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Nick Thomadis

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Posts posted by Nick Thomadis

  1. Just now, Lima said:

    This bug is not limited to the campaign. Here, live footage of how it happens in a custom battle (look at 1:04). This bug happened with most of the ships in this campaign, only a modern battleship and a modern battlecruiser avoided it (probably because I try to keep them safe and they don't have to make swift maneuvers to evade torpedoes).

     

    You can send attach any save, custom battle, mission, shared design.

    • Like 1
  2. On 10/18/2023 at 1:35 PM, Stealth17 said:

    I have a very frustrating issue with the game. 

    I've built a ship that's very heavy on torpedo launchers. 25x 24-inch torps per side. Year: 1950.

    In combat my ship was 1.5 km away from the target. 

    Target was selected.

    All launchers ready, not destroyed, loaded and pointed at the enemy. Torpedoes set to aggressive launch.

    The ship just refused to launch whatsoever. 

    In this battle I had 7 of these ships. Most of them flatout refused to launch. 

    And before you mention it: yes, there were friendly ships in the way at times, but that never stopped the AI from launching anyway.

    Extremely frustrating, especially since this was for a competitive video. 

    You can attach the save of this ship to take a look. Is it a ship for campaign, custom battle or shared design? In any way, if there are friendly ships ahead, this would be the reason of not firing. You can try the torpedo launching without friendly ships ahead, to see if there is a true issue or not.

    Note: Friendlies that are behind the enemy ship but inside the fire arc of your torpedo launchers may prevent them to fire. Players who usually get near an enemy ship, encircle it with many small ships, may anticipate torpedoes not firing, which if they did, they may have hit a friendly. It is very hard to optimize this behavior without messing up the whole friendly fire logic.

  3. 3 minutes ago, Lima said:

    The thing is that range is not everything. I wouldn't say this if the game itself didn't mention "barrel erosion" in the description of propellants. For example, in the description of Cordite I it is said that "high barrel erosion affect accuracy". But in fact it is not. I mean, if it doesn't have any impact, it's just not worth mentioning it in the description.

    Also, light projectiles negatively affect accuracy, although their positive effect is indicated in the description.

    It is a mix of many variables. Barrel erosion is also working as everything else. 

  4. 34 minutes ago, Lima said:

    @Nick Thomadis
    Can you please comment on this? Like description says that Tube Powder I and light shells should have a positive effect on accuracy, but this is not the case. In fact, the  accuracy debuff from Tube Powder I is brutal.

     

    Cannot type much now. It is self evident from your pictures. The High/Medium Burn propellants are very risky to explode but provide longer ranges and accuracy is affected accordingly. The lower burn propellants are the best compromise between safety and performance , depending on what you want to achieve..

  5. You can make in "players" the "type" = Major and then fill up information on other data cells similarly as with other nations. It is very important to have "enabledForCampaign" = 1.

    You may anticipate issues with nations that have provinces not set up to be "Home". You cannot change this in the mod config unfortunately.

    It is uncertain what other problems may happen, as we have not tried to add another new nation, yet.

     

    • Thanks 2
  6. Hello all,

    I have transferred some mod threads that I know that are active in this new forum. From now on, modders of Ultimate Admiral: Dreadnoughts can use this special forum to promote and support their mods. Questions about the game files can be asked here, so I can try to offer my support whenever possible.

    Feel free to contact me if there is any other mod thread that you wish to transfer it here.

    ***Important***

    Please make sure to inform players of your mods that if they anticipate errors and bugs, to not report them in our main forums or with the in-game report tool.

    • Like 8
    • Thanks 3
  7. v1.4 Major Update has been released!
     

    You can read the info on Steam...

    https://store.steampowered.com/news/app/1069660/view/5711185603053529343 

    ... or in our blog.

    https://www.dreadnoughts.ultimateadmiral.com/post/major-update-v1-4

    Thank you very much for all the help you provided. We hope you will  enjoy it!

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

    Quick fix v1.4.0.1
    https://steamcommunity.com/games/1069660/announcements/detail/3745364910900992677 

    Hotfix v1.4.0.2 R

    https://steamcommunity.com/games/1069660/announcements/detail/3745364910908723320 

    Minor Update v1.4.0.3 Rx2

    https://steamcommunity.com/games/1069660/announcements/detail/3745364910923328686 

    Minor Update v1.4.0.4 R

    https://steamcommunity.com/games/1069660/announcements/detail/3746491444291542707?snr=2_9_100006_100202 

    Minor Update v1.4.0.5 Rx3
    https://steamcommunity.com/games/1069660/announcements/detail/3798283474551926134 


    Minor Update v1.4.06 Optx2
    https://steamcommunity.com/games/1069660/announcements/detail/3811794911345635148

    Minor Update v1.4.0.7 Optx2
    https://steamcommunity.com/games/1069660/announcements/detail/3811794911365426042 


    Optimization v1.4.0.8 Optx3
    https://steamcommunity.com/games/1069660/announcements/detail/3859083885017916021 

    Optimization Update v1.4.0.9 Optx5
    https://steamcommunity.com/games/1069660/announcements/detail/3891736341248109949 

    Optimization Update v1.4.1.0 Optx2 
    https://store.steampowered.com/news/app/1069660/view/3900744810093858234 

    Optimization Update v1.4.1.1 Optx2
    https://steamcommunity.com/games/1069660/announcements/detail/3963798374998676481 

    • Like 16
    • Thanks 3
  8. 32 minutes ago, Zuikaku said:

    @Nick Thomadis can you ,please tell us if adressing issue known as "AI ships running away at the start of the battle before making visual contact" is planned? This is especially annoying in 1 vs. 1 battles when Cls are involved.

    In most cases they should be trying to engage from a distance while the player seeks to come closer, and this is considered a retreat by most players.

    When players do exactly the same, and the AI tries to chase them, it is called suicidal AI and a bug as well... 

    If there is a battle with a specific reproduction of a problem, that we can assess and fix, it would help.

  9. 2 hours ago, Astor said:

    I would like to point to this two bugs again.

    Please fix this two chinese hulls.

    Medium Cruiser has duplicate torpedo slots

    China2.jpg

    Experimental Turret Ship has one casemate not useable, because of borders.

    China1.jpg

    Also you can't place weapons on funnels when they are placed on towers

    USA1.jpg

    Another example:

    Germany1.jpg

    In RC 6 all issues fixed except the guns not working on funnels that are mounted on towers. We will fix this tomorrow.

    • Like 5
    • Thanks 1
  10. [RC Version]
    - Fixed a few more issues found in some hulls.
    - Further Auto-Design/ Part Collider logic optimizations for more effective AI designs and more accurate part placement of parts by players.
    - Battle AI adjustments.

    This is an RC version. From now on, minor updates may happen with further optimizations, minor fixes, without news' updates., until the full release, which is arriving very soon, tomorrow, or on Monday.

    Please Restart Steam to get this update fast

    • Like 6
  11. [Update 24]
    - More small fixes for hulls for reported issues.
    - Ship part special collider logic is further improved for even more accurate fire arc calculations and less errors in auto-design, errors that previously caused delays to find a valid design.

    It seems this is a good Release Candidate. Brace yourselves for the final release, very soon!

    Please Restart Steam to get this update fast

    • Like 7
    • Thanks 1
  12.   

    Quote

     

    Dear All,

    Since my last posting, I have ran a number of campaigns and am currently engage as Germany starting in 1930. I am in full admiration for all of you who have tirelessly engaged in constructive feedback for the latest Beta 1.4 feedback, with lots of great comments and useful suggestions.

    I apologise if this suggestion may come rather late in the process, or has been mentioned already, but one aspect of the game that I feel would really add some 'spice' to the game, would the ability to declare war and initiate an invasion, upon a minor power.

    At the moment, one appears only to be able to initiate a war, (using increased tension option in the diplomatice screen, and/or place a large fleet off their coast) and then hope that the major power will get so annoyed, that they issue a diplomatic ultimatum message that ends up in a war.

    However, in my view it would be great if one could initiate a conflict with a minor power, expand ones empire with a number of similar conquests, and then face a major power accordingly. For example, the Austro-Hungarian Empire declaring war on Serbia, which inturn resulted in WW1. Two decades later Germany initiating Anschluss as a covert invasion of Ausria, then Sudetenland, followed by the Czech Republic and then Poland, which of course resulted in Britain and France declaring war. Similar examples can be found with Japan and Korea in the late 1890-1900s etc.

    Whilst I appreciate that in UAD, one plays as 'head of the nation's admiralty', and not head of state, however, at the moment, it only appears that one has to jump into a major power conflict without consuming the minor powers first, which is not always the way that history works, unless I am missing something witihin the game mechanic?

    Now I appreciate that this might entail a substantial modification of the game engine, but it would be far more enjoyable, not to say realistic.

    I look forward to any comments, and once again, I am in full admiration for all of you who are making constructive suggestions in improving the game.

     

    Hello, already this is simulated. Attacking some nations may cause the interference of other major nations, resulting in deterioration of relations. We have tried in older versions an intensified effect which caused too many wars suddenly, so now it works more subtly. There can be a deterioration of relations but if you have good relations you may get away with the incident and not ignite an instant war, or this war may come out much later after a continuous tension caused by the incident.

    • Like 1
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