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Nick Thomadis

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Posts posted by Nick Thomadis

  1. Remove the 30cm fore and aft belt armors (!!!) and also you can reduce the fore/aft deck and it should show logical increase of weight.

     

    4 hours ago, ramenhenry said:

    Nah mate this is not about that. Outside belt armor should not effect internal citadel armor the way it does regardless if I even have a citadel tech which I don't in this case. I shouldn't get negative displacement for making my citadel bigger or in this case the entire length of the ship.

    For some reason in the coding y'all have some weird link for aft forward armor ratioed in with main belt armor to cause bigger citadels to eventually have negative displacement. I am recommending you have citadel displacement completely seperate from main belt, aft forwad belt calculations. 

     

    Here are even more examples of this, this being a Spanish Dreanought hull 1 1905 shared design situatin and the other Japanese to also show that this is game wide.

    20240312021503_1.jpg

    20240312021446_1.jpg

    20240312022708_1.jpg

    20240312022656_1.jpg

    20240312021233_1.jpg

    20240312021214_1.jpg

     

  2. Due to popular request we created this forum to help volunteers to organize their text work. Players who want to voluntarily help in improving the game's localization can do the following procedure:

    Find the localization files

    • The .lng files are usually found in: C:\Program Files (x86)\Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data\StreamingAssets\Languages
    • You can use the Steam client to browse and find the files as shown.

    image.png

     

    Edit the localization files

    image.png

    • You can use a simple text editor to open the .lng files and edit their contents.
    • The game will use the latest file found in the list.
    • Be sure to back up the files you edit, because a new game version may overwrite your work.

    We will use the best versions

    • The files edited can be shared in our forum as a free mod.
    • You can create a post to attach and share the edited file.
    • The best localization version, accepted by the majority of the community, will be integrated into the game, and its contributors will be added in the credits list of the game.

    Thank you for reading!

    The Game-Labs Team

    • Like 1
  3. On 3/10/2024 at 1:19 PM, ramenhenry said:

    There's still a major bug that hasn't been addressed I have seen for quite a while. When Main belt armor to Aft/Forward armor reaches a certain ratio where Aft/Forward armor increasingly becomes the same as the main, a larger Citadel will actually decrease displacement. I noticed this a lot as I often create ships that are all around well armored in fear of getting penetrated in the Aft and Forward when presenting my broadside and having major stability issues as a result. This is such a huge case that I always now place two turrets at the very opposite end of the ship in order to get maximum stability which really should not be the case. Here's some evidence of this 20240310071255_1.thumb.jpg.b79d50cfc2bb5f9ff657431732f2e507.jpg

    20240310071639_1.jpg

    If you use an "All or nothing" armor scheme, which had the main belt greatly armored and the fore/aft sections not much armored, or not armored at all, you should notice the weight to decrease. But if you have highly armored the fore/aft sections and by reducing the main belt, you  make these fore/aft sections too large, then you actually see an increase in displacement, an increase of ship weight, because the weight of armor in fore/aft sections is very large.

  4. The new major update v1.5 is fully released with more improvements based on your very recent feedback.

    You can read the information on Steam:
    https://steamcommunity.com/games/1069660/announcements/detail/4139442565100870996'

    Or in our blog:
    https://dreadnoughts.ultimateadmiral.com/post/major-update-v1-5

    Thank you for your participation in the beta! Enjoy the game!

    You can use this thread for further feedback.

    IMPORTANT!
    If you want to use your older, compatible saves, then you need to switch to an older version of the game, by clicking on the game's properties and choosing the appropriate version as shown:

    2024-03-09_19-00-47.jpg

    Patches:

    v1.5.0.1
    https://steamcommunity.com/games/1069660/announcements/detail/4139442565109677742 

    v1.5.0.2 Opt
    https://steamcommunity.com/games/1069660/announcements/detail/4139443198875919551 

     v1.5.0.3
    https://steamcommunity.com/games/1069660/announcements/detail/6924919658781470311

    v1.5.0.4 R
    https://steamcommunity.com/games/1069660/announcements/detail/413156253037551584

    v1.5.0.5 Optx4
    https://steamcommunity.com/games/1069660/announcements/detail/4131562530381629772

    v1.5.0.6 Optx4
    https://steamcommunity.com/games/1069660/announcements/detail/4194613560098959849

    v1.5.0.7 Opt
    https://steamcommunity.com/games/1069660/announcements/detail/4202495492880053713 

    v1.5.0.8 Optx2
    https://steamcommunity.com/games/1069660/announcements/detail/4221636425812960586 

    v1.5.0.9 Optx4
    https://steamcommunity.com/games/1069660/announcements/detail/7129836059820765920 

    v1.5.1.0 Opt
    https://steamcommunity.com/games/1069660/announcements/detail/4168720398303988255 

    • Like 7
  5. Update 9
    - Fixed critical bug that could cause freeze of loading or complete pause of auto-design.
    - Fine tuned the new updated ship stability mechanics, so that the engine weight stabilizes more the ship.
    - Fine tuning of auto-design.
    - Shell ballistics tuning.

    **This update is considered a final release candidate. The v1.5 is scheduled to be fully release during Saturday 9/3/2024**
    Please restart Steam to get the latest update fast

    • Like 2
    • Thanks 2
  6. Update 8
    - Accuracy balances and optimizations of the logic, increasing fps. Note for modders: The parameters “acc_mod_vs_tiny_ship”  and “acc_mod_vs_huge_ship” are no longer in use, as the system uses different internal formulas. 
    - Slight penetration adjustment. The average amount of penetration power needed to actually penetrate a specific armor width has been decreased (coefficient reduced from 0.25 to 0.2). This results in more impactful shell hits and an overall even more realistic damage model, not having an overpowered effect of armor.
    - Research has been balanced according to the latest feedback.
    - Battle AI will desire to withdraw when overwhelmed or when it is heavily damaged, with more probability.

    **This update is considered a release candidate. The v1.5 may fully release if all is ok.**
    Please restart Steam to get the latest update fast

    • Like 3
    • Thanks 2
  7. 2 hours ago, o Barão said:

    division_attack_offset,890,preferable offset forward of target to attempt an attack route. Can be also negative.,,,,,,,

    divisions_space,2250,Minimum distance between divisions on the same axis,,,,,,,

    4I2Kt9j.jpeg

    Very interesting this two new parameters. Thanks.

     

    If possible, consider to implement:

    • approach_clamp_torpedoes per ship type (TB, DD, CL, etc...) So it is possible to make small ships very aggressive in their approach if armed with torpedoes, but without affecting capital ships if also armed with torpedoes.
    • Implement a mechanic to force an AI ship with 50% hp hull or less (or something like that), to detach from the division and use the retreat command. To try to survive and fight another day.

    It was considered but many extra calculation calls for the AI would actually decrease a lot the combat fps. So we have to compromise. 

    The AI already has a logic to retreat when damaged but many players cry that the AI runs when it tries to play as a human.

    EDIT:

    We will increase the thresholds and we will see how it goes.

  8. 1 hour ago, o Barão said:

    @Nick Thomadis

    From the english file

    $technology_desc_hull_destroyer_4;technology_desc_projectile_explosive_10

    and again

    $LoadingScreens_Text_92;*Ding Ruchang* (November 18, $technology_desc_hull_destroyer_4;technology_desc_projectile_explosive_101836 - February 12, 1895) was a Chinese admiral who commanded the Chinese Fleet during the Sino-Japanese War of 1894-1895. He was defeated at the critical battle of Yalu River, where he lost 5 out of his 10 ships and was injured due to an accidental misfire of his own ship.

    This is not an error?

    Thanks! It seems it was something old, now will be fixed. Only one error "technology_desc_projectile_explosive_10"  found. I cannot understand what is the other one you report.

    • Like 1
  9. Update 7
    - Further auto-design optimizations, making loading even faster.
    - [b]*SPECIAL*[/b] Added mini-map window on the campaign world map so that browsing the map is easier and faster, especially when you want to send ships from one side of the map to the other one.
    - Finalized the new screen/scout formations behavior.
    - Fixed a rare bug of this patch work that could cause freeze when loading, during auto-design, requiring the game to restart.
    - Various fine tunings.
    **This update is considered a release candidate. The v1.5 may fully release if all is ok.**
    Please restart Steam to get the latest update fast

    • Like 6
    • Thanks 4
  10. 3 hours ago, Fangoriously said:

    was checking out the new modernized dread 1 for Russia and noticed that 8in casemates shrunk when size was increased. 8.0in

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

    vs 8.9in

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

    then I saw those forward facing casemates angle inside the ship trying to point at the enemy

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

    Are you having modified files or are you using any old save?

    image.png

    This is how the guns look in their max. length caliber and their rotation is different. They do not have any problems getting stuck or rotating through the hull.

     

    If you use a mod, then please report only on the mod thread, not here or within the game interface, because we lose time checking such things.

  11. Update 6
    - Important optimizations for the new improved auto-design and collider system. It should be faster and more effective than ever before. Maybe some minor changes on parts could happen on your designs, with rare probability, but the changes should create more consistent fire arcs.
    - Fixed minor issues of USA "Small Battleship" of the 1890s which in some cases could have guns overlapping with towers (saves that include this hull, will be affected).

    Please restart Steam to get the latest update fast

    • Like 3
    • Thanks 1
  12. Update 5
    3x new hulls:
    - [b]Japanese “Modernized Battlecruiser”'[/b] offers not the fastest hulls for a battlecruiser but focuses more on resilience and number of secondary guns. It can be found in the battlecruiser hulls from 1929 and has a displacement between 42,500 and 57,500 tons.
    - [b]Japanese “Modernized Dreadnought IV”'[/b] is another battleship alternative for the nation which is very resilient and a stabile gun platform but rather slow. It can be found in the battleship hulls from 1927 and has a displacement between 42,000 and 69,500 tons.
    - [b]Japanese “Modern Battlecruiser II”'[/b] offers designs of versatile, very fast and powerful battlecruisers which though have not much resilience. It can be found in the battlecruiser hulls from 1935 and has a displacement between 38,500 and 54,000 tons.

    - Fixed potential freeze bug, of auto-design, which could cause delay or even total stall of loading.
    - Improvements and edits on various hulls. Most probably saves of tech years over 1920 will be affected and should be checked for invalid designs. It is advised to restart a campaign if you notice problems.

    Please restart Steam to get the latest update fast

    • Like 4
    • Thanks 2
  13. Update 3
    - Auto-Design optimizations. Campaign turns and Campaign Generation should be much faster now.
    - Improved New Italian towers to be able to host bigger guns as requested (this change will break your saves unfortunately if the related ships were used. They have to be redesigned).
    - British guns improvements according to feedback - Dido style guns preserved for calibers 5-inch and lower.
    - Ship acceleration mechanics optimizations, addressing issues where the ships could accelerate too fast and negate the effects of low funnel efficiency.
    - Fixed accidental torpedo launches towards friendlies when the enemy was far away in the direction of the friendlies.
    - Quick fix for problematic screen/scout divisions' behavior not heading towards the enemy as they should.
    - Fixed a minor problem of a new Russian "Imported Tower x"  which made its mount unusable.
    - Added tooltip for the campaign political action “Cancel Alliance" that explains why it can be disabled.
    - Other minor improvements.

    Please restart Steam to get the latest update fast

    • Like 8
    • Thanks 2
  14. Dear Admirals, 

    The upcoming next major update of Ultimate Admiral: Dreadnoughts is now available for you to play and test it.

    ============================================================================================

    Please read about the content of v1.5 Beta:
    https://steamcommunity.com/games/1069660/announcements/detail/4142819632289064791 

    Installation Instructions:
    https://steamcommunity.com/app/1069660/discussions/3/3191362449922656706/ 

    ============================================================================================

    We hope you will like the new content and improvements!

    The Game-Labs Team
     

    ---===---

    Update 2
    - Quick fix of a few Italian models which had wrong barrel number.
    - Quick fix of a new British gun model which had 1 barrel instead of 4 barrels.

    Update 3
    - Auto-Design optimizations. Campaign turns and Campaign Generation should be much faster now.
    - Improved New Italian towers to be able to host bigger guns as requested (this change will break your saves unfortunately if the related ships were used. They have to be redesigned).
    - British guns improvements according to feedback - Dido style guns preserved for calibers 5-inch and lower.
    - Ship acceleration mechanics optimizations, addressing issues where the ships could accelerate too fast and negate the effects of low funnel efficiency.
    - Fixed accidental torpedo launches towards friendlies when the enemy was far away in the direction of the friendlies.
    - Quick fix for problematic screen/scout divisions' behavior not heading towards the enemy as they should.
    - Fixed a minor problem of a new Russian "Imported Tower x"  which made its mount unusable.
    - Added tooltip for the campaign political action “Cancel Alliance" that explains why it can be disabled.
    - Other minor improvements.

    Update 4
    - Japanese "Modern Heavy Cruiser V" has been improved/finalized. This change will affect any save that includes this hull.

    Update 5
    3x new hulls:
    - [b]Japanese “Modernized Battlecruiser”'[/b] offers not the fastest hulls for a battlecruiser but focuses more on resilience and number of secondary guns. It can be found in the battlecruiser hulls from 1929 and has a displacement between 42,500 and 57,500 tons.
    - [b]Japanese “Modernized Dreadnought IV”'[/b] is another battleship alternative for the nation which is very resilient and a stabile gun platform but rather slow. It can be found in the battleship hulls from 1927 and has a displacement between 42,000 and 69,500 tons.
    - [b]Japanese “Modern Battlecruiser II”'[/b] offers designs of versatile, very fast and powerful battlecruisers which though have not much resilience. It can be found in the battlecruiser hulls from 1935 and has a displacement between 38,500 and 54,000 tons.

    - Fixed potential freeze bug, of auto-design, which could cause delay or even total stall of loading.
    - Improvements and edits on various hulls. Most probably saves of tech years over 1920 will be affected and should be checked for invalid designs. It is advised to restart a campaign if you notice problems.

    Update 6
    - Important optimizations for the new improved auto-design and collider system. It should be faster and more effective than ever before. Maybe some minor changes on parts could happen on your designs, with rare probability, but the changes should create more consistent fire arcs.
    - Fixed minor issues of USA "Small Battleship" of the 1890s which in some cases could have guns overlapping with towers (saves that include this hull, will be affected).

    Update 7
    - Further auto-design optimizations, making loading even faster.
    - [b]*SPECIAL*[/b] Added mini-map window on the campaign world map so that browsing the map is easier and faster, especially when you want to send ships from one side of the map to the other one.
    - Finalized the new screen/scout formations behavior.
    - Fixed a rare bug of this patch work that could cause freeze when loading, during auto-design, requiring the game to restart.
    - Various fine tunings.

    Update 8
    - Accuracy balances and optimizations of the logic, increasing fps. Note for modders: The parameters “acc_mod_vs_tiny_ship”  and “acc_mod_vs_huge_ship” are no longer in use, as the system uses different internal formulas. 
    - Slight penetration adjustment. The average amount of penetration power needed to actually penetrate a specific armor width has been decreased (coefficient reduced from 0.25 to 0.2). This results in more impactful shell hits and an overall even more realistic damage model, not having an overpowered effect of armor.
    - Research has been balanced according to the latest feedback.
    - Battle AI will desire to withdraw when overwhelmed or when it is heavily damaged, with more probability.

    Update 9
    - Fixed critical bug that could cause freeze of loading or complete pause of auto-design.
    - Fine tuned the new updated ship stability mechanics, so that the engine weight stabilizes more the ship.
    - Fine tuning of auto-design.
    - Shell ballistics tuning.

    **This update is considered a final release candidate. The v1.5 is scheduled to be fully release during Saturday 9/3/2024**
    Please restart Steam to get the latest update fast

    • Like 7
    • Thanks 2
  15. Uploaded optimized x2 version including the following
    - Fixed some issues that were reported, causing ships to not be eligible to be constructed into a new refit version although they were available.
    Please restart Steam to get this update properly. Users should not allow downloading of updates during gameplay because it may corrupt their installation. This is an advice not only for our game but any game.

    • Like 7
  16. Uploaded optimized version including the following
    - Brought back the Refit ID fix, which now should work properly. It should also speed up saving procedures and turn times.
    - Aiming fine tuning: Gun aiming is sharper, making the rate of fire more significant  and the accuracy more realistically balanced.
    *Economy balance:*
    - Oil resources become even more significant in growth, income and fuel consumption
    - Nation growth is normalized in values. There is a more balanced growth during war, revolution and peacetime period, plus growth is shaped up according to GDP, so it distinguishes developed nations of very high GDP from developing nations with too low GDP.
    Please restart Steam to get this update properly. Users should not allow downloading of updates during gameplay because it may corrupt their installation. This is an advice not only for our game but any game.

    • Like 5
  17. Uploaded repaired version including the following
    - Reverted the Refit ID fix because it prevented building a refit based on a previous refit design. This was an unwanted error of the new system so we had to take back the feature until it works properly.
    - Fixed bug that could make a player accidentally delete all ammo of a selected ship when making a bug report with a shortcut.
    Please restart Steam to get this update properly. Users should not allow downloading of updates during gameplay because it may corrupt their installation.This is an advice not only for our game but any game.

    • Like 5
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