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brothermunro

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Posts posted by brothermunro

  1. 2 hours ago, Fangoriously said:

    I've encountered the build only subs bug several times. I think nick mentioned that if the auto design just can't come up with anything, that's all it builds. So I don't think adjusting build chance will help.

    If that’s the reason that’s extra annoying as I’m running an ‘always’ shared design campaign with a bunch of designs loaded ☹️ I will investigate this ‘submarines’ file 😄 I assume though I can’t remove them from an existing game, or is it the save file I need to be tinkering with?

  2. 11 hours ago, o Barão said:

    If you are saying that, then probably I have no control over the AI related to the subs construction policy.

     

    japan_ai,,"Tōgō Heihachirō, Tōgō Heihachirō, Tōgō Heihachirō, Shimamura Hayao, Yamamoto Isoroku, Yamamoto Isoroku",0.66,1,0.99,0.198,0.572,4,2.2,1.1,,,2.933333333,1.65,,2,"buildRatio(bc;1.2), buildRatio(bb;1.2), buildRatio(ca;1.2), buildRatio(dd;2), buildRatio(cl;2), buildRatio(tb;2), buildRatio(ss;1.5), TechMod(torpedo_size;3000), TechMod(torpedo_tubes;3000), TechMod(torpedo_prop;3000), TechMod(hull_construction;4000)",5.866666667,0.825,2.42,,,

     

    This above, is the ship building policy that I made for Japan. The subs are at 1.5, which is lower than tb, dds and cl. I don't expect Japan to have around 125 tbs, 125 dds and 125 cls in your game, right? So is not working properly. :(

     

    Confirm to me what are the numbers for the dds and tbs in the Japanese navy, just to make sure. Then maybe I can tweak the sub number to have an impact in the gameplay. I hope.🙏

     

    By the way, I didn't have the time to see all your ships, but in general are very good. Nice.👍

    One things I dislike though is that your American BBs from 1911 are lacking any secondaries. Can you consider improve those hulls?

    Japan has literally nothing except submarines 😂 I’ll try to grab a screenshot when I can tomorrow. Other nations have built a fair few but that one stood out. I appreciate your efforts to try and restrain the AI’s love of underwater boats!

    Out of curiosity, what happens if you set the AI build preference modifier to *zero* for a ship type? Will they not build them at all or does it just make it very unlikely?

  3. I just wanted to post some suggestions for future 1.4.X updates, or 1.5 or later that many have spoken to me about through YouTube and/or my discord. Some of them have been mentioned before, (apologies for that) but I still get asked about them all the time! 

    1. The option to remove submarines and/or mines when starting a campaign (which I know was on the roadmap at one point! Would still love to see it :) )

    2. Adding a delay to AI ships beginning torpedo avoidance based on crew level (so a veteran ship will have a very small delay, cadets a big one)

    3. Increase the ‘sunk due to extensive fire’ threshold (I believe it is at 70% or so currently, 90% feels a lot better!) to somewhat reduce HE spam. Alternatively reduce the fire chance either in general or on partial penetrations in particular 

    4. Some way to set divisions at the start of a battle (Total War style deployment perhaps would be easiest?)

    5. A ‘wrap around’ map (similar to Rule the Waves/Victoria) which I know is perhaps considered an aesthetic issue but anyone who likes playing the USA or Japan a lot in the campaign would really appreciate it

    • Like 15
  4. I have some serious concerns about the new penetration and armour balance. As an example here is a British 12" 60 calibre twin gun using super heavy tube powder 3 TNT 4 shells. With capped ballistic as the shell type selected you get this pen table in 1935 against 163% quality armour (modern 2 all or nothing): https://e.pcloud.link/publink/show?code=XZ0I8sZ9w8jkVHoeKjjv31L2FzzOfEgMapy (I can't upload pictures to the forum anymore 😅)

    In 1935, at 20,000m I can go through 13" of belt, and 7.4" of deck* and get extremely high accuracy to boot. With the new armour limits this means I can threaten basically anything. If I load up with a bunch of them on a high resistance hull (like the Russian super battleship 1) I end up with a ship that will completely shred absolutely any target. The game feels very shallow now, big guns seem unnecessary as no target has enough armour to warrant their use. Armour seems borderline pointless against battleship calibre weapons, its really only there to block secondary fire. Using historical builds against each other (when you can actually build them, ships like Hood are impossible with the new armour limits) feels very odd, ships will quickly cause massive damage and sink each other in moments and is a coin toss on who wins based on which ship gets the range found bonus faster.

    Overall I am having less fun with the game in the builder (with ships with loads of displacement spare and awful pitch & roll, a lot of the time I just end up not building cruisers at all), and in battles, to the point where I don't want to play a vanilla campaign or custom battle at all (which is a first for me, I've played the game a lot since alpha 4 and I have over 1000 hours on stream). 

    *So able to go through the Iowa-class armour scheme which was 12.1/6"

    • Like 12
  5. 21 minutes ago, o Barão said:

    I didn't mention this because it is not working properly. But I did make some minor changes to armor limits. But in game it seems each individual hull have specific limits and I don't know why. I can't find anything in "parts" file that explains why this is happening. I will take a better look after BETA v1 is ready.

    Each hull seems to be adjusting the class maximum armour in ship_types somehow but I’m not sure what value it is that is doing it. It does vary on a per hull basis though. 

  6. Just to explain a bit more how the mod works, all I did was adjust the maximum armour values in ship_types. The game then seems to apply a factor to determine the maximum armour for each hull. So you should see destroyers able to have a couple of inches max, CL’s at about 6” or so and CA’s and above with limits that are very high. The actual maximum does still vary considerably by hull. I can’t remove the limits entirely as that seems to cause bad things with negative numbers and crashing. 

  7. Greetings Admirals!

    With the release of Ultimate Admiral Dreadnoughts 1.4 onto the live branch all previous shared designs have been deleted. If you want to make some new ones please send them in using the link below, just make sure to bundle all your designs up in a zip file to make my life easier! I'll be using the designs to make my next campaign series so you might see your design on camera but more importantly I will make all of the designs available for anyone to use once there's enough to bundle together which from my experience seems to help the AI produce better ships overall making campaigns a bit more challenging. Please note that you should send in designs made on vanilla 1.4. Designs made using a mod or on a previous version will not work.

    Submission form link: https://forms.gle/4UHy1MuPyN7Wk4k56

    • Like 3
  8. Armour Unlimited (for 1.4)

    Description: This mod increases the maximum armour allowed on ships in Ultimate Admiral Dreadnoughts 1.4. It adjusts the armour limits to be more in line with the limits found in previous versions of the game, specifically 1.3 and earlier. While this isn't a hard limit per ship class, it raises the overall armour limits substantially on a hull-by-hull basis. This mod uses the Balance Mod by @admiralsnackbar as its base file.

    Download Link: https://mega.nz/file/o6FhRKJa#4G5cGATnRyIdASzCx60cYbujaG-TOCBcFhfvcauZQ3A

    Installation Instructions:

    1. Download the "resources.assets" file from the mod.
    2. Replace the existing "resources.assets" file in the following directory:
    3. C:\Program Files (x86)\Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data

    Troubleshooting: If you encounter any crashes or hangs in the game due to the AI shipbuilder, please report them here. The mod should not affect any other game systems, however please do not report bugs using the in game tool whilst using this mod.

    Known Issues: There are no known issues with this mod at present.

    License: The mod is free to use or modify.

    Changelog:

    v1 Initial Release

    v2 Added text to the 'news' popup on the main screen to indicate the mod is installed

    v3 Instead of adding the unlimited armour changes to the vanilla game the mod is now a for of the balance mod by Admiral Snackbar, for all the things included with that check the Balance mod thread https://forum.game-labs.net/topic/40790-uad-rebalancing-mod-for-v1405-r2/

     

    • Like 3
  9. The chance to generate a mission depends greatly on the operational range of your ships. In 1890 that’s going to be pretty terrible by default and probably why you aren’t getting many missions. I’ve found the most reliable way to generate missions is to have ships in port on sea control that have excellent operational range, task forces are much less reliable at this and are best used for invading and blockading (though launching a naval invasion does seem to generate missions as the AI tries to disrupt your landing).

    • Like 1
  10. 6 hours ago, Nick Thomadis said:

    Regarding "Shared Designs"

    They are used if they are not invalid.. Due to the various patches, surely many of them got affected without player notice and so they are not used.

    Additionally, the AI will refit those designs so they can never be identical to the whole extend of a campaign.

    That makes sense. May I ask; will the AI only reject designs that are no longer valid as shown in the shared designs viewer (red bits, other errors) or does it automatically reject any shared design not made on the latest version? If the latter is that the exact version or a more permissive setting (for instance is a design made in 1.3.9.8 valid on 1.3.9.9)

    • Like 3
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