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Sapphire

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Everything posted by Sapphire

  1. Mass gun changes like that are quite hard as I don't really have IRL status to base it off. I've tried finding sources for it but haven't gotten much. As for weight, I suppose I could always reduce armor weight but changing everything would mess up the AI.
  2. Too bad they get quite laggy so I had to reduce the fire rate..... Still OP as all hell though
  3. Well, after a few hours of testing I've finally created a CIWS platform. These 2 inchers can spray out over 883 RPM with triple barrels, due to the designers needing to apply high-tech technology, the weight of these is massive. No normal TR, TB, or DD can mount these monsters, only the largest vessels of your navy can. Their major disadvantage is their lack of ammo and the weight of the gun system. Which limits how many you can mount and your ammo count for them. 🚨AI can use these also!!!! 🚨 Features: 2-inch guns are now practically a CIWS system (Requires MK5 2 inch) The weight of 2-inch guns is massive for balance reasons 2 inchers lack a large ammo count to save your PC Max dreadnought hull with casemates have their tonnage increased to 90k tons Features my mega mod https://forum.game-labs.net/topic/40460-mega-mod/ Known issues: Major fps drop when having a ton of these (Use common sense and don't spam them xd) To install: download the file, go to your (Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data) folder and copy this file and click replace. (If you want to easily revert make a backup of resources.assets first!) Any bugs you encounter do not report to the devs instead feel free to leave a comment or ping me on the UAD official discord server Sapphire#0616 To uninstall: Delete the resources.assets file and replace with a backup or delete it and verify through steam Download link here: https://dl.orangedox.com/7L8irf6NHyCVJCMlAu PS. You can see them in action here:
  4. Extremely unluckily unless the devs add it themselves as I don't have access to the assembly file
  5. After some users requested predread hulls available to be used in 1940. I decided to make a mod for it Features: All hulls can be built until 1950 Features my mega mod (https://forum.game-labs.net/topic/40460-mega-mod/ To install: download the file, go to your (Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data) folder and copy this file and click replace. (If you want to easily revert make a backup of resources.assets first!) Any bugs you encounter do not report to the devs instead feel free to leave a comment or ping me on the UAD official discord server Sapphire#0616 To uninstall: Delete the resources.assets file and replace with a backup or delete it and verify through steam Download link: https://dl.orangedox.com/w3BGzwE0L3wzNacEj0
  6. After doing some testing on my own, seems like it doesn't do what I want it to. I'll look into it but for now, I'll just mark it as a bug. Also glad users are enjoying it 🙂
  7. Wouldn't be able to have custom modules but I could always rename them I believe. I've gotten torps past 100kn and they work most of the time, rail guns are quite easy to do if you want the shells to do more damage (The game doesn't like it when you mess with shell damage as a result muzzle velocity goes insane) as for the propellant I'll look into it.
  8. Hello, thanks for the report. Turns out the research speed wasn't updated from the old mod version. Just uploaded a patched version, the same download link. Shouldn't causes issues with campaign saves Feel free to let me know if you notice any difference.
  9. Maybe I haven't really messed with the sound files yet
  10. Update: Sonar station III range increased from 175 meters to 300 Dreadnoughts can now be built until the 1950 CA and CLs can now mount a higher caliber of guns Crew surrender is now reduced from 55% to 10% Max tech budget is increased from 50% to 60% Tech boost is now if tech is late by 2 years it's boosted 10x (please let me know if it doesn't seem to boost at all) 24-inch torpedoes do more damage now (Doubled what they could before) Advanced propeller shaft III now offers double the turning speed than it had before AI should counter players better (Heavily in the testing phase feedback is greatly appreciated) Download here: https://dl.orangedox.com/GCoks0AXWDziFmz2PJ (PS. the download link automatically updates when I update the mod)
  11. Hello, thanks for the idea. Changing all ships to be larger would require editing atleast 100 different lines which will take some time. I've already gotten a list of features together which hopefully will make the mod even better. As for the tech boost, that's going to be buffed a bit also.
  12. So, after releasing my Mega mod. Which turned out to be a big success. I'm looking for ideas for what I should include in the next update of the mega mod. Do remember the AI gets access to the changes. Any really meme-like will be considered for the meme mod Current ideas are: Larger caliber guns on CL and CAs Super heavy shells doing more damage, pen and longer reload with less of a HE fire chance Light shells doing less damage overall but having a quick reload Gun accuracy fixes (Most likely not going to happen until after the upcoming update) AI changes in terms of countering the player (I really need help with players testing it as I don't have the time to do campaigns non-stop to test it)
  13. It does indeed, the launcher version no longer is updated to the current version of the game. The easiest way to find the game files is to go into steam right click on Ultimate Admiral: Dreadnoughts hover over managed and click on browse local files and go into Ultimate Admiral Dreadnoughts_Data folder and drop the mod in and click replace
  14. I might enlarge the maximum caliber if users are interested in it. I suppose I could increase the heavy cruiser to 15 and the light to 10. As for barbettes, I believe it would require editing the hull models, which is too risky with this upcoming update so close. As diameter changes, it's a known issue as the game gets a little funky with adding more diameter compared to the length
  15. 9-12 inchers need a partial nerf which I'll hopefully match with their IRL status. But aiming to add the rebalance in the new update I'll release in my mega mod
  16. Finally, a mod that combines all the features of my other mods into 1..... The mega pack. Designed to keep you on your toes throughout a campaign and in custom battles, this mega mod aim's to provide a more challenging gameplay environment. NOTE: ONLY works on 1.8, not the new beta! This mod won't be updated until the 1.9 update fully releases on the main branch Features Gun length, diameter changed (max length: 70 min: -100) (Diameter: 2.9) Tech boost is now if tech is late by 2 years it's boosted 10x (Bugged) Increased crew modifier Changed AI legendary GPD income multiplier Changed how long the shipyard takes to upgrade from 24 months to 16 Max tonnage built per upgrade in the shipyard The research tree will show research times AI will now refit more often AP fire chance is reduced slightly You can now decline a peace offer and keep a war going (No more pesky government) Super BB hull 2 for countries that offer it, tonnage is increased with beam and draft. Countries that don't have a super BB hull 2, their Super BB hull 1 is increased instead DD leader hulls can now go from 500 tons to their usual max tonnage DDs can mount up to 12-inch guns (Destroyer leader hulls only!.... Edit: applies to all DD hulls) DDs torpedo requirement has been removed TBs are now able to be built until you retire TBs can mount up to 5 inchers Transports will now mount larger caliber guns Transports always mount a minimum of 5 guns and a max of 15 Transports can spawn longer and heavier than before. Transports are now controllable Transports now have up to 5 inches of armor MK V guns are now able to be mounted in the custom battles Only 1 gun is needed per hull Sonar station III range increased from 175 meters to 300 Dreadnoughts can now be built until the 1950 CA and CLs can now mount a higher caliber of guns Crew surrender is now reduced from 55% to 10% Max tech budget is increased from 50% to 60% (Seems a bit buggy) 24-inch torpedoes do more damage now (Doubled what they could before) Advanced propeller shaft III now offers double the turning speed than it had before AI should counter players better (Heavily in the testing phase feedback is greatly appreciated) Other goodies Known issues: Making gun length -100 makes the barrel disappear (Applies to all guns although some have issues even at -85) Shell disappears midflight when having shorter barrels (Increase length of the barrel to fix) The same bug that armor values once had (Open and close the editor and it should be fixed) Italian 11-incher has a bugged reload when barrel length is at 50% or higher (shorten barrel length to fix) Casemate diameter to +2.9 does not noticeably change penetration DDs with larger caliber guns with long barrels have a bugged reload (shorten barrel length to fix) CLs and CAs with larger caliber guns with long barrels have a bugged reload (shorten barrel length to fix) TRs sometimes spawn with nothing but the hull (No idea how to fix it) Tech boost is bugged (Have to look into it) To install: download the file, go to your (Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data) folder and copy this file and click replace. (If you want to easily revert make a backup of resources.assets first!) Any bugs you encounter do not report to the devs instead feel free to leave a comment or ping me on the UAD official discord server Sapphire#0616 To uninstall: Delete the resources.assets file and replace with a backup or delete it and verify through steam Download link: https://dl.orangedox.com/GCoks0AXWDziFmz2PJ
  17. UPDATED mod here: So, after some talking with a fellow UAD enjoyer they mentioned a monitor in UAD and I decided to make a mod that allows you to build one somewhat... (Considering combining this mod with the MK5 one along with the hull mod) Features: Max gun size allowed on DDs 12 inchers DDs no longer require 1 torp launcher All ships only need 1 gun to be built. Max gun size allowed on TBs 5 inchers TRs can have up to 8-inch guns and up to a max of 10 guns in total TRs have more tonnage and armor Includes my gun mod (Refer to the forum post https://forum.game-labs.net/topic/40420-gun-mod-update-includes-slight-ai-changes-late-tech-boosts-and-more/ Known issues: Bugged reload on higher caliber guns on DDs when having extremely barrel lengths (Reduce barrel length to fix) TRs don't alway have guns on them (It's a random chance if they have guns or not but it should atleast have 4 to 10) Installation: Go to steam click on UAD right click, click on properties then go to local files finally click browse. Once the folder opens up click on Ultimate Admiral Dreadnoughts_Data and finally copy over the new resources.assets and click replace. (Note: If you want to easily switch back make a backup of resources.assets first!) To uninstall: Delete the resources.assets file and replace with a backup or delete it and verify through steam Download link: https://dl.orangedox.com/oFuE1n9hHpm09ppncS
  18. Sadly until I do a full rework of the accuracy file changes like that would unbalance everything. For reference you can view the accuracy and range here: https://docs.google.com/spreadsheets/d/1ed64VXMyhhfWYZv6PhUtIpNV1qt9mZKwKXcWiYMFl-k/edit?usp=sharing (Range is in meters) Me and another modder are considering redoing it but with the next update so soon we might end up waiting.
  19. Hi, I might be redoing the tech tree after the upcoming update. As to learning how to mod, I’ll be releasing a guide with documentation in about 2-6 months hopefully or after this upcoming update is stable enough not to have weekly updates.
  20. Sadly adding new barrel sizes require a full rework of the accuracy file as currently 9-12 inchers are quite op. Which is required to make 22.9 inchers do more damage. I’m looking into it with a fellow modder but it’s quite a headache and alot of work and testing required. I’m roughly estimating maybe in a few weeks to a month or two at the earliest. You can actually view the some of the accuracy file here: https://docs.google.com/spreadsheets/d/1ed64VXMyhhfWYZv6PhUtIpNV1qt9mZKwKXcWiYMFl-k/edit?usp=sharing
  21. Unlikely until at the very least 2023 or the next year. I don’t want to be the cause of the devs blocking this method of modding also. Players already report modded bugs and teaching them how to actually mod the game would only make it 100% worse.
  22. A player asked for MK5 guns to be included in custom battles. I had some free time this morning and decided to quickly make it. Features: Mk5 guns are allowed in custom battles Includes my gun mod (Refer to the forum post https://forum.game-labs.net/topic/40420-gun-mod-update-includes-slight-ai-changes-late-tech-boosts-and-more/ To install: download the file, go to your (Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data) folder and copy this file and click replace. (If you want to easily revert make a backup of resources.assets first!) Any bugs you encounter do not report to the devs instead feel free to leave a comment or ping me on the discord server Sapphire#0616 To uninstall: Delete the resources.assets file and replace with a backup or delete it and verify through steam Download link: https://dl.orangedox.com/Zlv44CrHvKL6GmyaVY
  23. Hello again, Should work, https://dl.orangedox.com/Zlv44CrHvKL6GmyaVY allows for MK5 guns in custom battles and my gun mod is included in it.
  24. Most likely, I can look into it in a day or two. Fingers crossed it's only a slight change that's needed. I do remember MK 5 20 inchers being considered 1950 tech.
  25. Thanks, adding custom hulls is quite hard as access we don't have access to the assembly files. I tried adding TRs to the designer and that ended up in a dead end but I did make them controlable.
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