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>>>Core Patch 0.5 Feedback Hotfix v90<<<


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Greetings Admirals, The next major patch for Ultimate Admiral: Dreadnoughts has just become available! This large update is the precursor of the first campaign version of the game. We decided to rel

Hello all, We understand your anticipation for the campaign and it is welcome. The last patch which you all play has revealed very few remaining issues that we already sort out to fix in the

Hello all, Tomorrow a new hotfix patch will become available. It will include the following: *Hotfix v90* (30/9/2021) - Refactoring of the Auto-Design code, addressing various issues that coul

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24 minutes ago, Koogus said:

Excited to try out this new patch. Having the ability to design all friendly ships and also enemy ships was something I've wanted for a long time 

I don't think you can design the enemy AI... at least not in the patch note :)

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19 hours ago, Tycondero said:

I just had a crash when clicking during loading on the menu loading screen. Now I have to repair the game apparantly.

It is the known issue we explained it can happen. Just do not terminate the program and wait for it (in the windows dialogue). If you terminate, nothing bad happens, you can relaunch the game and play.

18 hours ago, ChryssyH117 said:

First Bug I found, there is an issue with ship saves and not remembering the set range and armour values for the guns

Can you explain how exactly you reproduce this? 

18 hours ago, o Barão said:

Where the screenshots using F11 are stored?

You can find them where you have installed the game e.g. E:\Games\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts\default\game\screenshots

18 hours ago, Speglord said:

Wish it wouldnt have taken this long for the update to drop but it's good work nonetheless and I'm enjoying it so far.

First thing I've noticed is that the Littorio-style Italian 15-inch guns are only available from 1939 onward (so 1939+1940). The ships were designed in the early 1930s and the first two were laid down in 1934. Is this intentional, an oversight, or a bug? I wasn't sure of whether to report it as a bug in-game, so I'm posting it here instead. I'll keep hunting for other questionable things and bugs etc.

On a positive note, I like the addition of shell/propellant modules, as well as a general redo and breakdown of armor schemes, which I think were sorely needed and are a nice addition to the game.

EDIT: Forgot to mention that the rate of crew casualties seems to be working pretty well so far. I did my best to quickly create a Littorio-like ship and the crew complement was approximately the same (somewhere around 1700 IIRC; though I couldn't fit the third or fourth 6-inch gun turrets due to spacing issues, but that's more my fault than anything else). I'll keep investigating and doing more testing with it.

The new graphics settings are also a welcome addition.

All mark 5 guns of 15-inch caliber and lower are set to be available in late tech era, for the custom battles. In campaign it will be possible to research them much sooner.

18 hours ago, vyprestrike said:

The French Experimental Battlecruiser 1 and 2 hulls lost access to 16-18 inch guns. Is this intentional, and if so, could you consider giving us the 16-18 inch guns again? They were the only things that made the hull fun!

These cruisers, are deliberately not able to host very big guns, as they are optimized for speed. The new Russian BC has also the same settings, since the hull should not be able to support very big caliber guns.

17 hours ago, Dr.Specialist said:

The Launcher crashed while unpacking the patch. Now Launcher is defect.

It is advised to fully uninstall and install the game again. Please write in Support: https://forum.game-labs.net/forum/179-support/ , to get further help.

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6 minutes ago, AurumCorvus said:

A second bug: Trying to type in turret armor causes the game to just default to some value. You have to (very slowly) edit the values with the plus/minus buttons.

The gun armor cannot be maximized to very large values. The max. armor. is depended on caliber. So if you put a very large armor setting, it is going to get the max. possible in the setting.

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1 minute ago, Nick Thomadis said:
1 hour ago, ChryssyH117 said:

First Bug I found, there is an issue with ship saves and not remembering the set range and armour values for the guns

Can you explain how exactly you reproduce this? 

Hi yeah I was just trying out the save design feature with 2 ship classes, 1 BB and 2 BCs switching between the BC and BB design editor caused the armour values on the turrets and the range to reset to default values not all of the time but usually if i switched between the 2 BCs not a major bug but still could cause issues if you go into a battle with less armour than you added

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4 minutes ago, ChryssyH117 said:

Hi yeah I was just trying out the save design feature with 2 ship classes, 1 BB and 2 BCs switching between the BC and BB design editor caused the armour values on the turrets and the range to reset to default values not all of the time but usually if i switched between the 2 BCs not a major bug but still could cause issues if you go into a battle with less armour than you added

Ah, you meant while switching designs, not loading a saved battle. Ok we will look to fix.

EDIT:
The hulls seem to save everything while switching. Maybe it can be a rare issue or a misedit by your side? We will wait for more feedback about this.

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17 minutes ago, AurumCorvus said:

A second bug: Trying to type in turret armor causes the game to just default to some value. You have to (very slowly) edit the values with the plus/minus buttons.

 

In my case, it goes to the maximum possible values. I can no longer type any value because it always goes to the maximum, no matter what I type, so I have to restart the ship and use the buttons instead... because no matter if I type 200, 300 or 400, it always goes to 900!

 

EDIT: exiting the designer and coming back will find the values set to default normal levels, but the typing bug persists... so now that I know it, I will only change the values with the buttons until it is fixed xD

Edited by SPANISH_AVENGER
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1 minute ago, SPANISH_AVENGER said:

 

In my case, it goes to the maximum possible values. I can no longer type any value because it always goes to the maximum, no matter what I type, so I have to restart the ship and use the buttons instead... because no matter if I type 200, 300 or 400, it always goes to 900!

 

3 minutes ago, ChryssyH117 said:

On the Russian Experimental it has access to the new Heavy Modern Tower VI but the hull is not wide enough to fit this main tower

Noted both, we will hotfix.

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4 minutes ago, ChryssyH117 said:

On the Russian Experimental it has access to the new Heavy Modern Tower VI but the hull is not wide enough to fit this main tower

Same Hull (to clarify experimental battlecruiser) the funnels are off centre and cause a port weight offset

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13 minutes ago, Nick Thomadis said:

We can make this as a future feature.

Yes please!!!!!!

being able to design both friendly and enemy ships would let us potentially create historial and semi historical battles.

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10 minutes ago, Nick Thomadis said:

The gun armor cannot be maximized to very large values. The max. armor. is depended on caliber. So if you put a very large armor setting, it is going to get the max. possible in the setting.

Ah, probably could've been clearer in the original post. However, the exact bug (with further testing and a hint from discord) is that if you play with mm or cm, and try to input a value as cm/mm, the game recognizes it as in values and tries to input that value. So, for mm, if you put in 2500mm, the game tries to put in 2500in instead, and then just caps it to the max allowed value (2540mm, in that case). This only seems to be the case with the turret armors. General armors seem fine. 

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5 minutes ago, Nick Thomadis said:

Noted both, we will hotfix.

 

Thank you for such quick addressing! Now that we are at it, I also noticed extreme FPS drops, freezes and sometimes crashes when fitting components to the new Spanish Battleship (which, by the way, I love!)

Edited by SPANISH_AVENGER
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7 minutes ago, SPANISH_AVENGER said:

 

Thank you for such quick addressing! Now that we are at it, I also noticed extreme FPS drops, freezes and sometimes crashes when fitting components to the new Spanish Battleship (which, by the way, I love!)

It might be something related with the selection rectangles of objects. We will check.

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My personal opinion about ballance:
If you try to make historical ships - they will weight 10000-15000 tons more than in real life. Armor also weights too much now, making it impossible to build a ship using turtleback armor scheme, especially with with increased weight of bulkheads since Alpha 12. Quad guns weight too much (since Alpha 11 I guess). Quads must be much lighter, but must be jammed and destroyed much more easily by comparison with twin or tripple guns. This will make them ballanced and fun to play. 

Bugs:
All my progress in Naval academy is reset. When you try to type the values in main gun horizontal armor - it can mess (you typed 457mm for example while it sets to 2400mm)

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I want to add that I like the new crew mechanics a lot! They add more realism and dynamism to the game, and ships feel more "alive" than ever!

I love how crew is an actual number, and how you can see the loses on the battle log, as well as the remaining crew and percentage in your ship's card.

Also like a lot all the additions and polishments regarding the ship designer. The more control we have, the better!

Edited by SPANISH_AVENGER
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  • Nick Thomadis changed the title to >>>Core Patch 0.5 Feedback Hotfix v90<<<

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