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Nick Thomadis

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Everything posted by Nick Thomadis

  1. Thank you, we will add this fix to the upcoming HotFix Update.
  2. Thank you all for the ongoing feedback. We prepare a hotfix that will improve most if not all of those you report to us regarding damage, as well as other fixes. Thank you for the support.
  3. Can you please report this issue also with the game button, so we fix asap?
  4. Do you use a very high resolution monitor? Can you play with reduced resolutions settings of 1080p?
  5. We will offer a bigger dockyard for the super battleships, in next updates. AI here tried to squeeze very big advanced guns, in a small hull of older technology (Custom Battle hulls are not yet optimized according to era, so some of them to become obsolete). It can do much better surely. Let's accept that humans can do such mistakes too.
  6. Turret types are depended on technology era. Try battles between 1926 and 1935.
  7. Ok then it is not really a big issue, we can just hide unusable mounts of some towers, later.
  8. These mount points should not be usable if there is not enough hull space. Are they usable?
  9. Ultimate Admiral: Dreadnoughts Alpha 4 v68 HotFix (13/2/2020) Increased damage of main guns. The whole damage model should feel now much more realistic, as intended for the main update. Reduced base accuracy for secondary guns. On average their accuracy is inferior compared to main guns but they will aim progress more effectively when targeting fast vessels. Flooding should happen more often when guns hit underwater sections. - Flooding will not be repaired so fast, so it will have a noticeable impact on large capital ships. Increased slightly the damage of torpedoes. Torpedo protection effect reduced slightly so that late battleships do not become immune to torpedoes. Increased base speed of torpedoes about +2 knots. They could become unhistorically too slow at their maximum range settings, creating targeting issues (Ships not firing torps at long range, firing at too wide arcs and hitting themselves etc.). Decrease speed penalty of electric torpedoes from -30% to -25%. Weight issues making ships, especially battlecruisers, too fast for their size have been resolved. A ship may still be designed to exceed the 40 knots but with much greater sacrifices in armament and protection. Fixed an issue with German Battlecruisers (They were unavailable for a small time period between 1924-1929 in custom battles). Fixed issues that made Torpedo Boats (TB) either too slow or too vulnerable to gun fire. Fixed a problem with a British BB of the 1920s that made its hull too long. - Allocated more funds to mission "Hurry Up" to allow strong ships of higher speed. AI & Gun Targeting Improvement. Other minor fixes. ===================================================== Ultimate Admiral: Dreadnoughts "Alpha-4" v67 (5/2/2019) SPECIAL NEW FEATURES Two new 3D Base Models ships: the legendary battleship "Bismarck" and the mighty battlecruiser "HMS Hood": Bismarck and Hood hulls are available in new Naval Academy missions and Custom Battles (after year 1927). Improved Damage Decals: The damage is more detailed, according to where it actually happened and the ship now becomes more realistically darkened. Soon, all Towers, Funnels, weapons will have a detailed special appearance when destroyed. New secondary gun barbettes: You can now create special looking and realistic ships by using a combination of barbettes for your secondary guns, on the centerline or at the sides. These barbette mounts appear when mounting main gun or special towers. If the hull is not wide or enough, you might not be able to use them all efficiently. NEW NAVAL ACADEMY MISSIONS German Pride: Design a powerful German battleship and attack the English fleet, in a similar way as it happened in the historical battle of the Denmark straits. Prove your Might: Your British battlecruiser must defend a valuable convoy against a German Battleship and a heavy cruiser. Can your ship do better than HMS Hood? Modern Battleship vs Destroyers: Your battleship must survive the attack of multiple Destroyers. The US Super Battleship: A group of large dreadnoughts that have been modernized by the Japanese Navy is sailing back for refueling. You have the opportunity to attack and sink them with your much more powerful super-battleship, before strong reinforcements arrive. Design your own H-class: Create the continuation of the legendary Bismarck-class and defeat a US Fleet. Hurry Up: A German raiding squadron is approaching your lightly protected military convoy while you are far away. Build the naval force that will be capable to travel fast and repel the enemy. OLD MISSION IMPROVEMENTS Mission: "Heavy Duty" has now objective to only kill the super battleship. Previously it could be also won if all cruisers were sank, ending the battle prematurely. Mission: "Search & Destroy" has been improved. You need to destroy the two BB before strong enemy reinforcements arrive and make your task harder. Mission: "Torpedo Basics" has more available money, so that more torpedo boats can be built (The mission could become very hard against a much more powerful battleship, due to the new settings). New hulls have been added to missions “Rise of the Heavy Cruiser”, “The Modern Battleship”, Sink "The Cruiser Killer", “Heavy Duty”. VISUAL & SHIPS Several new gun models added. Please note that the rescales and improvement of guns as well as the general improvements of ship designer could make your saved designs non functional. Various hull fixes for better looking ship designs at all technology eras. Three more super-battleships based on Bismarck and Iowa hulls. You can find those ships in new Naval Academy missions and in Custom Battles (after year 1929) More hull variants of late tech, mostly based on the new 3D models: 6xBB (Britain, Russia, Japan, Austro-Hungary, China), 2 x BC (Germany, Russia), 3x CA (Germany, Austro-Hungary, USA). These ships are also distributed to the other nations so that custom battles after year 1927 include more late technology ships for all countries. CONTROLS You can now set specific targets for main guns, secondary guns and torpedoes as follows: All weapons: Right Click Torpedoes: Shift + Right Click Secondaries: Alt + Right Click Main Guns: Shift + Alt + Right Click Note: Due to the new targeting changes, your selected ship will no longer follow the target when right clicking on it. The targeting system should work more effectively, overall. Weapon Fire Mode (ammo control) is now working per division, not per ship. BATTLE INTERFACE Improved damage float up info, showing more clearly the damage inflicted on ships, and fixing issues that caused game performance drop. BALANCES/INCONSISTENCY FIXES Damage/Penetration of guns is balanced according to feedback of players. Capital ships should be more durable. Secondary guns will still be useful but not overpowered. Improvement in accuracy mechanics. Big Guns will not have so much accuracy difference with smaller guns. Aiming will be more dynamic, so that maneuvers or steady course will affect aiming accordingly. AI Design of Battlecruisers will prefer to use armor more, and not make weakly protected ships. AI Design of Destroyers will be more effective and will focus more on speed and maneuverability. Additionally, the minimum speed of Destroyers is 26 knots. Fixed issue of not updating torpedo stats according to techs/components used. Now torpedoes should be more properly effective depending on their technology level. Fixed issue of accuracy that could make AI not to fire vs very small torpedo boats or Destroyers at a range that they should. Minor rebalance of reload penalty/bonus according to shell type. Light shells should be quite more effective for short range. Heavier shells reload slightly slower. Minor rebalance of Lyddite shells, so that they continue to be effective after the new damage changes. Tube Powder shells gain a further slight bonus in penetration and reload. BUG FIXES Several issues of buggy gun rotations have been addressed. Fixed issue of interrupting smoke screen emission for ships becoming detached. Fixed various reported problems that caused gun overlapping with towers. Other minor bug fixes reported by players. OTHER Various performance optimizations. AI in custom battles will never retreat. It is a temporary fix and later we will add this as an option. DISCUSSION & FEEDBACK RULES (PLEASE FOLLOW THEM)
  10. New update Alpha-4 became available. Making new threads.
  11. New update Alpha-4 became available. Making new threads.
  12. Well you are banned now. You do not seem to understand. EDIT: Last post also hidden. Hope the reason is understood.
  13. Content removed according to rule 4 of the forum: discussion of non game related events, real life, politics and religion is prohibited. @Microscop This is a game forum and we would like to keep it clean from such discussions. So please do not post such content again here.
  14. Just to clarify something regarding main guns. It is mentioned briefly in changelog, that we improved several aspects of ship design, and those improvements include the fixing of issues reported by players regarding main gun, funnels, towers not being flexible enough. This is not a complete improvement, but we will improve further according to reports from you for the upcoming build. Please note that a completely free mode, an "irrational" mode, would destroy a major aspect of the game, to create beautiful ships with ease. Placing funnels in front of main towers, guns very near, obstructing each other etc. are issues that historically were never made in any ship, so we have to create a smart system, to help player (and AI) to use sensible logic when designing a warship. In any case, issues that are known, will be repaired over time, thanks to the help and kind requests we receive from you. Now, regarding new hulls, our next priority is to fill up the gap regarding post WWI cruisers and destroyers, and of course, more ships will arrive that will enrich the pre-dreadnought era.
  15. Hello Admirals, Thank you very much for your ongoing feedback and your fantastic participation in the forum, where you share so many interesting ideas and historical knowledge with us. We would like to inform you about the planned improvements of the next patch. SPECIAL NEW FEATURES Two new 3D Base Models ships: the legendary battleship "Bismarck" and the mighty battlecruiser "HMS Hood": Bismarck and Hood hulls are available in new Naval Academy missions and Custom Battles (after year 1927). Improved Damage Decals: The damage is more detailed, according to where it actually happened and the ship now becomes more realistically darkened. Soon, all Towers, Funnels, weapons will have a detailed special appearance when destroyed. New secondary gun barbettes: You can now create special looking and realistic ships by using a combination of barbettes for your secondary guns, on the centerline or at the sides. These barbette mounts appear when mounting main gun or special towers. If the hull is not wide or enough, you might not be able to use them all efficiently. NEW NAVAL ACADEMY MISSIONS German Pride: Design a powerful German battleship and attack the English fleet, in a similar way as it happened in the historical battle of the Denmark straits. Prove your Might: Your British battlecruiser must defend a valuable convoy against a German Battleship and a heavy cruiser. Can your ship do better than HMS Hood? Modern Battleship vs Destroyers: Your battleship must survive the attack of multiple Destroyers. The US Super Battleship: A group of large dreadnoughts that have been modernized by the Japanese Navy is sailing back for refueling. You have the opportunity to attack and sink them with your much more powerful super-battleship, before strong reinforcements arrive. Design your own H-class: Create the continuation of the legendary Bismarck-class and defeat a US Fleet. Hurry Up: A German raiding squadron is approaching your lightly protected military convoy while you are far away. Build the naval force that will be capable to travel fast and repel the enemy. OLD MISSION IMPROVEMENTS Mission: "Heavy Duty" has now objective to only kill the super battleship. Previously it could be also won if all cruisers were sank, ending the battle prematurely. Mission: "Search & Destroy" has been improved. You need to destroy the two BB before strong enemy reinforcements arrive and make your task harder. Mission: "Torpedo Basics" has more available money, so that more torpedo boats can be built (The mission could become very hard against a much more powerful battleship, due to the new settings). New hulls have been added to missions “Rise of the Heavy Cruiser”, “The Modern Battleship”, Sink "The Cruiser Killer", “Heavy Duty”. VISUAL & SHIPS Several new gun models added. Please note that the rescales and improvement of guns as well as the general improvements of ship designer could make your saved designs non functional. Various hull fixes for better looking ship designs at all technology eras. Three more super-battleships based on Bismarck and Iowa hulls. You can find those ships in new Naval Academy missions and in Custom Battles (after year 1929) More hull variants of late tech, mostly based on the new 3D models: 6xBB (Britain, Russia, Japan, Austro-Hungary, China), 2 x BC (Germany, Russia), 3x CA (Germany, Austro-Hungary, USA). These ships are also distributed to the other nations so that custom battles after year 1927 include more late technology ships for all countries. CONTROLS You can now set specific targets for main guns, secondary guns and torpedoes as follows: All weapons: Right Click Torpedoes: Shift + Right Click Secondaries: Alt + Right Click Main Guns: Shift + Alt + Right Click Weapon Fire Mode (ammo control) is now working per division, not per ship. BATTLE INTERFACE Improved damage float up info, showing more clearly the damage inflicted on ships, and fixing issues that caused game performance drop. BALANCES/INCONSISTENCY FIXES Damage/Penetration of guns is balanced according to feedback of players. Capital ships should be more durable. Secondary guns will still be useful but not overpowered. Improvement in accuracy mechanics. Big Guns will not have so much accuracy difference with smaller guns. Aiming will be more dynamic, so that maneuvers or steady course will affect aiming accordingly. AI Design of Battlecruisers will prefer to use armor more, and not make weakly protected ships. AI Design of Destroyers will be more effective and will focus more on speed and maneuverability. Additionally, the minimum speed of Destroyers is 26 knots. Fixed issue of not updating torpedo stats according to techs/components used. Now torpedoes should be more properly effective depending on their technology level. Fixed issue of accuracy that could make AI not to fire vs very small torpedo boats or Destroyers at a range that they should. Minor rebalance of reload penalty/bonus according to shell type. Light shells should be quite more effective for short range. Heavier shells reload slightly slower. Minor rebalance of Lyddite shells, so that they continue to be effective after the new damage changes. Tube Powder shells gain a further slight bonus in penetration and reload. BUG FIXES Several issues of buggy gun rotations have been addressed. Fixed issue of interrupting smoke screen emission for ships becoming detached. Fixed various reported problems that caused gun overlapping with towers. Other minor bug fixes reported by players. OTHER Various performance optimizations. AI in custom battles will never retreat. It is a temporary fix and later we will add this as an option. The above mentioned changes are not absolutely final, as we continue to add improvements. The update is soon going to receive internal testing, and if all is working right, we estimate to release it next week. Thank you for reading! The Game-Labs Team
  16. 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.
  17. @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.
  18. 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.
  19. @ThatZenoGuy No bad words please. Keep the conversation civil. I edited your text. Happy New Year to All!
  20. 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.
  21. 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).
  22. 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.
  23. 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".
  24. Yes, it does. It increases the accuracy parameter related to size of target.
  25. 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?
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