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"Naval Arms Race" mod overhaul. BETA v11.2 - for UAD v1.5.1.3


o Barão

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Haven't tried unmolded or a new campaign, but with both semi real 'swarm' and 'traditional' it gets stuck on the initial loading screen when attempting to load into an existing campaign. At the bottom the text says ....player: united states.... and hangs there indefinitely. Custom battle works.

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5 hours ago, spinaker said:

The new campaign has not been launched, it has been hanging on January 1887 for about half an hour. A variant of Semi realistic-Traditional formations. A clean game, without a mod, it runs normally.

 

5 hours ago, Fangoriously said:

Haven't tried unmolded or a new campaign, but with both semi real 'swarm' and 'traditional' it gets stuck on the initial loading screen when attempting to load into an existing campaign. At the bottom the text says ....player: united states.... and hangs there indefinitely. Custom battle works.

Just woke up and I already know where is the issue. Of course now I have 4 mods versions to update. 😒

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  • o Barão changed the title to "Naval Arms Race" mod overhaul. BETA v4.1.0 - for UAD v1.4.1.0
19 hours ago, Relayer2112 said:

Having some issues with the latest V4.1.0 NAR mod. Campaign works okay (definitely on latest version!) but all ship textures appear black. This affects all hulls and components. Any thoughts?

20231231171358_1.jpg

That is most likely an issue related to your pc. Drivers maybe? Just to make sure, remove the mod and play the vanilla game and see if you have the same issue.

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On 12/30/2023 at 7:16 PM, SpardaSon21 said:

Thankfully, Nebulous (check them out, its basically UA:D custom battles IN SPACE) has a very good mod scene and as a result some guides on just how to do exactly that!

image.thumb.png.079d30218e9bb245f178b0685527b2f2.png

Let me know if that works out for you!  It will only bundle things that are in a Bundle folder though, so be careful on how your assets are set up in the editor.

Ive been looking for a script that actually works LMAO ill see how it goes today with this one

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9 minutes ago, Pappystein said:

rdMwTIM.jpgErr, I may have done something wrong with the latest update?   Spain Dreadnought I 

I chose the Semi Realistic with real formations version of that matters.

The mod versions will only affect the guns' accuracy, ships formations and AI behavior in the battlefield. I just checked that hull and I don't have any issues. Delete the custom save file, or move to another folder, open the game and try to design that hull again in custom battles. Should be working fine.

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2 hours ago, o Barão said:

The mod versions will only affect the guns' accuracy, ships formations and AI behavior in the battlefield. I just checked that hull and I don't have any issues. Delete the custom save file, or move to another folder, open the game and try to design that hull again in custom battles. Should be working fine.

After a shut down of the game and restart it reverted to proper look   Just a weird memory glitch I guess

 

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16 hours ago, o Barão said:

Check the barbette armor weight.

Right, thanks, it tends to start too high, but still seems to weight too much even after reducing. There's also the "Fuel/Etc" which even at minimal range and otherwise bare hull is still the biggest position in list.

I'm currently trying to recreate build like Yamato and it's not happening unless i strip most of the additional protections, which seems unlikely since Yamato was designed with all those in mind.

Same with Fuso previously, no way i fit into that displacement while having those main battery, not even when i went to british BC protection levels.

Overall i might be mistaken since i'm not nerdish enough to ponder each milimeter of armor, but i hoped for some more freedom of design than in vanilla (rest of the mod seems to improve it much, even the critically unfun naval invasions seems to be better so i appreciate the work).

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I'm a bit confused how to install this. Following the mega link reveals an English.lng file and four folders each with a resources.assets file, none of which seem like the resources.assets file I'm actually looking for. 

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1 hour ago, Vanhal said:

Right, thanks, it tends to start too high, but still seems to weight too much even after reducing. There's also the "Fuel/Etc" which even at minimal range and otherwise bare hull is still the biggest position in list.

I'm currently trying to recreate build like Yamato and it's not happening unless i strip most of the additional protections, which seems unlikely since Yamato was designed with all those in mind.

Same with Fuso previously, no way i fit into that displacement while having those main battery, not even when i went to british BC protection levels.

Overall i might be mistaken since i'm not nerdish enough to ponder each milimeter of armor, but i hoped for some more freedom of design than in vanilla (rest of the mod seems to improve it much, even the critically unfun naval invasions seems to be better so i appreciate the work).

 I like to keep the mod as realistic as possible, with some freedom being applied if the situations somehow ask for it for a better gameplay experience. At the moment there is an issue with barbette weight, because it was historical a heavy part of the ship which is reflected in the mod in the current state, but the way the game works it seems it makes no difference using or not. I am considering nerfing this value but increasing in other areas to compensate a little, maybe. It is a possibility.

Fuel is also another problem. I used the values from the Bismarck, but this is not the same for all ships. Coal ships are different, also other modern ships have different values, different engines, different ranges. So it is very difficult to use universal values that are good enough for all ships.

To have some freedom is good, to have too much freedom is terrible for the gameplay, IMO. I will never want a design ship process where the player is not forced to think. I want the design process to be an interesting part of the gameplay, where the player needs to make decisions to accomplish what he thinks is important for the ship role in the game.

About the Yamato.

Pj1Qdx4.jpg

mnfAhOA.jpg

 

I am considering rebalancing the barbette armor weight, fuel and compensate a little by increasing the belt/deck weight values. This should give a little more freedom. I would prefer to wait for the DD rework, but I can make this now if you guys prefer.

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Finally i tried to build 100000 tons super battleship. utter failure, i would have to arm it with battery of a ship 1/3rd its mass.

Btw it's only battleships with that problem, there is no problem to make fasts, heavily armed and decently armored Heavy and light cruisers and even destroyers. But in case of battleships, especially those bigger than 30000 tons (modified dreadnought+) there is barely even any choice, spedd is so-so, but i can get neither protection nor weapons.

"I want the design process to be an interesting part of the gameplay, where the player needs to make decisions to accomplish what he thinks is important for the ship role in the game. "

Right, but it's not that at the moment, the role of battleships is to dish and take damage, it can't do both right now, paradoxally the easiest thing to get is the speed due to vanilla mechanic of scaling, but you would theoretically balance armor, other passive defences, and weaponry. Right now passive defences like bulkheads are absolutely non-negotiable, if you do not take max of it, you're dead fast. Except that there is not enough weight left not only for both decent armor and weapon but for even one of those, so even if you choose one of them, the entire ship is getting pointless since if you want weapons then Battle Cruiser would be better and if you want armor it would be useless anyway since no matter how thick armor the ships are still getting sink fairly easy.

Edited by Vanhal
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1 hour ago, Vanhal said:

Right now passive defences like bulkheads are absolutely non-negotiable, if you do not take max of it, you're dead fast.

Bulkheads were already rebalanced inside the mod. I still recommend using maximum, but it is possible to go with high or standard if you are not expecting to have the belt being pen multiples times in a short time period.

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7 hours ago, Captain Trek said:

I'm a bit confused how to install this. Following the mega link reveals an English.lng file and four folders each with a resources.assets file, none of which seem like the resources.assets file I'm actually looking for. 

Move English.lng file inside the folder to this location: C:\....\Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data\StreamingAssets\Languages

 

Choose the mod option and download the resource.asset file

Move resources.assets file inside the folder to this location: C:\….Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data

 

Replace the files and you are done.

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3 hours ago, o Barão said:

Bulkheads were already rebalanced inside the mod. I still recommend using maximum, but it is possible to go with high or standard if you are not expecting to have the belt being pen multiples times in a short time period.

i dont see any problem with the wieght in this mod you can make a fairly balanced ship or wacky over the top ships pretty easily like

Untitled.jpgand this is at 1920 of the campain i can easily lessen the number of guns to ad bigger guns or more armour and 14 inch KC at 1920 is pretty safe unless i use this ship to brawl at point blank

Edited by Lucky Kadono
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over the last 5 years I've been converting all my ships to having 1.5in splinter protection on all barbet armor and haven't run into any problems. The only time i got ammo detonated was on a for deck extended hit from something I was broadsiding, somehow. Doing so unlocks an ungodly amount of extra tonnage to play with, here's my US BCIII with 9 18in guns in 1932.

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

with -15% barrel length in the 18in guns, that still have ~30km range.

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

that's just one example, my old dreadnaught 2 is running 4 14in quad turrets, everything dreadnaught 3 and up has at least 12 16in guns, at least 3 of my capital ships have 18in guns, and I haven't even touched the 'modern' hulls yet, they will be running 20in whenever possible.

Hey @o Barão, very shortly those stupid 15in caliber restrictions on the US modern BC and large cruiser, and 17in restriction on that modernized dreadnaught II, are gunna crimp my style pretty hard, and are silly in the face of what all my much older ships already run. could that be done away with? Also a hard cap on how much barbet armor you can place, for the sake of the AI and the terrible designs it makes when it puts half the available tonnage it can use into 20in of barbet armor, it needs to be saved from itself.

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Can someone please go into a bit of detail what the four mod options are, did he explain it somewhere?

What is the "default" option that most people use?

 

I think I installed "Arcade-Traditional formations". Is that the "default" one?

Is there any way I can tell which one I installed?

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BETA v5.0.0 N.A.R. changelog:

  • Weight rebalanced.

Fuel and barbette weight lowered. Belt armor and Deck armor increased a little to compensate, but in general the players should have much more freedom. Anyway, I am tired and busy atm with other projects in life, so I will take a few weeks break.

 

Have fun. :)

 

 

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I’d like to install this mod, but after I’ve correctly replaced the required files in the game folder, I get a grey screen when starting the game. What am I doing wrong?

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Can someone please go into a bit of detail what the four mod options are, did he explain it somewhere?

What is the "default" option that most people use?

 

I think I installed "Arcade-Traditional formations". Is that the "default" one?

Is there any way I can tell which one I installed?

 

Is there an option to choose to make AI fleets more aggressive? I just fought a battle with 2xBC and 4xCL against 10xCA plus 30 assorted escorts and the AI fleet just sailed in a straight line, not even away from me. Just courteously keeping a distance at which I could fire at them with impunity while they couldn't return fire. If the AI was more aggressive they could have just swarmed me and given me a real fight.

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