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Nick Thomadis

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Everything posted by Nick Thomadis

  1. The mission generator uses a new pathfinding system which allows to move ships across the globe manually in much more detail, than it was working in our previous internal beta. New hulls, of earlier pre-dreadnought and dreadnought technology years are scheduled.
  2. Latest disrespectful posts removed. Thread will be closed if bad behavior continues from specific members.
  3. Please calm down, the thread will remain open for as long as the participants remain civil with each other.
  4. Hey all, please calm down. Everything is getting better. You can read here :
  5. Guys, we would like to clarify, once again, that our game "Ultimate Admiral: Dreadnoughts" is still under heavy development, the team is growing further and delivers patches constantly. The game is stable and playable because we try to address all major issues that you report and will be finalized with a fully featured campaign, as we have promised. We will provide the intermediate patch “Alpha-12” with improvements not because we are far from releasing a campaign but because we do not want you to wait for longer with nothing new added in the game. It is something we believe most of you - if not all - will appreciate. In the meantime, The team is making good progress and is working hard on the campaign. The Mission generator and map travel is currently being coded. Regarding the latest positive news and the new collaboration with Stillfront, it is only going to affect the company positively and it will not change anyhow the main concept of Ultimate Admiral: Dreadnoughts, as you already know it.
  6. No, not exact models, but they look alike. Littorio is a model we plan to add, as a special new hull for Italy, later.
  7. Hello Admirals, We hope you had splendid Easter Holidays and you still enjoy Ultimate Admiral: Dreadnoughts. The work on the campaign is in progress but it needs more time to become public in our planned “Core Patch 1”. Therefore, we decided to offer a new major update with stable features you are surely going to like. Here is what we confirm so far for the next patch. *==============================* ALPHA-12 *==============================* NEW HULLS & MODELS 18 new hulls offer countless different new designs. In particular, the new hulls are the following: New model that can recreate the German “Deutschland-class” cruisers such as the “Graf Spee”. In-game it can be used with the name “Advanced Armored Cruiser Ι” after year 1921, as a hull between 14,900 and 18,900 tons with special hull resistance characteristics making it especially durable even against battleships. New model that can recreate the Japanese battleship “Fuso” after its reconstruction. The new hull is available after the year 1924 with a displacement between 36,000 and 69,000 tons and code name “Modernized Dreadnought III”. New Japanese “Dreadnought IV” variant available between the years 1914 and 1927 and with displacement of 26,000 - 46,000 tons. New Italian “Dreadnought I” variant available between the years 1906 and 1918 and with displacement of 18,000 - 26,000 tons. New German “Advanced Armored Cruiser II” variant which is a speculative continuation of the Deutschland-class and can be found in years after 1927. Its displacement is between 17,900 and 22,900 tons. New Japanese “Heavy Cruiser II” variant with a displacement of 13,400-15,600 tons that can be found after the year 1922. It has a flat light hull and a selection of towers that can make it good at firing from long distances. New Japanese “Experimental Heavy Cruiser” variant with a displacement of 15,900-22,100 tons that can replicate ships similar to the Japanese “Tone-class” and can host a large amount of torpedo tubes. It is available after the year 1934. New “Fast Battleship” variant a special Battlecruiser hull available for Russia, Spain, Italy, Austro-Hungary, China after the year 1935. It has a displacement between 45,000 and 75,000 tons and can be a good compromise between firepower and protection. New Austro-Hungarian ”Modern Battleship” variant with displacement between 51,000 and 81,000 tons available after the year 1929. New Chinese “Experimental Battleship” variant available after 1929. It is a hull of 42,500 - 55,000 tons which can offer unusual battleship designs with all-forward gun mounts. New Chinese “Modern Battleship I” variant available after 1936 and with displacement between 50,500 and 60,500 tons. New Spanish “Modern Battleship II” variant with displacement between 61,500 and 71,500 tons available after 1929. New Italian “Modern Battleship II” variant with displacement between 60,500 and 70,500 tons available after 1929. New Japanese “Experimental Battleship” variant available after 1929 with displacement between 47,000 and 72,000 tons. This hull can produce designs resembling early unofficial Japanese battleship designs that had all the main guns forward. New Russian “Modern Battleship II” variant which is available after 1936 and has displacement between 65,000 and 79,000, offers a very robust hull especially optimized for protection. New Russian “Super Battleship” variant available after 1936 and with displacement between 75,000 and 99,000 is an enlarged version of the new Russian battleship line and is a hull of very thick and robust construction. New Russian “Modern Battlecruiser” variant available after 1929 with displacement between 33,000 and 47,000. New Russian “Large Cruiser” variant available after 1929 with displacement between 28,000 and 39,000. NEW GUNS New special looking German guns available in middle-late technology levels spanning between Mark 3 and Mark 5 and covering calibers from 4-inch to 12-inch guns. New special looking Japanese guns covering the Mark-3 big guns from 9-inch to 16-inch caliber and the Mark-1 guns of 17-inch to 20-inch caliber. SHIP DESIGN IMPROVEMENTS/FIXES All Ship components are now logically enabled: Previously there were various issues, such as Diesel engines working with coal fuel and boilers, or torpedo components increasing detonation chances and affecting weights in a ship that did not have any torpedoes. Now everything that is selected in the ship component list is affecting properly and fully the ship statistics. Diesel engines have been fully rebalanced to work with the new feature. Major improvement in Ship Design controls: Ship part selection is now more accurate and sharp. Previously the mouse cursor would highlight/select a very large area resulting in unwanted changes during ship design processes. Minimum Tonnage step reduced from 5 tons to 1 tons, so you can build ships with more precision. Various small fixes and improvements in many hulls. New towers and parts became available to older models. AI IMPROVEMENT The AI opponent has been significantly improved to be more aggressive and approach nearer to the player when it has the advantage. AI controlled ships in screen/scout/follow formation should now interact nearer to threats. AI ship evasion has been improved further. AI auto-design became more effective overall. BUG FIXES Fixed bug that was caused when duplicating a ship design in Naval Academy. Fixed bug that could cause guns to become badly placed when mounting submerged torpedoes. Fixed bug that caused extreme delay to auto-design AI ships in mission “Pre-Dreadnought conflict”. This mission has also received new hulls available for design. BALANCES Fire damage has been balanced to affect more significantly all ship types. In addition, the fire damage is added into statistics (you can now observe what is the sustained damage for friendly and enemy ships). This new statistic should help players to understand why their ship may have less structural integrity with less hits than the AI opponent, because now the received fire damage can be measured as well. OTHER All the game's text has been reviewed/proofed for minor errors. Flash fire effect is more properly scaled (It could become too large for big ships, or too small for small ships). Obsolete Dreadnought hulls no longer available in late techs (we have now many new hulls to replace them). The patch is not yet finalized and will receive further improvements such as the following: - At least 4 new Naval Academy missions. - Major Improvements in weight offset/Stability calculations so that you can build perfectly working ships with cross-deck guns. - Major torpedo tubes overhaul, allowing different torpedo visuals according to torpedo size and technology. We will soon let you know when the patch is going to be released. Thank you for reading! The Game Labs Team
  8. Littorio is scheduled. Other are also going to be added. Early to say which exactly.
  9. The campaign is still in progress and we will try to show a first glimpse as soon as possible. In parallel, we add new mechanics, new ships, features that you all might want to play with, until we offer the campaign. Therefore, we will let you know what will be the content of the next patch. It might be not the Core but another major update with all the latest stable features available for you.
  10. Hello, we will investigate the issue and fix. EDIT: The mission should play out, after a longer than usual delay. But we will find and fix the potential problem.
  11. Partial penetrations cannot do internal damage. Overpens can cause flooding, destroy engines and rudder, so on average they are more powerful.
  12. Duplicating hulls is currently causing a serious exception bug and is not advised to use in game as it breaks all sorts of things. Thank you for reporting, we will fix.
  13. You do not need to kill all enemies. All win conditions are connected with OR state, so you can protect convoy for the given time and it should be a success. The interface is WIP.
  14. This is something that will be fixed in a next update, among other component inconsistencies.
  15. This was not intended. Has anyone else got his academy progress reset?
  16. Admirals, This is not an April's fool joke. We just deployed a new update which improves several features and fixes issues that you requested. Check the info. Restart your game client to start playing! *HotFix v84* (1/4/2021) Optimization in Auto-Design code: Fixed issues that could cause either problematic designs or too much delay while building an AI fleet. “Too many threads” error and game freeze during battle loading should now be completely fixed. Fixed a bug that could cause AI to place guns at fully obstructed sections (e.g. in early battleship’s middle sections). Fixed old bug that made guns to become wrongly “red” (badly placed) after pressing “Rebuild” in a battle. Added steel covering on unused casemates for the remainder of hulls. Various minor hull improvements/fixes. AI improved to be generally more aggressive and decisive on maneuvering. Torpedo maximum loads reduced. Now the torpedo tubes can have from 1 to 3 loads (previously was 2 to 4). Increased Partial Penetrations/Overpens damage and tuned their mechanics in order to have a more realistic effect. HE penetration slightly reduced. As a result, small guns will become more effective, especially at close ranges and HE will be ideal for destroying a ship's superstructure and incapacitating its parts, but not as useful for sinking it. More realistic shell dispersion according to shell types, at all ranges. Improvement in ship collision detection. Formations should be overall more effective with less accidental collisions due to ship maneuvering. Remaining issues shall be fixed in a next update. With hotfix v84 the following errors should not appear again: - Auto-design of a fleet in a custom battle or Naval Academy battle may delay too long and hang the game. - The "Too many threads" crash error.
  17. Closing Thread Please stop posting images of previous versions, showing issues that have been addressed. EDIT: Re-opening after SonicB request. The post will remain open for as long as it uses images of the latest version of the game.
  18. Hello, you must press the button "Redeem Key" and input the key you received in your email, when you purchased the game.
  19. We thank you all for your reports. If someone anticipates this error again, please do not hesitate to report to us in forum or with the internal bug report button.
  20. Hello, probably I replied to you already on Steam forum? Can you remember for which nations and what year did this delay happen? It is not a consistent issue but your report can help us to find and fix it.
  21. I assume that the bug was experienced prior to Alpha-11 v83? Probably you just need to login again with your username (which should be the email you used for purchasing the game). If you don't remember your password, click the "Forgot your password?" on the launcher window and follow the steps to recover it.
  22. New update has just become available. Restart your launchers to receive it. It includes the following: *HotFix v83* (15/3/2021) Fixed issue that could cause the bug warning "Too many barrels". Fixed issues that could make auto-design to fail at some cases, after many tries. Improved boats and other ship decor so that they are appearing on ships as they should, without disappearing due to interference with other objects. British Super Battlecruiser can now mount up to 20-inch guns (from previously 18-inch guns). A few minor fixes to hull parts. *Bonus Feature:* Unused casemate gun doors will now be auto-sealed with steel plates. With hotfix v83 the following errors might not appear again: - Sometimes the auto-design of a fleet in a custom battle or Naval Academy battle may delay too long and hang the game. - The "Too many threads" crash error.
  23. It is part of the technology research limitations of the campaign which works with hard limits in custom battle. It is expected to not support higher displacement of this ship type at this year, simply.
  24. Yes, this is exactly how it should work. We will do as soon as we finish with the most important.
  25. The idea of having a reload module on ship is very good, and we can do a bit later. Until then, we can balance out the present system to be more realistic.
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