Jump to content
Game-Labs Forum

"Naval Arms Race" mod overhaul. BETA v11.3 - for UAD v1.5.1.5


o Barão

Recommended Posts

1 hour ago, Fangoriously said:

?imw=5000&imh=5000&ima=fit&impolicy=Lett

More player sub on ship convoy action

?imw=5000&imh=5000&ima=fit&impolicy=Lett

and wow what a result from dinky little costal mk5s

The only ASW those CAs can have are from scout planes, so normal result. What I wasn't expecting to see is a convoy with 3 CAs and not a single escort. 🤔

At this point, I think it is impossible for the random battle generator to do exactly what I ordered to do. I give up.

Link to comment
Share on other sites

1 hour ago, o Barão said:

The only ASW those CAs can have are from scout planes, so normal result. What I wasn't expecting to see is a convoy with 3 CAs and not a single escort. 🤔

At this point, I think it is impossible for the random battle generator to do exactly what I ordered to do. I give up.

Those were the largest I've seen drawn into one of these missions. and ya i always leave heavy cruiser in ports to generate missions, sailing them around without their own escort gets them massacred by subs.

 

I still cant get transport losses under control, experiments continue. First i flooded the zone with 100 of the best costal subs everywhere, just to have some disposable power projection in every water way i have ports, and they helped a bit i think. Now I've just built 100 more, this time heavy 'cruiser 2's, the best I've got in 1930, doubling and tripling the presence in some areas. They haven't made much of a difference at all. I keep having to go in and editing the save to give myself 200% transport capacity, just so i can keep the experiments going because every turn i lose about 20% transport capacity lol.

?imw=5000&imh=5000&ima=fit&impolicy=Lett

The reason i tired first with subs over surface ships to get transport losses under control was partly to throw disposable subs at enemy disposable subs, wile keeping my hand crafted surface ships away as best as possible. I thought the subs with highest stealth, the costal, might be the best anti subs, but they never really had much luck in that department. My big expensive cruiser subs look like they are missing a few stealth boosting researches and are getting owned already by enemy subs with higher stealth. I'm about to unlock something that should boost stealth a bunch according to its description, but if that doesn't make much of a difference I'll probably give up on subs again completely, scrap them all and build a bunch of ASW destroyers and stick groups of 6 in every waterway to try to protect convoys and sink subs. I don't need subs out there for sinking enemy combat ships, I've got all the capital ships and super cruisers i need for that.

Another bit of interesting ASW info, going from no radar to radar jumped my capital ship escorting light cruiser's ASW score from like 3k to 7k, made a gigantic difference. And i needed it too, my capital ships were almost helpless even when escorted right before i unlocked radar. Must be the big + to recon it gives. I think there is a convoy defense stat in some researches tree, if that stat could be added to radios, radar, scout planes, or just to the hull stats of all destroyers or something, maybe included it in 'shiptypes' somehow? that would be a big help. Then there could actually be something you could proactively do to eliminate convoy lose, if you put enough effort into it.

Link to comment
Share on other sites

11 minutes ago, Fangoriously said:

I keep having to go in and editing the save to give myself 200% transport capacity, just so i can keep the experiments going because every turn i lose about 20% transport capacity lol.

That is too much. I will fix that. Let's say 50% of the current value.

 

12 minutes ago, Fangoriously said:

I thought the subs with highest stealth, the costal, might be the best anti subs

The advantage they have is that those are cheaper and harder to detect, but against other powerful subs they are at a disadvantage

 

15 minutes ago, Fangoriously said:

Another bit of interesting ASW info, going from no radar to radar jumped my capital ship escorting light cruiser's ASW score from like 3k to 7k, made a gigantic difference.

Yes. Also, scout plane for CLs should give a big bonus.

 

17 minutes ago, Fangoriously said:

I think there is a convoy defense stat in some researches tree, if that stat could be added to radios, radar, scout planes, or just to the hull stats of all destroyers or something, maybe included it in 'shiptypes' somehow? that would be a big help. Then there could actually be something you could proactively do to eliminate convoy lose, if you put enough effort into it.

What I tried to do was to force the game engine to always have escorts on convoy battles against subs. But I only got mixed results. You can try to see if it is possible to improve by editing the "battleTypeEx" file.

I am not aware of any convoy defense stat.

 

 

Link to comment
Share on other sites

8 hours ago, o Barão said:

Yes. Also, scout plane for CLs should give a big bonus.

sonar 1, scout planes and depth charges got it to 3k, but radar out did them all pushing it to 7k, thought it a bit funny.

8 hours ago, o Barão said:

What I tried to do was to force the game engine to always have escorts on convoy battles against subs. But I only got mixed results. You can try to see if it is possible to improve by editing the "battleTypeEx" file.

I am not aware of any convoy defense stat.

escort power, that must be what i was thinking of. And invade power, for the inverse.

?imw=5000&imh=5000&ima=fit&impolicy=Lett

?imw=5000&imh=5000&ima=fit&impolicy=Lett

?imw=5000&imh=5000&ima=fit&impolicy=Lett

this last one especially implies this stat benefits transport defense.

Link to comment
Share on other sites

22 minutes ago, Fangoriously said:

sonar 1, scout planes and depth charges got it to 3k, but radar out did them all pushing it to 7k, thought it a bit funny.

And if you set beam and draught slider at 0 plus maximum speed possible, you should be able to reach 8k in small light cruisers.

24 minutes ago, Fangoriously said:

escort power, that must be what i was thinking of. And invade power, for the inverse.

?imw=5000&imh=5000&ima=fit&impolicy=Lett

?imw=5000&imh=5000&ima=fit&impolicy=Lett

?imw=5000&imh=5000&ima=fit&impolicy=Lett

this last one especially implies this stat benefits transport defense.

Interesting, but it applies to transports only vs subs or to the ships protecting from subs attacks? The second image suggests that it only applies to the escorts, but I am not 100% sure.

Link to comment
Share on other sites

2 hours ago, o Barão said:

And if you set beam and draught slider at 0 plus maximum speed possible, you should be able to reach 8k in small light cruisers.

That tends to be how i build all ships in the campaign, cost per ship and upkeep is dramatically less, they have higher speed and range potential, they are just a bit more vulnerable to torpedoes and flooding hits being narrow and low. Cant max out stability for the best 'hull stability and towers' score, but they are good enough firing platforms.

2 hours ago, o Barão said:

Interesting, but it applies to transports only vs subs or to the ships protecting from subs attacks? The second image suggests that it only applies to the escorts, but I am not 100% sure.

My guess is that any ship, or a specified type, that's projecting power in the waterway the transport losses are in, get these bonuses and effect the odds of your monthly losses in the region.

Link to comment
Share on other sites

Posted (edited)

FYI @o Barão, I think there is a minor error in the code:
The german 16" Mk 5 grows absolutely huge if one increases its caliber. Apparently the mass modifier has jumped on the size modifier's place in the code.

Nyttkuva2024-05-16163029.thumb.png.e7e6f604ecacf5f3e5052aa349ba5163.png

 

Edited by HMS Implosive
  • Like 1
  • Thanks 1
Link to comment
Share on other sites

Posted (edited)

BETA v11 - N.A.R. changelog:

  • Updated to UAD 1.5.1.1 Optx4
  • Changed all the global modifiers related to subs and battle autoresolve. It will use STOCK game values. STOCK game experience. I explain in details below why.*
  • Lowered around 50% the transport's losses per turn. Some players reported to me that it was too high and impossible to manage.
  • Fixed an issue with the 16" german mk4 & mk5 size as reported by @HMS Implosive
  • All German big caliber guns, from 17" to 20", will use the standard 3D model now instead of the comical huge square. This also add the benefit for the player and the AI to make it easier to place them on the main and secondary towers.
  • I did some changes to make it more likely to see escorts in convoys missions against subs.
  • I added some escorts to ambush missions, since it is a little silly to see a lonely BB travelling without protection. Report to me if it works.

Link: https://drive.google.com/drive/folders/1ac6FZM6KTnY3Rhm5GRsEO6Zs6V8Jfasf?usp=drive_link

 

*ABOUT SUBS AND AUTORESOLVE*

I finally found out the reason why some players were complaining that subs were impossible to detect and sink. The reason is the recon value. It will increase exponentially the ASW value in late era ships, and was the experience in fighting subs around 1940 that I used to balance them. Because of this, it was almost impossible for ships in early years to fight subs. So now if you find subs incredible weak around 1940, this is the reason. If you still find subs incredible hard to sink around 1910-1920, send a message to the devs. There is an incredible ASW value difference from ships around 1910 to 1940 that makes a nightmare to balance them, and I have no stomach at this moment to make it work. I think the only possible solution is to lower all the recon values (which I already did a little in this version) and to bump ASW from depth charges and sonar in early years so that the gap is smaller and only then try to find a way to balance the subs to make them interesting all years without feeling overpower. It is very frustrating for me trying to find a way to make this work well so for now, stock game values, stock game experience.

 

About the auto resolve. I still noticed some strange results, and I can't force to give reasonable results all the time. So I give up. I prefer to use stock values and if the player sees anything that don't like, go talk with the devs and not me.

 

IMPORTANT: In two weeks, I will go to make a long trip for the next 3 months, so don't expect me to be available every time there is an update from the devs to update the mod. I strongly suggest for anyone interested in using the mod to block steam updates.

  • Set game to update when start game. Do this in game setting(properties)-> update.
  • Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe  in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe"
  • Start a game from this shortcut. Game will run without update.

 

-----   Important   -----

Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.

Edited by o Barão
  • Like 1
  • Thanks 4
Link to comment
Share on other sites

  • o Barão changed the title to "Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
3 hours ago, o Barão said:

All German big caliber guns, from 17" to 20", will use the standard 3D model now instead of the comical huge square. This also add the benefit for the player and the AI to make it easier to place them on the main and secondary towers.

Nooo, muh Comically oversized 17" singlet versus 16.9" twin!!
image.thumb.png.8a359cda96fa86dc0b2788b172790e56.png

Tbh was expecting you to, one day, take offense from these. Well played, Baron!

  • Like 3
  • Thanks 1
Link to comment
Share on other sites

4 minutes ago, XerMGGW-2 said:

Nooo, muh Comically oversized 17" singlet versus 16.9" twin!!
image.thumb.png.8a359cda96fa86dc0b2788b172790e56.png

Tbh was expecting you to, one day, take offense from these. Well played, Baron!

That screenshot is so funny!!! 😁

Link to comment
Share on other sites

I thought they made those wide German guns because they would fit better on the towers? they actually fit worse? lol.

I was finally designing on a modern BB hull in my Japan campaign and went for 20in guns, but notices on the mk2 turret that if i increase the size toward 20.9in, the turret model would shrink. not sure if that's the devs error or what, seems like that pops up now and then.

  • Thanks 1
Link to comment
Share on other sites

5 hours ago, Fangoriously said:

I thought they made those wide German guns because they would fit better on the towers? they actually fit worse? lol.

I was finally designing on a modern BB hull in my Japan campaign and went for 20in guns, but notices on the mk2 turret that if i increase the size toward 20.9in, the turret model would shrink. not sure if that's the devs error or what, seems like that pops up now and then.

This happens when turret max size is smaller than turret min size modifier. Quite hilarious. As far as I know, they are mostly carry overs from vanilla code.

BTW, same happens with high mark soviet 5 inch guns.

  • Thanks 1
Link to comment
Share on other sites

Question @o Barão:

Have you intentionally chosen to use a diffrent model on the late tech british 7" single, double and tripple battleship guns compared to 7" quadruple guns or 8" and 9" guns? The 7" looks a bit out of place in middle of the more modern looking guns.
Nyttkuva2024-05-21160439.png.e6ed170061cd909c92a644f87a3f9aff.png

Link to comment
Share on other sites

2 hours ago, HMS Implosive said:

Question @o Barão:

Have you intentionally chosen to use a diffrent model on the late tech british 7" single, double and tripple battleship guns compared to 7" quadruple guns or 8" and 9" guns? The 7" looks a bit out of place in middle of the more modern looking guns.
Nyttkuva2024-05-21160439.png.e6ed170061cd909c92a644f87a3f9aff.png

I don't like that. That is a leftover from the first gun rework before we had the quad 3D model you see in that image. The same I can say about the 6" x1;x2;x3 on BBs. I will replace both with the models you see on heavy cruisers in the next update. Thanks.

  • Like 2
Link to comment
Share on other sites

BETA v11.1 "updated"- N.A.R. changelog:

  • Updated to UAD 1.5.1.3
  • Replace the British MK4 & MK5 6" and 7", single, double and triple turrets models on BBs and BCs.

 

IMPORTANT: In a few days, I will go to make a long trip for the next 3 months, so don't expect me to be available every time there is an update from the devs to update the mod. I strongly suggest for anyone interested in using the mod to block steam updates.

  • Set game to update when start game. Do this in game setting(properties)-> update.
  • Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe  in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe"
  • Start a game from this shortcut. Game will run without update.

 

-----   Important   -----

Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.

  • Like 1
  • Thanks 3
Link to comment
Share on other sites

  • o Barão changed the title to "Naval Arms Race" mod overhaul. BETA v11.1 - for UAD v1.5.1.3
Posted (edited)

Just a quick note. For some reason, the Google Drive is very slow in uploading the "arcade" version, atm. If you wish to use that version, maybe is better to check later.

Already uploaded.

Edited by o Barão
Link to comment
Share on other sites

5 hours ago, CenturionsofRome said:

Fresh install with latest version. Speed limiter is not in effect for AI. BC is 44.4kn

20240524173605_1.jpg

It should be 37 knots maximum. That campaign you are playing had any turn played where the mod wasn't activated? Or maybe it is a shared design?

 

Link to comment
Share on other sites

BETA v11.2 "updated"- N.A.R. changelog:

  • Some changes to the economy to make it harder to get unrealistic huge fleets and still have crazy amount of money.
  • Some modifiers changed to see if it is possible for the army to invest more soldiers in offensive land actions.

 

Economy changes:

ship_maintenance,0.015 » 0.02 (*same as vanilla)

budget_base,"55,000,000" » 50,000,000

province_income,"40,000,000" » 35,000,000

 

IMPORTANT: In a few days, I will go to make a long trip for the next 3 months, so don't expect me to be available every time there is an update from the devs to update the mod. I strongly suggest for anyone interested in using the mod to block steam updates.

  • Set game to update when start game. Do this in game setting(properties)-> update.
  • Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe  in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe"
  • Start a game from this shortcut. Game will run without update.

 

-----   Important   -----

Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.

  • Like 1
  • Thanks 2
Link to comment
Share on other sites

  • o Barão changed the title to "Naval Arms Race" mod overhaul. BETA v11.2 - for UAD v1.5.1.3
5 hours ago, o Barão said:

It should be 37 knots maximum. That campaign you are playing had any turn played where the mod wasn't activated? Or maybe it is a shared design?

 

Negative. The BC was a campaign-start design (I did a 1940 start) though.

  • Like 1
Link to comment
Share on other sites

4 hours ago, greyghost3000 said:

Do you still have the mod for v1.5.1.0 or v1.5.0.5?

 

No, I usually don't keep old versions.

 

4 hours ago, CenturionsofRome said:

Negative. The BC was a campaign-start design (I did a 1940 start) though.

I think I found the issue. Well, more or less.

lRFdM8n.jpeg

All BCs are limited to 37 knots, however in the "parts" file every ship have a "speed" value, and when using autoresolve, the game engine will use that value as a reference. In this example, we see an AI design with 37.5 knots.

Now the strange thing is, you are seeing a British BC with 44 knots max speed, but the biggest value I see in any British BCs is 39.5 knots.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...