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o Barão

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Posts posted by o Barão

  1. 5 hours ago, pad923 said:

    So Ive been having some issues with the 5 inch guns MK4. I am playing as the Austro-Hungarian Empire, and noticed that all versions of the 5 inch gun mark 4 have 3 barrels except for the 4 barrel version. I have a feeling this is just an issue with the model. Image below (yes, its the same when placed down, not just in preview)

    image.png.60c085b333dae311c290c3e73fdad8c8.png

    Thank you for the report!! 👍

  2. 6 hours ago, KhanAnon said:

     

    The 12-inch gun turret uses not only the very early rotund turret design (for single, double, and triple mounts) - but also mounts a mystery gun barrel in the middle, using super secret technology to phase through the armor. 

    buggo4.png

    The bugs you find!!! :D

     

    That happens because the way they designed the game, it should not be possible to unlock triples and use that turret. I will replace that turret for the regular one.👍

     

    Thank you for the report!

  3. Beta 8 preview "Battlestations" update

    9kajH8C.jpeg

    • Battle AI reworked. Now it is free to do anything. Can chase, rush the enemy, maintain the distance, create battle lines. It is universal and combines the best of the two previous options, plus the upgrades to the AI decisions in battle from this version.
    • Screen, scout, and follow are enabled for the AI, but in most cases will use independent formations since from my testing, those are what give the best results. There is also a 15% chance to see battle line formations to add more variety.
    • AI divisions are limited to 3 ships instead of 5 in vanilla. This will help the AI to overwhelm the player with numbers.
    • Semi realistic accuracy returns. It still in the works, but the results are promising.
    • The bigger the gun, the more accurate it will be at max ranges.
    • Penalties for the gun's ladder aiming, target range changes, target bearing changes and target turning are lower. This helps guns to maintain a lock to target, and if forced to use the ladder aiming to get a result quicker.*
    • Accuracy difference from different guns' era are bigger now and this will impose a new challenge for the player. Should I focus on guns tech and suffer the research penalties, or go to battle with old guns? To make the player more invested in the tech tree. The penalty for focusing on a specific tech is lower now to compensate the player and give more freedom.
    • Ship design AI logic improved. It should use bigger secondaries most of the time.

     

    *NOTE:

    • It is important to have two turrets or more of the same caliber to get a target to solution quicker trough salvos.
    • Ships coming fast in your direction or away from you, or doing sharp turns, can still make your guns losing track and enter a "ladder aiming" situation. But it should be much quicker now to get a target solution.
    • Like 2
    • Thanks 1
  4. @KhanAnon I am looking at the Radetzky, and it seems you can build a similar ship already with the hulls and parts available. What I am missing here?

     

    I already discovered the bug about 6" triple been dual barrel turret. Thanks for the report. 👍

    Now, the bug about secondaries is very odd, since it is not showing to me nothing wrong, and I still didn't find a possible reason why it is happening to you.  You mentioned you rush the triple secondaries tech. In what year did you unlocked them?

  5. 41 minutes ago, Azerostar said:

    In NAR BETA v5.0.6 for UAD 1.4.1.1 Optx2, the Mega funnel VI has 80 funnel capacity,and for now its 40. In this situation,for some hulls that must chose funnel parts from Mega funnel III-VI (for example, USA Modern battleship II/III and Super battleship hull), it's almost impossible to built History based designs.

    Yes, and as I said before, that it is normal. What it is not normal, and I just checked, is to be impossible to use 2 funnels to get at least 100% EE when trying to replicate an Iowa class BB. So expect a buff to 50 funnel capacity. Nothing more.

     

    Now for anyone that don't understand why this changes happens, and I am doing this since the beginning, I can explain why. Realism. To have, as an example, a DD going 40+knots with only a small funnel and having 100% E.E it is a fantasy, and that is what happens in vanilla game. In my changes to funnel capacity, it is always with the goal to force the players to design realistic designs for the time period if they want an engine with good efficiency. There is also the positive side effect, that by forcing them to use more funnels, in many hulls, they will have less room for more guns, which will helps to balance the poor AI designs against the player.

     

    And to understand how difficult this can be, I have almost 700 funnels entries to edit inside the game, some were created by me. It is impossible for me to rebalance all of them and work the way I want for all ships in one go. So it is a continuous process, by simply playing the game, and looking to a specific ship, and thinking. "This is too much for the time period/power/funnel size."

    • Like 2
  6. 50 minutes ago, flaviohc16 said:

    to me the only problem is making one redundant, for gameplay purposes, when one is 20k tons bigger than the other (50% more displacement) without bigger guns, even by 1 inch.

    It doesn't. Both can have the same caliber guns, but one can have in theory more guns, more armor, etc... because it has more displacement.

    oVpfpI8.jpeg

    pBGWeT3.jpeg

    Look at the tonnage available to be used by both and how many guns have both hulls. There is a big difference between both hulls about how much power they can bring to battle.

  7. 52 minutes ago, flaviohc16 said:

    Also, the oil 3 missing bug ( oxygen torps and auto reload 2 are there however)

    So the others components were there all this time after all. 🤔

    1 hour ago, flaviohc16 said:

    I'm in 1931, Usa...

    Oil III is a 1935 tech!

     

    When you reach 1940, report me if you don't have that tech researched.

     

    1 hour ago, flaviohc16 said:

     

    The economy feels great, I have the money but I can't overspend.

     

    The only "problem" that I have campaign-wise is that the AI is too war-mongering

    I can lower the extra tension modifier for a future update, but I suspect that the AI nations are much more resilient now to go bankruptcy.

     

    1 hour ago, flaviohc16 said:

    - I would really love to have the differentiation in max gun caliber between the large cruiser and the modern battlecruiser design, because the 1st makes the 2nd redundant,

    I am going to tell you a little secret, but don't share this with our American friends, because I am really not interested to start a debate about this.

     

    For us europeans, large cruiser and battlecruiser, it is exactly the same thing! It is only a fancy Yankee name for the same ship role. :D

     

    1 hour ago, flaviohc16 said:

    Ship design is fantastic! I'm starting to see really good and scary ai designs, properly built, both modern ships and old ones.

    You made a great mod and it's a lot of fun and improves the game a lot! Congratulations.

    Thank you!!! 👍

     

    7 hours ago, Azerostar said:

    The Mega funnel III to VI all have too low funnel capacity for now. For example, Mega funnel VI has 82.5 funnel capacity in vanilla game, and 40 funnel capacity in NAR.

    That is normal in NAR.

     

     

    • Like 1
  8. BETA v7.3. - "Release the Kraken" - N.A.R. changelog:

    • Updated to UAD 1.5.0.6
    • Added the missing American quads.
    • Reworked the early 4",5",6" and 7" guns size for the Germans and the Austrians. They are smaller now, and should look better.
    • Added ship sections for early torpedo cruisers. (it was missing/fixed)
    • Some early cruisers could mount 9" guns (bug/fixed)
    • More improvements for the AI design logic, see below for details.
    • Many individual ships parameters were reworked to make it easier for the AI to get a decent result.

     

    About the AI design logic changes:

    • Increased the gun to barbette distance to improve fire angles and try to prevent guns from blocking each other.
    • Change the gun caliber choice logic to try to prevent the bad habit of always choosing 20" guns when designing big battleships. Only a small improvement, but I can't do more. If I limit the AI more, will start to use 11" guns on BBs around 1914.

     

    AI ships should be in general more powerful and not having small guns blocking more powerful guns all the time. The designs should look more clean in general. Players should also notice less torpedoes on CLs.

     

    I hope you guys enjoy the changes. I am exhausted after many hours trying to understand how the system works and I will take a break from modding, and just have fun playing the game.

     

    IMPORTANT:

    To avoid and play game without autoupdates do this:

    1. Set game to update when start game. Do this in game setting(properties)-> update.

    2. 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"

    3 start a game from this shortcut. Game will run without update.

     

    Do not report bugs to the devs if using mods!!

    • Thanks 7
  9. 16 hours ago, DrWiFi said:

    I do have a comment on the ship yard upgrades though.

    Currently, there is not any benefit from choosing more than 6 months. To simulate real world building economics, a longer duration should result in less cost per ton, and greater tons per month.

    A decent portion of construction time and cost in the projects I have been involved in are site planning and logistics.

    I understand from your background why you would think that way, and you are right if the game could simulate real life situations. So let me explain why I did that way.

     

    First, this change was part of the economy, to prevent players from having a snowball economy and also to make it harder to get a shipyard to be able to produce what the nation needs. So in essence, it is longer now and more important to build a shipyard. Nothing major, since I don't want the player to feel pressed to always upgrade the shipyard with fear of losing something important.

     

    Second, as I said above, the game does not simulate real life when we are talking about shipyards. If it was the case, then we would have to build specific tonnage shipyards, for different ship classes and the ship build orders would have to be queued in a line waiting for a shipyard to be free to start the construction. Sadly, we don't have this in game. Instead, we have an abstract number to simulate how bigger this can be and a penalty for all ships under construction if we go above the limit. Unrealistic, but is the way it works in game.

     

    So to not press the player to feel always in the need to upgrade the shipyard all the time, and since the shipyard capacity it is an abstract number anyway, I decided for the player to choose what he wants.

    • Like 1
  10. BETA v7.2.0 - "Release the Kraken" - N.A.R. changelog:

    • More important improvements to the AI logic. (see below)
    • Some changes to the German modern battleship I, German recon cruiser and French ironclad III to help the AI.

     

    AI logic improvements:

    • Space needed for using torpedoes bigger. The AI should use fewer torpedoes, sometimes not even a torpedo launcher will be used in some CLs. If the hull have a good beam, then you can expect to see some launchers. Destroyers doens't seem to be affected by this, since mostly they are placed in the middle.
    • Space needed between guns sides from different caliber bigger. But not if one is placed on top of a barbette.

    RIBOBsf.jpeg

    Regular CLs without a single torpedo. (AI design)

    • Like 2
  11. 14 hours ago, huntsc said:

    Wasn't the fantasy Bismark secondary tower the H class tower or close to it? H class was a two-funnel design.

    It's the devs fault for not giving us that secondary tower. But I will not use that fantasy secondary tower anymore, and there are others in a similar situation, that I replace with other towers to improve the ship's design language.

    The German's problem is bigger because of the iconic main tower. If you did notice, I tried to improve the design language for the modern battleship I, to do something different but good. I can apply something similar for one german BC at a later point.

     

    You are right about the torpedo cruiser hull. Should have the option to expand one or two sections. I am already uploading an important update, but I will implement that change for the next one.

    • Like 1
  12. 1 hour ago, CenturionsofRome said:

    So why can't I unlock them in the campaign any more?

    What is your campaign year?

    There was a bug fixed in the technologies file yesterday. A different thing, but the same file. Maybe could be responsible for the possible issue. I have no idea. The only changes I made to that file in the recent months was adding new ships, nothing more.

     

  13. BETA v7.1.0 - "Release the Kraken" - N.A.R. changelog:

    • Many new modifiers reworked to improve the AI logic.*
    • Japanese Super Battleship hull reworked to use the iconic Yamato hull.
    • German "Advanced Armored cruiser II" style language improved.
    • German Modern battleship style language reworked to be a little different from the others.
    • Removed the fantasy Bismarck secondary tower from the game.
    • N3 Battleship language improved to be more historical accurate. No more KGV main towers.
    • Added the 4" for the CL due to new improvements to the AI logic.
    • For DDs the minimum main gun is now 3". 2" are only for secondaries.

     

    IMPORTANT: Due to changes to some ship parts, I don't recommend updating the mod unless if starting a new campaign.

     

    *Still learning what they do, so don't expect any sudden miracles:

    • Vastly increase the shooting sector. This should improve the guns arcs in most situations and not be blocked by other guns. (only for main guns?)
    • AI will try to use more triple or quad guns if available.
    • Armor used on guns reworked tone down to be more close to real values.
    • AI will favor more medium and large caliber guns for the main battery.
    • Small improvements to the AI logic for a few ships to improve the firepower.

    Note: Expect to see the AI struggle sometimes to get a reasonable design, or even failing to get something. Highly experimental.

     

    o9iBbpr.jpeg

    Japan Super Battleship.

     

    IMPORTANT:

    To avoid and play game without autoupdates do this:

    1. Set game to update when start game. Do this in game setting(properties)-> update.

    2. 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"

    3 start a game from this shortcut. Game will run without update.

     

    Do not report bugs to the devs if using mods!!

    • Like 2
  14. 28 minutes ago, Danz_Von_Luck said:

    my only problem with the current mod is changing min guns for cruisers to 5inch as it wipes out the possibility to produce a lot of History based designs, most of the German ones in fact as they used 4.1 inch guns. 

    I know. This was made to prevent modern light cruisers from having the possibility to use them. To help the AI.

    But I have good news. I am testing more modifiers to the AI design logic, and I already found what make them using those guns. So by improving the way the AI builds theirs ships, I can enable them again.

     

    An Important update should be ready today. :)

  15. BETA v7.0.1 - "Release the Kraken" - N.A.R. changelog:

    • Updated to UAD 1.5.0.5 Optx4
    • Added Mogami cruiser 6" version.
    • A few minor improvements to the funnels size to work better with some main tower variations for the Russian modern Heavy cruiser III.

    JGjN5BM.jpeg

     

    IMPORTANT:

    To avoid and play game without autoupdates do this:

    1. Set game to update when start game. Do this in game setting(properties)-> update.

    2. 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"

    3 start a game from this shortcut. Game will run without update.

     

    Do not report bugs to the devs if using mods!!

    • Like 1
  16. 30 minutes ago, bshaftoe said:

    Are the penalties static or can they be derived from some other value?

    If the second, maybe they can be tied to % of current transports and how much money you are funneling into building convoys? So, first months on a war, where you don't have any losses in shipping, penalties are mild (or if you fight a much less powerful navy). But once you start having losses (that are more likely if you are ganged up by more than one enemy, or fight against a strong navy), penalties can go up QUICKLY.

    There is already a penalty for transports losses.

    tr_loss_factor,220,linear factor that affects how much transport capacity % is lost for every TR loss,,,,,,,

    the other economy penalties modifiers important for nations at war:

    war_wealth_growth_add,-0.003,"addition to wealth growth, if we are at war"

    war_inflation_add,0.01,"addition to inflation, if we are at war"

    inflation,0.0004,inflation monthly,war month inflation

     

    Note: Those are NAR values

     

    So mostly static, well the TR penalty are the result from the encounters and the manual states that TR will boost the GDP, but I don't see that modifier.

     

    Then we also have expenses, materials cost and income modifiers.

  17. @Nick Thomadis I am studying the AI autodesign feature. It is possible to answer a few questions? It would help me a lot.

     

    The AI have a tendency to use huge guns in the super BB hulls. There is some modifier responsible for this?

     

    From "shiptypes" file.

    • Can you explain with more details what armor_min_hint does?

     

    From "parts" file.

    Typical_Modern_BB is to not let the AI place main guns between the two towers?

    Late_Cross_Deck_plus or Cross_Deck_Guns what is the difference?

    battlecruiser_forward and Small_Foredeck is to tell the AI to place the main tower closer to the bow?

    RussianCenterline why russians?

    german_sides  Guns in the sides, but why germans?

    Warspite_Var  this seems to be similar to the Typical_Modern_BB, maybe is to focus in getting a A-B-X-Y turret layout?

    typical_modern2 what is the difference?

     

    These below I have no idea what they are supposed to do.

    Big_SuperStructure

    Small_Deck

    Narrow_Deck

     

    Thanks in advance, if possible to have some of your time to explain to me what these variables do.

     

    • Like 1
  18. 57 minutes ago, NiKuTa said:

    to avoid and play game without autoupdates do this:

    1. Set game to update when start game. Do this in game setting(properties)-> update.

    2. 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"

    3 start a game form this shortcut. Game will run without update.

    Going to add this to the mod description. 👍

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