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Found 11 results

  1. Finally, a mod that combines all the features of my other mods into 1..... The mega pack. Designed to keep you on your toes throughout a campaign and in custom battles, this mega mod aim's to provide a more challenging gameplay environment. NOTE: ONLY works on 1.8, not the new beta! This mod won't be updated until the 1.9 update fully releases on the main branch Features Gun length, diameter changed (max length: 70 min: -100) (Diameter: 2.9) Tech boost is now if tech is late by 2 years it's boosted 10x (Bugged) 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 You can now decline a peace offer and keep a war going (No more pesky government) 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 DD leader hulls can now go from 500 tons to their usual max tonnage DDs can mount up to 12-inch guns (Destroyer leader hulls only!.... Edit: applies to all DD hulls) DDs torpedo requirement has been removed TBs are now able to be built until you retire TBs can mount up to 5 inchers Transports will now mount larger caliber guns Transports always mount a minimum of 5 guns and a max of 15 Transports can spawn longer and heavier than before. Transports are now controllable Transports now have up to 5 inches of armor MK V guns are now able to be mounted in the custom battles Only 1 gun is needed per hull Sonar station III range increased from 175 meters to 300 Dreadnoughts can now be built until the 1950 CA and CLs can now mount a higher caliber of guns Crew surrender is now reduced from 55% to 10% Max tech budget is increased from 50% to 60% (Seems a bit buggy) 24-inch torpedoes do more damage now (Doubled what they could before) Advanced propeller shaft III now offers double the turning speed than it had before AI should counter players better (Heavily in the testing phase feedback is greatly appreciated) Other goodies Known issues: Making gun length -100 makes the barrel disappear (Applies to all guns although some have issues even at -85) Shell disappears midflight when having shorter barrels (Increase length of the barrel to fix) The same bug that armor values once had (Open and close the editor and it should be fixed) Italian 11-incher has a bugged reload when barrel length is at 50% or higher (shorten barrel length to fix) Casemate diameter to +2.9 does not noticeably change penetration DDs with larger caliber guns with long barrels have a bugged reload (shorten barrel length to fix) CLs and CAs with larger caliber guns with long barrels have a bugged reload (shorten barrel length to fix) TRs sometimes spawn with nothing but the hull (No idea how to fix it) Tech boost is bugged (Have to look into it) To install: download the file, go to your (Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data) folder and copy this file and click replace. (If you want to easily revert make a backup of resources.assets first!) Any bugs you encounter do not report to the devs instead feel free to leave a comment or ping me on the UAD official discord server Sapphire#0616 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/GCoks0AXWDziFmz2PJ
  2. After some users requested predread hulls available to be used in 1940. I decided to make a mod for it Features: All hulls can be built until 1950 Features my mega mod (https://forum.game-labs.net/topic/40460-mega-mod/ To install: download the file, go to your (Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data) folder and copy this file and click replace. (If you want to easily revert make a backup of resources.assets first!) Any bugs you encounter do not report to the devs instead feel free to leave a comment or ping me on the UAD official discord server Sapphire#0616 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/w3BGzwE0L3wzNacEj0
  3. A player asked for MK5 guns to be included in custom battles. I had some free time this morning and decided to quickly make it. Features: Mk5 guns are allowed in custom battles Includes my gun mod (Refer to the forum post https://forum.game-labs.net/topic/40420-gun-mod-update-includes-slight-ai-changes-late-tech-boosts-and-more/ To install: download the file, go to your (Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data) folder and copy this file and click replace. (If you want to easily revert make a backup of resources.assets first!) Any bugs you encounter do not report to the devs instead feel free to leave a comment or ping me on the discord server Sapphire#0616 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/Zlv44CrHvKL6GmyaVY
  4. UPDATED mod here: So, after some talking with a fellow UAD enjoyer they mentioned a monitor in UAD and I decided to make a mod that allows you to build one somewhat... (Considering combining this mod with the MK5 one along with the hull mod) Features: Max gun size allowed on DDs 12 inchers DDs no longer require 1 torp launcher All ships only need 1 gun to be built. Max gun size allowed on TBs 5 inchers TRs can have up to 8-inch guns and up to a max of 10 guns in total TRs have more tonnage and armor Includes my gun mod (Refer to the forum post https://forum.game-labs.net/topic/40420-gun-mod-update-includes-slight-ai-changes-late-tech-boosts-and-more/ Known issues: Bugged reload on higher caliber guns on DDs when having extremely barrel lengths (Reduce barrel length to fix) TRs don't alway have guns on them (It's a random chance if they have guns or not but it should atleast have 4 to 10) 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/oFuE1n9hHpm09ppncS
  5. 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
  6. Project Stolasea Proposal Post I'm interested in doing a little modding to my game to change quite a few things about the starting conditions for the campaign, and I was wondering how much of this is possible, and what the best method of achieving it may be? - Change the list of ship names for each country - Change the flags and names of the countries - Change the starting budgets of each country, and their GDP - Add or change existing peace time events, and their effects - Change who starts with what ports - Change the map to a fictional one - Add the US, Russia, and Spanish hull designs to the Campaign if Possible I've put these in order of what I presume to be easiest to hardest based on the way the engine works, and my experience with modding in the past, as well as general development. The plan with this is to essentially make a 'total conversion' of UAD to the fictional world I've been writing for almost a decade now, and play out conflicts from that world. Much like UAD's current setting, I'd primarily be focusing on the Europe analogue rather than a totally global map, but I'm pretty sure this is all possible, given some time. So, does anyone have experience with Unity or modding Unity games? Any experience modding your local UAD files, and just want to help? Or are you maybe just interested in the concept, or the possibility to watch me fail spectacularly? Let me know in the posts below, and maybe I'll start to organise a little community for this.
  7. Hi All, I don't personally enjoy the 1890 start date, and want to be able to start a campaign in 1900, or preferably 1910. I'm sure somewhere in the files there is probably a rather simple line of code saying if it is unlocked or not. Is anyone aware of the location of this, or an easy way to modify it? Or is there a console I can use? Thanks, Lyev
  8. Has anyone figured out how to mod the stats of components or the bonuses provided by research yet? I've been unable to find any clearly labeled files, and taking a hex editor to the .exe has been similarly unhelpful.
  9. Hello guys, I recently discovered how to mod weapon stats in UGCW in a limited fashion. I’ve been able to change the range, damage, fire rate, and accuracy of weapons. The process is very complex, and I have yet to discover what most of the data means, but here are my tentative instructions. You need a hex editor like HxD. Using HxD, open the resources.assets file in Program Files (x86)\Steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data. (Make a backup of the resources.assets in case you irreversibly damage the original. It’ll save you the time of a reinstall.) It’ll be intimidating gibberish. change the width to 32 for better readability. Scroll about halfway down, control-F, and type in a keyword of the weapon you are looking. i.e. if you want to modify the 6-pounder Wiard gun, you would look for “Wiard” If you are successful, this format will pop up: Range is 7 characters, ROF and damage are 2, and accuracy is usually 10 but may vary. If not (you probably will not be successful in finding the correct format on the first try) scroll up and try again. If still not successful, scroll down. HxD has a wonky Control-F feature with “search direction.” Keep trying different points of the page till you find the correct format. Once you find the format, you can modify the values. I don’t know how to convert the data values in the file into the numerical stats of the games so usually I will just copy other weapon’s desired stats over. i.e. I copied the 7 character value of the CS_Richmond’s range onto the Enfield’s range to make the Enfield’s range 375. You can also try changing the data values manually and hope for a lucky break (like I got with my 872 range scoped Whitworth) but you’re likely to get crazy values like 2534654 in-game when you type random values for the data. Control-S your changes and restart the game. Enjoy! I have also used HxD to modify save files and change unit sizes past their limit - aka 1500 man cavalry brigades and 1000 man skirmisher brigades. I know these instructions are rather difficult to follow so I'll try to make videos explaining all of this when I get a block of free time and a working mic. Good luck modders!
  10. Hey I'm new to this forum and just wanted to know if there's any knees on modding the game? I personally think that since Darth became famous because of his mods fully modding tools should be released at some point, is their any news on this or has anything been said at all?
  11. Burke

    Mod support

    Hey, I was just wondering if you guys were planning on leaving tools for modders in your new civil war game. I think the platform would be excellent for a revolutionary or Napoleonic setting, and would love to see a vibrant modding community built around it. Nothing brings longevity and peace of mind about a purchase like the existence of a solid modding community. Cheers, Burke
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