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>>>v1.1 Feedback<<<(Latest Update: v1.1.4)


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Hello fellow admirals,

The Major Update v1.1 has been finalized and is now available for all players. Please take a look of what it includes: 

https://www.dreadnoughts.ultimateadmiral.com/post/major-update-v1-1

 

Hotfix Update v1.1.1 24/1/2023
https://store.steampowered.com/news/app/1069660/view/3653016388848313472 

Hotfix Update v1.1.2 25/1/2023
https://store.steampowered.com/news/app/1069660/view/3653017023919100116 

Hotfix Update v1.1.3 26/1/2023
https://store.steampowered.com/news/app/1069660/view/3653017023923446522 

Hotfix Update v1.1.4 28/1/2023
https://store.steampowered.com/news/app/1069660/view/3653017023930307716 

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That's amazing job! And Nick, I have a question from the previous thread... Would the other nations like Korea, Arabia, Greece, Ottoman Empire, Scandinavian countries, Persia, Mexico, Chile, Argentina and Brazil become available in the future? Speaking of Chile, Argentina and Brazil, they had history of their South American Naval Arms Race and they do have their own battleships and other projects such as Almirante Latorre Class, Minas Geraes Class, Rio de Janeiro Class, Riachuelo Class and Rivadavia Class

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Ambush! Single 8500t CA is ambushed by 7 AI TBs totalling 5400t. AI runs away without even making contact. It was a bad weather and 7 TBs woul'd have no trouble in torpedoing lonely CA. I hardly doubt this CA coul'd take 2 TBs before being overwhelmed.

@Nick Thomadis ,please do something about this in next fixes. Ambush missions have potential to be a great fun, but not if AI just runs away. Either dissable tonnage check for missions ,make ship numbers count too or just prevent AI from withdrawing before making contact. 

Straggler and convoy attack/defense are affected in the same way. 

 

Nevertheless, great job with this update. Game is just awesome!

Edited by Zuikaku
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Quote

Manual rudder is going to be removed. We noticed that a large number of players misuse this function or overuse it, creating multiple problems in the movement of ships. 

Posted January 3

 

Do you plan implement rudder again or it was removed forever? 

 

Also I noticed in the last patch the bug with ships to be too close in formation/breaking formation is back(probably need more testing):
b2LOJCR.jpg

 

Please ignore the damage of the ships, that was on the start of the battle and somehow the more damaged ship close the distance. They don't get hit yet in this battle. 

 

Additional probably the ships breaking the speed limit (need testing).

 

Edited by Plazma
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Found new bug. When ship start battle with example 10% structure have a max speed (example 30kn), but when received even 1 dmg (more than 0) the speed is adjusted and have example 80% of original speed (24kn). (Also this could explained the situation above in my post)

Edited by Plazma
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A little late, but nevertheless.
A few impressions about the state of the game after numerous fixes. The most important thing is that the process is quite playable, bugs have been fixed, loading between moves takes well, a maximum of a minute. It's good.
New campaign, difficulty level - legendary, 1910. Enemy ships come across from the repository from a neighboring topic (special thanks to the authors). The first thing that caught my eye - now the battle of BB on BB becomes unpredictable, instead of an easy victory, sometimes both ships spread out in different directions, with huge damage. It's plausible. But the accuracy of the main caliber raises questions. 13 and 14 inch guns become useless compared to 12 inches. I had to put back 305 mm and waste the barrels to 327 mm. Let's see what will happen in the 20s. As reparations, it is now necessary not to take territories, but to withdraw battleships that can bite painfully.
What I didn't like. The guns do not work on both sides, despite the promises of the developers. AI often behaves inappropriately in battles. For example, they meet my BC squad from enemy CA and CL and a dump begins. The enemy, instead of calculating their strength and trying to dump after a shootout, crowd on the spot and wait for them to sink. The behavior model of the ships should be something like this - they met - they shot - they were damaged - they dispersed. A ship that has received serious damage must leave the squadron and leave the battlefield. A detachment of light ships, having met with battleships, should scatter in different directions after a shootout. Definitely - the behavior of AI on the battlefield needs to be improved.
The priority of targets remained illogical - the main guns can aim to fire at destroyers, the auxiliary caliber - at battleships.
The experience of the enemy crews seems to have risen a little, but still remains around zero. Perhaps because of this, in most fights, the hit statistics are about 1 to 5 in my favor.
I don't know about other difficulty levels, but on the legendary one, enemy ships absorb a fantastic amount of projectiles. CA sinks only when hit by about a hundred 12-inch shells. I remember before the enemy ship could be destroyed even before it was identified, and it was wrong. Now - this is the other extreme, it would also be necessary to rebalance. Let me remind you that in the Battle of Jutland, the number of hits of heavy shells from both sides is something about 400, while 25 ships were sunk, not counting the damaged ones.
And of course, I want to be able to sell ready-made ships, and not build them, taking up precious construction capacity.

Edited by spinaker
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4 minutes ago, spinaker said:

A ship that has received serious damage must leave the squadron and leave the battlefield.

I hope to see this someday. Would help the AI a lot to keep their ships alive.

 

5 minutes ago, spinaker said:

I don't know about other difficulty levels, but on the legendary one, enemy ships absorb a fantastic amount of projectiles.

If I am not mistaken, the difficulty levels are only related to how much money the AI have to spend. Nothing more.

 

@Nick Thomadis  AI ships are not moving sometimes, for no reason in the battlefield. It was reported in game.

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55 minutes ago, Zuikaku said:

Ambush! Single 8500t CA is ambushed by 7 AI TBs totalling 5400t. AI runs away without even making contact. It was a bad weather and 7 TBs woul'd have no trouble in torpedoing lonely CA. I hardly doubt this CA coul'd take 2 TBs before being overwhelmed.

@Nick Thomadis ,please do something about this in next fixes. Ambush missions have potential to be a great fun, but not if AI just runs away. Either dissable tonnage check for missions ,make ship numbers count too or just prevent AI from withdrawing before making contact. 

Straggler and convoy attack/defense are affected in the same way. 

 

Nevertheless, great job with this update. Game is just awesome!

I think it reflects a broader problem with how encounters work, but I agree with you on Ambush behavior. 

Because the sighting system is out of balance, a ship with even a 1 or 2 kt advantage will never sight the enemy if the AI immediately turns and runs. This is because without RDF or Radar, you are only given a vague direction update every few minutes (i.e. Smoke spotted X). This means the longer it takes (in game time) the greater the area of uncertainty for those directions. You literally have to have a large speed advantage and be a bit lucky in guessing their direction (the AI will always turn to put their stern on you as you get closer). 

As soon as you get RDF, this no longer really becomes an issue. RDF gives a precise enough bearing (via the arrow) to be able to adjust course when the AI does. I have also watched the Smoke Spotted directions be almost 45 degrees off in some cases compared to RDF. This is exactly why you won't find a fleeing AI even when you have a speed advantage without Radar/RDF. 

Smoke Spotted messages make sense on paper, but the way sighting and AI behavior is currently, they are almost useless. Probably the easiest fix is to make the directions an actual bearing from the flagship, or a marker arrow like Radar/RDF. There are other ways too, but that is simplest to implement IMO.

Now back to Ambush. To me, if you/AI can get an Ambush mission then it should start with at least one opposing ship spotted. After all, we know what ships are involved before battle. How do we revert to less information in battle? Also no mission should get generated (not just Ambush) if instigating side physically can't run down the other. If there is going to be a mission, then AI should commit to battle not commit to running. It could be a simple check like speed or maybe even the recon value. Since recon is supposed to be function of speed/range. If the defender has a better recon value then the attacker, how can the attacker initiate battle or vice versa?

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I also wonder how at range 2.0km my 8.3" gun with pen value 26.9 at range 2.5km can't pen the 2.4" +53% Fore Belt (+no internal belt). 
6l8MkK7.jpg

XCXIx1H.jpg

I know the angel of project make a big difference, but...

When I use simply formula to calculate the penetration value, I got angel must be less than 10.5 degree (on that angel the armor thickness is ~26.9). On that angel the project should ricochet plus the ship is more like 80-90 degree in front of my projects... almost parallelly course. Something don't make any sense for me... 

 

Also I found this in internet: https://www.alternatewars.com/BBOW/Ballistics/Term/AP/AP_Pen_Formula.htm

and also I think the formula in the game is very far from what we have in real life (link above). Or maybe the pen value should be interpreted in other way? I feel completely lost... for me this could be not in mm or in " but in colors like 8" gun have a pen value: blue and 7" have pen value: pink or in the names of the animals, because this is that same helpful for me right now. 

Edited by Plazma
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25 minutes ago, Plazma said:

Also I found this in internet: https://www.alternatewars.com/BBOW/Ballistics/Term/AP/AP_Pen_Formula.htm

and also I think the formula in the game is very far from what we have in real life (link above). Or maybe the pen value should be interpreted in other way? I feel completely lost... for me this could be not in mm or in " but in colors like 8" gun have a pen value: blue and 7" have pen value: pink or in the names of the animals, because this is that same helpful for me right now. 

 

 

Something you have to take into consideration is that those formulas are APROXIMATE and not EXACT.   They are precise, but not Accurate.    

That is to say, you may calculate that Projectile X will penetrate through 9" of Grade B Face hardened Armor...   But that does not mean it will... or Won't   It just means it SHOULD. 

Basically you have a +/- fudge factor involved with every shot that you can not know... until you shoot.     While I am a little dismayed at some of the RNG shots... Knowing the fact that there IS no way to ACCURATELY calculate penetration and knowing RNG tends to clump, I feel it is OK to have a lot of non penetrations or a lot of Overpenetrations when you are not expecting them.

That being said the whole 8" 12" whatever the third magic caliber issue is vexing... I stay 12.5" on most of my ships (and tend to end my campaigns before getting to 1940)

Sorry once you get to the high side of the 0.x barrel size you are sometimes overly penalized at most calibers... EG 4.7" vs 5" in my experience (but I haven't played 1.1 LIVE yet... just RC3,4 and 5.

 

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13 minutes ago, Pappystein said:

APROXIMATE and not EXACT

still, the error factor should be max 5%, not 500% :)

Plus these formulas work in 80% of situation when you shot around 20 shells. Also I put lower value of penetration (the range was 2.0km and the value of penetration was at 2.5km) and highest value of armor. Anyway as I this is game and the values are not historical I used simply Pythagoras to calculate on what angel should be ship to have effective armor thickness 26.9" or more... and the ship should be almost in angel 80 degree towards to my ship to have this effective armor, but as you see on picture have a angel max 30 degree! (for me it is something like 10-15 degree) In other words the effective armor should be around 5"-6"? not around 27" or more... 

27 minutes ago, Pappystein said:

That is to say, you may calculate that Projectile X will penetrate through 9" of Grade B Face hardened Armor...   But that does not mean it will... or Won't   It just means it SHOULD. 

Like the pi number, this is not 3.14 but good enough, even if we take pi 3.1415926535 this is more accurate, but still this is not to close to 4. 

 

31 minutes ago, Pappystein said:

Basically you have a +/- fudge factor involved with every shot that you can not know... until you shoot.     While I am a little dismayed at some of the RNG shots... Knowing the fact that there IS no way to ACCURATELY calculate penetration and knowing RNG tends to clump, I feel it is OK to have a lot of non penetrations or a lot of Overpenetrations when you are not expecting them.

Yes and this is my main problem. Because this is RNG. We have most of the date and we should very close calculate the pen value. Even if we add a modificatory -/+10% RNG for penetration value/armor value for fun/game purpose and we start round the number very much like the pi from 3.14 to 3. still some shots should have 99.9% of chance to penetration the armor. If you have the armor 26.8" and the pen value for you shells 26.9" you should except 80% of shots or in pessimistic variant 50% of shots to penetrate. But when we increase the pen value to 28.9" the expectation should jump up to 90% or more. 

I feel like the game don't respect the shells that I used and simply we rolling the dice (d100) for penetration. 

 

I know that sometimes even if we have 99.9% chance of penetration we can get this 0.01% situation, but... this is not often. 

 

40 minutes ago, Pappystein said:

Sorry once you get to the high side of the 0.x barrel size you are sometimes overly penalized at most calibers... EG 4.7" vs 5" in my experience (but I haven't played 1.1 LIVE yet... just RC3,4 and 5.

I know, but.. my question is, how I can calculate the success of penetration, or more preciously, the chance that 50% of shells will penetrate the armor? I posted the realistic calculating for fun and I am aware this is only game and the values could be much different or the formula, but still:

What is stronger the shell that can pen 26.9" of armor or 2.4" of armor? 

How worth is putting your ship in different angel to have a additional protection?

I need 10" armor pen or 30" armor pen? 

 

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Great job from the devs; this is a huge improvement over 1.09. However, the campaign is still suffering from an excessive amount of warfare. It quickly dissolved into constant world war with every nation at war continuously, except possibly for the player. This both slows down turns and nerfs the AI, as war is horrible for their GDP and ability to refit and replace old ships. The player can bribe the AI into peace for a couple years and build a modern fleet confident in the knowledge their enemies will be fighting constantly and unable to match their naval program.

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Does the Alt + Click not work for anyone else?  TB is getting too close and secondary guns are ignoring it.  Possible issues due to fleet size, almost 100 ships with both sides counted.

EDIT:  Disregard.  Ability to give commands came back as soon as I made a single course correction.  Did not make any changes to course or speed before having to attempt to target a TB.  As soon as I turned to dodge a torpedo, ability to select targets came back.

Edited by Suribachi
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Just had a crash to desktop.  In the same battle as mentioned previously with close to 100 ships total.  Near the end of the battle, I wanted my ships to disengage, I drew a box around my ships with the Left click and drag then told them to go a direction.  At this point, my game froze and crashed to desktop.  As a result I was unable to send a in game report.

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New campaign, AI is self-destructing via endless war again. It has only been 8 years from 1890, and the european powers are all in shambles. Germany is fighting 5 wars. France is fighting 4. Both are down to 7 billion GDP. Britain has dissolved despite winning its wars because the constant fighting wore down GDP too much. Asian countries are in nearly as many wars, but doing better since they can't actually reach Europe (and vice versa since the europeans are occupied with their own wars).

I think part of the problem is that every war seemingly causes the entire world to lose reputation with one side or the other. However, it is also a problem that the AI will happily declare war while already fighting 3 wars and down 50% of GDP or more. There really needs to be a fix for this, it is destroying the fun of the campaign when the AI always destroy themselves.

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1 hour ago, anonusername said:

New campaign, AI is self-destructing via endless war again. It has only been 8 years from 1890, and the european powers are all in shambles. Germany is fighting 5 wars. France is fighting 4. Both are down to 7 billion GDP. Britain has dissolved despite winning its wars because the constant fighting wore down GDP too much. Asian countries are in nearly as many wars, but doing better since they can't actually reach Europe (and vice versa since the europeans are occupied with their own wars).

I think part of the problem is that every war seemingly causes the entire world to lose reputation with one side or the other. However, it is also a problem that the AI will happily declare war while already fighting 3 wars and down 50% of GDP or more. There really needs to be a fix for this, it is destroying the fun of the campaign when the AI always destroy themselves.

AI definitely needs some sort of self preservation mode where it desperately attempts to end all wars it is involved in order to save its GDP and sovereignty.  If that means cutting naval funds, selling ships, cutting back on research or suing for peace by giving up colonies, so be it.  This should also be followed by a period of absolute neutrality where it does not get involved in any wars at all and builds itself back up again.  This method will not be perfect as the nation can be pushed past the point of no return, but I would like to see them at least try to save themselves.

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4 minutes ago, Nichsloopington said:

Cant figure out what I did but I have a bug in the shipyard japan 1930s. Unable to design new ships because a 66000 ton bb hull refuses to go away after I click on a smaller  ship hull .also hull stays when attempting to  refit as well

 

Restart the game urgently. I had such bugs, it's very bad.

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Since I'm not fond of the format for names that the game puts into shipnames during refit, I decided to give the refitted templates other names, which were basically the ship call's original name with a roman numeral behind.

Such renamed templates can be created, but can not be used to actually refit anything. The refit button simply remains orange and can not be clicked.

I would appreciate it if we were allowed to rename refitted classes. And if for some reason that's not possible, then better lock the name-field when creating a refit design, since it sucks to make one only to find out it can't be used and having to re-do it.

Edited by Norbert Sattler
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13 hours ago, Zuikaku said:

Ambush! Single 8500t CA is ambushed by 7 AI TBs totalling 5400t. AI runs away without even making contact. It was a bad weather and 7 TBs woul'd have no trouble in torpedoing lonely CA. I hardly doubt this CA coul'd take 2 TBs before being overwhelmed.

@Nick Thomadis ,please do something about this in next fixes. Ambush missions have potential to be a great fun, but not if AI just runs away. Either dissable tonnage check for missions ,make ship numbers count too or just prevent AI from withdrawing before making contact. 

Straggler and convoy attack/defense are affected in the same way. 

 

Nevertheless, great job with this update. Game is just awesome!

This must be mare  carefully. In fact the ideal is that each nation should have a level of aggression  depending on their state of the campaign. A country could have  standing avoid engagement rules other could have the opposite. If your 7 torpedo boats is all you have  to defend a port you would NOT pursue a  Cruiser...   making  it flee is already a victory.

 

It woudl also be highly unrealistic for AI to  play the game as a hunt the trophy game.

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  • Nick Thomadis changed the title to >>>v1.1 Feedback<<<(Latest Update: v1.1.4)

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