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Everything posted by Nick Thomadis
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>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
Fixed. Thanks Hmm, we will have to check it tomorrow, thank you. Please advise someone else if you have such results, but better let some turns pass. EDIT: It appears that it is an UI issue, it does not show the second window report of the battle which has the summary of losses, and because you proceed to a next battle, it is confusing. We will revert to fix properly. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
Hello everyone, After your recent reports, we decided to offer another set of game improvements which are the following: Hotfix Update v1.2.3 23/2/2023 https://store.steampowered.com/news/app/1069660/view/3655271359538612796 -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
We have checked and what appears to confuse you Lima, is that the save uses the previous turn's value, which is bigger, to apply the new calculations of losses. So in the save (the text file you use to check Transport Capacity, I assume) you will never see a value matching the current turn's number. But if you pass many turns, you should notice, in the long term a decrease of Transport Capacity. It is advised to test your own Transport Capacity, because as a player you can negate funds and have a consistent decrease of capacity. In the game, everything works as expected, as far as we tested. -
Please read this before you write a bug report about battles ending before sinking all transports... After many player requests, the battles will not automatically end when all warships are sunk if it is a Convoy battle, which means that the Main Objective is to sink the transports. so the players can prolong the battle and sink all the transports. There can be some other campaign missions, for example a port attack, that enemy transports may or not be present. These missions are not meant to be continued till eternity until a player finds and sinks a lone transport that tries to escape. These missions will automatically end when all enemy warships are sunk, because if this would not happen, then most players would complain that missions would delay too much to end.
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>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
Hmm, we will double check. Ok thanks. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
I mean you set zero funds for Transport Capacity growth, then in the next turn the loss would be more noticeable. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
If you do not add money for transport capacity then you should see the impact of loss, I guess. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
Did you pass next turn? All changes should apply on the next turn. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
You show a log of Transport Capacity before and after the battle? This value spans from 0 to 2. If it is a correct log we need to check it. Transport Capacity becomes reduced according to the GDP of the nation. If the nation has a very large GDP and therefore a big TR fleet, then transport losses may cause very little, unnoticeable effect. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
Did Italians have damaged ships initially? If yes, then what is the problem exactly? -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
Uploaded repair of missing Naval Funds data in the campaign main window. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
Fixed. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
Dear Admirals, We provide the following fixes and improvements with goal to be the last set of urgent hotfixes after the full release. Hotfix Update v1.2.2 17/2/2023 https://store.steampowered.com/news/app/1069660/view/3656396815336910930 -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
If you play in Legendary, it seems the AI can become too powerful. If we rebalance the economy in a patch, then many saves will break, and so we need to rebalance in the next major patch. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
Hello everyone, The new update handles all recent complaints about the penetration mechanics, which are now improved in all aspects. Other changes make the game even more stable and enjoyable. Hotfix Update v1.2.1 16/2/2023 https://store.steampowered.com/news/app/1069660/view/3656396624904051372 -
Can you please try to play a new campaign to check if the issues persist? Can you share the campaign saves which do not work for you? The saves can be found in folder %HOMEPATH%\AppData\LocalLow\Game Labs\Ultimate Admiral Dreadnoughts and are named save_0.json, save_1.json etc.
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>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
Another update for you, Admirals! Hotfix Update v1.2.0 14/2/2023 https://store.steampowered.com/news/app/1069660/view/3656395991470099390 -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
Repaired 1.1.9 version uploaded 10/2/2023 - Fixed bug which made gun ranges to not cache properly into the targeting logic, causing guns to fire at a lesser range. This bug affected aiming and penetration logic. Therefore now you should see an overall better functionality of the system at all ranges. - Reduced the overpenetration threshold. You should notice shells with high penetration to bypass armor or heavy steel constructions more easily. - Improved the accuracy for guns of 13-inch and higher caliber. - Fixed a crash bug of the campaign. You need to restart Steam to receive the update immediately. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
Thanks for reporting for us with the button Brother Munro because now we can talk with real examples. Using your ship as you see in image: I was able to aim really fast within 2 or 3 salvoes when I broadsided, so the range rate between the two ships is not changing so rapidly, as shown in the image. The red line shows your path which at over 20 km can cause more targeting errors due to the increased range difference per time. Your ship is very nicely made and can achieve about 10-20% accuracy with its main guns at 22 km. At medium ranges, the range rate difference will matter less, so the aiming can be achieved much faster even if you close in fast to the enemy. We can oversimplify the process of aiming but then ships will just get very high accuracy over 50% at those ranges very fast, unnaturally. Realistically, ships wanted to go in parallel to find the range of the enemy and sink it before it does the same to them, not "bow" in and "tank" as found in other casual games. You and most of players usually try to close in rapidly to the enemy, which realistically it is unusual and would cause more targeting errors. With the new improved AI, the opponent will now try to keep a better range, often reduce the aiming of the player with maneuvers and will faster gain aim at the player who moves straight and diagonally without any maneuvers, and then players think there is another bug or a cheating AI... The ladder aiming is a feature of the game, not a bug. While a ship has not found the approximate range of the enemy, it does not have an enhanced accuracy. It is understandable that most players want to finish a battle in fast forward mode and go to a next one, but this game tries to keep things realistic. If we made the ladder aiming to show up not with numbers but with some yellow text maybe, most players would accept it better. Previously you could indeed reset the aiming by clicking something else, now this will not work, or will work coincidentally because as you spend some time to do this, the range between the ships has reduced further and then it is easier for the ladder aiming to finalize. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
Hi Admirals, Another update is made for you. Hotfix Update v1.1.9 10/2/2023https://store.steampowered.com/news/app/1069660/view/3656395991456270224 -
Edit campaign saves at your own risk
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
Again a 2nd reminder, Please. stop reporting bugs if you know you modify the game in any way. For example, you report bugs with AI ships not having superstructures, we check those saves, and the players have cheat modded their campaign, e.g to unlock the Yamato hull in 1894 ? Please, either play the game as is, or do not report to us any bugs that can happen because of editing game files in a wrong way. If we continue to receive such reports we will have to lock the files again until we finish improving the game.- 1 reply
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>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
It should be fixed too. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
v1.1.8 R Quick fixed a temporary snap point issue when mounting barbettes. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
Nick Thomadis replied to Nick Thomadis's topic in General Discussions
A new update is available! Hotfix Update v1.1.8 6/2/2023 https://store.steampowered.com/news/app/1069660/view/3656395358015158191