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Grizli60rus

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Posts posted by Grizli60rus

  1. Yes, incendiary shells are very effective now, excessively. On YouTube, he also held a tournament among subscribers. My ships (controlled by AI) against the players' ships. I had really good battleships that no one could sink completely. And there were many questions about how to defeat them. Answer: make a ship with a smaller caliber, but a high rate of fire and high-explosive shells. They will destroy everything. Here is an example of a video segment about this: https://www.youtube.com/watch?v=Grjhh7jW3Kk&t=6521s

    They just don't leave a chance. Similarly, in the campaign: no matter how good a ship a AI makes, a few old rapid-firing destroyers with good HE shells will simply burn it. My suggestion is to make the destruction of the ship from fires more difficult. Or reduce the number of fires from shells.

    What is most insulting, ships that have never had their hull pierced are dying, and the crew is even more than enough

    Dear Nick, could you comment on this? @Nick Thomadis  Maybe something can be done about it? Let the ship not burn down and not be destroyed until it has, well, for example, large crew losses?

     

     

    • Thanks 1
  2. 2 hours ago, brothermunro said:

    I’ve been running a campaign with over 2000 shared designs in the folder, I’m 20 ish years in and seeing player designs pop up every now and then but I’d say 90% of the designs have been AI generated (though they do seem *better* I don’t know if the AI can use shared designs as a seed or not but it feels like that’s what is happening). I don’t know how the AI selects shared designs on ‘always’ or what is eligible for the AI when it goes to build a ship but it does seem to reject player designs a lot even when it should have all the requisite techs.

    Everything is so. I'm running a campaign in UAD on YouTube, we have our own collection of ships, 700 projects. For the entire campaign at the moment (1890-1923), the game has not accepted a single project. I would like something to be done about it. Let the both have order ships, but even an old player's project is much more dangerous than what the bot does.

    Link to our collection: https://docs.google.com/spreadsheets/d/10-SbtcG3s4YTN9gSxgHsMNalU2LPaMNre0kXZeIWaXI/edit#gid=0  there's a table sorted by year with a download link.

    Before that, there was another campaign for another country, where the bot took player projects only a few times, out of almost 1000 options as well.

    • Like 3
    • Thanks 1
  3. Is it possible to somehow understand the logic of AI?

    Yesterday we played several custom battles, a battleship and a light cruiser against a battleship and two destroyers. In the first battle, the destroyers simply uselessly spent the entire battle overboard of the battleship, without trying to launch a torpedo attack (on each 3 five-tube torpedo tubes, 1930). They could just quickly enter the launch range, release torpedoes and immediately turn around in smoke.
    Speaking of smoke, the same destroyers immediately from the start of the battle for some reason gave smoke, although there were 50 km between the squadrons. And this often happens in the campaign, for some reason the bot immediately turns on the smoke.
    In the second battle, the situation is no less stupid: the battleship fired 90% of the time with the main caliber at the light cruiser, and hit the battleship with a medium caliber (203mm). Naturally, the main caliber smeared (406 mm, the accuracy of 0.3-0.5 on the cruiser), and the average caliber did not really penetrate the enemy... The cruiser was not the closest target. More precisely, it was, but for a few minutes, and then went overboard of the battleship, but the enemy battleship still stubbornly fires with the main caliber at a more distant and smaller target.

    Maybe add a few buttons to the battle screen with a choice of aggressiveness of the enemy's behavior?  I don't mean my ships, but the enemy. At least indirectly, but the second player (for whose ships AI is playing at the moment) could you at least somehow ask them tactics? At the band level of orders like "keep your distance", "get closer", "launch torpedoes", etc.? And also choosing the priority of goals? (this could also be done by ships under the player's control). This is certainly not multiplayer, but it will help players to fight each other with their ship designs (we sometimes do this in discord). 

    Naturally, this is only for custom battles, not for the company.

    Maybe the idea is not simple, but it would be interesting! Thanks!

    • Like 1
  4. Greetings! We, our community, on the YouTube channel and in a group on social networks seem to have discovered a bug related to the localization of the game. This error leads to incorrect growth of the economy in the game.

    One game, date, changed only the language in the settings. Screenshot with Russian translation:

    rus.thumb.png.bfc62682138060fff3d47be70d84f125.png

    The same thing, but the screenshot is already with English localization enabled:

    eng.thumb.png.1729d211a5816ebbf76b4b487e13cc8d.png

    And the same thing, but already French. The bug is there again:

    fr.thumb.png.642c5ef2594651988943953a8b8af50e.png

    We have a suspicion that this is due to confusion between dots and commas in the translation files. I won't say for sure whether it's true or not, but it's possible. Please check!

    9G1paHmcTw0.thumb.jpg.2fb3f078e2349b237b58fbeb8fefb580.jpg

    In English-speaking countries the decimal separator standard is a dot. The rest of the countries have a comma. There are 8 localization files in total in the Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data\StreamingAssets\Languages folder. These are text files, they can be edited with notepad. Search for PerMonthWhitColor.
    Version 1.3.9
    Chinese.long is not a complete string at all
    English.lng - dot
    French.lng - comma
    German.lng - point
    Japanese.long - point
    Russian.lng - comma
    Spanish.lng - comma
    Ukrainian.long - point
    The Spaniards, French and Russians have trouble with the economy.

    Thanks! We hope for a quick fix. If necessary, I can record a video with the problem, but it's easy to check. @Nick Thomadis

    • Like 5
  5. Yes, the automatic return of ships after a battle works very poorly. Can the "fleet" menu indicate the home port of each ship, where it should return?
    Or disable this feature, let the player choose the route himself after the battle. Although, this way an extra move will be spent...

    Maybe after the battle, ask the player if he wants the ships to go for repairs and where?

    • Like 8
    • Thanks 2
  6. Thanks for the update! The weather is great! (a little tweaking is of course required, the storm is too frequent).

    I would like to ask if there are any more improvements planned for the ship's auto designer?

    Not only on 1.3.0, but also on previous versions, such ships are already very tired:

    1.thumb.jpg.2efe436aa44cef6317026ab91049251d.jpg

    2.thumb.jpg.6bbbe8f7087b639b4dce9798a55792a5.jpg

    A constant longitudinal unbalance of 70-90% makes such bot projects simply unviable against the player's ships. Is it possible to limit auto-generation, for example, to at least 20% of the longitudinal unbalance?

    And more. In custom battles, when you choose a fixed weather, rather than a random one, can you make sure that it really does not change, but is constant throughout the battle?

    • Like 3
  7. 7 hours ago, Lastreaumont said:

    I have a question to the developpers:
    Why, when I win a war, I don't always have what I asked for war reparations but, in the same time, when I loose a war, I can't choose if I give what the winner asked for or money?

    Already, if I'm not mistaken, there was an answer: we play for the head of the Admiralty, the Minister of the Navy, etc., but not for the head of state. We can only recommend whether to make peace or fight further, as well as what to take as a prize or give to the winner.

    Not a bug, but a feature 🙂

    • Like 1
  8. Thanks for the news! Can you comment on whether there is no possibility of additional content from you in the future to UAD? Maybe it will be sets of hulls and modules, maybe the addition of aviation (well, at least in the image and likeness of submarines, or maybe with their full participation in battle?), maybe an addition dedicated to deepening the economy and politics of the game? Or a set of historical ships, camouflage, whatever? Do you think this is possible, or will UAD not receive official development later? Should we start waiting for UAD 2 ? 🙂

    In addition to everything that has already been written, I would like to possibly have more detailed logs and a log filter on the global map. So that at the beginning of a new turn I could read who fought with whom, who studied what technologies and who build what ships. That would be interesting! Now there is information about this in the log, but it is too fragmentary.

    Also, again, for battles on YouTube with friends and subscribers, is it possible to make battle between ships of the same nation in custom battles? Now it can be done manually by editing the country in the ship file, which is done through the share design menu, but I'm sure it's not difficult to add it to the game.

    And I will support what has already been written: deployment before the battle, the ability to use several projects of the same class in custom battles (at least to give a choice of the number of projects made in advance through shared design), selective modernization of ships (let me leave the old guns on the ship! I don't want to change them!), improving AI, so that the AI does not lag behind in technology (just slightly reduced the place of research for him! Maybe by tying it to the difficulty of the game. Now the AI is rapidly lagging behind in technology, especially not rich countries), I would also like the AI to use its shipyards more competently. After a couple of major battles, he has a lot of ships under repair and he becomes simply incapacitated. It is possible, if there is time left, to slightly modify (diversify) the animation of ships when they die.

    Submarines. I understand that it is expensive and there are probably no chances, but why not make them at least in the constructor? This would add interest to their creation and use! Let there be a few modules, but just to look at them, it would already be great!

    Thank you for such a wonderful game! Special thanks for its translation into other languages! You are the best! 👍

     

    • Like 5
  9. Thanks for the fix! Regarding the release and support of the game, is there a chance or plans for additions to the UAD? (yes, I may be  early, but it's interesting). Scenarios, packages of hulls, maybe aviation and catapults on ships? Convoys and their routes? Several types of other resources? Maybe an extension of the time frame? Officers and their skills? Camouflage of ships? Creating permanent formations of ships (divisions, flirts) with a fixed set of ships and much, much more, what else could improve this wonderful game?

    • Like 3
  10. @Nick Thomadis 

    A few questions:

    1) I also shoot fights on YouTube between subscribers (for about a year now), and in 1.1 shared design (a function I was really waiting for) does not work. I can put a player's ship project to the opponent bot, but I can't choose a player's project for myself. It is in the custom battle menu, but when loading the battle, the game generates something completely different (the setting is "always").

    2) More over, if there is already a ship ready for the corresponding year in the design folder, then you cannot make a copy of this project or lay a new one in the custom battle. The new design button just doesn't do anything.


    3) After a long battle, when all the enemy ships were identified, their names are still unknown in the results of the battle. This is of course a trifle, but nevertheless.

    4) And as we wrote above, damage to ships (penetration of the main armored belt) does not work correctly.

    The main question is: are there plans to fix shaped design with the nearest hotfixes? Is it worth waiting for this, or will the battles between players still have to be done by connecting files custom_battle_data....?

    Thanks!

    • Like 4
  11. One more thing. If a player can give away their projects for AI, will players be able to exchange their ships? It would be interesting to make a set of ships for a friend and let him fight with them. Or, as we have already tried, to conduct a "battle of projects" with each other (in versions where the game files were not encrypted).

    UPD: Sorry, I don't know English well, read it wrong right away. I read it again and saw the answer to my question! 😏

  12. I really liked the introduction of oil as a resource. Are there plans to expand resources on the world map? For example, coal (the famous "Cardiff")? Can there still be steel, chrome, food (affects the number of available population), fabrics (affects the tailoring of uniforms, which means the number of armies for war and indirectly the population), luxury goods (affects discontent)? It would be great to see at least 5-8 types of resources on the map, for which there will be a struggle, including in colonies. And this could be linked to a separate tab in the game menu called "trade routes". Where the player himself can form convoys from the pool of available transports, allocate escort ships to them (if there are warships in the port of departure) and give routes (at least just indicate the regions along which the convoy will go).

    I think this will give a very interesting gameplay for intercepting and protecting convoys. And most importantly, the meaning of all this! We have a lot of fans of cruising war!

    Do you think (dear developers) this is possible in the future?

  13. 18 hours ago, Lima said:

    Designer report - one big offset

    2022-11-25_10-53-16.thumb.png.aab9f049d93f4d3c646124036e925a2c.png

    The same problem is on the hull of the battleship 5. The screenshot shows that the armor of the limbs is the same, the engine room is shifted to the stern, there are 2 towers of the main caliber on the stern, but still 55% overweight on the bow!
    Changing the length of the ship has almost no effect on this. And even adding 300mm of armor to the stern does not allow you to make the ship balanced.
    If possible, I ask you to look at and adjust the balance of this very interesting, but now useless ship. Thanks! 

    • Like 6
  14. Probably, this has been written about more than once, but the game is greatly hampered by two more conventions of the rules:
    1) The mandatory presence of two towers of the main caliber. Why? For example, 1890. I want to make a cruise with two tubes (high engine efficiency) and one main caliber turret. The game does not allow you to do this and you have to put two towers of the maincaliber. For example, on the nose. Can only make one tower of the main caliber mandatory?

    2022-11-16_14-10-06.thumb.png.63f91ef3f0486a48fe327c96ec3fcbf0.png

    2) I want to upgrade ships with separate elements, and not in automatic mode. Example: I studied induction boilers and 2" 51mm guns at the same time. I only want to replace the boilers, but don't touch the guns! Because the new guns just don't fit into the ship's design:

    2022-11-16_14-09-42.thumb.png.3d61dd2e2d3b3f9514bbb996a6315461.png

    Is it possible to make a manual upgrade in one of the following updates ? Or leave the opportunity to put outdated equipment and guns on ships? (a separate selection list of old equipment or something like that)? Or make a choice: shield or turret gun.

    • Like 5
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