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o Barão

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Posts posted by o Barão

  1. 23 hours ago, TamaDasha said:

    The other issue I'm noticing is the AI doesn't understand how to deal with the new armor weight. Battleships with 9in main belt and 0.1in everywhere else are extremely common, the armor is too heavy for the AI to fit anything else in, so they just use no armor at all.

    The problem is not the armor weight. It is the lack of priorities or rules to force the AI to use a minimum armor value in the different ship sections. 

    • Like 1
  2. 11 hours ago, cookiemonste94 said:

    We had the same gun grade and rangefinders and he even had less armour than me.
    We had the same amout of guns, secondary and primary but he kept hitting me with salvo after salvo. We also had the same crew training.

    Armour does have no influence in the hit rate, so we can ignore that. But now let's list some of the most possible factors that you are ignoring, or you are still not aware how important they are.

    • Gun grade is the same, ok, but what guns, what was the range, caliber length, and what shell was being used by both?
    • What was the weather? What are your hull stats in that weather? And what were the AI hull stats in that weather?
    • What are your hull stats? What is the enemy ship hull stats?
    • What are your cruiser tower stats? What is the enemy tower stats?
    • Were you sailing in a straight line at cruise speed for the most part and using most guns? The AI was doing the same or was maneuvering for the most part?
    • Were you shooting trough smoke?
    • You had the sun in your back?
    • Pitch roll status from your ship and the AI?

    I could list other things, but you probably already got the idea what I am trying to tell you.

     

    This game is too complex, and many things about how they work are never simple. But I can assure you that the AI does not have any unfair advantage in the battlefield. However, for someone that comes from vanilla to NAR, the first impression can be a shock.😁

  3. 39 minutes ago, cookiemonste94 said:

    This is my first time playing with this mod so excuse my ignorance, the AI is abslutely dunking on every single ship of mine. Even though we have roughly the same equipment and tech grade. Both crews are trained. I am playing on normal difficulty. The AI just does drivebys in 1905 while my ships cant hit anything.

    "...dunking on every single ship of mine."

    English it is not my native language and I failed to understand what "dunking" means here. Google translate is also not helping me.

     

    What I did understand it's that you are having difficulty against the AI in battles. Well that's good news for me. 😉

  4. 1 hour ago, TamaDasha said:

    The problem might be that both starting GDP and GDP growth is incredibly stunted for everybody who isn't Britain compared to vanilla.

    No. That it is for two reasons only:

    A:) you are not playing at normal difficulty or...

    B:) you are using the priority function to unlock prefer techs sooner...

     

    If you are playing at normal difficulty with the research slider always maximum without choosing any tech to be unlocked first, in theory should be impossible for the AI to get an advantage on you.

  5. BETA v9.2 - "Silent hunter" update - N.A.R. changelog:

    • Updated to UAD 1.5.0.9
    • Some modern Japanese cruisers hulls size reworked. (Can cause some issues in your current campaigns)
    • Doubled the damage from torpedo ammo detonation.
    • Ship types cap speed limit changed to allow a little more freedom.

     

    VERY IMPORTANT:

    I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam:

    • Set game to update when start game. Do this in game setting(properties)-> update.
    • Don't start game by steam or steam shortcut. Make a shortcut on desktop form a main game .exe like "x:\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe"
    • Start a game from this shortcut. Game will run without update.
    • Like 4
  6. 6 hours ago, NiKuTa said:

    I know, I write that tip, to play without auto update :D

     

    Is anyone know, how "ports" and "shipbuilding capacity" are increasing? It's still confusing. it's auto, by GPD, or by increase max shipyard size

    From "params" file:

    shipyard_start_increase,100,increase of shipyard per year after minimal year

    shipyard_max_modifier,3,shipyard size development bonus according to year (LERP max. at 1940),,,,,,,
    shipyard_build_amount_max_modifier,7,shipyard tonnage built time speed according to year (LERP max. at 1940),,,,,,,

    port_capacity_growth_modifier,1,Affects growth of port capacity,,,,,,

    port_capacity_max_modifier,5.5,Port max. scale according to campaign initial year (1890-1940)

     

    4 hours ago, Fangoriously said:

    Ah, those max speed setting are in 'ship types' too, I didn't notice that you had adjusted those in any patch notes, I've just been re-aplying my own verson of that to each update for a wile now with the old max speeds from the stock game. Sorry about that confusion.

    I am almost sure that you are also not using my battle AI and design AI improvements from that file.

  7. 4 hours ago, Fangoriously said:

    Getting maxed out speed on this hull, and a TON of other hulls in the stock game and this mod, is as simple as reducing the beam slider, no editing of any files has been done by me, you overestimate my ability to tinker!

    No it's not! It's IMPOSSIBLE.

    I placed a hard cap on all ship types in game to prevent the AI from designing fantasy ships so that it could have more displacement to be used in other more important stuff, like armor or to have engines with a reasonable efficiency.

    eRF1C7I.jpeg

    No matter what you do inside NAR, your CAs are limited to 36 knots!

    So please, with all due respect, never again do that. It is for me already very time-consuming to come here and answer to all the questions related to all the things I did inside the mod. To explain the fantasy decisions made by other players or what bullshit designs wows is doing atm is too much, and I really don't care. I always tried to help everybody, telling them what files you need to go to edit this or that. I really think if anyone is interested, it should go and change the game to fit their playstyle, but NAR is focus in making the game the more realistic as possible inside the game engine limitations.

    And turbo electric drives have an insane acceleration, because of the instant torque from the electric engines. Simple as that.  You could argue that should be 143% or maybe 267%, who knows? That value is only there to represent the properties from an electric engine compared to the others used on ships.

     

    • Like 2
    • Thanks 1
  8. 54 minutes ago, flaviohc16 said:

    We unlocked 100k tons ships in 1929, when there is no chance in hell that a 100k ton ship was going to get built before 1941-42 IRL, Treaties or not.

    Tillman designs are from 1916. If it was practical to build them is another question, but Tillman, fed up with all the requests from the navy, was asking what was the bigger ship the American shipyards could build at that time.

    About 7500 tons DDs at 1936, that is also not unrealistic since there was plans already at the time for large destroyers.

     

    https://en.m.wikipedia.org/wiki/Spähkreuzer_1938

     

     

    Note: I added this ship to the German tech tree in NAR.

    Also big destroyers, or simple small light cruisers, the difference between them is so small anyway.

     

     

  9. 32 minutes ago, Fangoriously said:

    In 1919, I can build this lol. Not sure how mk1 eyeballs looking though coincidence 3 at most is gunna come up with firing solution against this thing streeking across the horizon at 48 knots 😎

    I didn't think this was a part of the mod, but wanted to make sure befor I got told to gtfo moder! in the 1.5 thread lol

    Do we have the London naval treaty? No.

    Do we have the Washington naval treaty? No.

    Are heavy cruisers limited to 10000 tons? No.

    Are heavy cruisers limited to 8" guns? No.

     

    No, no, no, no. So what is the issue here?

    By the way, maybe you didn't notice. But your 48 knots cruiser have only 11% E.E. 🤔

    And other thing. I have no idea how it is possible for you to get 48 knots from a hull in NAR since I limited the maximum speed for all ships to more realistic values, unless you are doing your editing the files.

  10. 24 minutes ago, Fangoriously said:

    Just unlocked a modern heavy cruiser 2 in my Japanese campaign, with the research '16500 ton CA' assigned to the year 1922. No way that's right, probably should be 1932. Not sure if this is NAR specific or stock.

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

    I should scrap all my other ships and build 50 of these lmao

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

     

    I am failing to understand what is your issue, but if you don't like it, write a letter to the devs. 😉

  11. Just now, NiKuTa said:

    I like the lower accuracy on guns, but there is something wrong.

    here is no pin have a ship with long range guns when you can't use it and soot.

    My CL have about 10km+ gun but open fire about 4km from tgt. I have MK3 guns 5-4 inch, crew veteran and dot won to fire, I need to set to agressive mode.

    That is related to the target size, speed, light conditions, weather, sea waves and if it is turning.

    Just because you have long guns, that doesn't mean if it is worth it using them against that TB speeding at maximum range. The hit rate will be so low that the gunners will prefer to save the ammo. If you try against a slow BB, most likely they will be used.

  12. 58 minutes ago, NiKuTa said:

    Any changes with AI and wars. In my game, AI are in infinite wars. Some countries are in war for so many years that are almost without ships. Me (Austro-Hun) from last position with ships now I'm 3. GB, USA, FR, GR have about 20-40 ships. Some even without any BBs. Game 1890-1912 now.

    The only change was to increase the tension much quicker against enemies from allies to see if they would join the war quicker and behave, well, like allies.

    58 minutes ago, NiKuTa said:

    IS there any way to reduce sunken ships in auto battle resolve? Now with less accuracy it is harder tu sunk ship, but is auto battle resolve changed to simulate that?

    You want auto resolve to sink less ships??? Strange request. Well, you can edit these values in "params" file.

    power_armor_exp,0,autoresolve power factor for armor,0.45,,,,,,
    power_speed_exp,0,autoresolve power factor for speed,0.6,,,,,,
    power_firepower_exp,5,autoresolve power factor for firepower,0.68,,,,,,
    power_ammo_exp,0,autoresolve power factor for ammo,0.1,,,,,,
    power_crew_exp,0,autoresolve power factor for crew,0.1,,,,,,

     

    and give a high number to speed and the rest set to "0". Maybe that will help smaller fleets to disengage if they are faster.

  13. @rossi191 o7!

    "...they seem to be fixated on using as many 17 inch guns"

    AI have a tendency to use big guns on late BBs, specially in vanilla game. I changed the AI behavior to use middle caliber guns more often, but I can't push down more without the risk of seeing BB with 9" guns around 1910 as an example. This is a global modifier that the AI is using as a reference when building, and not an independent value per hull.

     

    "bb hulls need to have there minimum armour raised by an inch or two to help the Ai"

    I can't do that, because again, it is a global modifier. Historical speaking, there were dreadnoughts with 6" belt armor, and 9" (the minimum)in game is already way higher, specially around 1900.

     

    "a dreadnaughts minimum armour in game is 7 inch"

    9 not 7.

     

    "the ai will already have an ok amount of armour when designing a new ship and can only increase thickness if it wants to and not make paper ships "

    That is not how it works. If I raised, in theory, the minimum belt armor to 15" as an example. The AI would have less displacement available to use armor in other places, and so you would see a 15" belt, and 0,0,0,0.... elsewhere more often.

    What I did was by telling the AI to use more but smaller capital guns, fewer torpedoes and fewer secondaries. It should help the AI to have more displacement to use in other things, like armor, but it is not possible to teach the AI to not use 0, 0,0.. armor in important parts of the ship protection. It is an engine limitation. It should happen fewer times in the mod, but you will still see it sometimes.

    Note that there are still modifiers that I am still learning what they do in game, so maybe I find a new thing tomorrow, but it is not an easy task to change a value, open the game and see the AI designing ships for 10 minutes to see If I notice a changed in the behavior. It is time-consuming and very frustrating.

     

    "this could be an issue that only I'm facing and the Ai has just decided that it doesn't need armour in this campaign"

    Yeah, basically it is random what you will get. The changes I made, it should in theory help the AI to design better ships more often, but we still can get odd ducks sometimes.

     

     

  14. BETA v9.1 - "Silent hunter" update - N.A.R. changelog:

    • Updated to UAD 1.5.0.8

    ---IMPORTANT---

    • Do not update unless you want to start a new campaign.
    • There are some changes to hulls that can break your current campaign.

     

    Hulls:

    • Added a new hull to better represent the Austrian SMS Kronprinzessin Erzherzogin Stephanie  (BB I Austrian hull) https://en.wikipedia.org/wiki/SMS_Kronprinzessin_Erzherzogin_Stephanie
    • Semi dreadnought hull removed from the American tech tree. This was made by me months ago, and it is not needed anymore with the recent hulls added by the devs.
    • Dreadnought V hull from the British tech tree removed. I don't remember why I added that hull, maybe was made by the devs, but it is not in line to what was being made by the British at that point. Dreadnought VI becomes Dreadnought V.
    • Early Spanish pre dreadnoughts name scheme fixed.
    • Early British dreadnoughts AI design logic was improved to use more main guns.

    Bugs fixes.

    • Many fixes under the hood, from reading the game log. Not really important for the players.
    • Some modern Russians CL could fit 9" guns.

    Barbettes

    • Increase the bonus armor modifier from 6% to 20% to better represent the average from the round shape and hopefully make them more useful in game.

     

    ---The frustrating part---

    • Made more changes to see if I can force escorts to be used against subs in convoy battles more often. Where this worked very well in my campaign test in 1940, in my current 1910 campaign, not once they were used. 😒

     

     

     

    • Like 1
    • Thanks 2
  15. On 4/4/2024 at 10:21 PM, Darth Khyron said:

    I am currently enjoying some of the new hulls and game features in a japanese campaign. The sluggish research is now gone, land battles seem more balanced and sea battles are more challenging and pop up frequently.

    Good job, thank you :)

    There is one issue, however, that I find really, really annoying. I am losing many ships to torpedoes. So what, you say, learn to evade. Yeah, that's what I thought at first. Buuut...they are my own torpedoes. Ships equipped with those happily blast away with them once an enemy is in range, regardless if my own vessels are in the way. I have recently lost a complete escort line of four modern destroyers due to being torpedoed by my own ships. The destroyers were not maneuvering and the weapons were set on "save". That happens with annoying frequency and even the enemy is not immune to that. In a recent battle, Germany lost a heavy cruiser to their own torpedoes.

    Do not use "save". Instead use "off" and only use them when you know it is safe for your ships. 

     

    "Save" feature is not related to your ships position in the battlefield.

    • Thanks 1
  16. 2 hours ago, diceman624 said:

    May we get a rework of cruiser armor, specifically barbettes and turret armor?  I'd like to see an barbette cap closer to 5-6in for light cruisers, and 7-8in cap for heavy cruisers; both for all main battery calibers.

    My justification is historically, a Brooklyn or Cleveland class light cruiser had 5in barbettes, but the latest version of this mod caps a 6in light cruiser build at around 2-3in.

    Is this a vanilla game-ism, or can this be altered?

    Check this values if you are interested inside the "params" file.

     

    w_super_barbette,0.0035,increase weight of the barbette from armor A.Barbette,0.00115,,,,,,
    w_armor_barbette_gun_caliber_threshold,5,A.Barbette only for guns >=5 inch.,,,,,,,

    w_armor_barbette_turret,0.03,turret barbette weight: percent of base turret weight,,,,,,,

     

    I will probably look at them again at a later stage. Atm, I am very busy with other stuff.

  17. 12 hours ago, SpardaSon21 said:

    If you can do that, can you finally fix the longstanding issue where the Chinese colonies France and Germany have are classed as home territories and not colonial ones?

    I look more careful, and I don't know if it is better to fix that issue. The reason being that "home" status is applied to any nation that owns that province. An engine limitation. There are other starts that it is China that owns that province, or there is also the chance of China to conquer those provinces. Would those provinces be a colony or a home province for China? There is also the "claim" status and it says it belongs to China. So the home province should only be applied to China but is also being applied to the European nations?

    If France conquers West Germany, will be considered a colony or a home province? Both have the "home" status. It is a little confusing.

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