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Nick Thomadis

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Everything posted by Nick Thomadis

  1. The thread was wrongly moderated. It was accidental. We have re-opened. Please transfer there your requests again:
  2. We are sorry for the accidental moderation action that happened when clearing pinned topics. Thread unlocked.
  3. 1) We already know that the evasion logic is not optimized, causing ships to come in small proximity to each other, and eventually create a chain reaction of repeated avoid maneuvers. 2) There is also the problem of the lead ship in a division becoming damaged and, in its effort to switch place in the formation, it makes a wide circle around the line, which can cause the evasion issue. These two are considered the main reasons of the formation bugs. Anything else found, can be helpful.
  4. Please note that Steam keys for "Standard" and "Limited" edition shall be sent separately when we release the game on Steam Early Access. Until then, you can play the game in our standalone Xsolla game client.
  5. This is a very well known issue, which we will definitely address.
  6. Please keep posting your issues here. A new reply will be offered by us, as soon as possible. We monitor all your latest feedback, to prioritize our work.
  7. Closing thread. Cleaning up topics, until a new update comes.
  8. Added posting ability - If you want to voice concerns please do.
  9. Hello Admirals, We would like to inform you that Xsolla keys have been sent to all "Standard Edition" owners via email. If you have bought the "Standard Edition" of Ultimate Admiral: Dreadnoughts, then please check the email you used for this purchase to receive the key and the information on how to download and install the game. If you need further assistance, please head to our support forum: https://forum.game-labs.net/forum/179-support/ The Game Labs Team *Important*: Please note that Steam keys for "Standard" and "Limited" edition shall be sent separately when we release the game on Steam Early Access. Until then, you can play the game in our standalone Xsolla game client.
  10. Please vote for one or more missions which remain overly difficult for you. The missions of the list are those that were previously reported as very hard. Feel free to complain about the reasons you find a mission very hard. The mission you complain can be out of this list.
  11. ***LATEST UPDATE*** Keys for Xsolla Standard Edition will be ready for sending next week. ETA Wednesday 29/7/2020.
  12. This is something that should not happen. AI and player ships do not have separate logic. If possible, present an image with proof on that matter, to help us out.
  13. About Armor, in general, we want to make it more complex. As we develop the game, we will present gradual improvements on this very important aspect of the game. Since the technology logic that will work for campaign is currently in process, and armor evolution is a big part of the technology, we cannot give specific details on how it will work as a further enhancement (Citadel, more armor zones etc.). Armor penetration tables, will be more readable if we give the ability to switch armor values from "wrought iron" to more advanced armor types. It is in our list of future improvements.
  14. 1) Already replied above about mount points. 2) In our to-do list, as replied above. 3) Replied above. 4) There is a thought to make secondary guns fire in less frequent salvos but be a little stronger. We will check to improve.
  15. Target bearing/speed is already a calculated factor during aiming. It is just not reflected in the accuracy window with all the complex details behind it. The accuracy speed due to speed is an additional factor, which is also realistic, because -unarguably- it is different to aim at targets that are slow or stationary than targets which are moving at high speed. We are going to offer a different balance with reduction of this "Accuracy penalty due to speed" and even more dynamic aiming mechanics (which use speed/bearing differences between our ship and target) All the above are already prioritized to fix. We will be able to start doing so, when our new programmer will be ready to work on the project, but still campaign will be our main priority, so all those fixes are going to be addressed gradually, according to our workload. We will check if it is possible to add more mount points, so that less gaps are created when the hull is fully elongated. Indeed, we need reports about major, game-breaking issues in this thread. Known issue, in our to-do list. Related to the above. Main guns of the same caliber need to be grouped more efficiently. This can only be addressed with increased barbette slots to hulls, and less restrictive mount points. It is something that is requested many times, yet, we will be able to improve only by additional slots in logical places, for the time being. If, for example, players would like to have barbettes in the top foremost of a ship, which in reality would be impossible, then this cannot be done. Ships need desperate fixes in their evasion logic = one of our most important tasks in our priority list. Very minor, since UI is still a work in progress. But we thank you for the report. We will check if we can improve further the mount point logic for ships. Already, player can override slots with the ctrl-button for guns, and we will try to expand this functionality. Yes, this is promised and already planned for a next update. I will later create a separate thread to ask, all of you players, about the details you would wish to include in this separation. At the moment is not so simple to make this separation, because it would greatly unbalance ballistics, damage and other ship components. We might leave this change to happen after Steam release. Yes, also a widely requested feature, we will try to do, but now, we cannot promise a specific date for this much wanted function. USN battleships based on the Iowa hull can surely host 5'' secondary guns, and even larger. Can you share an image with the problem you anticipate?
  16. We thank you all for the persistent support and sharing of ideas, which help us greatly to prioritize our work. We will certainly keep you posted when we have something new and important to deliver.
  17. Please use this thread to report your latest issues you constantly reported and were not addressed, patch after patch.
  18. Admirals, We would like to share our latest news about the project: All Standard Edition buyers will get Xsolla access this week. You will receive the email that has the key to the launcher and the download link. The reasons for this is described below. The development speed has been slowing down from Spring and slowed to a crawl recently due to various unexpected/unforeseen circumstances. We have to reshuffle the team in order to put the project back on tracks. As a result, the Steam release date has moved from 10th of August to end of Autumn. More developers will join the project as well to speed up the development. This will of course delay us initially but it will pay off in the future. We will continue using the Xsolla launcher to deliver patches and fixes. Thank you for your attention, The Game-Labs Team ===================== ***LATEST UPDATE*** Keys for Xsolla Standard Edition will be ready for sending next week. ETA Wednesday 29/7/2020.
  19. It is one of the first things we wanted to optimize. It remains though something that must wait.
  20. Torpedo reloads have been already limited in last update. If people can play with only one torpedo reload, we might lower further.
  21. Hello, I quote part of the changelog mentioning the change of weights. I added Note explaining to users that some designs will need re-adjustments. It was a necessary improvement for more balanced and realistic designs.
  22. Hello all, The hotfix has just become available: *Hotfix v75* ========= BALANCES Improved Auto-Design and balanced ship weights/costs further for even better designs. Ship design tonnage step reduced from 100 to 50 tons (provides more design flexibility, especially for smaller ships plus makes Auto-Design to be more effective). Improved AI auto-targeting, so that it switches target to nearest threats more actively. When shells hit strong armor at an angle they have bigger chance to cause at least partial penetration instead of zero-damage ricochets. Reduced dispersion of shells. Problem of too low accuracy at short ranges should be resolved. Destroyers need to operate at safer ranges but will still be dangerous and useful. Increased slightly the potential damage of detonations/flash fires. Their impact will become even more critical. Reduced maximum torpedo ammo to be from 2 to 4 rounds per tube, according to design setting. Torpedo reload time increased +25%. Engine repairs became somewhat faster according to type of engine (Fully flooded or damaged engine sections are not repairable). Improved the Hull form statistics of the modern Russian destroyers to aid them achieving higher speeds. The Destroyer leader hull shape has improved. Increased detection bonus of Sonar, so that it can trace electric torpedoes or other stealthy types, more effectively. Cost of Sonar has been increased. Fine tunings in base ship maneuvering characteristics (addressing issues that could cause slow ships to stall and become very unwieldy). MISSIONS Increased time and reduced AI techs for mission: "Battleship vs Torpedo Boats". Added two Destroyer escorts and increased distance of AI reinforcements in mission: "The US Super Battleship". Tech level of AI opponent reduced. Now you need to destroy only 3 Battleships (instead of 4). Expanded time limit for mission: "Destroyers vs Torpedo Boats". Changed objectives of "Contest in the Black Sea" so now you need to sink 60% of enemies (instead of sinking the Battleship and Battlecruiser which was very difficult). Changed objective of mission: "The Modern Battleship" so that to win you need to sink 70% of enemies, instead of 100%. In mission "Destroy a Full Fleet" the enemy AI fleet has now less advanced tech level. Objective has changed so that now you need to sink half of enemy fleet but also protect half of your own fleet (instead of sinking 70% of enemy ships). Increased time and funds for mission: "Undefended Convoy". Other minor fund changes to some missions. MINOR FIXES Fixed secondary cage mast not having adequate placeholder to fit in a USA battleship of 1899. Fixed issue of French “Semi-Armored Cruiser” of the 1890s that did not allow 2-inches guns to fit in casemates while no larger guns fitted. Enjoy!
  23. It simply means that technology tree is still under development, and will receive special new entries related to crew and officers. Just for info, technologies will not be researched linearly. They can fail, delay or may speed up according to global tech conditions. Funds can speed up technology research but will not guarantee a specific time on when new technology will become available.
  24. Admirals, After our information about Steam Release and Campaign (Please Read) we would like to share with you what comes next as a hotfix update: *Hotfix v75* (25/6/2020) ========= BALANCES Improved Auto-Design and balanced ship weights/costs further for even better designs. Note: This change might make some of your old designs overweight, but you should be able to repair them by lowering speed, armor or other settings. Ship design tonnage step reduced from 100 to 50 tons (provides more design flexibility, especially for smaller ships plus makes Auto-Design to be more effective). Improved AI auto-targeting, so that it switches target to nearest threats more actively. When shells hit strong armor at an angle they have bigger chance to cause at least partial penetration instead of zero-damage ricochets. Reduced dispersion of shells. Problem of too low accuracy at short ranges should be resolved. Destroyers need to operate at safer ranges but will still be dangerous and useful. Increased slightly the potential damage of detonations/flash fires. Their impact will become even more critical. Reduced maximum torpedo ammo to be from 2 to 4 rounds per tube, according to design setting. Torpedo reload time increased +25%. Engine repairs became somewhat faster according to type of engine (Fully flooded or damaged engine sections are not repairable). Improved the Hull form statistics of the modern Russian destroyers to aid them achieving higher speeds. The Destroyer leader hull shape has improved. Increased detection bonus of Sonar, so that it can trace electric torpedoes or other stealthy types, more effectively. Cost of Sonar has been increased. Fine tunings in base ship maneuvering characteristics (addressing issues that could cause slow ships to stall and become very unwieldy). MISSIONS Increased time and reduced AI techs for mission: "Battleship vs Torpedo Boats". Added two Destroyer escorts and increased distance of AI reinforcements in mission: "The US Super Battleship". Tech level of AI opponent reduced. Now you need to destroy only 3 Battleships (instead of 4). Expanded time limit for mission: "Destroyers vs Torpedo Boats". Changed objectives of "Contest in the Black Sea" so now you need to sink 60% of enemies (instead of sinking the Battleship and Battlecruiser which was very difficult). Changed objective of mission: "The Modern Battleship" so that to win you need to sink 70% of enemies, instead of 100%. In mission "Destroy a Full Fleet" the enemy AI fleet has now less advanced tech level. Objective has changed so that now you need to sink half of enemy fleet but also protect half of your own fleet (instead of sinking 70% of enemy ships). Increased time and funds for mission: "Undefended Convoy". Other minor fund changes to some missions. MINOR FIXES Fixed secondary cage mast not having adequate placeholder to fit in a USA battleship of 1899. Fixed issue of French “Semi-Armored Cruiser” of the 1890s that did not allow 2-inches guns to fit in casemates while no larger guns fitted. The hotfix will be available next week. We wish you a great weekend! The Game-Labs Team
  25. Will be addressed accordingly in hotfix, as well as some other things reported already by all of you.
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