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Nick Thomadis

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Everything posted by Nick Thomadis

  1. 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
  2. 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.
  3. 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.
  4. 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.
  5. 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
  6. 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
  7. 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
  8. 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.
  9. 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.
  10. 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
  11. 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
  12. 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
  13. 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.
  14. 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
  15. We fixed this in the repair x2 update. You can restart Steam to get the update.
  16. Uploaded repaired version x2 including the following: - Fixed temporary issue causing ships to be sent to repairs inconsistently. - Fixed an old bug which could cause a game freeze during a campaign turn. - Fixed an old issue which could cause steering to freeze during a battle when ships reached the battle map limits. Please restart Steam to get the update fast
  17. The models are not wrong. What is the "correct' model, can you elaborate? These are special turrets of small length caliber specific for US battleships, in order to fit in their towers. They do not have the ballistic properties of long barreled turrets used in cruisers but they serve their role as secondary guns.
  18. Uploaded repaired version including the following: - Fixed temporary minor issues of the new Mexico provinces. - Fixed minefields of an ended campaign doing damage in the first turn of a new campaign in the same gameplay session. - Fixed a rare blockade mechanics inconsistency causing a nation to blockade itself. - Fixed issues that could cause ships to lose their destination port while they are under repairing or commissioning mode. Please restart Steam to get the update fast
  19. Hello Admirals, We just deployed a minor update featuring essential fixes and improvements, which were possible thanks to your very helpful recent feedback and reports. Please read: https://steamcommunity.com/games/1069660/announcements/detail/3647404008466331313 Please restart Steam to get the update fast
  20. This is already fixed internally but we need to make this work in a current save without causing exceptions. We will try to offer a fix that will work for everybody.
  21. Hello Admirals, Here is another update that improves the game. Please read: v1.3.9.7 Update https://steamcommunity.com/games/1069660/announcements/detail/3673299163381154610 Please restart Steam to get the update fast
  22. Hello, your saved refit design should be created at the bottom of the list in the SHIP DESIGN window. Then you need to select it and press REFIT, to actually build this refit. If ships of the same design that you want to refit are not available at the moment (in building, in sea etc.) the refit button will be highlighted accordingly and you will not be able to refit them at that time.
  23. Uploaded Repaired version x2: - Fixed temporary issue making part highlight not to work during combat. - Fixed issue that could make a shared design to not save. - Various optimizations/fixes on hulls and parts. Issues on them could cause auto-design errors or other problems. Please restart Steam to get the update fast
  24. Uploaded Repaired version: - Fixed temporary issue in shipyard causing the selected parts to appear in blue wireframes. Please restart Steam to update the game fast
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