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Nick Thomadis

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  1. *Follow up* Detonation mechanics are not finalized. Later they will include flash fires that can burn out the turret and inflict personnel casualties (if they are not trained enough to close doors quickly and flood the magazine), or can be very deadly and spread to other turrets and the main magazine storage.
  2. It appears that this feature was not included in the released patch. We will offer it as soon as we find time for it. We are sorry for this inconvenience.
  3. You may notice not very high ammo detonation damage in heavy ships that are well protected. Ammo detonation can happen for all types of ammunition and can cause damage in a different manner, depending on the ship's internals' protection system and the ammo storage that is detonated. A shot that penetrates deeply inside a lightly armored ship and causing detonation to heavy caliber ammo, can cause catastrophic damage and most probably an instant sink. A shot that penetrates but fails to penetrate fully the internal barbettes, may cause limited damage. A shot that penetrates but detonates ammo storage of small shells (secondary guns) can cause limited damage.
  4. Music is back. You can turn it on again.
  5. You just go to year 1940 and that is all needed. Some techs may be not all available but this is because there is WIP content.
  6. You unlock hulls and tech years in custom battle mode in almost the same way. Dev Console Cheats that broke the game are disabled. Please check again, no such issue happens as I test. @All Save mode is available only in Naval Academy missions.
  7. A new update has become available. You can read the details in our blog: https://www.dreadnoughts.ultimateadmiral.com/post/alpha-3-brings-many-new-features or below ====================== NEW SPECIAL FEATURES Custom Battles: You can now choose to fight randomly during years 1890-1930 selecting the nation, fleet composition and year for both you and opponent. The available ship designs will be based on the upcoming campaign tech tree , so errors/warnings may occur, for example ships might not be available for a nation in a specific year. We are going to improve further the functionality in next updates. Explore all available hulls via the Custom Battles: We delayed the patch to create this additional feature. In custom battle mode you can quick-start or design your desired ship class of your fleet. You will be able to select all available hulls of the selected nation and year. Enabling the setting “Unlock” will provide you all hulls of all nations for the selected year! This feature replaces and supersedes the previous cheat mode (Unlock Parts/Techs). All cheats had to be eventually disabled, because they caused multiple issues to the game, and were replaced by this new feature which can be easily played by anyone without exploits. Damage decals: You will notice much more detailed damage effects on ship hulls due to shell or torpedo impacts and realize where each hull penetration took place. Improved Combat Penetration Info: Detailed “Penetration Estimator” shows up when you hover your mouse over an identified target, including information about sections that you can penetrate, your total pen power over the enemy armor, ricochet angles and side/deck hit chances. This feature should help players to understand what is the best distance and angle to attack versus heavily armored warships. Save and name your designs: You can now save your ship design, for the respective missions. and also give custom names to your creations. This is a first simple functionality and is going to be improved further when we make the campaign. NEW MISSIONS Sink the Raiders: Use your Semi-Dreadnought or other ships to defend your transports from three dangerous cruisers. Meet the US Battleships: Try to defeat two very large and experimental battleships of US Design. Rise of the Heavy Cruiser: Design modern heavy cruisers without the constraints of treaties and confront three strong reconstructed armored cruisers. There can be only one: A speculative Iowa vs Yamato scenario! The ships of course are not identical but their designs are based on the historical hulls. Sink “The Cruiser Killer”: Fight versus an experimental and deadly Battlecruiser. Heavy Duty: Design modern warships and fight versus a super battleship and its escorts. NAVAL ACADEMY BALANCES Increased armor of targeting ship in mission "Targeting Practice" and reduced available time to increase the difficulty. Added +1 opponent torpedo boat in mission "Battleship vs Torpedo Boats" to keep things interesting with the new balance. "Search and Destroy" mission rebalanced in initial distance between ships and also two light cruisers escort the enemy BB. In the “Modern Battleship” mission, the AI fleet has one extra BB, to make it a tougher challenge, due to the new balance. Re-allocated mission "Pre-Dreadnought conflict" in the mission row, since it is now easier than initially. Additionally, the enemy will not retreat, so that the mission can be not lost because of some enemy light ships running away. Reduced the time for mission "Raid an undefended convoy" due to new balances. Further rebalances as per feedback for several other missions. “Defeat the Semi-Dreadnought” allows one extra BB hull plus technology bonuses are more appropriate versus the opponent’s tech. “Destroyers vs Torpedo Boats“ mission gives to player ships less technology difference vs the opponent, so that AI ships are not overpowered on average and various more. Ship building limit for missions became 30. Previously without limits, it was possible to build many more small ships in some specific missions, causing balance or performance issues. COMBAT GAMEPLAY Improved Secondary Guns' Penetration & Accuracy. Torpedo Boats less resilient against gun fire. Penetration rebalance for more effective medium/long range encounters. HE shells should not be as overpowered as previously. Fixed issue with hull damage that made severely damaged ships and torpedo boats too hard to sink. Reduced ladder aiming penalty of initial salvo shot, from -75% to -50% because it caused too low accuracy at close range. Cordite, Tube Powder, TNT explosives rebalanced to reflect better their special characteristics. Cordite offers more explosive power but is unsafe, Tube Powder is the safest explosive and more effective in penetrating armor, TNT is very expensive but overall the best compromise. Fixed issue of Radar towers, increasing too much the surface visibility of ships that carry them. New Oxygen fueled torpedoes. New 23-inch and 24-inch torpedoes. Late tech torpedoes have even more intensified damage so they are useful against heavily protected battleships. Torpedo protection now also increases floatability but reduces acceleration and turning speed making a ship slightly less maneuverable, yet, it will be vital for your capital ships in order to survive against the stronger torpedo threat. Citadel armor schemes increase the armor quality, but are more expensive. Citadel is a feature not yet finalized, but this new functionality simulates better its influence in armor schemes and vitals protection. Ship steering/acceleration slight rebalance for more realistic maneuvering. This balance addressed additionally the over-effectiveness in evading torpedoes and the unnaturally very tight turning circles of small ships, which causes also issues in formation and evasion logic. Coal engines produce more smoke obstruction from funnels. Oil fuel engines will significantly reduce this penalty. Engines hp efficiency and other related balances for improved ship maneuverability with the proper design and vice versa. Reduced slightly the penetration penalty of light shells, from -7.5% to -5%. Their weaker weight and steeper trajectories at long ranges made them too inefficient. VISUAL Guns smoothly elevate to fire at target and depress to reload. Water displacement effects (better waves, ship splashes and interaction with water). Improved fog dissipation over distance. Sinking mechanic improved so that ships do not “jump” to a default sinking state as previously. Ships will gradually sink according to their last floating state. Fixed issues with USA battleship hull type. Now mission “Design a Dreadnought” includes a properly looking and scaled model based on BB South Carolina. Cage mast towers are available to a series of hulls belonging to USA. New modern battleship assets based on BB Musashi. New modern battleship towers and hull types, based on BB Missouri/Iowa. New Heavy Cruiser hull types based on Italian Cruiser Pola. Several other hull types unlocked to become playable. Several new visualizations for guns according to technology. Fixed also some issues with scale for some guns. BATTLE AI Slight fix of AI related with formations. AI should keep formation and respond to screen orders at better distances. The fix is not final. AI is going to be optimized on this aspect in next updates. Fixed issues of AI related to engage mechanics. AI ships should approach more gradually and fire broadside salvos at more effective angle and distance. BATTLE MECHANICS Targeting became more dynamic and is affected more smoothly due to maneuvering. Ladder aiming may be acquired faster but aiming can be lost very soon, due to evasive maneuvers. This new feature will make much more effective your evasive actions against long range guns, that previously could lock on you and progressively destroy you without a real chance to do something to avoid them. Barbette damage now causes damage to its attached gun and vice versa. You will no longer see barbettes becoming individually damaged without any effect to the attached gun. Detected torpedoes are now indicated by a visual warning for a short period of time. Improved shell ballistic mechanics, addressing cases where shells could go too wide at short ranges. SHIP DESIGN Minor interface fixes. Some stats were not properly updated. More fixes will follow on next updates. Improved AI ship design (with proper focusing on armor for Battleships). Some minor bug fixes reported by players, related with ship assets. Slight more flexibility in mounting guns/towers/barbettes/funnels. More fixes will follow in next updates. BATTLE UI Gun ranges now show with better visuals and are optimized for better performance. You can toggle them to fade out after some time or not, from the in-battle settings. Gun stats show what is their propellant. Added notification when battle time runs out. BUG FIXES Fixed error-message/bug caused by gun aiming calculations. Fixed crash related with amount of torpedoes fired. Fixed timer not reverting to maximum speed, even though enemy was completely unseen. Fixed error of log report that could make it completely invisible for player. Fixed bug that could make invisible AI ships traceable by using the mouse pointer. Fixed crash that could be caused in Ship Designer interface when pressing a hotkey for a disabled category. Fixed issues of flags that could become white at a certain angle. Fixed a bug related with the scrolling of Help window. Fixed issue with operational range not altering weight, in some late ship designs. Fixed distorted damage info window for ships that disappear from LOS. OTHER Some game performance optimizations, increase the FPS for all pc systems. Minor improvement on gun fire, shell trails and impact sounds. In-game music reverted back to full functionality. Removed possibility to enable developer debug options on build. Much faster loading of Ship Designer interface. Added graphics quality slider in settings. Added option “Centimeter” in measurement system. ====================== We hope you like all the new improvements. Let us know with your feedback!
  8. Patch is released! Closing and making new feedback thread.
  9. The build is currently in testing phase and is scheduled to be released, most possibly on Monday 9/12/2019! EDIT: Corrected date and removed related posts, for no confusions.
  10. -=Cheat Menu - Update=- Regarding the hidden debug options that we are going to disable, we do so because most of them cause errors, bugs, exceptions that you also report to us. These options work stably only for development purposes and can make the game to malfunction in various ways, making hard for us to find real problems and repair them. However, we understand that you have fun using those options, so we are going to keep two, that can work without major issues. These are the "Unlock all parts" and "Ship give all techs". Use them at your discretion. Enjoy!
  11. Yes, you will choose all available ship types, in any combination you want up to the maximum amount of ships. But some ship types might be unavailable for a specific era, for example, the Battlecruiser design, will not be available in the 1890s. No problem! All is fine, thank you. I even edited the post to clear it up better.
  12. We just meant that the possible ships to build in custom battle are based on the campaign progression, which means that you cannot build a spaceship but only ships of the campaign technology tree between 1890-1930 and only as far as we have progressed our work on the campaign build tree. The possibilities are endless, since we do not use fixed models, as you already know. Regarding the cheat dev mode, it is just not for players, since it breaks, cannot follow our internal processes, understandable that some people enjoyed playing with it, when they discovered it, but many of those infest our bug report system with bugs created with this mode, so please understand and be more polite in your posts. The game is still in development and any future feature which will allow more freedom to players is always a possibility, in a proper, stable way.
  13. Hello again Admirals, The next update is very close to completion and we would like to mention its current (not final) state. Here is all we have completed so far: ====================== NEW SPECIAL FEATURES Custom Battles: You can now choose to fight randomly during years 1890-1930 selecting the nation, fleet composition and year for both you and opponent. The available ship designs will be based on the upcoming campaign tech tree , so errors/warnings may occur, for example ships might not be available for a nation in a specific year. We are going to improve further the functionality in next updates. Damage decals: You will notice much more detailed damage effects on ship hulls due to shell or torpedo impacts and realize where each hull penetration took place. Improved Combat Penetration Info: Detailed “Penetration Estimator” shows up when you hover your mouse over an identified target, including information about sections that you can penetrate, your total pen power over the enemy armor, ricochet angles and side/deck hit chances. This feature should help players to understand what is the best distance and angle to attack versus heavily armored warships. Save and name your designs: You can now save your ship design, for the respective missions. and also give custom names to your creations. NEW MISSIONS Sink the Raiders: Use your Semi-Dreadnought or other ships to defend your transports from three dangerous cruisers. Meet the US Battleships: Try to defeat two very large and experimental battleships of US Design. There can be only one: A speculative Iowa vs Yamato scenario! The ships of course are not identical but their designs are based on the historical hulls. Sink “The Cruiser Killer”: Fight versus an experimental and deadly Battlecruiser. Heavy Duty: Design modern warships and fight versus a super battleship and its escorts. NAVAL ACADEMY BALANCES Increased armor of targeting ship in mission "Targeting Practice" and reduced available time to increase the difficulty. Added +1 opponent torpedo boat in mission "Battleship vs Torpedo Boats" to keep things interesting with the new balance. "Search and Destroy" mission rebalanced in initial distance between ships and also two light cruisers escort the enemy BB. In the “Modern Battleship” mission, the AI fleet has one extra BB, to make it a tougher challenge, due to the new balance. Re-allocated mission "Pre-Dreadnought conflict" in the mission row, since it is now easier than initially. Additionally, the enemy will not retreat, so that the mission can be not lost because of some enemy light ships running away. Reduced the time for mission "Raid an undefended convoy" due to new balances. Further rebalances as per feedback for several other missions. “Defeat the Semi-Dreadnought” allows one extra BB hull plus technology bonuses are more appropriate versus the opponent’s tech. “Destroyers vs Torpedo Boats“ mission gives to player ships less technology difference vs the opponent, so that AI ships are not overpowered on average and various more. COMBAT GAMEPLAY Improved Secondary Guns' Penetration & Accuracy. Torpedo Boats less resilient against gun fire. Penetration rebalance for more effective medium/long range encounters. HE shells should not be as overpowered as previously. Fixed issue with hull damage that made severely damaged ships and torpedo boats too hard to sink. Reduced ladder aiming penalty of initial salvo shot, from -75% to -50% because it caused too low accuracy at close range. Cordite, Tube Powder, TNT explosives rebalanced to reflect better their special characteristics. Cordite offers more explosive power but is unsafe, Tube Powder is the safest explosive and more effective in penetrating armor, TNT is very expensive but overall the best compromise. Fixed issue of Radar towers, increasing too much the surface visibility of ships that carry them. New Oxygen fueled torpedoes. New 23-inch and 24-inch torpedoes. Late tech torpedoes have even more intensified damage so they are useful against heavily protected battleships. Torpedo protection now also increases floatability but reduces acceleration and turning speed making a ship slightly less maneuverable, yet, it will be vital for your capital ships in order to survive against the stronger torpedo threat. Citadel armor schemes increase the armor quality, but are more expensive. Citadel is a feature not yet finalized, but this new functionality simulates better its influence in armor schemes and vitals protection. Ship steering/acceleration slight rebalance for more realistic maneuvering. This balance addressed additionally the over-effectiveness in evading torpedoes and the unnaturally very tight turning circles of small ships, which causes also issues in formation and evasion logic. Coal engines produce more smoke obstruction from funnels. Oil fuel engines will significantly reduce this penalty. Engines hp efficiency and other related balances for improved ship maneuverability with the proper design and vice versa. VISUAL Guns smoothly elevate to fire at target and depress to reload. Water displacement effects (better waves, ship splashes and interaction with water). Sinking mechanic improved so that ships do not “jump” to a default sinking state as previously. Ships will gradually sink according to their last floating state. Fixed issues with USA battleship hull type. Now mission “Design a Dreadnought” includes a properly looking and scaled model based on BB South Carolina. Cage mast towers are available to a series of hulls belonging to USA. New modern battleship assets based on BB Musashi. New modern battleship towers and hull types, based on BB Missouri/Iowa New Heavy Cruiser hull types based on Italian Cruiser Pola. Several other hull types unlocked to become playable. Several new visualizations for guns according to technology. Fixed also some issues with scale for some guns. BATTLE AI Slight fix of AI related with formations. AI should keep formation and respond to screen orders at better distances. The fix is not final. AI is going to be optimized on this aspect in next updates. Fixed issues of AI related to engage mechanics. AI ships should approach more gradually and fire broadside salvos at more effective angle and distance. BATTLE MECHANICS Targeting became more dynamic and affected more smoothly due to maneuvering. Ladder aiming may be acquired faster but aiming can be lost very soon, due to evasive maneuvers. This new feature will make much more effective your evasive actions against long range guns, that previously could lock on you and progressively destroy you without a real chance to do something to avoid them. Barbette damage now causes damage to its attached gun and vice versa. You will no longer see barbettes becoming individually damaged without any effect to the attached gun. Detected torpedoes are now indicated by a visual warning for a short period of time. Improved shell ballistic mechanics, addressing cases where shells could go too wide at short ranges. SHIP DESIGN Minor interface fixes. Some stats were not properly updated. More fixes will follow on next updates. Improved AI ship design (with proper focusing on armor for Battleships). Some minor bug fixes reported by players, related with ship assets. Slight more flexibility in mounting guns/towers/barbettes/funnels. More fixes will follow in next updates. BATTLE UI Gun ranges now show with better visuals and are optimized for better performance. You can toggle them to fade out after some time or not, from the in-battle settings. Gun stats show what is their propellant. Added notification when battle time runs out. BUG FIXES Fixed error-message/bug caused by gun aiming calculations. Fixed crash related with amount of torpedoes fired. Fixed timer not reverting to maximum speed, even tough enemy was completely unseen. Fixed error of log report that could make it completely invisible for player. Fixed bug that could make invisible AI ships traceable by using the mouse pointer. Fixed crash that could be caused in Ship Designer interface when pressing a hotkey for a disabled category. Fixed issues of flags that could become white at a certain angle. Fixed a bug related with the scrolling of Help window. Fixed issue with operational range not altering weight, in some late ship designs. Fixed distorted damage info window for ships that disappear from LOS. OTHER Some game performance optimizations, increase the FPS for all pc systems. Minor improvement on gun fire, shell trails and impact sounds. In-game music reverted back to full functionality. Removed possibility to enable developer debug options on build. Much faster loading of Ship Designer interface. Added graphics quality slider in settings. ====================== This week, the patch enters the testing phase. We will keep you posted when the final release comes. First post became updated with latest info. -=Cheat Menu - Update=- Regarding the hidden debug options that we are going to disable, we do so because most of them cause errors, bugs, exceptions that you also report to us. These options work stably only for development purposes and can make the game to malfunction in various ways, making hard for us to find real problems and repair them. However, we understand that you have fun using those options, so we are going to keep two, that can work without major issues. These are the "Unlock all parts" and "Ship give all techs". Use them at your discretion. Enjoy!
  14. Hello all, Just wanted to give you a small update on our current progress of work. We have added many more extra improvements than those already announced. The update is planned to finish next week and enter the testing phase. Once we realize the patch is stable, we will provide it for all of you. We will give more information as soon as we are sure everything is working with the needed quality. But here is something I personally wanted to share with you. There have been many requests about designer flexibility, especially for the Yamato Hull. You wanted to add guns with more freedom and produce designs such as the HMS Nelson. Well here it is what you can produce in the upcoming update: These are a few examples of what the "mind" of Auto-Design can create and surely you can do even better than that. We are eager to release this patch and enjoy it together! Have a good weekend everyone!
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