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o Barão

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Everything posted by o Barão

  1. It went from 7% to 13.5%????? Damn, I only made a small change. Snowball effect. 😑 Those are fair numbers. Try to provoke a war somewhere around WWI and see how the treasure can maintain the whole fleet at sea. Thanks for the feedback!
  2. BETA v6 N.A.R. changelog: Updated for UAD 1.5.0.4R All ships and guns have been imported and adapted to work inside NAR. Scrapping threshold increased to 100k from the previous 50k to help the AI to maintain a decent fleet size. Credits to @brothermunro for the idea. (*needs testing) English file was also updated.
  3. @Nick Thomadis small error on Italy quads guns max scale. gun_9_x4_italy,,229,gun_9_x4,italy,,dido_gun_cal200_x4,1.0725,1.164515625,,,dido_gun_cal200_x4,1.1,1.194375,1.2,,dido_gun_cal200_x4,1.11375,1.209304688,,,mont_gun_152_x4,1.45,1.365,1.3,0.965,mont_gun_152_x4,1.468125,1.3820625,1.32,0.965,,,,,,,,,, gun_10_x4_italy,,254,gun_10_x4,italy,,dido_gun_cal200_x4,1.194375,1.259578125,,,dido_gun_cal200_x4,1.225,1.291875,1.2,,dido_gun_cal200_x4,1.2403125,1.308023438,,,mont_gun_152_x4,1.6,1.4625,1.3,0.965,mont_gun_152_x4,1.62,1.48078125,1.32,0.965,,,,,,,,,, gun_11_x4_italy,,279,gun_11_x4,italy,,dido_gun_cal200_x4,1.2675,1.28334375,,,dido_gun_cal200_x4,1.3,1.31625,1.2,,dido_gun_cal200_x4,1.31625,1.332703125,,,mont_gun_152_x4,1.7,1.56,1.3,0.965,mont_gun_152_x4,1.72125,1.5795,1.32,0.965,,,,,,,,,, gun_12_x4_italy,,305,gun_12_x4,italy,,dido_gun_cal200_x4,1.31625,1.47346875,,,dido_gun_cal200_x4,1.35,1.51125,1.2,,dido_gun_cal200_x4,1.366875,1.530140625,,,mont_gun_152_x4,1.8,1.6575,1.3,0.965,mont_gun_152_x4,1.8225,1.67821875,1.32,0.965,,,,,,,,,, max scale value is lower than the scale modifier, which will make the guns smaller when increasing the barrel diameter.
  4. I strongly recommend, in this update, to delete the files and start a new campaign to prevent any issues. Also your feedback about economy is important! I suspect that the players will like it, but I would need examples from a long run campaign to know for sure. See if there are still some changes in need. I am not seeing those bugs. Delete the files as I mentioned and try again. If still present, share me a screenshot. If I do that, then players will be complaining why I am limiting their freedom when there is no reason to do that in the first place. Ship displacement is already a limiting factor for what you can do or not in any ship.
  5. @Nick Thomadis I noticed on some hulls to be stretched by looking at the dots. The hull height is different. I am guessing there is a modifier value in "parts" file that is responsible for this. It is possible to share what it is?
  6. BETA v5.9.9 N.A.R. changelog: Updated for UAD 1.5.0.4 All the remaining ships missing from the update 1.5 added to the mod. Some of the new guns added (I was working on them when UAD 1.5.0.4 went live, so expect the others to be ready in a few days) From the devs changes to the economy, these two are being used: Reduced ship maintenance costs by -33.33% and increased TR losses effect in economy by about +15%. shipyard_start_increase,100,increase of shipyard per year after minimal year (only for new game) nerfed from 150 to 100, in vanilla is 250. VERY IMPORTANT!!!!!!!!! Due to changes I made to some ship parts and hulls, it is important to delete the save files to avoid any issues. And if you want to hate me even more, I have some surprises in the work to be implemented next week and I will ask to delete them again. I need to be honest here. Ships list of the remaining ships that were missing and added in this update. Italian “Small Modernized Dreadnought”' is a hull which produces modernized battleships similar to the Giulio Cesare battleship. It can be found in the battleship hulls from 1929 and has a displacement between 24,000 and 29,000 tons. Italian “Hybrid Destroyer II”' is basically the largest destroyer that the nation can build, at the size of a small cruiser. It can be found in the destroyer hulls from 1935 and has a displacement between 5,050 and 6,250 tons. Spanish and Chinese “Hybrid Destroyer”' is a hull that is very big for a destroyer and small for a cruiser but can be useful for nations with a tight budget. It can be found in the destroyer hulls from 1935 and has a displacement between 4,750 and 5,950 tons. Chinese “Large Torpedo Warship”'can offer experimental large ships which can fulfill a role that have never existed, to cover the sea with swarms of torpedoes against the enemy at the expense of smaller protection and gun firepower. It can be found in the battleship hulls from 1936 and has a displacement between 31,000 and 43,000 tons. French “Advanced Modernized Battleship”' offers a good compromise for producing a battleship that is powerful but not overly expensive that uses superior fire control. It can be found in the battleship hulls from 1929 and has a displacement between 30,000 and 54,000 tons. Japanese “Experimental Torpedo Cruiser II”' producing fast cruisers with the ability to host many side torpedoes. It can be found in the light cruiser hulls from 1930 and has a displacement between 7,100 and 12,000 tons. Japanese “Modern Light Cruiser III”' producing capable all-around cruisers. It can be found in the light cruiser hulls from 1935 and has a displacement between 10,900 and 14,900 tons. Japanese “Modern Heavy Cruiser V”' producing cruisers with advantages and disadvantages similar to the Atago-class. It can be found in the heavy cruiser hulls from 1939 and has a displacement between 14,400 and 18,900 tons. Japanese “Modernized Battlecruiser”' offers not the fastest hulls for a battlecruiser but focuses more on resilience and number of secondary guns. It can be found in the battlecruiser hulls from 1929 and has a displacement between 42,500 and 57,500 tons. Japanese “Modernized Dreadnought IV”' is another battleship alternative for the nation which is very resilient and a stabile gun platform but rather slow. It can be found in the battleship hulls from 1927 and has a displacement between 42,000 and 69,500 tons. Japanese “Modern Battlecruiser II”' offers designs of versatile, very fast and powerful battlecruisers which though have not much resilience. It can be found in the battlecruiser hulls from 1935 and has a displacement between 38,500 and 54,000 tons.a French “Modern Light Cruiser II”' is a speculative hull that can produce fast and reliable cruisers which though are expensive. It can be found in the light cruiser hulls from 1935 and has a displacement between 9,500 and 12,500 tons. French “Modern Heavy Cruiser III”' is a speculative hull that produces powerful and expensive cruisers. It can be found in the heavy cruiser hulls from 1937 and has a displacement between 15,500 and 18,500 tons. French “Flotilla Leader”' is basically the largest destroyer that the nation can build, at the size of a small cruiser. It can be found in the destroyer hulls from 1935 and has a displacement between 5,250 and 6,550 tons. Russian “Flotilla Leader”' is the largest destroyer that the nation can build, at the size of a small cruiser. It can be found in the destroyer hulls from 1935 and has a displacement between 5,350 and 6,650 tons.~ Russian “Modernized Dreadnought I”' is a new hull which offers cost effective battleships. The previous hull took the name “Modernized Dreadnought II” and was enhanced with new parts and different scaling. The new hull can be found in the battleship hulls from 1919 and has a displacement between 27,500 and 35,000 tons. British “G3 Battlecruiser”' offers the possibility to create similar gun and tower layout as the historical British design of the G3-Battlecruiser (the previous N3/G3 Battleship, has been renamed to “N3 Battleship and received some new towers).. It can be found in the battleship hulls from 1923 and has a displacement between 42,500 and 55,500 tons.
  7. Nick if possible make these lifeboats disappear. It is impossible to place the "Big Advanced towers" variants with secondaries in those round placements. Hull: moga_hull_a_var If possible, and that would be perfect, would be to remove that third torpedo placement, and push those round secondaries placements further to the back. This and removing those lifeboats will solve many issues when trying to recreate this historical ships.
  8. It seems a vanilla error. Other players mentioned the same thing There were some small improvement to base & province income and wealth grow in the latest version. It will need a new campaign to test the changes.
  9. BETA v5.9.8 N.A.R. changelog: More improvements to the economy. It should be reasonable now. New ship hulls and parts imported from vanilla game. (part I) Nerf to the new Italians CL hull size and funnels capacity to be more realistic. USA “Modern Light Cruiser II”' which is a very close recreation of the Brooklyn-class, as a special new detailed hull. It can be found in the light cruiser hulls from 1925 and has a displacement between 9,900 and 13,900 tons. USA “Modern Light Cruiser III”' is a hull offering cruisers quite similar to the Cleveland-class. It can be found in the light cruiser hulls from 1939 and has a displacement between 11,250 and 15,200 tons. USA “Modern Heavy Cruiser II”' occupies the previous place of Modern Heavy Cruiser II and the previous hull is renamed to “Modern Heavy Cruiser III”. The new hull offers cruisers quite similar to the Whichita-class. It can be found in the heavy cruiser hulls from 1935 and has a displacement between 11,500 and 15,900 tons. Austro-Hungarian “Advanced Compact Cruiser”' which is a very close recreation of the HNLMS De Ruyter. This Dutch cruiser, which was made on a tight budget is speculatively offered as an alternative hull for Austria-Hungary, producing cruisers which could fit their ship arsenal if the nation had survived World War I. It can be found in the light cruiser hulls from 1925 and has a displacement between 6,900 and 8,900 tons. Austro-Hungarian “Advanced Armored Cruiser”' is a speculative hull of a wide and robust construction that can be something between a small battleship and a cruiser. It can be found in the heavy cruiser hulls from 1926 and has a displacement between 12,000 and 19,000 tons. Austro-Hungarian “Large Armored Cruiser”' is another speculative hull of a wide and robust construction that produces very durable warships but not very fast. It can be found in the battlecruiser hulls from 1929 and has a displacement between 22,000 and 29,000 tons. Austro-Hungarian “Advanced Small Battleship”' is another speculative hull of a wide and robust construction that produces very durable battleships but rather slow. It can be found in the battleship hulls from 1929 and has a displacement between 32,000 and 39,000 tons. Austro-Hungarian “Modernized Dreadnought I”' is a strong hull for battleships that focus more on resilience than on speed. It can be found in the battleship hulls from 1927 and has a displacement between 44,000 and 60,500 tons. Spanish “Advanced Compact Cruiser”' producing cost-effective cruisers. It can be found in the light cruiser hulls from 1925 and has a displacement between 5,900 and 8,200 tons. Spanish “Advanced Small Cruiser”' producing cruisers similar to the size of the Navarra-class cruiser. It can be found in the light cruiser hulls from 1925 and has a displacement between 4,500 and 6,300 tons. Spanish and Chinese “Advanced Small Battleship”' is another speculative hull that produces cost-effective battleships. It can be found in the battleship hulls from 1929 and has a displacement between 23,500 and 32,000 tons. Spanish and Chinese “Large Cruiser I”' is a speculative hull that produces cost-effective large warships. It can be found in the battlecruiser hulls (the previous hull was renamed to “Large Cruiser II) from 1929 and has a displacement between 22,500 and 28,000 tons. Italian “Advanced Fast Cruiser”' producing cruisers very similar to the Montecuccoli-class. It can be found in the light cruiser hulls from 1935 and has a displacement between 8,500 and 10,900 tons. Italian “Large Fast Cruiser”' producing cruisers very similar to the larger ships of the Condottieri-class. It can be found in the light cruiser hulls from 1939 and has a displacement between 10,350 and 12,900 tons.
  10. I disagree completely, I would hate to see the AI building that kind of ships in the wrong era.
  11. The reason is the tech tree is global, equal to all nations, but the ships are not in most cases. In this example, the Italian destroyer II hull is a 1300 tons ship. So the moment you reach that step (1300 tons destroyers) you will see the DD II as an option to build.
  12. The ideas were too please all type of players. Some like to play quick battles with high accuracy values and just sink ships, others, like me, prefer to play a realistic battle simulation, well as real as it can be inside the game engine limitations and to try to represent how difficult it was to score hits. So by tweaking the ship size accuracy modifiers, it was possible to get both things by changing two values. As I said in NAR, the bigger the gun more accurate will be, but it is a small progression, nothing crazy. There is no perfect gun. If you are in a BB being attack by small ships, most likely you will prefer to have good secondaries to deal with them and leave the big guns to fire against the enemy capital ships. A flood cause by 20" gun or 2" is still a flood at the end of the day, so quick guns are usually the best to deal with DDs or TBs. Also, as I mentioned before, there is a ROF accuracy bonus in game implemented by the devs, so it is normal to see smaller guns with better chance to hit the target now.
  13. Again, thank you for the detailed report. Helps me a lot. "i still haven't seen anyone grow at 7% with the latest modifications." Ok a little raise, not by much. "but the size of the single max ship size keep snowballing:" Sure, I can nerf the snowballing effect. But it is important to understand that I don't want to force the player to always be upgrading the shipyard in fear of be losing something. That is not the point. But to keep thing more reasonable. To make it short, in NAR, the bigger the gun, the more accurate will be, if we ignore the ROF accuracy bonus modifier implemented by the devs months ago. There are some accuracy modifiers that the devs are disabling in the recent updates that I was using to create two different play styles. Most important were the modifier against small ships and big ships. The devs are replacing for a new accuracy system that is not available for us modders to do anything. However, this is not a major issue, because I can still implement a semi realistic accuracy in game by editing this values hitChanceMaxRange,hitChanceCurver,hitChanceMult in the guns file. The problem is before it was easy to get what I want in a few hours. By using this method I will need days, in editing values, open the game, run tests, to get a reasonable result. (a pain in the ass)I don't have the patience to do that now, so I postponed for a later updated.
  14. BETA v5.9.7 N.A.R. changelog: Updated for UAD 1.5.0.3 American shipyard buffed to 9000 (1890)
  15. You can build 500 tons in 6 months (USA starts with 8500 tons shipyard) I will buff the shipyard to 9k for the next update, just so all you Americans can give me peace!
  16. BETA v5.9.6 N.A.R. changelog: Updated for UAD 1.5.0.2 OPT Base, province and oil income buffed.
  17. Thanks for the detailed report. 👍 I like the GDP growth values, so I will bump instead the base income, province income and oil income for the next version. "The shipyard is good I would say, both in size and capacity, I'm at 50k tons in 1914 with 250k of capacity, in the first 15 years is very limiting, as it probably should be ( maybe we should start at 10k tons instead of 8k)." That is an independent value per nation, and it reflects what each nation could built around that time period. Maine BB was a 6700 tons ship, so more or less close to that initial limit. No need for changes. England as comparison starts with 13500 tons limit.
  18. That gray screen show up when the resource.assets is not in the right location. Is the content download from the google drive coming packed? You need to extract it first and send the content inside to this location C:\...\Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data
  19. @TheBlackCitadel "All in all this puts me in a tight spot. I am a country surrounded by countries that will progressively hate me more and more, and will inevitably lead to war. They all have navies much larger than mine." So why are you playing in the legendary difficulty, if you don't like the challenge? Other things: The economy modifiers are the same for all nations. It is not only for the human player. You can see that in GDP, naval year budget, but ofc the AI is having a 30% bonus because of the difficulty level. The only thing naval funds are telling me, is that you are spending too much. Ships numbers alone don't tell me much, since it is normal for most players to make expensive ships. Auto design would give me a more realistic picture. GDP growth values are much more in line with the real average, so good. I always start with crew training at zero and keep at zero until I know I will go to war in a few turns. Only then I will raise the slider and then after the war, I keep at 25% to maintain the crew quality. This, and reasonable decisions about what ships I will build and how many, is enough to have a wealth of naval treasure in the positive. Also, 200% TC slider only until I get the maximum, then I will drop to half and save millions.
  20. I will need screenshots to understand what you are saying. Finances tab, expenses and if you are at war.
  21. I mentioned in December that the AI divisions would bump each other when attacking because there is a range limit from the main ship they can sail. At a time, I suggested some ideas how to fix this issue. I am guessing this is the dev's solution for this issue. I am not sure. Great, that is exactly the point. To prevent the end game situations where the player does not know what to with so much cash and free shipyard to build anything.
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