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Werwaz

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Posts posted by Werwaz

  1. On 6/4/2022 at 11:09 AM, Nick Thomadis said:

    *HOTFIX UPDATE 5 * (4/6/2022)

    - Optimization on: Battle AI, Aiming, Shell Ballistics.
    - Fixed German Dual Turrets that did not scale correctly in Length caliber.
    - Campaign tech progress adjusted to be a little slower for techs that are too advanced.

    Please restart Steam to download (Saves not reset).

    A list of suggested improvements:

    1. rebalance guns
    2. fix the campaign
    3. fix resistance

    Starting off with the guns, I'm not so sure that aiming and shell ballistics are that well optimized...

    late era heavy guns are basically unusable with how utterly shit their accuracy is right now

    some accuracy curves from 1940 tech guns out to 10 km as of now:

    9"- 100, 65, 20, 8.5, 4.1

    12"- 100, 100, 52, 24, 12

    15"- 100, 42, 17, 9.4, 5.7-

    16"- 61, 24, 10, 5.4, 3.4

    18"- 29, 12, 5.4, 3.1, 2.1 

    20"- 13, 5.9, 3.9, 2.9, 1.9, 1.3

    Y'all starting to see the problem?

    generally, a bigger gun with more range is supposed to be more accurate, and not the other way around. Whilst they shouldn't be one shotting ships at 50km like in patch 1, their accuracy should still be exponentially higher than that of smaller guns, and not the other way around. we have a very big problem if a 12" gun is exponentially more accurate than a 20" gun. 

    As for the campaign, its gonna be a hard pass for now until the peacetime mechanics are mostly bug free.

    At the moment, tension starts affecting relations way too soon, causing basically endless war with about a year of peace in between. they should kick in at about -75 instead of -1.  War missions still appear even after a peace treaty is signed. peacetime budgets are also a bit too low in my opinion. 

    I also think that the resistance stat needs to be reworked so that hulls in the same category have similar (+-5) resistance values, since some hulls like the American and British super BBs have abnormally low resistance that makes them non competitive compared the hulls like the Austrian super dreadnought and the German super battleship. On the other hand, the "Fast Battleship" battlecruiser hulls have too much resistance for a battlecruiser. 

    My solution would be as follows: (+-5 variation for each group)

    Super BBs: 105 resistance

    Modern BBs: 95 resistance

    Modernized Dreadnoughts: 95 resistance

    Large Battlecruisers (hulls like Fast Battleship, Super Battlecruiser, Modern Battlecruiser, etc.): 80 resistance

    Small Battlecruisers (all of the Large Cruiser hulls): 70 resistance

    • Like 4
    • Thanks 2
  2. 1 hour ago, o Barão said:

    @Nick Thomadisabout the new barrel and gun mechanics.

    g8ypCFv.jpg

    100% accuracy for the main and secondary guns against a target at 31 km away.

    This new mechanics are a great addition. No doubt. But is possible to consider lowering, by half, the positive and negative effects?

    The only sort of target that is 100% at that distance would be a super BB. Right now, long guns provide a hard counter to torpedo spammers that had been missing for some time in game, besides dumping 15% your tonnage into torpedo belts. 

    • Like 2
  3. I think the custom ship budgeting problem mostly comes from the fact that your starting budget is compiled from the previous 5 years before the campaign starts, and your peacetime budget is quit a bit smaller than your wartime budget. However, I think I have found an interesting, but not completely viable workaround to this issue.

    Basically, you let the AI auto-design your fleet in the beginning, then rebuild their ships to be better during the peace before the inevitable wars break out.

    For example, in my latest UK 1920 playthrough, I let the AI design my fleet, and I got crap but rebuildable BB and BC designs, only good for scrap metal CA design, and decent CL and DD designs. More importantly however, the AI built a great many hulls, totaling to about 10X more in money than I could otherwise build from the custom option. 

    On the first month of the campaign, I took the old BB  design, a 47k ton ship with 4x2 short 14 inch guns, secondary spam on the deck, bad armor scheme, and outdated rangefinders, and rebuilt it with a 3X3 layout of max length 14 inch guns, a well organized and uniform secondary battery, excellent armor / protection / damage control, and cutting edge rangefinders. I designed a similar rebuild for the BCs, used the CAs as cannon fodder until they could be replaced with better designs, and kept the CLs and DDs. The rebuilds took about 16 months, and cost significantly less than building a ship from scratch, so much so that I could refit more than half of the BBs and BCs at once on the measly peacetime budget, whist still having max transport and research expenditures.

    The wars usually start about 1-2 years into the campaign, which should give one just enough of time to complete their rebuilds, or if the wars come a bit early, the rebuilds will be close enough to completion that the remaining stopgap ships can hold the line until the rebuilds are recommissioned.

    Once all of the rebuilds are brought online, one would play the campaign as normal, putting AI abominations at the bottom of the sea where they belong. 

    In my above 1920 UK campaign, I was able to defeat Germany in about 6 months once all 11 of my rebuilt capital ships were online, and the CAs were replaced with a better class.

    TL,DR: its a lot easier if you rebuild the AI starter ships and have a lot more good enough ships than creating a few superb ships from scratch. 

    It ain't a perfect fix, but it does create a bit of a challenge in trying to make something decent out of the clown cars the AI gives you. 

    • Like 1
  4. 3 hours ago, Dave P. said:

    Hhmmm... looks like somebody AES-encrypted the save_0.json file. Hooray...

    unfortunate, but not unexpected. looks like I cant just go back and hack in a workable amount of money in the campaign anymore... cause most of the time they only give you enough money to build a few battleships compared to the AI horde.

    And not only that, but all of the save files are encrypted. 

    Y'all gotta remember that this is a single player game, and so hacking/editing save files isn't a bad thing.

    • Like 3
  5. 14 minutes ago, SodaBit said:

    While we can be pretty sure this is down to the new Citadel system and the new guns, I don't think this is working as intended.
    Case in point: IJN Amagi coming down with a horrific case of British Battlecruiser syndrome.
    6alP6ar.png
    2 minutes in and she's been destroyed, with a single shell somehow beating the 781mm of effective deck armor. The problem with this is the fact that the shell was only 317mm in caliber, and shouldn't have been able to pull of this kind of shot. That's not me making shit up either based on the caliber of the gun, the game agrees with that assessment.
    k9DrSAf.png
    At this range, the 317mm gun can penetrate up to 665mm of armor, over 100mm less than what it just penetrated. What Just Happened SHOULDN'T BE POSSIBLE According To The Game Itself. 

    I've got a theory here. Note the location of the impact, right behind Z turret. That area is outside the citadel, but still within the same hull section on the ship, and only has 25mm of armor. 
    4zRjQCa.png
    This same sort of thing is present on one of my BB's, which has also had impossible ammo dets. The shells that detonated the mags on this ship landed just in front of A turret, outside of the citadel, but in the same hull section as it, an area that only has 25mm of armor. On one occasion with this ship, its mag was detonated by a 10" shell landing in that exact area, which couldn't break through the main protection of the ship, but could easily go through 25mm of armor. My theory is a hit on a hull section that is only partially covered by the main belt and deck armor can score citadel hits by getting though the parts of the armor on that hull section, rather than beating the primary armor.

    I think it has more  to do with the absolutely busted guns than the citadel, although the overlapping hull sections certainly doesn't help.  It can be mitigated by placing the citadel as close to the section  boundaries as possible without going into a new section. This should definitely be fixed before the update releases on the main build. The busted guns on the other hand...

    https://en.wikipedia.org/wiki/Paris_Gun

    https://en.wikipedia.org/wiki/Schwerer_Gustav

    A 19"/78 caliber Super-velocity gun is as big as those, since it had a bigger warhead than the Paris gun, and better muzzle velocity and range the the Gustav gun. 

    And it can fire nearly 15 times faster than either.

    it has a 67km max range, with a muzzle velocity of 1075 m/s, or 3500 feet per second, or Mach 3, with the ability to penetrate 135 inches of armor at point blank range. 

    And a large SHBB can carry 12 of them. Due to the super high range, the guns get 100% hit probability at about 25km. If that isn't broken, I don't know what is.

    All I can say is that it's a good thing that this is a single player game and the only one getting memed by these massive guns is our good friend the AI. (revenge for past and present torpedo spam???)

    • Like 2
  6. 12 minutes ago, SodaBit said:

    Anyone one else getting unexplainable ammo dets?
    I've had one of my BB's blow up in my face from shots that should not have beaten the armor twice now, and I'm not sure what's causing it. Once by a 15" at about 15km, and another time by a 10" at 12km. 15" hit the main deck, which was itself, 15 inches thick. 10" hit the main belt which was 2 feet thick. I'm 95% sure those shells couldn't have gotten through, but they got all the way down into the main mag and detonated it. Is there something I'm missing here? I'm using the additional layer of armor that came with the update, but I'm pretty sure this is a bug

    can be explained by super high velocity, large caliber guns, or the new citadel system. I was playing around with 19"/78 caliber guns, and these occur quite frequently, despite my ships having 20" belts and 11" decks, with another 5 inches of armor behind it. I think that the likelihood of a catastrophic explosion is higher if the citadel is penetrated, which is quite easy with the new super-velocity guns.

    • Like 3
  7. 1 hour ago, Nick Thomadis said:

    INSTALLATION INSTRUCTIONS:

    - Find the game on your Steam Game Library and right click on it:

    image.png

    - Click on properties...

    image.png

    - ... and on the opened window, select from the list the "BETAS" option. On the appearing list, select the "beta branch" to switch to the latest beta version of the game.

    - If you want to switch back to the stable live version, repeat the procedure and select from the Beta list "None".

    ===============================================================

    -=Upcoming v1.06 Changelog (Work in Progress)=-

    CONTINUOUS CAMPAIGN
    The campaign can now be started at the selected year with no immediate wars happening and will continue until 1950 or until one of the following circumstances are satisfied:

    • Low naval prestige: Player is replaced by the current government.
    • Revolution and naval prestige is not high: Player is replaced by the new government.
    • Total Nation Defeat: 50% or more of the Home Provinces are lost.

    The AI players will also lose with the same rules and their nations can be obliterated from the map if the home provinces are conquered by another nation. 

    During peacetime, the following new mechanics are introduced:

    • Random events: Events in which you must take a decision that will affect relations with other nations and other aspects of gameplay. This is a work in progress functionality that will expand further.
    • Tension: Tension will be produced mainly between nations with bad relations that have a stronger fleet than necessary in common waters. Tension affects bilateral relations and can slowly bring nations to war.
    • Alliances: If two nations have good relations up to +99, then special events can trigger alliance agreements. Nations in an alliance fight their enemies together as it happens in the update v1.05.
    • War: If two nations have bad relations up to -99 then special events can trigger a war between them. Other nations will immediately pick a side according to what were their previous relations and modify relations accordingly. This large modification of relations can immediately trigger new alliances and force other nations to enter the war.
    • Negotiations for Peace: When eventually a peace agreement is signed and war reparations are shared for the victors, money, ships and provinces are transferred accordingly to the nations (previously the game just ended). While there is no land conquering mechanic yet, the province exchange via war reparations will be somewhat exaggerated. 
    • Economic Cycles: During prolonged wars the GDP will suffer greatly and the economic growth accordingly. After the war it will need much time to recover financially, especially if you were defeated and lost provinces.

    MAJOR NEW FEATURES
    A detailed Citadel functionality, new gun mechanics and Dud Torpedoes enrich the realism factors of the game.

    • New detailed Citadel: The damage model becomes upgraded with a far more detailed armoring system. The way you layout out your guns and funnels will affect the length of the citadel (the armored box covered by the main belt and deck) and you will be able to view it in the ship preview during the design process.

      So it will be now fully realistic to create Nelson type ships which save weight due to the shortening of the armored citadel. Moreover, the hull weight and strength in each section will be dependent from the way you choose to layout your main guns as well as the center of its mass. For example, the sections in the middle will be significantly stronger and more resistant against damage than the lighter sections at the edges of the ship. Finally, you will be able to add an extra multi-layered armor in the citadel and choose independently its values according to the components enabled "All or Nothing", "Turtleback" etc.

      Furthermore, the new calculations for the hull will affect everything about the ship stability and weight allocations. For example, you can enlarge the citadel to reduce the pitch/roll, because by adding weight in the central parts of the ship will significantly increase its stability (Currently this effect is not so strong, because all sections were weighted equally, so adding big guns on the ship would always increase pitch/roll with no way to reduce other than bringing guns closer to the center).
       
    • New Special Gun Calibers: A new design panel will allow you to edit the diameter and length of the gun barrels which will affect the gun statistics and their actual size on the ship. So, for example, you will be able to have calibers such as 13.5 inch for your guns before you research the next bigger 14 inch caliber. The variations of designs now will become extremely enriched, as each ship will look different also on the gun scales.

      The different guns on diameter and length-caliber will also vary according to the 3D model used for them. Guns of different nations that are large or have a shorter barrel than others of the same caliber and technology, will not be identical as now, but will have different stats accordingly.
       
    • Dud Torpedoes: Torpedoes will not be as successful as now but will detonate and damage ships according to their angle of impact and their technology. You may have torpedoes to not explode on impact or explode prematurely with new visual effects. Torpedoes can also deviate from course (extremely rarely in more than 90 degrees).

    NEW  HULLS & GUNS (WIP)
    Up to now we can confirm the addition of the Danton-class battleship for the French Navy along with new French guns and other hull variants for France and other nations. More hulls will be added.

    New models you will find now in the current beta are:
      - New late tech 8-inch and 9-inch guns for Japan
      - New late tech 2-inch and 3-inch guns for USA, Britain, Spain, China
      - New generic Mark 3 Torpedo Tubes for all nations.
     

    OTHER IMPROVEMENTS

    • Improved ship motion at sea: Pitch/Roll and overall ship movement characteristics are updated to support the new hull weight adjustments. Ships will interact with waves more realistically, as a result.
    • Improved shell ballistics & mechanics: Following the new gun mechanics, the aiming/targeting/shell dispersion will be improved and will have extensive variability according to the virtually countless combinations of the different gun settings. When guns fully aim they will characteristically speed up their firing rate to destroy the target quicker.
    • Over penetration mechanics improvement: Overpenetration will now be depended further from the angle of impact, increasing the chance of striking full penetrations when firing through the bow of a ship.
      Moreover, overpenetration damage will be dependent greatly from the angle of the ship, significantly damaging the hull if a shell passes through the bow and along the length of the ship.
    • Torpedo tubes create special detonations: When Torpedo Tubes become hit and destroyed they can cause a special detonation, simulating the damage caused by the destroyed torpedoes (which are removed from ammo).
    • New Ship Components:  “Advanced Electrical Turrets”, “Advanced Electro-Hydraulic Turrets”, and “Advanced Gun Reload System” are now included in the available list of ship components.
    • Many Ship weight/cost balances: Following up the new Citadel and Gun mechanics, the weight and cost of ship assets have been adjusted accordingly.
    • New weapon stats visible in the UI: In weapon stats you can now review the weapon’s rotation speed in deg/sec and what is the exact weight of ammo per turret. 
    • Colored weapon availability: During battle, by hovering the mouse on a weapon type all the respective weapons become highlighted and colored according to their status. “Green” is fully operational, “Yellow” is seriously damaged, “Red” is destroyed or out of ammo. Previously you could just view the weapons highlighted yellow with no information if they were working or not.
    • Further Auto-Design improvements: AI will design ships even better following the logic of the new mechanics for Citadel and Guns.
    • Further Battle AI  improvements: Battle AI will operate overall in a more effective way vs the player. 
    • Further Division logic improvements: There should be less errors in division auto-management.
    • Fixed Window Mode: You can now safely Alt+Tab or play in “Window Mode” and the game will continue to play, it will not be paused.
    • Beam/Draught Custom Edit: You can now type the needed values for Beam/Draught.

    BUG FIXES

    • Fixed bug that made HE penetration to be dependent from the penetration of AP shells. AP and HE shells penetration will now correctly work independently according to the chosen AP and HE shell types.
    • Fixed various campaign bugs.

    Many more will be added, which we will share as soon as we arrive closer to the release of the next update.

    Thank you for reading!
    The Game - Labs Team

    =====

    *UPDATE 28/5/2022*
    The new beta 1.06 became available. Not all features are ready but the game should be now playable and enjoyable. The campaign needs more work and with your help we are going to finalize it soon. Enjoy!

    Certainly appears that there is a lot of new stuff to check out. 

    Stuff I noticed about the custom battle:

    • The Auto-II loading is duplicated
    • I see that an overcast skybox has ben added
    • large caliber guns (19 and 20 inch) have been given the standard 100 rounds per gun compared to 90 rounds
    • 19"/78 caliber guns are extremely fun to use (especially when using APHE)(DOOM music Intensifies)
    • ships are getting one-shot too easily since one full pen will basically instakill the ship

    Stuff that could be improved:

    • I would like to still have the standard and advanced hydraulic turrets in late era ships in order to save weight for other uses though, since the new citadels add additional weight on top of the main armor scheme.
    • "Barbette" module probably should be renamed to something more like "Damage Control" now that we have proper barbettes, seeing that it mostly gives survivability buffs against flash fires and ammo detonations.
    • the balance point of the ship should be moved back since most of the first 2 sections of bow deck space are unusable. 
    • Like 3
  8. On 5/13/2022 at 1:53 PM, Nick Thomadis said:

    Hello guys,
    We need more time to finish the first beta. The main features are mostly complete. The campaign still needs some time, but for a beta we can surely offer it next week, as it seems. A changelog will be offered tomorrow.

     

    Has been almost two weeks...

    Is the beta still coming anytime soon?

    Or are there still major bugs that need ironing out?

    Either way, it'd be nice to have some more communication, especially if promised delivery dates are missed.

    • Like 4
  9. On 5/2/2022 at 8:07 AM, PanzerMk34 said:

    It now seems that there's a specific variant of this bug happening in game, which annoys me to no end. For example, I pick Japan to build a BB in 1940. I give the BB for a spin in a battle, then afterwards I exit to the menu to create a BC. Now the problem is that at times the BB's design is corrupted, forcing me to delete it, and then redesign it from scratch with altered design choices and values. Could you please find a way to fix this problem, as it's quite time consuming to redesign your ships when this bug is constantly haunting.

    Same here. I notice it happen a lot more when there are a lot of designs saved on the file. 

    my savefile: https://drive.google.com/file/d/11agnDstw3dhU1E8susLKMVgm_GzvJJu_/view?usp=sharing

  10. 5 hours ago, Dreaming_Nagato said:

    Oh dont keep us in suspense:):) cant wait for 1.06. I hope you guys plan to add more hulls, more superstructures, funnels, guns. And when will we get US or Japanese campaign?

    Most likely, I think they would expand to include western Russia, Spain, and east coast USA before adding the Pacific, since most of the currently playable countries are located around the North Atlantic, Baltic, and Mediterranean seas. As for more hulls and superstructures, They are certainly welcome additions, but they shouldn't be the main focus of the updates. So far, I like that 1.06 focuses more on improving smaller game mechanics than previous updates, like the dud torpedoes and the custom citadel. 

  11. The newest Hunk of Metal to sail forth from Werwaz's Shipyards, I present the USS South Dakota

    https://steamcommunity.com/sharedfiles/filedetails/?id=2806610642

    A reimagining of the original 1920 concept, with the stuff that USA has in game. Some notable changes are the removal of the forward cage mast, rearrangement of casemates, and a flush deck. I also gave this rendition of the South Dakota substantially improved armor, as well as a higher top speed. An excellent brawler, but quite inaccurate beyond 12km.

  12. USS Hyperion

    https://steamcommunity.com/sharedfiles/filedetails/?id=2806158418

    132.5K ton Super Battleship, complete with Maxed out Protection modules, Gas Turbine engines, 4X3 19-inch Guns firing heavy APBC2/APHE shells, 21 inch belt, Gen 3 fire control radar, and 11 inches of main deck armor. It is a bit on the slower side at 28 knots though. Hits hard at range, but isn't the most suitable for brawling.

    If this sounds familiar, it is an improved version of the Hyperion from my previous thread that was active about a year back.

    HMS Arcturus

    https://steamcommunity.com/sharedfiles/filedetails/?id=2806168167

    An excellent BC design from one of my recent campaigns, It sports 4X2 16-inch guns, has a top speed of 36 knots, fires standard APCBC2/APHE shells, has a 16 inch belt and 7 inch main deck, and maxed out protection modules on a 50K ton frame. A good Do-it-all ship, but lacks any meaningful secondaries.

    Featured as HMS Lion in my Epic Campaign Wins thread, taking part in the ROFLstomp that was the battle of the Baltic Sea.

    BONUS SHIP:

    THE Battle Barge

    cause those sanctions sure are hitting the Russians hard...

    https://steamcommunity.com/sharedfiles/filedetails/?id=2806162176

    Completely unarmored, armed with 6X2 9 inch guns, basically is a converted container ship weighing 120K tons

    Our good friends are gonna need a lot of submarine-tractors to salvage this one

  13. 10 hours ago, Nick Thomadis said:

    Hello admirals,

    We have more info to share about the next major update. The confirmed working additions are updated in the changelog.

    - New Citadel calculations for the hull will affect everything about the ship stability and weight allocations. For example, you can enlarge the citadel to reduce the pitch/roll, because by adding weight in the central parts of the ship will significantly increase its stability (Currently this effect is not so strong, because all sections were weighted equally, so adding big guns on the ship would always increase pitch/roll with no way to reduce other than bringing guns closer to the center).

    - The different guns on diameter and length caliber will also vary according to the 3D model used for them. Guns of different nations that are large or have a shorter barrel than others of the same caliber and technology, will not be identical as now, but will have different stats accordingly.

    - Dud torpedoes can also deviate from course (extremely rarely in more than 90 degrees).

    - Up to now we can confirm the addition of the Danton-class battleship for the French Navy along with new French guns and other hull variants for France and other nations. More hulls will be added.

    We will update the changelog with more details next week, when we plan to release the first beta, if the campaign first work is finished.

    Will the resistance and hull form stats be reworked as part of the citadel changes?

  14. On 4/22/2022 at 1:26 PM, Nick Thomadis said:

    Hello Admirals,

    After the last major update which we hope you enjoy it, we started to work on the next major features. We can now share a confirmed list of the next very important new features, which you also have asked many times from us. 

    • Long campaign with peacetime periods: This was actually a planned and expected feature of the campaign. On the current WIP map you will be able to start from your selected year without instant wars. New tension mechanics and special events will trigger diplomacy effects. Alliances will be formed and different wars will be fought throughout decades of gameplay.
       
    • New detailed Citadel: The damage model becomes upgraded with a far more detailed armoring system. The way you layout out your guns and funnels will affect the length of the citadel (the armored box covered by the main belt and deck) and you will be able to view it in the ship preview during the design process.

      So it will be now fully realistic to create Nelson type ships which save weight due to the shortening of the armored citadel. Moreover, the hull weight and strength in each section will be dependent from the way you choose to layout your main guns as well as the center of its mass. For example, the sections in the middle will be significantly stronger and more resistant against damage than the lighter sections at the edges of the ship. Finally, you will be able to add an extra multi-layered armor in the citadel and choose independently its values according to the components enabled "All or Nothing", "Turtleback" etc.
       
    • New Special Gun Calibers: A new design panel will allow you to edit the diameter and length of the gun barrels which will affect the gun statistics and their actual size on the ship. So, for example, you will be able to have calibers such as 13.5 inch for your guns before you research the next bigger 14 inch caliber. The variations of designs now will become extremely enriched, as each ship will look different also on the gun scales.
    • Dud Torpedoes: Torpedoes will not be as successful as now but will detonate and damage ships according to their angle of impact and their technology. You may have torpedoes to not explode on impact or explode prematurely with new visual effects.

    Many more will be added, which we will share as soon as we arrive closer to the release of the next update.

    Thank you for reading!
    The Game - Labs Team

    any idea on roughly when we can expect these features to be in a beta build?

    • Like 1
  15. 1 hour ago, Nick Thomadis said:

    Hello Admirals,

    We are very happy to announce the next major update of Ultimate Admiral: Dreadnoughts! The campaign has received not only a map expansion but a crucial new functionality which allows you to create Task Forces. With the Task Forces you can bring the battles close to the enemy waters in a detailed manner, but beware, the enemy will do the same to you. The AI will counter your movements or will try to find opportunities to reinforce weakened sea regions and gradually destroy your convoys.

    58 new ship variants enrich the huge roster of ships you can design, including the detailed model of the German Battlecruiser SMS Von der Tann. The game's interface has received a total clean up and visual enhancement while many other gameplay fixes and improvements await you to explore them in the largest update, in terms of content, that has been released so far for the game. You can read the long list of improvements in the below link:

    https://www.dreadnoughts.ultimateadmiral.com/post/major-update-v1-05

    Your feedback will be much appreciated as always. We hope you will enjoy the new improvements!

    The Game Labs Team

    ============

    Known small issue:
    If you click buttons in loading screens you may freeze the game but if you select to "Wait for the game to Respond" the game will continue normally. 

    nice to see some new dreadnought era hulls in the game

    I did notice that the resistance and hull form stats don't change when the beam slider is used. However, I do see the engine efficiency changes. 

    I would like to see the last few nations like USA, China, Japan, Russia and Spain make their appearance in the campaign along with a fleshed out peacetime and diplomacy system. 

    In terms of new hulls, I would like to see stuff like USS Colorado (1920s), Nagato, USS Lexington (BC), the Tillmans (Most likely Tillman IV-2), HMS Incomparable, Tosa/Kaga, and other pre-treaty super ship concepts. It certainly would be fun to pit these pre-treaty super ships against their more advanced counterparts from 1940.

    Overall, well done Game Labs for this update

  16. 18 minutes ago, Nick Thomadis said:

    =============

    Update: 11 (30/3/2022) Available

    - Now the ships can be lost due to casualties: When a ship receives more than 70% casualties it surrenders, which is considered a ship loss, during combat.
    - Fixed sinking animation jitter (ships changing to sinking animation effect instantly, losing frames).
    - Fixed enemy ship models disappearing  in shipyard mode when re-starting a custom battle.
    - Fixed some bugs of the UI in campaign and in Battle Stats.
    - Fixed battles not ending after time expiration in campaign.
    - Fixed Task Forces splitting ships when fighting against enemy ships coming from ports.
    - Fixed Opposite VP bug of the campaign (definite fix).
    - Fixed other issues of the campaign.
    - Some small fixes in some hulls.
    - Further auto-design improvement.
    - Further Battle AI/Targeting improvement.
    - Further Shell Dispersion improvement.

    when the ship surrenders, will the winner capture the ship or will it be scuttled?

  17. 9 minutes ago, Nick Thomadis said:

    Hello Admirals, 

    The next Beta of Ultimate Admiral: Dreadnoughts is now available! Here is how to enable it.

    INSTALLATION INSTRUCTIONS:

    - Find the game on your Steam Game Library and right click on it:

    image.png

    - Click on properties...

    image.png

    - ... and on the opened window, select from the list the "BETAS" option. On the appearing list, select the "beta branch" to switch to the latest beta version of the game.

    - If you want to switch back to the stable live version, repeat the procedure and select from the Beta list "None".

    ===============================================================

    ==v1.05 Update==

    CAMPAIGN

    • Map Expansion: Expanded the map to include the Mediterranean Sea and a larger portion of Europe.
    • New Nations: Italy, France and Austria-Hungary are added to the major nations. The nations form two rival alliances and fight with each other for total victory (this is temporary functionality until we offer the prolonged campaign system).
    • Task Forces: Previously you were able to move ships only between ports. You can now also form Task Forces, by grouping ships and sending them to any sea point on the map. In this way you block strategic passages and generate missions according to the ships in the vicinity.
    • Refit Mode: Now you can refit your ships, from changing a few components to radically replacing weapons, funnels, towers with modern variations. This new and essential feature will allow you to utilize all the latest technology advancements for your current ships without the need to scrap them and build new ones.
    • New Sea Roles: New sea roles added to the previous “In Being” and “Sea Control”, special for the Task Forces, offer more options for controlling strategically your ships.
    • Interface improvements: There is a new tab “Politics” where you will later manage some diplomacy aspects. Now you are able to overview the relations and power of all nations. Additionally we added an “ Economy Growth” to the GDP which will be dependent later from various conditions. You will be warned when you want to end the turn with danger of going bankrupt. When you hover at a sea region a tooltip shows statistical information for the included fleets. Many other minor changes to support the new functionalities.
    • Balances: Maintenance cost is balanced so that it is not so high now that ships will spend more time at sea with all the various and expensive sea roles. Tech research is balanced to be overall faster and tech priorities will give a more distinctive advantage when chosen. Various other balances were made to support the new campaign expansion.

    NEW HULLS

    • Many New Hulls (To be announced)

    MAJOR NEW FEATURES

    • Customization of Beam / Draught: You can now adjust the width and height of the hull in the design options. These adjustments will greatly affect the hull characteristics and the performance of your designed ships.
    • New Components for AP/HE rounds ratio: Choose the distribution of AP and HE rounds between different settings for your main and secondary guns. You will no longer have indefinitely any type of AP or HE round but both will have their separate limit. 
    • New Components for AP/HE shell types: The type of the HE or AP shell can be now customized depending on technology. 

      The different HE shells span between the options: 
      HEI - High Explosive Incendiary Shell
      HCHE - High Capacity High Explosive Shell
      CNF - Nose Fuze Shell
      CP - Base Fuze Shell
      CPC - Common Pointed Capped
      CPBC - Common Pointed Ballistic Capped

      The varying AP shells are: 
      SAP - Semi Armor Piercing Shell
      SAPBC - Semi Armor Piercing Ballistic Cap Shell
      AP - Armor Piercing Shell
      APC - Armor Piercing Capped Shell
      APBC - Armor Piercing Ballistic Capped Shell
      Improved APBC - Armor Piercing Ballistic Capped Shell
       
    • New Battle Control Option “Avoid Ship”: By default it is enabled and allows the ships to automatically avoid other ships to prevent collision. You can now override this behavior individually for any of your ships, either for improving your swift maneuvers or for ramming the enemy…
    • New Battle Control Option “Ammo for Secondary Guns": You can now choose what type of ammo is used for your Secondary Guns, Auto, AP or HE.
    • Improved Shell Ballistics and Gun Aiming Mechanics: Following the various new options for AP and HE shells the shell ballistics now follow a much more characteristic trajectory depending on all their different physics variables. Additionally, the guns aim in a more realistic manner, firing salvoes depending on the target’s speed and angular velocity. For example, previously you would see shell salvoes to be mostly random in relation to the center of the target, but now salvoes are en mass fired forward, aft, in front or behind the target until the range is found and hits start to be achieved. This automatic procedure affects the base accuracy and now makes the firing more natural and expected depending on target distance.
    • Improved Ship Motion at Sea: Ship buoyancy mechanics are enriched to support the new Beam/Draught options. The interaction of ships with waves is now more characteristic depending on the weight offset, pitch/roll, beam/draught options chosen for their design.
    • Exponential speed limit for hulls: As ships reach a maximum speed barrier depending on the hull technology, then the engine weight needed to achieve a higher speed increases exponentially. Thus it will be much harder to design unrealistically fast ships with old hulls, something that a lot of players abused to make much faster ships than the AI to overwhelm it.

    OTHER IMPROVEMENTS

    • Over penetration mechanics improvement: Overpenetration will now happen with more accurate conditions. Previously the unarmored ships would mostly overpenetrate, or the heavily armored almost never became overpenetrated.
    • Flooding mechanics improvement: Flooding from direct hits will now spread not only to adjacent sections but further beyond, depending on the height of water inside the flooded sections. This new feature addresses the previous unnatural survivability for smaller ships (especially the torpedo boats) which would become unsinkable until more sections were flooded from a direct hit. With this new feature, the torpedo and flooding protection schemes in the design options will be more than essential.
    • AP/HE different stats: When you hover on guns to see their info tooltip you will now see detailed and different statistics for AP/HE shell weights, damage, range, muzzle velocity, penetration and accuracy tables.
    • Crew scales with hull size and displacement: As you change displacement, beam/ draught the hull crew number will change accordingly. Previously the “Control Station” crew was not scaling.
    • Added instability/beam/draught values in battle UI: These are important design aspects, useful to know for any ship that participates in a battle.
    • Save file system improved: When a new game version requires it, obsolete save files will be discarded and new will be generated automatically. This will stop the confusion of players when the game would become broken due to incompatible saves (invalid designs, exceptions, floating guns etc.)
    • Ship weight/cost balances: Balanced the weight and cost for various parts and components, as it was needed for all the latest new features. 
    • Other balances: The “Dunnite” explosive charge is available in late tech years, new Radar Rangefinder III is now available and other minor improvements or balances for the ship design options.
    • Minor Visual Effects Improvement: You will notice a little better visual effects overall.

    NEW MISSIONS

    • One new mission (To be announced).

    BATTLE AI

    • The Battle AI is further improved to make decisions more promptly and effectively by using more algorithms. The result is an AI that will know better when to attack and defend and at which distance, always depending on the nation's personality.
    • Auto Targeting is influenced by the new AI algorithms and is more effective. Some older issues should become resolved, for example the over-prioritization of Transports.
    • Improved the AI decision making on switching shell type. You will notice that the ships will more successfully switch ammo depending on the armor and angle of the target.
    • AI auto-design algorithms enriched to support all the new features for Beam/Draught, new components. The ships created will be balanced in protection and firepower and thus more potent adversaries.

    BUG FIXES

    • Several division movement bugs were fixed: Ships will not confuse so much as before in dense formations. Further fixes will come after feedback.
    • Fixed issue that caused the division ship leader to instantly switch position when receiving little damage, causing confusion to the formation.
    • Fixed bug that would cause ships of screen formation to immediately try to switch position at the start of battle, creating big confusion in the formation.
    • Fixed bugs that would cause the showing of inaccurate statistical data after battle.
    • Fixed some issues with barbettes that were not available in mount positions, while they should. This bug would cause issues in the auto-design which made it very difficult to find a proper barbette to place a gun.
    • Fixed old issue of inconsistent reverse engine damage.
    • Minor text fixes.

    *==============================* 

    The beta has known incomplete features. For example, the nations on the campaign fight each other but cannot yet create alliances. Britain, France, Italy fight vs Germany and Austria-Hungary, but they cannot yet create coordinated naval battles together, so you will be only fighting alone vs all your enemies while the rest of the nations will damage them as much as they can.

    Please note that all the new features of this patch will make all previous saves not working. The  new game file system will make sure to not have any bugs when you update. Unfortunately, it will be impossible to keep your previous saves on campaign, battles and saved designs

    Thank you for reading,

    The Game-Labs Team

     

    this should be fun

    beam/draught should be fun to experiment with

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