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Nick Thomadis

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Everything posted by Nick Thomadis

  1. It is not only for alpha-4 but in general a wish-list for future updates. We will try to satisfy these requests, depending on our development priorities. It is indeed a very healthy community we have here. I may intervene sometimes to help keeping the threads in topic, but I do not want to discourage RamJB, you and everyone else to discuss historical topics, not only because they interest me personally but because they help us greatly in our game development.
  2. @RAMJB and @Teckelmaster Peace! Please both calm down so the thread returns back to its original goal: to collect the very important opinion of all players regarding critical future improvements of the game. @Ram Your passion about the game is very much appreciated. Your opinion is noted. Can you please make another thread to discuss your generic views and other historical topics? I am sure a lot of interesting ideas and discussions can begin and continue from there.
  3. Happy New Year everybody! The next update "Alpha 4" is in progress. Among all the new improvements we are going to offer, there will be new hull designs. Here is a new ship that you will soon be able to build. Do you recognize which is it? Note: Ship visuals are not final and the design is just one variant of the many possible. Meanwhile, we need your help in understanding what is absolutely important to develop for the game, besides the campaign. Please mention anything you consider critical - more important than campaign - that would make you much happier when playing Ultimate Admiral: Dreadnoughts.
  4. @ThatZenoGuy No bad words please. Keep the conversation civil. I edited your text. Happy New Year to All!
  5. The shell weight and propellant differ. Lyddite propellant has low pen, high damage, high incendiary capacity. When you design your ship, you can hover over your guns, to see the pen/accuracy differences according to shell weight, propellant or other options.
  6. I am not able to screenshot to show you exactly, but you can find this in the controls when you select your ship. If AI does not fire, it is another issue, related as I see, with this reason, AI does not want to spend ammo but is afraid to come closer to fire (often AI closes up to fire if it feels strong in relation to your ship).
  7. There is a known issue with gun rotation addressed and we will see to add in next update. Gun accuracy tables do not include all the dynamic battle factors (weather, maneuvers, size, etc.) that are calculated. If accuracy is too low and target is far away, the guns will automatically conserve ammo. If you see this problem again, set the guns to "aggressive" to check if this was the reason they were not firing.
  8. The ship probably conserves ammunition as it is set to "Normal" firing mode. Watch how low is the accuracy of the main guns. If you wish to fire, set the fire mode to "Aggressive".
  9. Yes, it does. It increases the accuracy parameter related to size of target.
  10. The issue can still be related with gun rotation or can be related with gun obstruction (due to nearby smaller guns or superstructure) which can be overly restrictive. Do you remember on which hull you had this problem?
  11. Hello and happy Christmas holidays!
  12. This is how it works now. When we add more detailed Citadel mechanics, it is going to become even more realistic.
  13. Hello and Merry Xmas, There is a known minor issue with gun rotation, that is going to be addressed in next or future updates.
  14. I am sorry if I sounded harsh in the forum to RamJB. The detailed feedback is much appreciated but for very long debates and historical analysis is better to create another thread, not use this central feedback thread. The next update is going to be improved further according to RamJB and everyone's feedback.
  15. There is no need to flame the thread. Posts like those: and some others (no need to mention or are edited) can create unneeded tension to a feedback thread that is about a game. This feedback thread just needs to stay on topic while RAMJB is welcome to continue offering his valuable knowledge about naval warfare.
  16. @RAMJB Thank your for the passion you show to offer your personal opinion about how the game should improve, but I would like to ask you to not repeat yourself so often in the same feedback thread and not try to convince other players in an offensive manner. Everybody's opinion is respected here, and we want to read it without enforcements. We appreciate that you want a realistic combat simulator and this is what we want to achieve. Arguably, we have already accomplished this at a great deal. If players try to play at realistic long distances, maneuver (do not fast forward, do not move at a straight line always, just try to roleplay that if their ship is damaged, people die, expensive ships sink...), then you should notice similarities with the historical results. The very low hit rates that you want to achieve correspond to engage distances and evasive actions that usually players are not doing. Surely, secondary guns are still not powerful enough to destroy big vessels, unless the target is at very short distance, so they can cause fires, floodings with more chances due to higher penetration. Secondary guns, as players asked, should be a threat, otherwise we will create an unrealistic situation that ships (and the AI) will try to always come close to distances much smaller than 5km, just to see some damage result. Nevertheless, we are paying attention to everyone's feedback so that we keep improving the game as players would like.
  17. Hello Admirals, We just deployed an important hotfix including the following: HOTFIX v66 (18/12/2019) Balances - Addressed issue making ships too hard to sink. - Fine tuning of damage model, addressing especially the low power of secondary guns. - Improvement of short range accuracy for secondary guns. - Improvement of dynamic aiming mechanics. - Reduced damage resistance of torpedo protection belt, so that there is more critical damage against large torpedoes. Fixes - You can now restart a custom battle via menu, or replay it after victory/defeat (and also rebuild your designed ship, if you made any). - Fix of unbuildable over-the-budget ships in missions. - Fix of small issue with renaming of ships. - Fix of exception due to Fn hotkeys of saved designs in missions. We close this thread and open up a new feedback thread for filtering better your information. Please visit this post: >>>Alpha-3 General Feedback [HotFix v66]<<<
  18. HOTFIX v66 (18/12/2019) Balances - Addressed issue making ships too hard to sink. - Fine tuning of damage model, addressing especially the low power of secondary guns. - Improvement of short range accuracy for secondary guns. - Improvement of dynamic aiming mechanics. - Reduced damage resistance of torpedo protection belt, so that there is more critical damage against large torpedoes. Fixes - You can now restart a custom battle via menu, or replay it after victory/defeat (and also rebuild your designed ship, if you made any). - Fix of unbuildable over-the-budget ships in missions. - Fix of small issue with renaming of ships. - Fix of exception due to Fn hotkeys of saved designs in missions. ====================== 9/12/2019 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! Previous Feedback Thread: >>>Alpha-3 General Feedback v65<<<
  19. *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.
  20. 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.
  21. 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.
  22. Music is back. You can turn it on again.
  23. 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.
  24. 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.
  25. New Feedback Thread: >>>Alpha-3 General Feedback [HotFix v66]<<< ====================== 9/12/2019 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!
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