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Nick Thomadis

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The long anticipated update for Ultimate Admiral: Dreadnoughts is now available!

Read all the news in our blog (with images): 
https://www.dreadnoughts.ultimateadmiral.com/post/quad-guns-french-hulls-formations-and-more

Or below 

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Ultimate Admiral: Dreadnoughts Alpha-9

FORMATIONS
The formation system of Ultimate Admiral: Dreadnoughts received an overhaul of its mechanics, making the control of large fleets much easier and realistic. First of all, we fixed all bugs that were the cause of division lines to become mixed up and make ineffective evade maneuvers, especially when the fleet included many ships. Except of those bug fixes we offer the following:

Drag & Drop Division cards: You can multi-select divisions or ships and drag them into any division via the division card interface. If you wish, you can merge several ships of any type into one division (previously there was a limit of 5 ships and only one type was allowed). In this way, you can create your own ship organization during battle with more freedom and flexibility.

Make battle lines with ease: With the more flexible division groups, you will be able to create a group of any ship type and merge into one single formation, which will be controllable as one unit (selectable from the unit cards). This formation group, ideally a number of large capital ships, can then be used as a main battle formation, which you can control with a single movement order, while your lighter ships follow it in screen or scout formation.

Formation spread really matters: Ships will keep their maximum speed according to their allowed formation spread. By default the following ship types will use the following spreads:
BB: Tight
- BC, CA: Normal
CL, DD, TB, Other: Loose

Tight spread will allow a lower top speed, but the ships will operate in closer, stricter formation and, thus, will be easier to keep an effective firing line and maintain a cruising speed. When ships become damaged, they will not break the formation (as before) but the formation will slow down accordingly unless those ships become extremely slow, so they will gradually follow the formation at the back. Normal spread makes this system less strict, while the Loose spread makes the ships move at the highest speed possible, with no attention to formation cohesion, which can be useful if your ships need the maximum speed in order to withdraw or just survive a battle.

Note: Previous artificial bonuses/penalties in accuracy of division spread modes were removed, because they are no longer needed. Ships already can receive collateral damage due to their concentration in an area. So by using tight formations you receive firing bonuses naturally, due to keeping a steady cruising speed, but you might become hit with more probability from indirect fire.

Revamped “Screen” command: The functionality of the screen command received major changes. Previously, each division was placed in compact formation at a distance around the lead ship of the screened division. In the new screen mode, the ships become distributed and operate independently around the center of a single division or a larger grouped formation, creating a much more realistic and versatile formation, covering all flanks with less amount of ships.

New “Scout” command: The previous functionality of the screen command will resemble the new “Scout” order that you can give to ships classes CL, DD, TB. With this command, the divisions will move around a very large distance around the scouted division or grouped formation, so they will be able to trace enemies sooner.

NEW HULLS
Battleship Richelieu” is the new addition in the game’s database of realistic hulls. The new hull and its assets can produce the following new ship variants:

  • A French Modern Battleship of 45,000 to 65,000 tons, which can faithfully recreate the historical Battleship Richelieu.
  • A French Super Battleship with displacement between 70,000 to 85,000 tons.
  • A French Battlecruiser with displacement between 35,000 to 45,000 tons, inspired by the Battleship “Dunkerque”.
  • Two French Experimental Battlecruisers available in custom battles from 1935.
  • A French Large Cruiser of 28,000 to 32,500 tons.
  • A French Heavy Cruiser of 12,000 to 14,900 tons.

Furthermore, various new assets and guns became available to several other hulls. 

NEW MISSIONS

  • Conflict in the Tsushima strait: A battle that resembles the historical battle of Tsushima featuring large fleets for both sides. You take the side of the Japanese fleet vs a large Russian fleet composed of many but rather outdated battleships.  Will you reinforce your fleet with advanced battleships or will you invest on numerous fast cruisers, in order to defeat the stronger -in numbers- enemy?
  • German wrath at North Sea: It is 1913 and the powerful British fleet amasses near the vicinity of the German ports at North Sea. As the British are divided into two groups, you decide to attack and gain a temporary territorial advantage. You will have to choose whether to build Battleships, Battlecruisers or Heavy Cruisers to reinforce your attacking fleet, utilizing a rather limited budget. The British fleet is superior but your own forces can triumph via better tactics and by investing in the most suitable technologies.
  • Prevail in the Mediterranean: It is 1941, near the cape Matapan, south of Greece, where a British and an Italian fleet prepare to fight each other. You are in command of the Italian fleet and you must defeat the enemy without taking heavy losses. Your fleet of cruisers and destroyers can be reinforced either by a few strong battleships, or multiple cruisers of various types, that you will design.
  • France vs Germany: Create a successful striking force made of French modern ships of the 1940s and defeat a strong German fleet which has as a flagship a humongous super battleship of the H-class.

GUNS & OTHER
The improvements on formations will consist the biggest part of our next update, but there are more to be included. Here is the planned list:

  • Quad guns: Quadruple turrets of large caliber become available and are separated into two main visual types. Type-1 has its four guns distributed evenly on the turret, while Type-2 has two dual guns (Similar to the French Battleship “Richelieu”).
  • 19-inch and 20-inch guns: You are now able to design ships with the most powerful armament, which was never actually implemented on any warship, but was used in various planned designs. These guns will be available only on specific large hulls, such as those of the super battleships. Designing ships with so large guns should be a challenge due to their extreme weight that could be used for increasing ship protection and speed.
  • New British Guns: New special looking late-tech guns are available for Britain.
  • New French Guns: New special looking late-tech guns are available for France.
  • Damage Saturation fix: Previously there was no damage to ships if we hit destroyed sections, making ships indestructible when hit at red areas. With the improved damage system, a small amount of damage will spread out to nearby sections. A damage rebalance will be needed to fine tune the result.
  • Hull & Auto-Design fixes: Some remaining issues that were many times reported were addressed, including secondary gun inconsistencies on Iowa hull, overlapping guns with Bismarck towers and many others.
  • Mk5 8-inch guns available in the 1940s: It has been corrected so that the latest technology of 8-inch guns are available in the late tech era of custom battles.
  • Fixed bug that caused turrets to not fire with all their gun barrels: Triple turrets and the new quad guns could, sometimes, not use all their gun barrels while firing. This was happening quite often at large distance aiming but now it is fixed.
  • Turrets will no longer use only two gun barrels for aiming: Previously the triple turrets (and now the new quad guns) fired only a dual salvo per turret for bracketing salvoes (something that was commonly conceived as a bug). Now all guns will be used and turrets will fire successive bracketing salvoes with more efficiency.
  • Various sound improvements including the addition of the new sounds for 19-inch and 20-inch guns.
  • Fixed Naval Academy bug that did not allow the nation randomization of player ships hulls in missions that did not have any nation restriction. The result of this bug was that missions were played once with a random nation and in any future playout with new designs it was not possible to change the nation to your liking.

BALANCES
A few balances were made based on the player feedback we received on our last patch.

  • Accuracy balance: Maneuverable ships, such as Destroyers, will be harder to hit, so they will be more comfortable to control them at a safe distance. Average Accuracy is less at long range but will be significantly higher at very short ranges, creating more decisive engagements when ships approach very near to each other.
  • Triple and Quad Guns are distinctively heavier: Making ships with many heavy guns will need more trade offs. This was especially needed now, that we added quad guns and the huge guns of 19-inch and 20-inch caliber.
  • More resilient Destroyers and Torpedo Boats: The hull damage that DD and TB can withstand is increased, so they are not so rapidly destroyed in gun fights.
  • Increased weight of torpedo tubes: It should be much harder to create functional ships that can host too many torpedo launchers.
  • Increased weight of bulkheads: Making ships with full bulkheads will need more design sacrifices. Additionally, AI will try to make ships with more bulkheads.
  • Increased weight of guns of 9-inch and smaller caliber: Now the weights of ships should be more balanced and AI should not spam with guns when auto-designing.
  • Balanced damage of guns below 11-inch so they do meaningful damage to battleships or other larger ships. This was needed with the update of the damage model.
  • Flash Fire chance balance: Flash fire should happen less often for small caliber guns.
  • AI more effective: The AI will keep a more effective distance according to battle situation. Battleships will try to keep a safer distance, especially against Destroyers, while Destroyers will find a more suitable approach direction to launch their torpedoes.

*********************

UPDATE 19/11/2020

*HOTFIX v78*
- Fixed issues with Richelieu hull that caused gun clipping.
- Fixed some reported problems of barbettes & guns.
- Fixed floating parts issue caused by bug reporter.
- Fixed Hood towers' gun issues.
- Added forward barbette slots to Richelieu hull (as requested).
- Fixed a bug of formations that could cause a game error.
- Fixed issue with formations, that could cause rear ships to collide with the front. Deceleration/Acceleration aspects of ships were part of the reason and were balanced accordingly.
- Improved auto-design so that AI ships have more protection and barbettes on average.
- Improved shell dispersion. As ships approach each other the shells should deviate more naturally.

Enjoy!
The Game-Labs Team

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Lots of fat shipfus to play with!

Also AI gets flustered still when torps come along or BB's try to change course (or whatever is the main ship at hand) mind i was playing with AI only, but since AI vs AI will be thing, thought it would be important to test out.

Also love how when you hover over the cards you can see the ship name a little icon as well.

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Ye think its the torpedo Avoidance thing that makes the AI go mental otherwise it keeps to formations pretty well, and this effects bigger ships more since they take ages to turn.

Hope we KGV hull and also more unique turrets for all nations as its werid having brit quads on a german hull lol.

Plus lots moar pre-dreads and older ships.

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This is defo an improvement over the last patches, Also nice to hear the fat guns and see that the AI doesn't suicide (as much or at all) as it used too, would be cool to see the AI switch up formations depending on situation etc or speed to avoid torps better or even turn a bit further in or out and back into formation if they see ships with torps and think they have fired.

But yeah still, lots of gud stuff here so far very nice to play.

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Lack of a Quad turret of the 330mm guns is odd, especially since we have a Dunkerque hull.

Though good to see that quad and triple turrets are much heavier, was actually struggling to get 3x3 508s on the super BB hull for Japan

Had to boost it up to 125k tons to get it all too fit

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Shame you can't make charlamange atm, lack of barbette points prevents, this and also another reason why the designer needs to be done along with other core mechanics.

1605540252-2020-11-16-52.jpg

Also Ai going bonkers while also doing some nice things as well and charlamange as well.

1605540261-2020-11-16-51.jpg1605540271-2020-11-16-50.jpg

1605540285-2020-11-16-48.jpg

1605540297-2020-11-16-53.jpg

Cus with the extra slots we could have triple or hyper-firing turrets.

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@Cptbarney

Regarding extra barbette slots for the new hull, it is something that will be added in a next update or hotfix. Extra slots in this particular section could interfere with the AI logic negatively, too often.

Regarding the issue, of ships in the back of formation going faster than they should (can happen for player too) is a known rather rare issue, that is already under fixing.

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1 minute ago, Nick Thomadis said:

@Cptbarney

Regarding extra barbette slots for the new hull, it is something that will be added in a next update or hotfix. Extra slots in this particular section could interfere with the AI logic negatively, too often.

Regarding the issue, of ships in the back of formation going faster than they should (can happen for player too) is a known rather rare issue, that is already under fixing.

Ahh i see, shame the AI wasn't more co-operative. Makes me wonder if that modular system would work, but i guess that would also confuse the hell out of the AI as well.

Also in one of the pics i posted was the enemy CL's not only doing vrooms vrooms lol, but also the two BC's dodging each other (one had a banged up engine) and the cl's going out and spotting torps which i thought was cool.

AI is a lot more consistent with ship design, but a few speshuls appear now and then. Although thats fine i guess, add more variety.

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9 minutes ago, MarshmalloWarrior said:

Is anyone else having mayor issues with turret placement in the ship designer?
Is seems no matter what nation i choose or what hull, every turret I try to place is placed in completely the wrong location(in fact they seem to be floating multiple meters in the air)
In fact it seems everything i place is floating, although when i then launch the battle it seems everything is fine.
Again, am I the only one having this issue?

Skärmbild (51).png

Skärmbild (52).png

Very strange, can you try to reset your saved designs folder?

It is usually found here:

C:\Users\YOURUSERNAME\AppData\LocalLow\Game Labs\Ultimate Admiral Dreadnoughts

Just delete the file: mission_data.xml

EDIT:
Fixed by user

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9 minutes ago, Nick Thomadis said:

@Cptbarney

Regarding extra barbette slots for the new hull, it is something that will be added in a next update or hotfix. Extra slots in this particular section could interfere with the AI logic negatively, too often.

Regarding the issue, of ships in the back of formation going faster than they should (can happen for player too) is a known rather rare issue, that is already under fixing.

@Nick Thomadis Are you planning to allow the free placement of barbettes/funnels/superstructure in future, as with turrets? If not for the AI, then for player designs?

I know I'm not alone in thinking this would be a huge improvement.

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10 minutes ago, SonicB said:

@Nick Thomadis Are you planning to allow the free placement of barbettes/funnels/superstructure in future, as with turrets? If not for the AI, then for player designs?

I know I'm not alone in thinking this would be a huge improvement.

This is a feature that is in our backlog. We cannot offer full freedom as it would be not realistic to add barbettes where machinery could be placed or far ahead in the bow/stern of the ship, were practically it would be impossible. But something, could be done for an improvement in the future. We can first allow more slots in practical places (Which is the most efficient method, for the player too).

In this update, you will notice already several improvements in various hulls and more placeholders for barbettes or guns.

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