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Found 10 results

  1. Updated mod here: Back again smiles This mod allows Super BB hulls to be bigger. In case you really need to prove a point to your enemies. Be warned they may try and prove a point back. Features Super BB hull 2 for countries that offer it, tonnage is increased with beam and draft. Countries that don't have a super BB hull 2, their Super BB hull 1 is increased instead Installation: Go to steam click on UAD right click, click on properties then go to local files finally click browse. Once the folder opens up click on Ultimate Admiral Dreadnoughts_Data and finally copy over the new resources.assets and click replace. (Note: If you want to easily switch back make a backup of resources.assets first!) To uninstall: Delete the resources.assets file and replace with a backup or delete it and verify through steam Download link: https://dl.orangedox.com/Gl2ft1GyfBWKmZVbIr Any bugs you encounter do not report to the devs instead feel free to leave a comment or ping me on the UAD discord server Sapphire#0616 My other mod is combined with this mod so the mods features are below (The other mod does not offer the increased tonnage for hulls) You can find that mod here https://forum.game-labs.net/topic/40420-gun-mod-update-includes-slight-ai-changes-late-tech-boosts-and-more/ That mod's features are Gun length, diameter changed (max length: 70 min: -100) (Diameter: 2.9) Tech: If tech is late by 5 years it's boosted 5x Increased crew modifier Changed AI legendary GPD income multiplier Changed how long the shipyard takes to upgrade from 24 months to 16 Max tonnage built per upgrade in the shipyard The research tree will show research times AI will now refit more often AP fire chance is reduced slightly
  2. *****G'day. I now have enough time in-game to offer advice. Here's a substantial list of suggestion topics. Points to raise as suggestions- batch 1 *Manual target selection options; I want to be able to launch just one launcher at a given target. I'd like to be able to fire each *tube* individually, but I'll settle for each launcher. I don't need my destroyers emptying their entire stockpile into a transport that only needs one or two. Ties into another idea; where mouse-overing a weapon icon would bring up a separate simplified ship display that only displays that weapon type, say two inch single mounts (current display is too busy to easily read; look at World of Warships for inspiration). To complete implementation, I want to be able to click that weapon icon, locking open the simplified display screen, and then assign a target to each of those weapons by clicking them and then a target. Applies to guns too. For double points, make the individual weapons display individually show reload status for each mount (I suggest green colouration for ready to fire, fading from red through yellow when freshly discharged and reloading, and have them blink purple when they're currently bearing on a target they can reach, or blink pink when they can't bear on their selected target). I can never remember, in a heated battle, which torpedo launchers have fired and which are ready to engage, and the current display only displays the *longest* cooldown for that weapon type which is very unhelpful. *I also want a manual firing solution order to fire torpedoes on your personal command- select a bearing, watch the torpedo aiming reticule appear telling you were the AI would fire if it was commanding them, and you can manually fire with a "fire now!" button once the launchers train, roughly when those torpedoes line up with the targeting line (this allows targeting the AI ships doing the incredibly effective steady slow turn tactic to avoid all AI-fired torpedoes by firing them inside the AI commander's targeting line, thus predicting where that curve will take them). in general, the launchers will work better if selecting a torpedo target pre-trains the tubes in that direction, as I wouldn't need to have an agonising wait between authorising torpedo release and those launchers having to turn from travel positions to firing positions, which often causes me to lose my destroyer unnecessarily. The alternative is to let those destroyer miss wildly if left to their own suicidal devices. Seriously, around a quarter of my fleet at most will have launch authority at any given time as they don't anticipate friendly vessels occluding their path or backlighting the target. *The underwater tubes are often unresponsive even when presented a perfect target at point-blank range, and have no 'having to traverse into position" excuse. Widen their firing arcs to correct this for gameplay reasons. At least thirty degrees for all mounts, but I'd prefer fourty, twenty either direction. *Display torpedo launcher current orientation with green shadows on battlefield when each launcher icon is mouse-overed (so we can tell where the damn things are pointing) and have them show red as they traverse through parts of their firing arc when they can't fire without landing a live torpedo on your deck. Again, to reduce frustratedly yelling "Fire, damn you!" at our captains as we all so often do when there's no explanation for why they're not doing so. *Allow avoid torpedoes button for ships not in a division. If the AI gets torpedo evasion hacks I want them too, while controlling all other ship functions. I'm going to use manual control almost all the time but mate sometimes the battle winds up in three or more places and I can't be everywhere at once. Effectively, as a fold-out menu from the AI Control button we have now, I want the full "AI Control" button, and I want an"AI Helm Control" only button, in addition to an "AI Guns Control" button and finally an "AI Torpedo Control" button, in case one feels suicidal. Two of the latter three buttons should be able to be turned on simultaneously, but selecting all three just flicks the ship over to the first full ship command button. *Have a button for detach all ships from divisions (to save pointless micro at start of every battle). Better yet have an option in the pre-battle screen to detach all or even better create your own formations and place them in the positions you want. *All weapons should be capable of independent firing- if a ship has secondaries (or spare primaries) on it's other side, I want them to fire on any targets of opportunity they see, instead of being only able to target one thing per entire type. I see my cruisers and battleships just ignoring free targets because they're focusing all the secondaries (which I remind you ring the ship's superstructure) on something else of their other side. It's even possible for the ship to be locked onto a craft it can't bear on, leaving them silenced entirely, when other valid targets existed. Effectively, I want a behaviour coded to take guns currently out of axis of engagement to engage whatever it can reach, unless under player direction. *Unrestrict barbettes. Entirely. I want to place them wherever they'll fit. Screw whatever dumb idea it was to implement them in current form. *Unrestrict number of main guns placeable on early ships. *Allow use of outdated techs, weapons, towers and hulls. I want to use 200 tonne torpedo boats late-game. Also I may have reason to use old hulls for other things, and I certainly can want to use cheaper components for some vessels to save costs. Furthermore I *hate* being forced to use only one of each tower module simply because the devs decided to tie a noose around my creativity's neck- this game has strong creativity tool elements, *don't* restrict them. It's counterproductive and indefensible from a design perspective to remove older options that either look better or better suit my current design needs. On a related note: *I'd like non-barbeted options for all towers that have built-in barbettes with the same stats excepting lower weight. Keep the secondary mounts- I would like more of those actually. But I have to go many towers back in the quality list (assuming you even left me that option) to get weaker towers to mount my heavier guns without having a mixed main armament. Of course, having those towers open a fold-out menu that offers different barbette sizes including none would be just perfect.. *Build times should be affected by cost. My five million dollar escort-type destroyers should not take as long to build as my thirty million or fifty million dollar super-specialised destroyers. *RADAR and hydrophones should be modules, not a modifier to towers. Adding RADAR to a destroyer still leaves it essentially legally blind for spotting purposes, and that's not how that worked historically. Further, it shouldn't cost a thousand tonnes plus to add RADAR to larger ships. Have them be attachable modules that fit into specialised slots on towers and under hulls instead- with towers limited by modernity and size to mount larger RADAR systems, often with a spare on the back with less range and maybe some side ones to aid fire control or short-range spotting, and hydrophones and SONAR being mounted under the hull- again, with at least two slots please, so hydrophones can be combined with SONAR to get maximal short range detection and overall better close range coverage but also keep the wide search value from a SONAR, the same way I envisage multiple RADARS of different sizes all acting together to increase detection chance for each RADAR spotting and how close they are versus their detection profile. No graphics needed for hydrophones but spinning receiver dishes would be appreciated. *Would like to be able to armour magazines in addition to current options, to reduce flash-fire and detonation chances, and effectively permit the use of increased shell and torpedo complements and heavier shells without being a particularly impressive firecracker. Sometimes, the weight would be very worth it... *Would like modern torpedo boat hulls, please. They'd be a lot easier to add than subs... *Would like to advise caution in sub and carrier implementation; sub encounters are shockingly boring most of the time in other comparable games. Carriers could trash all balance very quickly too. I was enjoying just having surface combatants sans carriers, y'know... *Would like to alter how transports are implemented. Instead of them being "universal" and auto-generating at each encounter, I'd like to be able to build them myself (with adjustable hull sizes and preferably several different hull options), so I can personally choose to arm every transport in the dang fleet to the teeth, and/or give them RADAR and underwater detection. Further I want to control them- start them as they are, already retreating, just let me over-ride their orders as needed- I'm meant to be the ultimate admiral, after all. I can make use of some armed transports in some of those battles. Would also like to be able to build dedicated Q-ships and use them either offensively or defensively. To implement, have a second fleet tab for merchant ships under the fleet menu. When a convoy is created, each route should pull ships from this pool as needed, selecting either the cheapest ships by operating costs, the most defensible ships, the fastest, or can be manually swapped out with whatever the AI selected to make mixed fleets before being created. With each merchant ship being tracked individually- Q-ships (or normal transports, if one desires) should be able to be transferred into use as normal warships, albeit poor ones, and presumably in desperation or for ploys. Conversely, warships can be sent to be transports which gives them medium combat penalties for being overloaded, but allow the warships to serve as emergency transports as needed. This would allow fine control over which convoys are prioritised in times of shipping shortages too, by taking ships on or off convoy routes. This would also allow the dedication of warships to specific convoys as escorts- from each convoy route that needs filling, you could have a button labelled "assign escorts" that allows the selection of ships either by name or by map selection. This would make for a nice jumping-off point for: *Invasion fleets. Selecting some suitable port should have an option for "Create invasion fleet" that allows packing troops into merchant ships, preferably landing craft and passenger transports (with the merchant ships, they should be specialisable into cargo, fuel or passenger transports during creation, see above, with either being able to perform the other tasks at reduced efficiency) and assigning an escort of warships. These fleets could then go attempt to occupy an enemy province, making it far cheaper in the peace deal and providing some of that province's income to the occupier in the meantime. Would also like to include landing ships, which though being military ships are sent to the merchant pool on completion of their construction, so they can be stuffed with troops as aforementioned. They'd mainly serve as targets to destroy before their arrival that improve invasion efficiency if they get to land. I don't necessarily want to include modeled ground combat- that *sucks* in Ultimate Admiral: Age of Sail- but I do want to launch and repel naval invasions, modeled simply as troops, munitions, military equipment, fuel and supplies depleting each others local stockpiles until one side loses-the remainder of the invasion fleet would then have to go home, providing another chance to attack it. Provinces that directly neighbour others should be able to use their troops, munitions and military equipment (modeled together for simplicity), supplies and fuel to invade that province without the use of ships. See War at Sea for inspiration- I never want to see an actual person modeled in this game, please. *Would like light machinegun and other AA mounts, but assume they're on the way. A simple M2 Browning can seriously hurt a destroyer, especially if there's lots of them, and I want more light ship options that would make good targets for them. All AA mounts should be able to engage surface targets too. *Would like fleet tenders and support ships. Refueling ships can add range to task forces once implemented, munitions transports can rearm ships at sea, hospital ships recover lost crew and return it to the crew pool (whilst also being a source of major opinion maluses if you sink them), seaplanes tenders can scout an area, increasing favourable encounter rates in a given sea region, etcetera... *Would like to be able to demand more money from my government when in dire straights, possibly at cost to naval prestige and unrest. More economy decisions in general would be a good thing, too. *Would like to fight port strike battles in sight of land, both blocking some avenues of running away from the cowardly AI and allowing ships to engage shore defences, which is something they did a lot of in reality. Such defences should be simple; for each port map (and you won't need *that* many; re-use them as needed, we understand dev-hours are finite) there should be a grid to place defences: gun batteries, essentially a concrete platform that you mount extant naval turrets to; torpedo launchers that must be on the shoreline but work the same way; breakwaters and quays to make safer harbours for your ships; AA positions for the upcoming carriers; RADAR installations to increase port readiness if attacked and provide better interception near shore; minefields and sub nets to help make it dangerous to approach or enter a port. These would be built like ships- you place a simple template and then after sufficient time the structure completes construction and becomes a usable defensive work, and its costs reduce from the higher building cost per turn to their relatively minimal operating costs. They should naturally consume upkeep, but be cheap both to build and maintain compared to warships. Similarly, they should be mothball-capable, so unneeded defences can be abandoned. Some basic civilian structures can be modeled as well, providing opinion maluses if destroyed-raid an old SimCity-esque game who's license expired or were never filed for models if required. Related note: *Would like to be able to build naval academies in provinces. They can stay unmodeled, but provide more crew per turn if built or captured, in exchange for upkeep. Alternately, you could make a structure model for placement on your port maps that can be shot up if desired. Naturally, I would like to be able to mothball them. As a possible extension of this, I'd like to be able to invest in arms factories that make more cash over time, essentially obviating the need to spend cash on civilian-made guns, armour and munitions. You could also add drydocks, armour smithing facilities, heavy gun foundries, and other things required to make heavy ships, with losing them seriously hampering your ability to use tech upgrades- better Krupp technology is useless if you don't make the factory to produce it, and the armour thicknesses available could be gated by the armour smithing facilities being too underdeveloped to actually make the dozen-plus-inches of plating you want on that super battleship. Similarly, guns could be limited by factories being large enough to make them, and carrier planes could require factories to replace- even torpedoes need to be made, and that factory could be either a province upgrade or a port model. Ground-based airfields can be included the same way. *Would like mothballing to have a slider that goes between unmanned but completely maintained (no deterioration) and completely abandoned, where they would slowly lose integrity until they eventually become completely unsalvageable and are scrapped for a pittance. The rate for that deterioration should be slightly randomised, to reflect how some ships and defence structures simply last better than others when abandoned. *Need to be able to upgrade port capacity. Presume that's coming. Would like to be able to make my own ports from scratch, too. *Would like to be able to interact with neutral ships. Even if they use extant and planned merchant hulls, it'd add some life to the empty expanses that are sea battles now. Also, sinking them will tick off the owner. *I want to add smoksecreen generators to whatever ship I please. They're cheap, weigh very little in naval terms, and the Germans proved they work well to protect heavy warships time and again. They could also be a port structure that provides protection to the gun batteries present to defend the port, and any ships anchored within. Gun batteries on land are already notoriously hard targets, adding smoke would make a well-defended port capable of holding off a decent force even if empty of ships. Ground RADAR would also be nice, where it'd serve to warn the port an attack is coming- modeled by having the defences already fully manned and functional upon enemy arrival, instead of needing some time to reach full effectiveness. *Depth charges should have a manual launch now button too. If I can sink surface ships in War Thunder using them, I bet I can manage it in this game too... *Would like to be able to sell ships for profit, or get or make your own orders for ships to be made by other powers that are friendly enough. Half-built ships can then be realistically seized if war breaks out unexpectedly. *Would like smoke warnings to continue for unspotted ships even if one or more is currently visible. I often run into the convoy escort without ever seeing the transports because a battlecruiser or heavy cruiser is spotted early and then all warnings stop. Smoke warnings should only stop when all active hostile craft on the map are visible. *Would like to see the introduction of structures to place on hulls. Simple boxes, cylinders and other geometric shapes that we can both intersect with other components like towers to change their appearance and install casemate weapons into and turrets atop them. Provided the R and T keys rotate function sticks after mouse movement, which has to happen regardless for quality of life complex configurations of these structures could be built on our ships almost freely. More complicated structures with multiple mounting points that can function as additions to the towers (possibly providing another rangefinder, torpedo spotter and damage control station for the ship for the big ones) and compatibility with extant barbettes could allow more faithful recreations of historical ships and offer more variety than just picking the two towers that currently serve as our only choice for ship design both aesthetically and mechanically- which is boring. Add connective components to link separated towers, raised funnel mounts so we can make our towers not look idiotic when only one (if we're lucky) mounting point is offered by a tower combination, outcroppings we can mesh into the towers to add a second tier of raised secondaries so they can superfire over the beam or connect barbettes to the towers, simple wave shields and rings to surround turrets (save making those aggravating designs with "fixed" mounting points where placing guns effectively would look stupid or worse be impossible... Make the base hull in a realistic shape, but leave placement of wave shields, coloured rings, national decals, etcetera to us, please. This simple thing can solve many problems. For the dev-time needed to make a few new hull and tower combinations we could have near-total creative freedom to design ships- these thing are boxes and other simple shapes with decking and ladders and such. Make them weigh virtually nothing unless they're mechanically functional (say, they have a turret mount on them) in which case make them weigh what that size barbette should plus a little but make their weight scale barbette and superstructure armour. I especially want to connect my barbettes to my towers so they look like single structures- then painstakingly arrange neat rings of AA mounts all over the top of them. So long as sufficient clearance is given we should be able to build directly over our extant turrets and add more things still- ruining our pitch and roll values but looking spectacular. Furthermore a list or nurnies and greebles would be nice too, even if they don't add anything mechanical, though I'd like to add say air intakes to slightly improve engine efficiency, hull hatches that increase crew survivability in the water (see later regarding hospital ships and rescue craft), my own casements to hulls with enough freeboard for it, and lots more. A structure I particularly want is the whole upper deck on battleships and battlecruisers so I can make versions of them that don't guarantee a huge forward offset if filled uniformly by lengthening the nose sections so the casemates are more evenly spread, using several sliders if need be. Which brings me to: *So many ships just have intractable forward weight offset due entirely to their build- like those battleships and cruisers with raised casemate decks which build historically have 30% fore offsets. Also, side underwater torpedoes also seem to favour the front weight-wise, worsening the issue substantially. This loves happening with early designs where your options to fix it are giving the ship a non-uniform main gun load or just wear the huge offset penalties. More options in general for these many hulls of all eras up to 1930 (later if you keep using them to make cheaper battleships) ships is a huge desire of mine, as in making the latest ones as customisable as possible *I want light torpedo boats and motor gun boats. All the way through history. Use the extant models for now by never obsoleting them but please make a few later models too please- they are cheap and cheerful and great at responding to air threats due to their natural speed. Two hulls per nation should be enough and they're tiny and won't take long. And yes, I *would* like to put a RADAR module with a fixed and decent ten-twelve kilometres range on them, because, y'know, they did that. *Would like quad, quintuple, hextuple and octuple mounts for secondaries, with the octuples having two layers of four each, one stack atop the other (or other arrangements- surprise me). Ever seen an octuple pom-pom? That's nearly an octuple 2-inch gun. Would like quintuples and hexruples for mains too. Just because it *wasn't* done doesn't mean it *couldn't* have been; plans were drawn using such things if never completed. *Otherwise uniform main guns in different sized turrets (like the Pensacola class) can both share ammo and not take an aiming penalty for mixed main armament seeing as they aren't mixed at all, and the game doesn't accommodate that. I'd like it to. If my three different sizes of two inch guns all use the same shell they should be able to pull from the same pool. *Light cruisers should be able to be use four and five inch guns as either mains or secondaries. Mogamis, Brooklyns, and more all were light cruisers, were built during this game's active period, and mounted five-inch secondaries. Of course, for these weapons to show up secondaries you'd need a main gun larger than the ones you want as secondaries. Destroyers with five-inch or six-inch guns should consider everything beneath that secondaries too, and the Germans proved you can make a six-inch armed destroyer and it works fine too, so I'd like destroyer to have access to six-inch primaries in addition to secondaries up to five inches. Cruisers should be able to consider all guns smaller than their mains as secondaries. Worst case scenarios these ships should be able to use guns two sizes smaller than their mains secondaries. But a destroyer with one 2-inch gun on either side but a primary battery of five inch guns shouldn't be penalised with reduced aiming times for them- also I want more fine control over said destroyers' munitions choices; their fives can engage a cruiser with AP while the twos engage transports with HE. ***** If you made it this far, good work. You still understand the value of reading :) More ideas will likely come. Some will be awesome, some may suck and be ignored or even ridiculed, some will just be basic improvements, but I feel most of this is useful. Thanks for reading,
  3. I thought quite alot about functions and other stuff as I was trying to do some 1:1 IJN builds, so it would be a waste to just let them sit around in my brain and not share them. Maybe its somewhat interesting or inspiring for one of the devs! 1. Multiplayer Of course every game needs a Multiplayer, well not every, but fun games like UAD would have quite alot of Multiplayer potential. Custom battles against each other with customizable rules, Multiplayer designed Missions where teamwork is essential. For a start it can also run over GameRanger since introducing a friend system and such is a good amount of work ... I think. 2. AA Gunnery Being able to build AA batteries was something I wanted to do from day one. Having this lovely modern BB with a impressive AA Battery would be a sight to behold indeed. As of now there wouldn't be much use for small caliber AA guns like 20's or 37's and so much more, but it really would be a nice Addition for shipbuilding itself. Aswell if you want to get out a use for them, a Mission where you, for instance, have to protect a Convoy from an Airstrike with a CL (Light Cruiser), or something along the line of the battle of Midway where wave after wave of Torpedo-; Bombers came along and tried their hardest to make a hit that would be devastating. I see this point as having alot of potential, but I can already see that this would be quite a bit of work. Either way I'd be marveled to see something along those lines in-game one day. 3. More HULLS! As I was doing 1:1 builds of real life ships I noticed just how little unique hulls there are for DDs and CLs/CAs, which is quite the shame as they are also a big part of naval combat. I know that this is also alot of work, modelling the Hulls as accurately as possible, but having Cruiser hulls like for instance for the Cleveland-Class or K-Class and so on, would be quite worthwhile. 4. More Ship customization Something I also noticed when doing the 1:1 replicas. As it is now, ship building is quite fun, but when using Barbettes it's always this fight of wanting it in the right position but there aren't any placement slots (A bit infuriating when building a Fusō-Class on the Japanese Dreadnaught II hull). Having more control over the Barbettes would be otherworldly, like being able to change their height and width (instead of always having to choose from 20 variants of 1 Barbette), integrating them into the ship hull (as mentioned when building a Fusō-Class on the Dreadnaught II hull. If you aren't sure what i'm implying, search for the IJN Fusō and look at Main Battery Turret 5's Barbette) and just having free placement options with them. Though this point is alot more Customization oriented and not as heavily gameplay important, it's a dream one wishes for. 5. Carriers Though I have already seen somewhere that introducing CVs isn't planned, it would be marvelous anyways. It also would make Point 2 more valid, since after all, the biggest weakness of a Carrier is AA. But being able to build your own Carriers like for instance a Kaga-Type CV on the Tosa-Class hull, or a Shinano-Type on the Yamato-Class hull. There would be so many options to choose from, but after all, it's alot of troublesome work. 6. Conquest idea Though I've yet to see anything from the Campaign and how it's gonna play out, i'm just making this point so I don't forget about it. Basically what about a Conquest-like gamemode where you take over the seas? Capture important Military sectors or ports, destroy your enemy fleets and so on. Produce your own ship designs and let them take over the world. Advance your Technology by having Naval Military institutions research over the years for better equipment, armor-types and hulls (kind of like the HoI4 research tree). With different types of conquest goals and being free to choose the country you wish to play. Something along those lines atleast, having a world domination mode like in Hearts of Iron or Star Wars: Empire at War (weird comparison, I know) would be a treat. But let's see what the campaign is first and maybe this point is nullified by then. 7. File sharing and steam workshop. Something I saw from the user @Skeksisin the comments, which I also wholeheartedly agree to. Though of course the game still has to be released on Steam, it's something that would be nice to look forward to. Aswell I feel as though it could take some weight of the Devs shoulders, as there are probably a few enthusiastic people who would like to model some hulls and other ship parts themselves, on which the devs could also do something similar like Gaijin and do a paid partnership program if the Model is well received and makes it into the base game. Anyways thats all I have for now. If you have any feedback or ideas to these points, feel free to tell. Thanks for reading and have luck on your future naval endeavors!
  4. good work first I have a few questions and suggestions, I have been wondering for a long time, as I mentioned in the title, the Scharnhorst class is a ship that I expect to come completely and of course king george V class towers , However, the rudder, propeller and rangefindher animations I mentioned will be added, of course, not in the short term.And I would like to mention that the sinking of the ships is probably a situation that delights all of us so I guess , It would be nice if the ships had more than one animation when they sink, for example if any battery ammunition explodes while sinking, an effect like in the atlantic fleet or if the main ammunition bed explodes and split into two don't you think it's nice By the way, I'm really sorry I don't understand much about this stuff. 😔
  5. One and same hull for 1898-1919 timeline? For some reason, developers focus on late game while ignoring early game. I understand that super battleships are cool and all, but this is a late game. Quads, 20 inch cannons and other super Yamato, it's all late game. But early game is a placeholder content. And the player starts early game, not late game. And the first thing the player sees is the placeholders. Great first impression, what can I say. The situation with battleships seems to be better but then you look here and holy moly! Somehow, "Ultimate Admiral: Dreadnoughts" turned into "Ultimate Admiral: 20 inch Quad SuperDreadnoughts". For the complete set, it remains to add the Yamato's ability to fly in space. But seriously, what's going on? Why this game built from the end?
  6. I had the chance to play the game several times today and I will say that it is very nice and satisfies me , I have a few suggestions about the game and these are the things that other players probably want First of all, the ships we know from the world of warships should come to the French tree, I think they are quite aesthetic and beautiful bkz jean bart or alsace.... During the few games I played, I realized that there was only stagnant air, maybe atlantic fleet was playing there are all kinds of weather and we could choose it UAD may be nice to arrive also talking about the ships can be very nice if it comes in odin and scharnhorst ships of russia ... naval flags of countries should change in 1939, as in actual date the sinking animations of the ships should increase, such as turning around or an explosion and the ship breaking up and there really is a topic that I have been obsessed with and been constantly talking about, maybe someone is already angry now the range finders and propellers of the ships do not have animations in my opinion should be at least the range finders I also noticed a strangeness in the intake mechanics when the nose or the stern of the ship got water, neither the nose nor the back was sinking it just lies to the right or to the left, I think this should be corrected thank you if you take the time to read it, i know the game is in early access, i just want to gain something
  7. Greetings all, I'm Daijoubu. After playing Ultimate Admiral for several months I've come to a conclusion. There is a distinct lack of late war hulls for all kinds of ships! I'm surprised that when playing custom battles I'm still sending DD's that look like the Mutsuki against a modern battleship. In addition, with this update we have some modern CA hulls, but more niche stuff would be interesting. Perhaps something like the IJN cruisers. (ie. Takao-class & Furutaka-class.) Also, wouldn't it be neat to have DDE's? They may not serve much use now, but in the future (especially in campaign) such low cost ships could be a welcome addition to convoy fleets & such. Do you fellow captains also believe there is a lack of late war hulls? Oh, and one last thing. Do you think it would be a good idea to allow the Ship designer to select weapon skins manually instead of based on country & year? For example placing early war (unshielded 2-3") mounts on late war ships for a more authentic look?
  8. Hello everyone! The other day I purchased the limited addition of Ultimate admiral dread knots and to be honest its been a huge blast building and playing battleships that never really left plans drawn up by the powers of WW2 such as the Montana class and the Japanese A-150 class of battleships. After playing for a reasonable amount of time now I feel there is something that the Royal Navy needs in game and that's pretty much the topic of what i'm going to discuss here (if you didn't catch the title XD). Firstly I must say that it would be an absolute dream come true if the developers implemented hulls for the King George V-Class of battleships and maybe even the hull of the HMS Vanguard which was built in 1940-46 making it just eligible for the latest year to build ships in game which is 1940. In game currently we have the battle cruiser HMS Hoods hull which may I say looks absolutely dashing but when it comes to battleships there really isn't much to say which is why King George V-Class hulls would be truly wonderful to have. On top of new hulls I was also hoping that possibly with the new hulls if they were to be added that some new British superstructures and towers were made to look like the ones we see on the King George class and the Vanguard. As I stated earlier I truly love this game and so far the amount of hull pieces and different guns could last me a life time however it would just be amazing to have the hulls from some of Britain's most famous battleships like the HMS King George and Vanguard. After playing games such as World of Warships and Atlantic Fleet I've grown a huge love for the British battleships previously mentioned and to have them in a ship building sandbox game were practically any ship design is viable leaves me speechless. One last thing of note about the King George V hulls would be that players could also use the hulls to create even the Lion class of battleships which were mere concepts never finished or the hulls could even be used to create large British battleships with whatever crazy and wacky guns people wanted to place on them. Secondly if its not to much of a stretch I believe if these new King George V's hulls are released they should be given their proper weapons which were 10 x BL 14" (360 mm) guns or to put it more plainly new 14" turrets with four barrels. The greatest part about having these four barreled 14" guns wouldn't even be just using them to recreate the King George V-Class of battleships but to also put these massive guns on other battleship hulls such as the Yamato hull or Bismark hull would be incredible! These guns don't just make the ships look cool they give them some new heavy firepower that would make any Japanese cruiser or battleship cower in fear as massive storms of 14" shells are lobbed at them. No other game to my knowledge has a ship building sandbox were you can recreate these amazing WW1 and WW2 era ships and i'm certain if there is one they have not implemented the massive 14" guns which were mounted on some of Britain's most famous battleships of all time. In conclusion to have hulls and the towers/superstructure pieces from the King George the V class of battleships would make the game even more fun than it already is which is pretty gosh dang fun in my opinion. On top of those hulls to have the signature four barreled 14" guns of the King George the V class of ships would bring so many more hours of fun to this already incredible game and if any developers would happen to read this please take this concept into consideration as most likely not just me but tons of other people would want to be able to recreate these WW2 giants and fight them in battles big or small. No matter if your a developer or just a casual player like me thank you so much fort reading and hopefully you can feel the same way about adding these WW2 metal beats to the game!
  9. while i love the game already in its current state, i feel like some famous ships that have markedly different designs from others could be added to improve variety and add an ability to improve on historically (in)famous ships. For instance: -Dunkerque hull and superstructure: this hull would have a raised middeck, relatively light armor and focus the primary armament forward, allowing for a different playstyle where the focus would lie on keeping the bow of the ship pointed towards the enemy, and avoiding being flanked. -Scharnhorst hull and superstructure: this long, slender hull would allow for great speed and good armor at the cost of less heavy armament. what you can't outgun, you can at least outrun. its look is also markedly different from other ships in game, with even british sailors having to admit she looked "like a battleship should look". the atlantic-type raked bow could add a bonus to perhaps accuracy in heavy weather. -Bismarck hull and superstructure: at the risk of sounding like a wehraboo, if you're gonna add two famously large and powerful battleships from the US and Japan, at least add this german beauty. while her design had some major flaws, she had the same concept as Scharnhorst and the same raked bow, but being wider and better armored. she also looks very different from the Iowa and Yamato, and had plenty of room for secondaries on both her deck and superstructure. -Modern Heavy cruiser hulls: baltimore, atlanta, admiral hipper, deutschland, myoko, you name them. if we have modern battleship hulls available, why do we not have modern cruisers? (that being, 1930's?) moar tiny guns! i submit these suggestions because they would have either a sufficiently different playstyle, would add flavour to the game or allow for more freedom in placement of primary and secondary armament; especially the german ships have interesting secondary arrangements that could add to customizability. besides, who would not want to build a super bismarck? let me know what you think!
  10. Greeting and today I would like start the topic of citadels The way they are represented is disappointing and the only thing they do is reduce chances for magazine and engine room hits with an eye boggling amount of weight costs. Really I think they should be simplified and similar to what Rule the Waves did and limit it to three armor schemes: protected cruiser, sloped deck and flat deck(can be researched to be All or Nothing). Now this isn't just what is needed but what is required is citadel placements. Currently the players can space gun turrets nearly to the ends of the bow and stern which makes ships quite comical. So my suggestion is that funnels and gun turrets are all connected to each other as a citadel. The farther apart the funnels (which represent machinery space) and gun turrets the longer the citadel and the heavier they'll be. The players can control the citadels placement by just having its funnels and armnements together or farther apart. To prevent shenanigans, turreted secondaries must be placed in the citadel. This will the force the players, just as IRL ship designers, to make the ship more compact so the smaller the area the less weight is spent armoring the ships vitals and more armor can be placed over it. Everything outside the citadel is essentially Belt and Deck extended which are still important to protect from flooding and other damage with pre-AoN armor schemes. All or Nothing essentially focuses the protection of ship to one spot of the ship leaving BE and DE to 0". What makes it more unique is the that the ship will not ever take flotation damage unless the citadel is penetrated. Now to get this working Players need much more freedom on placement of guns, superstructure and funnels so they aren't forced to have everything apart. Now hulls are interesting, most of what we have didnt have either sloped deck or AoN designs. For an example some of some of the early hulls we have could be quite restrictive to placements that would make AoN unappealing because of how far your forced to spread out everything. So an easy fix is to have equipping different citadels allows you to choose between different hull types. These are my thoughts and I will be happy to extend this idea for discussion
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