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Nick Thomadis

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Everything posted by Nick Thomadis

  1. [Update 4] - Fixed critical issue which created double entries in the data of ships, resulting in more ships in your active fleet or in the building queue. Most critical bugs, if not all, should be gone now. Thank you for your feedback. Please Restart Steam to get this update fast.
  2. [Update 3] - Fixed temporary issues of the campaign, not storing correctly the ship locations, paths etc. Fleet generation should be also even faster. Please let us know if you still anticipate problems with your ships not appearing in the previously assigned ports. - Fixed armor limits that were not working properly for some hulls (Belt armor could not be edited etc.). This change may affect some of your designs, so you need to check them. - Fixed lags in UI and too much tooltip delays or inconsistent showing up of tooltips. The tooltips should appear promptly now, without lags, without too much delay. Please Restart Steam to get this update fast.
  3. Hello everyone, you can now contribute in the game's localization. Please check our new forum how you can do it. https://forum.game-labs.net/forum/200-community-localization/ =====OLD ANNOUNCEMENT===== We are aware of problems in the localized text, not only in text but also in some ID mix up. We will offer gradually fixes as follows; - First we will offer the remaining languages: Greek, Korean. - Second, we will repair ID problems (mix up of text) where applicable. - Third, remaining issues and optimization of text can be offered by the community, as we have several requests by people willing to help us. The localization files can already be modified freely by everyone. The best localized versions for each language (except English and Greek) will be passed to the game. Thank you for reading, The Game-Labs Team
  4. [Update 2] - Quick fix of auto-design errors. This fix will improve drastically the process time of campaign generation, campaign turns, custom battle / naval academy AI fleet generation, addressing the temporary very long loading time. - Campaign economy adjustment. Increased province income to support the new ship costs better. Please Restart Steam to get this update fast.
  5. Hello fellow admirals, We are glad to announce that the next major update is available for you to play in its first Beta version! The update offers a rich amount of new ships and interesting new mechanics that make gameplay more interesting and realistic. The first beta content is not finished. Auto-Design may be not optimized yet in time management, not all hulls are added (although the majority is available, with 42 new hulls), and there may be things that need addressing. Please read below what the new update includes up to now: https://store.steampowered.com/news/app/1069660/view/6586007300350505270 Installation instructions: https://steamcommunity.com/app/1069660/discussions/3/3191362449922656706/ Please read this information on how to correctly reset your data (if needed): https://steamcommunity.com/app/1069660/discussions/2/3832043983170771555/ ==================================' [Update 2] - Quick fix of auto-design errors. This fix will improve drastically the process time of campaign generation, campaign turns, custom battle / naval academy AI fleet generation, addressing the temporary very long loading time. - Campaign economy adjustment. Increased province income to support the new ship costs better. [Update 3] - Fixed temporary issues of the campaign, not storing correctly the ship locations, paths etc. Fleet generation should be also even faster. Please let us know if you still anticipate problems with your ships not appearing in the previously assigned ports. - Fixed armor limits that were not working properly for some hulls (Belt armor could not be edited etc.). This change may affect some of your designs, so you need to check them. - Fixed lags in UI and too much tooltip delays or inconsistent showing up of tooltips. The tooltips should appear promptly now, without lags, without too much delay. [Update 4] - Fixed critical issue which created double entries in the data of ships, resulting in more ships in your active fleet or in the building queue. Most critical bugs, if not all, should be gone now. Thank you for your feedback. [Update 5] - Fixed tooltips not showing up for land battles and other map labels. [Update 6] - +15 New hulls increasing the total new hulls of the current beta to 57 (a few more will be added). The list is too long. Please read the total list of hulls added which became updated. - Various and many fixes and improvements on old and new hulls. - Fixed temporary issues with scale for some new quad guns. Please report if you find any remaining inconsistency. - Auto-Design optimizations. - New balance on armor, and ship weights. - Battle AI adjustments. - Port Strike missions that have no opponent have now a "Withdraw" option. - Various repairs to issues with LOD of hull parts. This fix should increase fps performance in constructor and combat. Please note: Saves had to be reset due to the magnitude of fixes and repairs which would make many of designed ships to break. [Update 7] - Fixed "Withdraw" button not having effect in port strike missions with no warship opponent. - Fixed ship collision issue causing, among other, no torpedo hits in some new hulls. (Needs testing) - Fixed a few issues in some hulls. Please test the new 3-mast hull frontal dual torpedoes if they work now in all cases. - Mark1, Mark2 single guns of 2-inch, 3-inch caliber no longer use the much heavier and bigger shielded model. - Further adjustments in weights of ships. This may affect your current ship designs or AI designs but not critically. - Auto-Design important optimization. You should notice much faster auto-design procedures, campaign turns, campaign generations. [Update 8] - Improved further the speed and effectiveness of auto-design processes, speeding up campaign turns and the generation of fleets. Please Restart Steam to get this update fast. [Update 9] - Fixed critical issue of the autodesign creating delays. The new side barbette freedom was not "hard checked' for fire arc blocking so the AI often put side barbettes obscuring main guns and cancelling the design in multiple tries. - Fixed other critical issues which could create unbuildable ships. - Other minor fixes. ***Saves had to be reset. Please delete your shared designs that may be incompatible or repair them*** [Update 10] - Fixed remaining issues of auto-design,hull part problems, creating campaign turn lags and campaign generation delays. - Added +10 more hulls increasing the new hulls to a 68 total. The list is too long. Please read the full list on the central thread. - Increased a little the population growth in the campaign, to cover the many deaths due to war. - Improved further the logic of major offensives now working also for the offensives against minor nations. Overall the governments should choose to invade more wisely. - Fixed torpedoes not hitting some hulls. - Further 3D battle performance optimization. The saves had to be reset, due to the many fixes in hulls and code. Please make sure to clean up your saved designs as well. [Update 11] - Fixed various long standing issues of auto-design code, resulting in many errors in late tech ships due to cancelling a design because of empty barbettes (which now are handled more efficiently). The auto-design time and results should be now the best so far in the game. - +7 more hulls increasing the total new hulls to 74. Please read the long list at the end for those new ships. - Fixed issue that resulted in the bombardment of the enemy port even when you have withdrawn from the battle. - Various minor fixes and improvements in many hulls. - US "Large Scout Cruiser" hull was replaced by another model. Any campaign using this ship will surely be bugged, please note, do not report this error. Just restart your campaign. ***It is advised to restart your campaigns to notice all the improvements and have no bugs. If you choose to continue your campaign, please do not report any issue to us.*** [Update 12] - Fixed some minor hull issues that were reported. - Optimization for the auto-design in some hull types. - Optimization of the tooltip timer (it is now shorter). Please note that no other new hull is planned to be added, unless you guys advise that is needed to fill the technology gap of a nation. No save wipe out is expected either before the finalization of the patch, unless a major bug is found that needs it. We expect to release the patch next week, when we add new Naval Academy missions. [Update 13] - Added +13 more hulls, most of them based on your recent requests. No more can be added because the patch must be finalized. - Various fixes, optimizations in auto-design, part collider logic and hulls. All those changes can affect many of your current designs and make your campaigns break. It is advised to restart campaigns and clean up broken designs to have a fully operational game. - Fixed bug that made port strike missions against no opponent to not cause port damage. - Enabled quad main guns for light cruisers after about 1935. Due to tech id changes, the guns may not appear in current saved campaigns or ship designs, you need to clean up. - Added the ability in several USA and Chinese early guns to have other mounted guns on top of them. - Fixed a rare bug that made shared ships not usable in custom battles. - Adjusted hull stabilization factors after recent fixes, improvements on hulls. - Dynamic aim factors adjusted to be even more dynamic, following the changes in pitch/roll factors that are more important now according to ship design. ***We did not wipe out saves but it is strongly advised to clean up your saves, after the changes of this patch. If you choose to not do it, please do not report bugs to us.*** [Update 14] - Fixed critical issue making Refit process to not work and freeze campaign turns often. - Fixed minor collision interference for casemates of US "Battleship III". [Update 15] - Improved/Fixed collider system of several new 3-mast hulls. Designs based on those hulls may become unusable, please note. AI opponents with bugged guns will not be operational or crashes may happen in your current campaigns. - Improved some other hulls in various aspects. - Further optimizations in auto-design logic. Auto-designed ships should be the best possible and their auto-design process faster. - Submarines rebalanced to be stronger in attack and raiding power. Please note that submarines not only produce losses in auto-resolved battles but also passively increase TR losses per turn in a sea region - Population growth increased in campaign. Population should more noticeably be increased when there is economic growth. [Update 16] - Fine tunings in ship collider system (affects positively auto-design and fire arc restrictions). - Balanced out muzzle velocity and fire rate according to gun length caliber. Ballistics and penetrations got auto-adjusted accordingly based on the new data, allowing for even more historical behavior of guns depending on their technology. Previously the gun velocity could become too high, even on early guns. - Other minor fixes. Note: Only some new naval academy missions remain to finalize the patch, next week. [Update 17] - Fixed old bug causing fuel depletion when passing via the Pacific zone. - Fixed critical bug of Russian 2-inch guns Mark II not scaling properly. - Added extra towers to Italian cruiser "Modern Heavy Cruiser IV". [Update 18] - Improved the fire arc calculation system, fixing issues where the fire arcs were more limited than they should. This improvement affects the game greatly, in the design phase and in battle, addressing issues where guns were unable to rotate and fire because of a few degrees difference. - Improved Battle AI on how it manages divisions and formations in general. [Update 19] - Polishes on the Auto-Design to produce even more effective ships. - Fixed major old issue with the operational range not being consistent in battles, resulting in early fuel depletion. Rebalance of the operational range to fit the new code base. - Campaign AI adjustments on the way it manages fleets and economy. - Various fixes, improvements in hulls, repairs on new guns that were overweight, Many changes that would surely result in campaign errors. We have reset the saves to make them bug free. Saved Designs must be repaired or cleaned up by you (either manually or by using the updated internal tool, pressing the related button). - Optimizations in the ship sinking animations. - 3x New Naval Academy Missions (mentioned in the central thread). Note: We will add at least 2x new missions and the patch should be ready for release, depending on your new feedback. [Update 20] - Optimizations affecting positively the fps performance in 3D battles but also the auto-design and campaign calculations. - Old Italian "Battleship II" replaced by "Battleship III", a new model. This change can affect your ongoing campaign with critical bug, but it was necessary. - Further AI campaign economy management adjustments. [Update 21] - Further optimizations in auto-design to be faster, keeping the effectiveness. - Further optimizations in general. Turret rotation during battle should be sharper than ever. If you notice turret jamming, please make sure you have fully cleaned up your campaigns in previous patches, YOU DO NOT use any other saves that can affect fire arc for your ships. This is a Release Candidate for the major patch. Further fixes will be made according to feedback, if needed. [Update 22] - Further optimizations in auto-design to be faster. Campaign turn times should be stabilized now. - Fixed conditions of last Naval Academy mission now allowing multi-nation fleets. [Update 23] - Further optimizations in auto-design. - Some fixes for issues in hulls that were reported. [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! 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. [RC 6 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. [Update RC v7] - Fixed more issues of hulls that were recently reported. - Fixed "cunning" major old bug which caused inconsistent fire arcs, a bug that was very hard to trace because it could not be reproduced in our game engine, but only in the build. [Update RC v8] - Fine tuning and minor fixes. We will fully release v1.4 today. Please Restart Steam to get this update fast
  6. The new beta has just become available! https://store.steampowered.com/news/app/1069660/view/6586007300350505270
  7. Easy to add. This is mostly a Unity optimization question, as the game is already supposed to work with multi-threading and it does, but would need a complete refactoring of the code, to make it work perfect, as it theoretically could.
  8. Another additions became included in the list: - New quad guns for all techs, all calibers and all nations.
  9. Hello everyone, We hope you enjoyed or you are still having great summer holidays. We would like to share a quick glimpse for the next major update which is going to become available in early form at the end of next week. In a first summary, here is the planned content: Many new hulls and ship parts, mainly for cruisers of the interwar period but there will also be new hulls for other ship types and for the late tech era. Fixes and improvements of the ship design system, allowing more flexibility especially on side barbettes. Those fixes will also affect the auto-design which will become faster and even more effective, resulting in faster loading of campaign turns. We refactored and optimized the loading and saving processes of the campaign resulting in noticeable improvement of waiting time when switching from one state of the game to the next. For example, the time to exit the refit design window can now be 10x times faster. We optimized battle map processes and now you will have a much smoother fps during combat. The optimized processes include aiming which is now more consistent and dynamic, affecting the ship accuracy positively. We improved the campaign AI in multiple aspects. The campaign AI will manage the economy more efficiently, and will send land armies in major offensives more logically, evaluating in more detail the strength of the enemy in the target provinces. The campaign AI will also manage the fuel state of its ships and will no longer send them in suicidal missions with low fuel, making them very weak in a potential combat. Ships costs have been rebalanced to evaluate more accurately the combat value of a ship. This change is very important as it affects campaign economy (which was further balanced) and the battle AI decisioning. A battleship will now cost significantly more than a destroyer, for example. The mission generation system of the campaign got further improvements and the port strike missions were improved to show the auto-resolved transport losses. The campaign can now be prolonged up to 1965. Custom battles can now be set to a date up to 1950. The Battle AI has been improved to keep more effective firing distances and keep its main formation closer to the enemy. Tooltips will no longer obstruct the interface as there is a short time delay before they are triggered. We added a new setting which configures the armor quality in the gun penetration data. You will be able to set it from default 0% up to 200% in order to help you understand the applied penetration of your guns in the game. [*] Barbette types have a new stat that improves Flash fire protection. Various minor bug fixes that were reported. New Naval Academy missions. The first beta will include all the above except not all the new hulls and missions. Thank you for reading! The Game-Labs Team
  10. The color tone is different, seems a visual mod is on. Anyways, it is something that happens not often or at all in the core game, I hope you can reproduce with all mods inactive, meaning everything is disabled, deleted, and nothing is activated which could affect in any way the DLL files of the game.
  11. Hi Baron, this issue cannot be reproduced in the game without mods, at least not as easily as you describe. It must be related with some values of your mod which make it happen more often.
  12. The reference in the data table is base iron armor. The quality of armor can make armor more than 2x times resistant depending on technologies. Angle of hit and other factors can make the final impact to have much less penetration than the theoretical maximum penetration shown in the data table. During battle you can press Alt while hovering on an enemy to see a closer estimation of what penetration you can achieve with your main guns.
  13. Uploaded repaired version x2 including the following: - The Strike missions which include only Transport ships for opponents will now be only auto-resolved. - Victory Points gained from Transport sinking rebalanced according to latest improvements in the mission generation system. - Fixed rare UI bug which could show a port strike mission against own port. Please restart Steam to get the update fast
  14. Uploaded repaired version including the following: - Balanced the bombardment (after the latest improvements it happens much more often when you are close to enemy ports) and fixed the auto-resolve to not cause damaged when you face only TR in port strike missions. - Fixed a rare crash issue that could happen before a battle, a bug related with victory conditions. - Fixes and fine tunings of the auto-design logic. Please restart Steam to get the update fast
  15. Hello Admirals, This is an update which aims to be stable and enjoyable enough before the major update which will become available first as a beta, at sometime in late August or Early September. We will of course offer any required hotfixes if they are needed. Please read what this update includes: v1.3.9.9 Update https://steamcommunity.com/games/1069660/announcements/detail/3647404642078080883 Please restart Steam to get the update fast
  16. We plan one major update for sure which is v1.4 and any needed updates to fix issues that may be reported. Other major updates may come later, depending on our priorities, since Ultimate Admiral: Dreadnoughts is practically a fully released game with extreme content and huge replayability already and we must make new game projects in the meantime.
  17. Baron unfortunately changes on the config regarding province and port data do not apply, unless further changes are made to world scene. I assume you made those 2 provinces not Home due to their increased army size? What was the problem for those provinces you wanted to fix? EDIT: If you are able to edit the World.scene, then please disregard my comment.
  18. Uploaded repaired version x5 including the following: - Auto-Design optimization (it is faster and more effective). - Campaign's ship repair logic optimized. Ships will not travel to ports of distance more than one turn, if none available is nearby. - Fixed issues of power projection logic that could not evaluate some sea areas correctly, and consider them with own ports. - Fixed problem that made naval invasions to be limited versus the same major nation. - Fixed issues that could potentially make saves unstable and not store territory conquering consistently. - Added radio stat to all destroyer towers that was missing it. - Iron armor is now more cost-effective. Please restart Steam to get the update fast
  19. UPDATE 30/7/2023 Dear Admirals, We thank you for your kind participation in providing feedback and ideas on how to improve Ultimate Admiral: Dreadnoughts. With your continuous help (those that appreciate the game and report to us with constructive and sincere feedback) we made successive updates which gradually enhanced the game to the level it plays now. Ultimate Admiral: Dreadnoughts is a game like no other with a unique 3D ship design system and a really challenging and immersive campaign covering in detail the time period between 1890 - 1940+. Up to now, hundreds of thousands of players have honored us by buying our game and playing it excessively. As our data shows, we have served you as you have served us. So we will keep supporting the game as much as our time allows, since we have in the works new and exciting game projects. Ultimate Admiral: Dreadnoughts is scheduled to receive v1.4 major update which will include many new interwar cruisers and other new features. Other updates will surely follow up for any fixes needed and for localization updates. This thread is no longer needed, as it served its purpose for providing your ideas on how to best prioritize our work till this summer. Thank you again for your support, The Game-Labs Team
  20. Uploaded repaired version x4 including the following: - Fixed some rare bugs that could cause a battle or campaign freeze. - Fixed a few rare technology issues that could make some techs to become available sooner than they should. -Auto-Design fine tuning. Please restart Steam to get the update fast
  21. Set them to Aggressive mode. Due to splashes of the secondary guns the main guns' accuracy may become too small and so they save ammo by default.
  22. Uploaded repaired version x3 including the following: - Fixed all latest issues of ship repair logic. This update is essential. Please do not report old problems with a prior version of the game. - Improved some hulls that were not able to fit some towers. - Improved part mounting logic. Please restart Steam to get the update fast
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