o Barão Posted March 16 Share Posted March 16 (edited) Introduction Naval Arms Race, or simple "N.A.R.", is a mod overhaul for U.A.D. with focus in historical accuracy being applied in reworking several game mechanics. Other gameplay improvements are also made where it is possible to provide a more enjoyable experience for the player. I want to thank “Admiralsnackbar”, for all the help and the precious information shared. Without him, this would not be possible. Update alpha build 0.6 Changelog: All guns accuracy reworked. The bigger the gun, the more accurate will be. The bigger the gun, the less accurate it will be at max range. The smaller the gun, the more accurate it will be at max range. This change will make small guns more effective against targets at close quarters, and will also balance the big caliber guns sniping from long distances. Tribal main tower and new funnels added to british and american modern destroyer hulls Minor changes to weight modifiers. Chapter I: guns Complete rework of all guns in game penetration values with data from real guns used as a reference. Important to mention, that now if you want the best deck pen for a specific range, due to the fact each shell is different (weight, caliber, windshield, ballistic coefficient, propellant, range) it is possible to get a better value by using a smaller caliber gun. *Important information. In N.A.R. 1-inch of penetration equals to 1-inch wrought iron armor. Change barrel length mechanic reworked from the ground. Now increasing barrel size will no longer lower the deck pen, but will also not be OP as in stock game. Lowering the gun barrel is in fact a viable option to reduce the “immune zone” from the enemy ships. In general, it is more balanced. More than 135 guns reload times researched and used as a reference for the different eras and guns mark. Gun's accuracy formula changed. In general, the bigger the gun, the more accurate will be. At the moment, the balance is somewhere between realism and arcade. Around 2.5x – 10x to what was possible in real life. *Depends the time period and range to target. Chapter II: armor All armor values and descriptions reworked with new options added to better represent the different types of armor used in the time period and to give the player more interesting options. Armor component list: Compound armor Nickel steel armor Harvey armor Krupp armor Pre-WWI Midvale Non-Cemented Class “A” armor Krupp cemented armor Pre-WW II Class “A” armor Japanese New Vickers Non-Cemented Armor Thick-Plate Improved Krupp Cemented Terni Cemented KC-Type Variable-Face-Thickness Armor British Cemented Armor *Important for the players to understand, that in UAD, the armor scaling effect doesn’t exist, in other words is not possible to make the U.S. Class “A” armor the best in the world for cruisers but only average for battleships. So, some modifiers were added and dates changed to better represent this. All weight modifiers removed from the armor components. Where it is possible to have some minor differences between different types of armor, in reality the differences are so small that it aren't worth it to mention in the game. With this change, the player will find it impossible to add absurd levels of armor to ships as in the stock game, forcing to use more historical accurate levels of armor in the ships, however because of the penetration rework, these values should be more than enough if you stay inside the “immune zone”. Changed the armor ship cap for BB, BC, CA and CL to historical values. Chapter III: Ship design Many modifiers rebalanced to better simulate real ship weights: fuel; belt armor; deck armor; barbettes; conning tower; crew numbers; crew quarters; torpedo protection; side turret armor; turret top armor; secondaries armor; casemate guns weight. Some gun weights rebalanced. All towers weights halved. Sonar components weight & cost modifiers only applied to the main tower. Chapter IV: Battles Spotting values increased. (credits to Admiralsnackbar for the idea) All formations will initiate the battle in columns and only a few in scout formation. The screen option is still available for the player to use if he wants. The formations will also spawn at bigger distances. In overall, fleet management should be much more enjoyable for the player now. Damage reworked against TBs and DDs. They should now be more fragile in combat. Smoke option disabled. There are some reasons why I choose this, but the most important is the fact the AI doesn’t know when to use it, so it is unfair against the AI and ruins the experience. HE fire chance nerfed a little. Lowered the destroyed section damage penalty and section damage spread multiplier. Gun accuracy penalty against a targeting maneuvering lowered by half. Chapter V: Campaign Lowered the initial starting fleets distances in battle. It should be now quicker to initiate combat, or quicker to catch the AI if it is running away from battle. 7000 tons CA cruisers and 3750 tons CL cruisers available to be built from the start. (1890) Secondary turrets enabled from the start on light cruisers. (1890) Allied support distance increased x3. Now at 3000. It should make allies more useful in the campaign. *needs testing. Tech being researched, revealed at 25% progress. Added 12k shipyard for the Italy 1890 campaign. Chapter VI: Hull & Components changes All destroyers and torpedo boats funnel stats reworked. Maine BB & torpedo cruiser hull funnels buffed. All semi-armored hulls I and II variants got a +10 bonus to stability. Changed Italy default BB hull (1890). Added basic tower II & I to Italy and Austrian BB hull (1890) Sonar components weight & cost modifiers only applied to main towers. Installation 1) First, and this is very important to do. Is to backup, move or delete this files from this location: C:\Users\(user)\AppData\LocalLow\Game Labs\Ultimate Admiral Dreadnoughts - custom_battle_data.json - mission_data.json - save_x.json The reason behind this, is the changes to the game files will probably make all your designs impossible to work with the mod and can make the game crash. 2) Download the resource.assets file, from this location: https://drive.google.com/drive/folders/1q3jd4AXtSRNYvMD7uEtfI51cbwDS-CNQ?usp=share_link 3) Move resources.assets file inside the folder to this location: C:\….Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data 4) Click yes to replace the original file. “New Horizons II” reshade For the players interested in improving the image quality, my previous mod is also included in the pack. Features: Rtx Global illumination Two versions to choose. Rtx version(option A) and a non Rtx version for low-mid PCs (option B ) Many tweaks to contrast; exposure, sharpness, colors to get a more natural and realistic look. Installation: Download “New Horizons II” folder. Place the content inside the folder in ….\Steam\steamapps\common\Ultimate Admiral Dreadnoughts To remove the mod, just delete the files. Shortcut keys in game: “Home”-open/close reshade panel “End”-enable/disable the effects 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. Sorry for my poor English, it is not my native language. Happy hunting, the Baron. Sources https://www.youtube.com/watch?v=BoEFjl0buiM http://www.navweaps.com/index_nathan/metalprpsept2009.php http://www.navweaps.com/Weapons/index_weapons.php https://www.naval-history.net/WW0Book-USN-Armour1937.htm http://www.kbismarck.com/bsweights.html http://www.navweaps.com/index_tech/tech-047.php Edited Wednesday at 10:08 PM by o Barão 4 Quote Link to comment Share on other sites More sharing options...
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