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Werwaz

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Everything posted by Werwaz

  1. Here's some of my thoughts on these: 1. multiplayer will probably only come after the singleplayer campaign is done, but if it does get added, I see it going one of two ways. Either they ad a bunch of FFA rooms where you build a ship and plop it down into an arena, or a multiplayer (probably LAN first, then online) campaign in which different players play as different powers. 2. depends on if carriers get added, closest thing we have to this are the 2 and 3 inch guns (50 to 76mm). 3. agreed, could use more pre-dreads and dreadnoughts as well (dreadnoughts 2,3,and 4 are all the same except for USA dreadnought 2). 4. I think there should be a balance in customization. too much and new players will be overwhelmed, but enough to make each design feel unique. However, I do agree that some of the hulls can still be a bit restrictive in barbette placement. 5. Amongst those on the forums, I think that about half are cautiously optimistic about carriers and the other half vehemently oppose their inclusion. Personally, I think they should be DLC material or get their own game (Ultimate Admiral: Air Ops??). 6. that basically is the campaign as far as I know, along with some basic diplomacy and politics, i.e. alliances, naval treaties, stuff like that.
  2. BC Project K-4 (Russia, 1940) a successor design to the K type in this post: https://drive.google.com/file/d/1qNYJo8Co7A7JexhEN7tG_qb9trxR6wFC/view?usp=sharing
  3. I myself have been put in a similar predicament with many of my favorite designs. the Hyperion and Macarthur required substantial redesigns to work in the new update. I'm sure the concepts of the K-type can be applied to a similar hull now that I think about it imma go do that
  4. here's a few more designs that I made: BB Hyperion (US,1940) a typical SBB with an emphasis on survivability, but not lacking firepower or speed. https://drive.google.com/file/d/1mH8U9QR3zE2P6TE7eJyaG8mpEFYuquSc/view?usp=sharing BB Vengeance (UK,1940) similar to Hyperion, just with 18 inch twins instead of 17 inch triples https://drive.google.com/file/d/1OC9R-PLWIESMvUht9i5Tl4iFPSOeKG1T/view?usp=sharing CA Macarthur (US,1940) a "Universal ship" concept, meant to take on anything from destroyers to battlecruisers. https://drive.google.com/file/d/1DGEu411zYv4sGJStnT_e6vmAASo5RyFl/view?usp=sharing
  5. A successor to my original ship repo thread, which has been rendered obsolete by the new update I figured out how to extract a ship design from the game, however the savefiles are a bit messy in order to add designs, you have to go to C:\Users\yourusernamehere\AppData\LocalLow\Game Labs\Ultimate Admiral Dreadnoughts, locate a file called "custom battle data", then paste the contents of the text file into the custom battle data file under the correct "key" value, i.e. a ship built in 1918 should be pasted under the 1918 key. If said key does not exist, create your own ship for that year and it will appear. An example ship file, a 1940 Russian SBB, will be attached below yes, I still have to use google drive links cause my attachment quota is full https://drive.google.com/file/d/1nEIMVK5Nrkg9oAvnmnsiupr6yp3tbXOG/view?usp=sharing feel free to add some of your own below
  6. is there any way to access the ship save files since I was thinking about creating a thread for ship files
  7. it seems that a lot of the older hulls (mostly alpha 7 and older hulls), i.e. the US SHBB, French SHBB2, amongst others have been powercreeped and should be buffed to fit better with the new update.
  8. definitely more smaller updates, i.e. patch 1.1, 1.2, etc... a smaller patch every 2 or 3 weeks would be a lot better then a giant patch every 3 months also a few non game-breaking bugs are acceptable in my opinion since alpha/core is about adding the core features and not so much optimization, which would be the beta versions
  9. (In palpatine voice) Commander Nick The time has come Execute core patch 0.5
  10. or in my case the interminable grind that is world of tanks
  11. Dang I was looking forward to it this weekend
  12. I think perhaps going forward it'd be best if y'all released the patches in stages i.e. patch 1, patch 1.1, patch 1.2, etc. so we could get a smaller patch every 2 weeks instead of one giant patch every 3 months.
  13. at least they gave us custom battle saves
  14. I was thinking a basic veterancy system in which the ship's crew gains more skill as they perform more training or combat missions sorta like in HOI4
  15. thanks for the update the only thing I particularly object to is the belt weight increase since a thick belt is needed to counter the AI's regular use of 19 and 20-inch guns, unless the resistance increases are meant to offset this crew mechanics and design saves sound nice Russian SHBB2 should top out at about 105 to 110k tons rather than 117k in order to rein in power creep some suggestion for the future: USA could use some modernized dreadnought hulls to represent the big 5 or the Tillmans, with appropriate advanced cage masts adding a spall liner to protect against HE and shrapnel from spalling/non-penetrating hits would be a nice addition more dreadnought 2,3,and 4 hulls (they're all the same across all countries)
  16. what happened with this? we haven't even got patch 1 yet and its september
  17. I woulda thought they'd release it this weekend since it'd be labor day weekend... I know we want them to take their time and deliver a good product, but 3 months without updates is a lotta time also no weight increases
  18. Is there any estimate of when core patch will be released? its been about 3 months now since we got alpha 12
  19. I think the ideal solution is to implement some sort of machine learning where it can analyze a given encounter against a player, where it can learn from the loser's ship and the design flaw or flaws that ultimately lost them the battle, be it thin barbettes, no bulkheads, or bad anti torpedo belts. If the AI isn't ready to produce competent designs, make it choose from a library of player built ships. In the meantime, there should be no changes from current alpha-12 weights to allow some consistency for the AI to train.
  20. as ship saves are planned been added, I will probably convert the above designs to save files , and post the save-files here. any new designs will just have a picture and download link.
  21. the only thing in this update that I don't like is the 10 percent armor weight increase the weights are fine as they are, they don't need any buffs/nerfs
  22. I think it really depends on the design philosophy of the ship. If one wants to build a handful(2-3 per class) of top of the line battleships, then they go for top techs regardless of cost. One who goes for a quantity-over-quality approach will most likely see their ships become obsolete a lot sooner, and as it may be easier to upgrade an existing ship as opposed to building a new ship, they will be forced to either fight with obsolete ships, spend a ton of money on refits that could have been saved if you built the ship with better techs, or spend even more money building entirely new ships. I generally never use diesel powerplants for a ship with a speed over 28 knots in order to control costs, as well as making these ships as survivable as possible so all that expensive machinery doesn't sit at the bottom of the sea.
  23. ye I must now build the ship equivalent of the T95
  24. nice there are some things that I am a bit concerned with though: new modules shouldn't affect the weight of the ship that much i.e. split shaft weight between shaft and rudder, same thing with propellent and charge as well as superstructure and conning tower belt armor weight should remain the same and not have the 10 percent weight increase, if not this then reduce other armor weights to compensate (really don't want to go back to alpha 11 level of weight) and a few suggestions for future additions: double superfiring barbettes...maybe??? more cruisers, pre-dreadnoughts, modernized dreadnoughts, just more ship hulls/parts(the fast battleship hull could use some more modern towers) potential Tillman style "super-dreadnoughts" with advanced cage masts hoi4 style focus trees for special research projects(for stuff like Two Ocean Navy act, Z-plan, etc.), declare wars, form alliances, change government type, etc. different government types with associated buffs and debuffs also it'd be nice if we got a place on these forums to share and download in game ship bluieprints.
  25. It definitely has been a while since I made one of these Glory to Arstotzka It is 1965. Arstotzka is at war with Kolechia over a piece of territory known as the Grestin strip. Out on the seas, fierce naval battles are raging between the belligerents. You can take command of either country's naval forces. If you choose Arstotzka: This nation's naval doctrine calls for large capital ships that are very well armored. your ship must have at least 15 inch belt, 9 inch belt extended, 8 inch deck, and 6 inch deck extended armor as well as maxed out protection modules in order to be accepted into service. Put the Kolechian scumbags at the bottom of the sea If you choose Kolechia: This nation's naval doctrine calls for a fast and flexible fighting force mostly comprised of smaller ships, with a few capital ships to support them. your ship must have a speed above 28 knots to be accepted into service. Teach these insolent Arstotzkans a lesson by sending them to Davy Jones' locker START DISTANCE: 50000M ARSTOTZKAN FORCES: Russian Empire, 1940 tech 1X super battleship, Glory of Arstotzka 3X battlecruiser, unknown class 3X heavy cruiser, unknown class 1X light cruiser, unknown class 1X destroyer, unknown class KOLECHIAN FORCES: Austrian Empire, 1940 tech 1X battleship, Pride of Kolechia 2X battlecruiser, unknown class 2X heavy cruiser, unknown class 3X light cruiser, unknown class 4X destroyer, unknown class VICTORY CONDITIONS: destroy the opposing task force without losing your battleship.
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