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baatsman

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Posts posted by baatsman

  1. 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!!!

  2. 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.

     

    • Like 1
  3. On 12/19/2021 at 8:58 PM, HerrTom said:

    Finally got to a 1910 campaign. Did a custom fleet and was instantly blockaded the first turn. I think this might partly be due to my (and other players') desire to build high quality ships. I had 5 battleships compared to the British 19, 8 vs 8 CA, 7 vs 16 CL, and 15 vs 19 DD.

    But it was still fun fighting the British with the absolute need to sink some of their ships (since I'm hemorrhaging money with everything set to zero except transports to 50), until...

    After about a couple of battles every single ship in the British fleet has veteran crews!  This includes the British battleships, which I kept very good track of because I needed to sink them. I sunk every single one I encountered, and yet each battle the new one had higher and higher experience, until they were all veterans.  I think something with how the AI nations gain battle experience is off.  Makes it very frustrating when I'm super constrained by budget and have cadet crews that the AI just magically has that 45% or so higher accuracy.

    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

  4. On 12/18/2021 at 10:43 PM, rgreat said:

    Default campaign is not fun.

    I can not alter starting year and at default one gunnery accuracy is way too low to be effective.

    I know it was only a few percents of hits in reality. But that was at long ranges, which is totally understandable! But inability to score hits at close range?

    In game even at point-blank range it is like 15% accuracy? WTF?!

    How you can miss at these ranges at all?!

     

    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

  5. 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.

    • Like 2
  6. 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?

  7. 16 hours ago, Danelin Aruna said:

    ya the turning radius are something that need to be looked at, computer avoids torpedoes like ballet dancers. And my ships can only avoid them about 40% of the time. and its really bad with the unsinkable AI destroyers. ive seen them being shelled by 3 or 4 cruisers, they have 99% flooding and wont go down. then they shoot torpedo's and hit my ships... then they finally die.

    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? 😉

  8. 18 hours ago, Faolind said:

    I.. do this all the time. I don't have the effect you are describing. I'd like to know what I'm doing differently. I can ram enemy ships quite easily as well, including by accident.

    With friendly ships however, I do experience the dead stops you are describing, even at 100s of feet out. And it is annoying when I dead-stop and take a friendly broadside because the ship wont move even though *I got this* on the navigation.

    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.

  9. 6 hours ago, eraserr83 said:

    Its utterly annoying, that if one of your ships gets close to another, then you cant control them, they wont turn either way, they just simply sail in one direction, regardless what orders you give. How the fck should we avoid torpedoes, ships, or anything? Fix this BS, and let us decide, how our ships turn and behave, and remove this nonsense 'close proximity' thingy, which immobilize your ships. Sad, that things like this have to be pointed out...

    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.

  10. 6 hours ago, o Barão said:

    "How the fck should we avoid torpedoes, ships, or anything? "

     Use the rudder slider.

    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.

  11. 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

    • Thanks 1
  12. 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.

     

    • Like 2
  13. 4 hours ago, Speglord said:

    Never struggled with this since the new patch, I won't lie. I've sunk numerous battleships with two torpedo hits -- I think I sank a battleship with even just one. 1890 cruisers may be a bit tanky against torpedoes, though I'll need to do more testing to confirm that.

    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.

    • Like 1
  14. 1 hour ago, Verdant said:

    Is it possible to change the In Being/Sea Control button to be a toggle instead of a prompt? Changing large numbers of units gets really annoy after a while, needing three clicks instead of one on what could easily be done.

    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.

    • Like 1
  15. Just now, ChryssyH117 said:

     its a related to the rework of part selection there is a way around it basically zoom in and look at the part you want vertically and you can select the funnel/gun most of the time doesnt always work but its a temporary work around

    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.

  16. On 9/17/2021 at 12:36 AM, Captain Basilone said:

    Tried. No good. Same as before. No movement, all buttons save the hat that gives control to AI gone once battle begins.

    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

     

     

  17. 5 hours ago, baatsman said:

    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

     

    -

     

    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

  18. 3 hours ago, Darth Khyron said:

    Thank you very much, that did not work, unfortunately. Still floating ships in the endless grey 😕

    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

     

  19. 3 hours ago, Darth Khyron said:

    Did that, did not work.
    Still having the same problem as "Baatsman". However, my ships do nothing at all, even if placed near the enemy. No firing, no nothing. No interface, just a fleet floating in a grey nothhing.

    I have to say I am a bit dissapointed.

    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

    • Thanks 1
  20. 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 ?)

    uad.png

    Won.png

    • Thanks 1
  21. 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.

     

  22. 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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