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baatsman

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Everything posted by baatsman

  1. I was 11 years in, and it was running fine untill it entered into a endless loading. New campaign would not even let me return to the worldmap after designing, frustrating but still, It's a beta, I'm ok with it given that fact.
  2. Yes. Same issue with endless loading. Campaign issue, after custom/shared design it returns to respective menues.
  3. My 2p -- Transports are free boosts for the 'slacker' shipcrews. Even a single hit on TR, provides extreme damage numbers (often 25xp in one). After reaching their xp 'quota' at 2.5-3K dmg, remember silencing the guns aiding the chances of the weakest ones. Post battle when 'The distinguished Medal of XP' is handed out, noone is asking how any crew got their share. The possible +25 xp is a significant increase. It is achieved @ 2.5K-3 dmg done. -- Crews Peaking in skill levels, have a 'runaway' advantage vs weaker Crews in gaining xp. The more xp skill at hand, more easily and faster they reach the 2.5K quota, and start ruining any xp chances for the rest of your navys ships, and they get better at this from every battle. --A few Doctrinal Researchables during the campaign, provide additional crew bonuses. Both to Shipcrews-skill and Crewpool-skill, by raising the maximum potential skill, also by increasing the effect of 'investments' in the crew training slider. [ 'Maneuver Warfare' tech, once was a big one. But IDK whats hot or not now, as I was unable playing for at least half a dosen months. ] Crewtraining Tooltip states that in peacetime, Crewskill limit is at Trained level. I belive the limit start at 33.99XP and gradually increases with techs unlocked (33xp -> ?49xp). I'm still pondering, if a peacetime 49xp 'Trained' crewskill is even possible as a bonus from techs. If I remember the crew levels are somewhere close to this: Cadet 1 -> 15, Green 16 -> 32, Trained 33 -> 49, Regular 50 -> 66, Seasoned 67 -> 83, Veteran 84+ (NO BENEFIT GAINED FROM 84 ONWARDS (84 -> 99) = [CrewSkill +30] ) ) ( I go bankrupt when I enter peace in the campaign, so I provoke every nation nearly every time I can, while still trying to dodge the (guesstimated) trans-national enemyfleet blockade threshold. The simple reason for why I'm still clueless to the peace effects in mid late campaigns ) A 'battle hardening' spiral of death, at least used to be,Platforms sporting slowloading high-arc plunging guns, manned by their Cadet Crews. The Combination of Crew/Platform debuffs,negate even initiating xp progression in itself, also by producing negative xp gains in battles. Unless you ram, or rebuild with torps, or 'cheat swap' via an empty crewpool, from another Vessel, well... board!!!
  4. Gas turbines would not use boilers, however . . . Gas Boilers could ... It is very possible from a pure Technical view, to heat water(also in boilers) with Flamable Gasses. even it is not a common maritime contraption(Flashfire chance +5, Spreading +2000?) and I guess thats why. It still is one of the most common ways in the world to make something boil, aka dinner, tea, coffe. You would need tech: 'Canary from mines in service on board', to mitigate early leakage (be warned though: On board women,umbrellas,and animals - dogs excluded, Curses any vessel!! I recon before techs: compartmented flow, sensors surveilance and solenoid valves, makes it way safer than any bunkers and solar oils.
  5. Noticed the very same issue. Ended up butchered, at 3-5km in what used to be lowrisk torpedo runs, first 10-14 campaign months. Prob due to some bug, also the player in addition is 'denied' the XP gained when combatting this menace. Showing you the XP gained/lost for a ship after any encounter. *However,if you then browse the fleetscreen all of it is missing, and it is not due to crew losses and following reinforcement, as this is effecting totally undamaged shipcrews. Seemingly only Training levels gained from "crewtraining slider" budget are accounted for. At the moment, they are NOT capped according to the tooltip, but only by max possible level. This goes for both Player/AI. But it kinda make starting with "100% crewtraining" mandatory, boosting ship performance uncomparably quicker than any tech gains possibly can
  6. Have crew training at 100% for a year or so. Entry level will rise,and average crew skill will rise to a level where naval artillery,actually become an alternative to torps. You can NOT see any change to it for quite some time,but it is rising
  7. Just a suggestion. Would be nice if impossible interception missions, got discarded in advance, to prevent 100% wasting players gametime, tempted to try those missions. Or alternatively if altered, becomming at least faintly possible. -Either by reducing spawn distance -or removing the telepaths from the AI ships(granting 99% effective kiting heading,from anyone in the galaxy) -or just have another "discarding" routine entry, removing these annoyances. Example. CLs vs CLs. Spawn seperation distance, 20 km Side A disengage at -2 kts vs side B trying to intercept. Side As disengagement vector 99% effective at all times (at least) 3 h of mission time, intecepting at perfect course (2kts) 3.7Km/h * 3h = 11,112m given the starting separation distance is 20000m Interception impossible. 100% waste of time, and ofc not intentional when developing a product of entertainment.
  8. Seen this for a while, but belived it to on the todo list. The crew XP gained in actual combat, shows in the aftermath screen. But for some reason, taking 0 damge to the ship in question, it is completly removed when checking the fleet rooster later. This can not possibly be as intended?
  9. I had an AI DD, take 7.1K dmg before sinking, and no ammodet,flash or torps ending it,boosting that number. Miracles do happen, but just to the AI? 😉
  10. Good to know not everyone have this issue, and that clarify why there are only two ppl bothering to make a post about it. But I assure you, it is so frustrating, knowing you could flank torp, just to realize the AI have proximity "emp" disabling your engines. For now It force me develop and use other tactics, perhaps this is for the better. A pair of fast movers, using the good old "end around" sub tac seem to do the job.
  11. As replied, microing by using rudder control, negate directional control ordering, but the real culprit, not having any propulsion is still there. You can not tailchase, and spread to attack, because your ships will "park" at reduced speed behind the enemy, and not overtake and flank as intended.
  12. Yes, rudder slider will make ships turn, but they still park themselves at 100% an ordered propulsion, sometimes even stopping dead in the water despite their mass and motion speed.
  13. I know WIP is stated, but I believe pointing to balancing out the massive advantage tech "maneuver warfare", have vs actual combat experience, would help alot of frustraded captains here. As of now, combat xp dont give you shite, when you compare it vs maneuver warfare, which levle up your entire fleet, even just slacking in port. Btw, the AI do not have the "trained" cap for the tech atm. As stated in the tool tip, player is limited to that level, but AI seem to launch new ships at regular and seasoned. And even without a single fight in the belt, enters the ring with veteran crews. At that level, no one will ever claim torps being op, as the AI seemingly sport Kashtans, AK630s and phalanx systems if small arms are present
  14. Convoy attack mission too? Sink all transports = 0 VP Outnumbered and now out "crewed" I decided to not kill the escorts this time Since the AI is NOT limited to a crew training of "trained", but have both regular and seasoned at least despite losing ALL encounters during the first 14 months. But hey, sink 75% of transports translates to sink the whole damn convoy, or you will share the VP with an AI, that is not even loyal to the devs, considering the crewlevels they have at 100% loss. I know this is a rant, but first AI cheat with crew levels, when that cant stop you, it deny you the VPs, just to prove it is a worthy one? It is A LOT, better than it ever was IMO, and there is NO need for it to play dirty like this.
  15. CLs I faced, have taken 5 torps before diving, many bulkheads builds. TRs @ 6K tonnage take 2+ torps to sink, 12K tonnage ones die to 1. Can not recall bulkhead stats on TRs. This may not be historical wrong, just seem like an anomaly considering displacement only.
  16. Just noticed, convoy defence mission reward you with a loss, when driving off the attackers, all TRs 100%, 815dmg vs 846dmg no losses on any side. Somth wierd going on, when results are evaluated?
  17. Hold shift for selecting and entire row, from -> to, and ctrl to pick them one by one, then make the order in one go. The same works IN BATTLE when selecting battleline cards. With one selection, I set all orders for the entire fleet.
  18. You may need to swap FOV or view mode for it to work, and the zoom in very close to the object to get it to highlight. Seems hitboxes of main/sec structures are set to a outer square based on their xyz edge limits, rather than object shape. Likely just a typo when converting.
  19. Did you also do the 2 other steps? It may be a mess locating them, as they are replies to replies and so on. Add the USER with maximum elevated permissions in Advanced Security Settings to BOTH dirs of UAD (the USER is either the login email or local handle, and can be found in the permissive principal list) @ 1. %installdir% ("C:\Games\Ultimate Admiral Dreadnoughts\default\game" in my case) @ 2. %USERPROFILE%\AppData\Local\Ultimate Admiral Dreadnoughts -- Right click the folder icon, -- go the bottom of the context menu Press Properties, -- select Security or 3rd pane on the top -- Press Advanced, in the Advanced Security Setting window press Add -- Press Select A Principal, then Advanced, then the Find Now button on the right -- In the Permissive Principal List, the USER is either the login email or login local handle -- Select User,press OK, then on the Right in Permission Window, pick Show Advanced Permissions -- Select Full Control, as it will pick everything -- Press OK in all following windows to apply And -- Make a path to gamedir in System Properties / Environment Variables / System Variables Open C:\Windows\System32\SystemPropertiesAdvanced.exe or -- Press Windowsbutton+R -- -- CopyPaste or type SystemPropertiesAdvanced.exe in the window, press ok or enter -- Select 3rd pane or advanced, then Environment Variables (located at the bottom) -- In the next window (Enviroment Variables), click on the text PATH (make sure it is highlighted) - then press EDIT -- in the following window (Edit Enviroment Variable) press NEW then copy-paste or add %USERPROFILE%\AppData\Local\Ultimate Admiral Dreadnoughts -- now close System Properties and restart the computer You may also try to run the game as an administrator, as a last resort Just rightclick the icon and select run as admin,instead of doubbe click
  20. - I tried the game with no luck after updating all of the following. But from all feedbacks, I now realize they may be a needed prerequisite for the last 2 already posted workarounds to actually work I did Update VisualC from here https://download.visualstudio.microsoft.com/download/pr/7239cdc3-bd73-4f27-9943-22de059a6267/003063723B2131DA23F40E2063FB79867BAE275F7B5C099DBD1792E25845872B/VC_redist.x64.exe https://download.visualstudio.microsoft.com/download/pr/221ed2ae-1269-497b-a962-e113045001fa/1ACD8D5EA1CDC3EB2EB4C87BE3AB28722D0825C15449E5C9CEEF95D897DE52FA/VC_redist.x86.exe I did Update DirectX from here https://www.microsoft.com/en-us/download/details.aspx?id=35&url=/windows/directx/downloads/directplay.htm Last a netframework from here https://download.visualstudio.microsoft.com/download/pr/2d6bb6b2-226a-4baa-bdec-798822606ff1/8494001c276a4b96804cde7829c04d7f/ndp48-x86-x64-allos-enu.exe
  21. Administrator Permission elevation did not allow build.exe access to it's own native locale, or it's hampered by the two dirs of UAD Add the USER with maximum elevated permissions in Advanced Security Settings to BOTH dirs of UAD (the USER is either the login email or local handle, and can be found in the permissive principal list) @ 1. %installdir% ("C:\Games\Ultimate Admiral Dreadnoughts\default\game" in my case) @ 2. %USERPROFILE%\AppData\Local\Ultimate Admiral Dreadnoughts -- Right click the folder icon, -- go the bottom of the context menu Press Properties, -- select Security or 3rd pane on the top -- Press Advanced, in the Advanced Security Setting window press Add -- Press Select A Principal, then Advanced, then the Find Now button on the right -- In the Permissive Principal List, the USER is either the login email or login local handle -- Select User,press OK, then on the Right in Permission Window, pick Show Advanced Permissions -- Select Full Control, as it will pick everything -- Press OK in all following windows to apply
  22. Access between game modules are hampered,as I tracked a lot of endless mutex handles gettin no response. After 5hours++ I got the bugger to fly proper! I tried a TON of crap, but try this first Darth, as Im not totally sure which of my attempts finally hit the spot. -- Make a path to gamedir in System Properties / Environment Variables / System Variables Open C:\Windows\System32\SystemPropertiesAdvanced.exe or -- Press Windowsbutton+R -- -- CopyPaste or type SystemPropertiesAdvanced.exe in the window, press ok or enter -- Select 3rd pane or advanced, then Environment Variables (located at the bottom) -- In the next window (Enviroment Variables), click on the text PATH (make sure it is highlighted) - then press EDIT -- in the following window (Edit Enviroment Variable) press NEW then copy-paste or add %USERPROFILE%\AppData\Local\Ultimate Admiral Dreadnoughts -- now close System Properties and restart the computer
  23. Maybe unity engine got covid from the core 0.5 update. But other Unity based titles run fine atm Yes repaired first, then clean looted the sys and gamefile dirs,registry even turned my AV suite off, just to be sure --Entering any battle, hangs on the load screen,saying loading level for at least 40min (when my patience ran out) and I DID deliberatley press the 'infamous' mouse button. --Instead of the os telling me 'app timed out' I got this. This is the 'updated' grapics presented, and the UI is totally missing. I used to run 3840x2160, but steepdived into the abyss of lowering res and every graph setting, trying to get this going, but with no luck so far. Even I won,with 'blind' usage of key combos, the battle never ended after ditching the target. After trying all possible and probable keys and combos to end the 1st academy mission, I had to alt+f4. Missing the interface is the real culprit, the rest of it is really just eyecandy nostalgia (1994-1997 graphics without voodo card ?)
  24. Torpedo power balance. (Yes they currently seem to be somewhat overpowered, but they where stupidly underpowered) -It is an ALPHA, creeping towards full game status. -Game mechanics now needs testing, the balancing of ordnance and protection is an easy thing to adjust later, even they just now seems under/over powered. -Torpedoes do explode under water, and the detonation pressure actually finds it easier to go through the hull rather than surfacing, that is why a torpedo impact-detonation, is seemingly overpowered, as it can be devastating for any sized vessel. -Early torpedoes where instant detonated contact/magnetic fused. Some of the later era submarine versions where magnetic delay-fused for passing closely under the hull before detonation below the centerline of the target, it then would keelbreak almost anything regardless of size. Not sure what is modeled in current alpha version -Surface vs Surface torpedoes mostly where straight running hull hitters, and not keel breakers.
  25. 1. Random Battles 2. Seconds after initial contact ~ 30k distance 3. from 3 to 0, restart from previous triggered crashes (multiple retries to provoke this error 4. 1 BB or BC (green)vs (red)1 BB or BC + 2CL + 6DD and/if/or 6-10TR 5. Various, error occurs when or if secondaries are set to agressive, and open fire far beyond intended range(buffer overflow?), error seems likewise in this setting, as this opens for lots of threads as every gun on every ship ,will open fire, thus creating too many threads. 6. Speed boost 30x until lowered by triggered contact reduction. 7. Yes every gun on the built vessel 8. No. If I have time I will try the Game on all my windows computers, just to see if Unity have an issue with different windows versions. Found a way to reproduce this error, or trigger it quite often. Your need a ship equipped with secondaries of different calibers, as far as I can figure. 1 Target any opponent, in range of main battery. 2 Set secondaries to 'agressive' 3 Retarget, by mouse selection.If the error procs, the entire battery of secondaries, regardless of range or caliber will now open fire, with 0% chance to hit. 4 Just wait for the error to hard-kill your current game, as this error is not constantly or instanly a gamebreaker, but will generate the too many threads, and the GC error when. Hope this helps. -Its not an april fools joke, nor would it be any goodone anyway, wasting the time of devs I want to have progress developing the game, not stalled by bug hunting.
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