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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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6 hours ago, neph said:

Really? I was thinking it's still too light!

I cant build anything over than all or nothing if I want to have any semblance of armour hell most of my designs lately have been riot shields as there just isnt enough weight to apply armour across the ship in a balanced armour scheme

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Right now my biggest complaint with .5 is that it doesnt add enough to the game to keep me coming back right now. Ive redone many of the naval academy missions and done a number of custom battles with the expanded editor and i find that my interest is waining already. But let me put my thoughts here:

firstly the positives: 

the ai seems to be dealing with torpedos better and no longer shooting them off at excessive long range but actually have to close a distance. 
^related the ai has had its torpedo detection tuned it seems so that torpedos are bot noticed ten microns after launch but actually when they are up close (type and hydrophone dependt)

the various new parts and expanded parts list feels a lot better now giving me the option to create more varied and interesting deisgns. 
the new crew system seems like a very solid base for the campaign to build from but at the moment barring providing a bonus to various ships functions it feels like a bolt on bonus in the editor and huge cost drain in the acadmey. 
the crew casualty system again seems ok. It seems to react to damage in various locations by having crew that would be in that location be effected and the ship is thus effected. 
 

the negatives:

load times even on a (for this game) ultra spec pc is super slow now. The game seems to stall when the ai is building ships for the custom battles Or the academy and can take a couple minutes to load a design when it used to take thirty seconds or less for the whole set up. 
 

the ai in battle editor needs so system to restrict it as you as the player are forced to build insane ships as the ai is going to build insane vessels. I could be building a sensible tripple turret tripple barrel 14 inch battleship with mid to high diplacement and a number of six and lower secondairys but the ai will build an 18 inch max displacement max guns monstorsity costing twice or more times my cost. 

the inabbility to run more then one design per class of of ship in the editor feels extremly restrictive and hopefully does not show that the campign will be equally restricted. I want to build say a yamato style battleship but have it backed by a more sensible pair of battleships  or lets say i want to run a super cheap battleship for local defense but i want to run a scenario where the fleet grade ship is with it to see how the two compare when faced with the enemy together.

overall i think the reality now is that i am sat here twiddling my thumbs until the campaign patch one comes out and will spend less time playing now as i am burned on the same thing over and over. 

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So current bugs are: 

Turret armour bug status: Game breaking.

This bug, regardless of what you do reverts your turret armour to 0 (I assume the same for AI creations as well), this means anything can flash fire you via your turrets and kill your ship instantly.

Armour Value metric to inch bug status: Problematic.

This occurs whenever you try to type in values in metric as it auto-converts them to inches regardless.

Designer Choppiness and stuttering: Severe.

This seems to effect anyone regardless of their pc type or age. Designer becomes increasingly laggy as you progress through the ship building and for some doesn't seem to stop either.

 Torpedo lock type: Problematic/Severe.

When a user selects a torp type and then deletes the torps, regardless if they put new torps down. Those torps will be locked to the first type that was chosen.

These are the main current issues, with the patch atm. That i found from others like @Stormnet and the official discord, will keep posted tomorrow after work.

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  • Nick Thomadis changed the title to >>>Core Patch 0.5 Feedback Hotfix v88<<<

Hello all,

A hotfix has just been uploaded which includes the following:

*Hotfix v88* (17/9/2021 UPDATE)
- Fixed major bug of gun armor resetting for saved designs, when trying to apply new gun armor settings.
- Fixed major bug of armor penetration, incorrectly evaluating the armor thickness of guns and causing too many detonations and flash fires.
- Fixed issue with part selection in ship design, that could become overly big and inaccurate.
- Fixed bug that caused keyboard edit of gun armor to use only inches measurement.
- Fixed bugs of Auto-Design which could cause building delays, overweight or overcost ships.
- Reduced about -5% Belt/Deck armor and about 10% the superstructure armor.  Designs should now be more consistent with historical values.
- Increased crew damage from penetrating hits +10%.
- Various inconsistencies for hulls and stats fixed according to your feedback.

PS.

We will optimize further the auto-design code so that it does not cause delays in loading. If you click buttons during a battle load, and you anticipate a freeze, you may let the application to continue, it should continue and successfully load.

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12 minutes ago, Nick Thomadis said:

Hello all,

A hotfix has just been uploaded which includes the following:

*Hotfix v88* (17/9/2021 UPDATE)
- Fixed major bug of gun armor resetting for saved designs, when trying to apply new gun armor settings.
- Fixed major bug of armor penetration, incorrectly evaluating the armor thickness of guns and causing too many detonations and flash fires.
- Fixed issue with part selection in ship design, that could become overly big and inaccurate.
- Fixed bug that caused keyboard edit of gun armor to use only inches measurement.
- Fixed bugs of Auto-Design which could cause building delays, overweight or overcost ships.
- Reduced about -5% Belt/Deck armor and about 10% the superstructure armor.  Designs should now be more consistent with historical values.
- Increased crew damage from penetrating hits +10%.
- Various inconsistencies for hulls and stats fixed according to your feedback.

PS.

We will optimize further the auto-design code so that it does not cause delays in loading. If you click buttons during a battle load, and you anticipate a freeze, you may let the application to continue, it should continue and successfully load.

Thank you for the quick hot fixes!

Appreciate all the work that was quickly put in.

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1 hour ago, Nick Thomadis said:

Hello all,

A hotfix has just been uploaded which includes the following:

*Hotfix v88* (17/9/2021 UPDATE)
- Fixed major bug of gun armor resetting for saved designs, when trying to apply new gun armor settings.
- Fixed major bug of armor penetration, incorrectly evaluating the armor thickness of guns and causing too many detonations and flash fires.
- Fixed issue with part selection in ship design, that could become overly big and inaccurate.
- Fixed bug that caused keyboard edit of gun armor to use only inches measurement.
- Fixed bugs of Auto-Design which could cause building delays, overweight or overcost ships.
- Reduced about -5% Belt/Deck armor and about 10% the superstructure armor.  Designs should now be more consistent with historical values.
- Increased crew damage from penetrating hits +10%.
- Various inconsistencies for hulls and stats fixed according to your feedback.

PS.

We will optimize further the auto-design code so that it does not cause delays in loading. If you click buttons during a battle load, and you anticipate a freeze, you may let the application to continue, it should continue and successfully load.

Excellent! Thx nick!

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18 minutes ago, davidt_man said:

Please add more light cruiser hulls and super structures.  Currently nearly all light cruisers from nearly all nation look identical.  I would love to build a Brooklyn or Atlanta class light cruiser. 

Yeah, as of right now the Devs are focusing pretty much only on super big battleships or battlecruisers.

We do need more smaller class hulls for sure.

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Guys, do your graphical settings "keep" when you restart the game?

I changed my graphical settings to a ridiculously high level (new gaming PC) and after a few battles, the setting remained the same, but when I closed the game and started it back up again, the graphical setting had gone back to their defaults.

Bug, I guess.

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1 hour ago, davidt_man said:

Please add more light cruiser hulls and super structures.  Currently nearly all light cruisers from nearly all nation look identical.  I would love to build a Brooklyn or Atlanta class light cruiser. 

I suppose the Brooklyns were technically lights thanks to the naval treaties but uh...they were just as big, if not bigger, than the CA's they used for their hull design. :P  Agreed on the Atlantas though.  Arguably they could be considered a Hybrid Cruiser given their size, armor, and armament, same as the Omahas.

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7 minutes ago, Commander Reed said:

Dunno if you guys know yet, but in the help section, there is a section about Submarines, they have "No Effect" yet, so pretty sure submarines are gonna be a thing!

There is also a lot more general info about the upcoming campaign.

Level expectations here, That will almost certainly be a RTW rip

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5 hours ago, Nick Thomadis said:

Hello all,

A hotfix has just been uploaded which includes the following:

*Hotfix v88* (17/9/2021 UPDATE)
- Fixed major bug of gun armor resetting for saved designs, when trying to apply new gun armor settings.
- Fixed major bug of armor penetration, incorrectly evaluating the armor thickness of guns and causing too many detonations and flash fires.
- Fixed issue with part selection in ship design, that could become overly big and inaccurate.
- Fixed bug that caused keyboard edit of gun armor to use only inches measurement.
- Fixed bugs of Auto-Design which could cause building delays, overweight or overcost ships.
- Reduced about -5% Belt/Deck armor and about 10% the superstructure armor.  Designs should now be more consistent with historical values.
- Increased crew damage from penetrating hits +10%.
- Various inconsistencies for hulls and stats fixed according to your feedback.

PS.

We will optimize further the auto-design code so that it does not cause delays in loading. If you click buttons during a battle load, and you anticipate a freeze, you may let the application to continue, it should continue and successfully load.

Problems continue. Still unable to fight. I can design vessels but cannot test them.

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Something is causing the AI to sail in the wrong direction from its current flagship, before shutting down the engines, and sitting in place

Cruise range gets reset constantly.

Edited by Hangar18
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When editing the last weapon, by increasing its armor, this happens...

J0J9PhV.png

Possibility it was cause by the lag issue. And lag is probably effecting the editing 'edits' bug.

 

Ships are duplicating too, the green circles are one design plus one, the red are ship files that are popping up on their own...
rohcuEB.png

Don't know the exact sequence, it just happens. Probably a result of changing ship numbers or types in custom battles setup, but keeping the year the same.  

 

Also what's happing with a lag issue, no mention of this in the fix, are you going to work on it next week, it's pretty bad.

Edited by Skeksis
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On 9/17/2021 at 12:36 AM, Captain Basilone said:

Tried. No good. Same as before. No movement, all buttons save the hat that gives control to AI gone once battle begins.

Did you also do the 2 other steps? It may be a mess locating them, as they are replies to replies and so on.

Add the USER with maximum elevated permissions in Advanced Security Settings to BOTH dirs of UAD
(the USER is either the login email or local handle, and can be found in the permissive principal list)

@ 1. %installdir% ("C:\Games\Ultimate Admiral Dreadnoughts\default\game" in my case)
@ 2. %USERPROFILE%\AppData\Local\Ultimate Admiral Dreadnoughts

-- Right click the folder icon,
-- go the bottom of the context menu Press Properties,
-- select Security or 3rd pane on the top
-- Press Advanced, in the Advanced Security Setting window press Add
-- Press Select A Principal, then Advanced, then the Find Now button on the right
-- In the Permissive Principal List, the USER is either the login email or login local handle
-- Select User,press OK, then on the Right in Permission Window, pick Show Advanced Permissions
-- Select Full Control, as it will pick everything
-- Press OK in all following windows to apply

And

-- Make a path to gamedir in System Properties / Environment Variables / System Variables
Open C:\Windows\System32\SystemPropertiesAdvanced.exe or
-- Press Windowsbutton+R --
-- CopyPaste or type SystemPropertiesAdvanced.exe in the window, press ok or enter
-- Select 3rd pane or advanced, then Environment Variables (located at the bottom)
-- In the next window (Enviroment Variables), click on the text PATH (make sure it is highlighted) - then press EDIT
-- in the following window (Edit Enviroment Variable) press NEW
   then copy-paste or add %USERPROFILE%\AppData\Local\Ultimate Admiral Dreadnoughts
-- now close System Properties and restart the computer

You may also try to run the game as an administrator, as a last resort

Just rightclick the icon and select run as admin,instead of doubbe click

 

 

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so with the hotfix it seems to have majorly sped up the loading of ai designs in the custom battles and academy missions.

as such and with development steaming on i have to ask.
Campaign patch one is now when?

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15 hours ago, Commander Reed said:

Guys, what would you say to having the option to manually choose how much ammo you want for Torpedoes, Shells (And whatever else gets added in future. Mines for sure.)

Instead of "Less" "Standard" or "More" options.

I am all for this idea as it would be nice to go with specific ammunition amounts for cetain types of vessels including more specialised ones where you might what a rapid fire torpedo heavy ship but need way more torps to get away with it

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16 hours ago, Nick Thomadis said:

- Reduced about -5% Belt/Deck armor and about 10% the superstructure armor.  Designs should now be more consistent with historical values.

Hey Nick quick question just checking is this a reduction in the weight of armour?

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

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