, many warships only have one main turret in the bow or stern so if you force them to sail in an aggressive angle towards you or away from you, they probably are going to use one turret and because of that they will struggle to get the range to the target. "ai_independent_range_away,5000" it seems to low around 1930+ because of the long range torpedoes. But I can apply that and run some test for a while.👍
  4. BETA v1.0.5 N.A.R. changelog: Some fixes and small improvements to the French guns tech tree. Still a W.I.P.
  5. HAHAHA!! Is going to be fixed. 😁 The Americans don't have a quad model for medium guns. The British have a new model one that can be used for 4" and 5", and the same applies to the French. Thanks to remind me. I need to update the installation instructions. 👍
  6. BETA v1.0.4 N.A.R. changelog: Updated to UAD 1.4.0.3Rx2 Some new gun models already applied to the French tech tree. W.I.P.
  7. Academy mission. Option "Optimize secondary guns" when in reality is "engines and boilers" Speed basics 1
  8. BETA v1.0.3 N.A.R. changelog: Fixed some destroyers towers missing. Added more funnel options to the German Light Cruisers V and VI. Added new towers to German Light Cruiser V.
  9. You are right. I missed some. I will upload in a few minutes a fix.
  10. BETA v1.0.2 N.A.R. changelog: German Light cruiser IV hull changed to better represent the Magdeburg-class cruiser; Karlsruhe-class cruiser; Graudenz-class cruiser; Pillau-class cruiser; Wiesbaden-class cruiser Added German Light Cruiser VI to represent the Emden cruiser; Königsberg class; Leipzig class German Light Cruiser V sections nerfed to a more realistic look. German Light Cruiser VI images
  11. Is it possible to make the lifeboats vanish from this position when there is a turret in the same location? Hull: akizuki_hull_b_cruisers_var
  12. Preview German Light Cruiser IV To better represent the Magdeburg-class cruiser; Karlsruhe-class cruiser; Graudenz-class cruiser; Pillau-class cruiser; Wiesbaden-class cruiser
  13. BETA v1.0.1 N.A.R. changelog: "Advanced escort cruiser I" for Britain has no funnels. Bug fixed.
  14. BETAv1 N.A.R. changelog: Updated to UAD 1.4.0.2R show_tooltip_timer,0.1,Delay before appearance ToolTip,,,,,,, *stock 0.5 Note about the new hulls: Austro-Hungarian “Battleship II” Hull changed to one with more realistic proportions and look, but stills needs a better hull to better represent the "Habsgurg class". Russian “Battleship VI” - "Peresvet" Hull from the devs used to improve the "Peresvet" from the mod (russian Battleship III) British “Dreadnought V” - "Dreadnought V" from the mod become "Dreadnought VI" French “Semi-Armored Cruiser V” Added new small funnels to complement the main tower and improve the French design language. Japanese “Light Cruiser IV” Hull changed Issue: US “Large Armored Cruiser” only show up in 1912 but is set to be available at 1905. IMPORTANT Delete both custom and campaign save files to avoid any issues in this locaction: C:\Users\USERNAME\AppData\LocalLow\Game Labs\Ultimate Admiral Dreadnoughts I do not recommend using the "shared designs" at the moment. I plan to do some important changes to ships and parts. I plan to have everything ready in a few weeks for the live version 1.0. Important note from the devs: ***We kindly ask you again to stop reporting bugs if you know you use a previous version of the game, or you have modified the game in any way (cheats, mods, save edits). The reason is that a bug you created may seriously delay our work as we try to fix something that is not needed and may cause other bugs.***
  15. @Nick Thomadis friedrich_funnel_thicktallvar3_var,0,funnel,Thick Funnel III,,192,280000,,20,friedrich_funnel_a _thick,0.8,,funnel,,"need(CL_Novik), needunlock(bigearlyfunnels_level_2)","funnel(1), fcap(13), smoke(24), size(7)",,,,,,,,,,,,,,,,,,,192,153.6,50000,150000 friedrich_funnel_thicktallvar2_var,0,funnel,Thick Funnel II,,159,220000,,18,friedrich_funnel_a _thick,0.77,,funnel,,"need(CL_Novik), needunlock(bigearlyfunnels_level_2)","funnel(1), fcap(12), smoke(23), size(6.5)",,,,,,,,,,,,,,,,,,,159,127.2,50000,150000 friedrich_funnel_thicktallvar1_var,0,funnel,Thick Funnel I,,115,170000,,16,friedrich_funnel_a _thick,0.74,,funnel,,need(CL_Novik),"funnel(1), fcap(11), smoke(22), size(6)",,,,,,,,,,,,,,,,,,,115,92,50000,150000 The thick funnels options are disabled for the cruiser Novik. The US large armored cruiser comes with this strange textures in the tower bases. Are these things intentional?
  16. That is the idea. My priority now is to import all the new hulls and ship parts to the mod, and BETA v1 will go live.
  17. Yes, the "ship_types" files is where we apply the global modifiers, but each individual hull parameter are set in the "parts" file but until now I didn't understand how is working.
  18. I didn't mention this because it is not working properly. But I did make some minor changes to armor limits. But in game it seems each individual hull have specific limits and I don't know why. I can't find anything in "parts" file that explains why this is happening. I will take a better look after BETA v1 is ready.
  19. Yes of course. I didn't see any significant changes. Only few changes to France and Britain. The one in the back is a British fantasy quad gun secondary that we see in KGV battleship. The others two are french design guns from the WWI period. All french here. So yeah, is only small improvements to the French and the British guns options.
  20. Yes for sure!!! 👍 Sadly no and that German hull is very important. One hull to represent so many ship classes. SMS Prinz Heinrich; Prinz Adalbert class; Roon class; Scharnhorst class I knew that it would be impossible to have everything, but at least the devs tried to please us with many hulls in the end. Now, to not have the Nelson tower in game, that I will never forgive.
  21. Good question. The devs in the last update added many new hulls and parts to the game. That is great, but is a grind to import everything to the mod. So I will need some time to have the 1st version ready. I expect to have BETA v1 ready in a week or maybe less, and this will include almost all the new hulls added from the devs. Not all. There are two ships made by the devs that I already have in the mod. So 85 new ships instead of 87. I also added this change: show_tooltip_timer,0.1,Delay before appearance ToolTip,,,,,,, *stock 0.5 After Beta v1 is live and if there are no issues, my plan is: To see all the new hulls added by the devs in detail and look for ways to improve it if needed. To check all the new guns models added by the devs to see where I can use them. To rework the DDs 1,2,3 and 4 hulls. To take a look at the german CL IV to implement something that resembles more the Magdeburg, Wiesbaden, Karlsruhe. Create the Konigsberg class? Check the ship cost and refit times in the campaign to see if there is a need for any tweaks. Check if the night the status is working, and if yes to enable in game. And that is the end.
  22. @Nick Thomadis in the recent update was added a "cost base"and a "cost base mod" modifiers to all parts added to ships. And there are hundreds of parts, so my question is how important are these two modifiers and if I can ignore them.
×
×
  • Create New...