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>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)


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Dear Admirals,

We are very happy to announce the next major update of Ultimate Admiral: Dreadnoughts, an update which aims to polish the game in all levels of gameplay and improve it in various aspects that players requested. 

Please read all the necessary information in our blog:

https://www.dreadnoughts.ultimateadmiral.com/post/major-update-v1-3

or in our Steam news section:
https://steamcommunity.com/games/1069660/announcements/detail/3686802895195238559 

================

v1.3.1 R Hotfix
https://steamcommunity.com/games/1069660/announcements/detail/6300017307877090123 

v1.3.2 Rx2 Hotfix
https://store.steampowered.com/news/app/1069660/view/3681174664042257564 

 

Updated Repaired version with the following:
- Weather system further improvements.
- Fixed a remaining issue of formations (when a ship had to re-order it did not try to evade effectively enough).
- Battle AI adjustments.
- Targeting adjustments.
- Auto-Design optimizations. Fixed also potential unbuildable transport ships which could make a campaign battle unloadable.
- Fixed issue that made Campaign AI to scrap ships before they were built.
- Fixed some guns of the new USA cruiser towers which prevented small guns from being mounted on them.

==============

Updated Repaired x2 version with the following:
- Fixed old bug that could delete ships of player and destroy the campaign due to bugs created.
- Fixed crew losses not applied after battle to show in the battle result window.
- Formation logic minor fixes/adjustments.
- Improved Battle AI further into maintaining an effective firing line.

==============
v1.3.3 R Update
https://steamcommunity.com/games/1069660/announcements/detail/3700315596679825643

Uploaded Repaired version including the following:
- Fixed bug that did not allow player ships to be validated in the constructor, if they did not have a certain number of guns  (We are very sorry for this temporary inconvenience).
- Fixed event messages appearing in the menu after a finished campaign.
- Fixed the scale of large caliber Spanish guns (they were too small). This change will most possibly require a re-design of Spanish late tech ships).

Uploaded Repaired version x2 including the following:
- Fixed sun movement and world orientation. Now the sun will properly rise from the east and set from the west. The lighting fixes will make weather graphics even better.

Uploaded Repaired version x3 including the following:
- Fixed the orientation of messages showing the approximated position of smoke from invisible enemies.

==============

v1.3.4 Update
https://steamcommunity.com/games/1069660/announcements/detail/3700315596686976012 

==============

v1.3.5 Update
https://steamcommunity.com/games/1069660/announcements/detail/3719456529716808149 

==============
v1.3.6 Update
https://steamcommunity.com/games/1069660/announcements/detail/3719456529724651366 

==============

v1.3.7 Update
https://store.steampowered.com/news/app/1069660/view/3719456529734695613 

Uploaded Repaired version:
- Fixed critical bug that caused fleets to not move on the map.  We will check to fix what else is necessary tomorrow.

Uploaded Repaired version x2:
- Fixed, hopefully, all issues with Task Force movement in relation to their denial zones.
- Fixed Refit design interface not clearing up when exiting to main menu, and resulting to merge with custom battle interface causing  invalid designs and various errors.
- Fixed an exception which could result in no funds gain after selling a used ship.
- Various other minor optimizations and fixes.

Uploaded Repaired version x3:
- Fixed, a few minor issues regarding task forces' movement and also improved the AI so that it can approach closer to enemies and trigger offensive missions more consistently.
- Fixed missions against minor nations not enabling properly. You will notice an increased activity involving the smaller nations.
- Improved the logic of Ungoverned territories so that major nations will try to capture them with much more probability and persistence, after a major nation dissolves.
- Fixed problems that made Ungoverned territories to be almost unbeatable in minor conflicts against them.
- Fixed a very rare exception which caused campaign generation to freeze or campaign turns to freeze during shipbuilding.
- Fixed some minor UI issues.

==============

Hello Admirals,

In the previous update we introduced a new and important upgrade to the Campaign System, which is the more realistic mechanics for the naval task forces. We continue the improvements with polishes on the mission mechanics system and an improved balance of the economy. Please read:

v1.3.8 Update
https://steamcommunity.com/games/1069660/announcements/detail/3696939164843071893 

Uploaded Repaired version including the following:
- Improved the mission generation system so that the decisions to invade lesser nations take into consideration the relations with major nations. An invasion will be decided only if the county has no major ally or if the relations with a major nation are near war or at war. This improvement addresses the temporary problem of too frequent wars, happening just because major nations invaded minor allies of other major nations, causing instant decrease of the relations to the minimum level. A campaign restart is necessary to notice these changes more evidently. 
- Fine tunings to tension and relations adjustments between major nations, to balance the system further.
- Submarines have now even more effect in raiding transports (auto-attacks per month). Combat against submarines will utilize with more importance the ASW of ships and the stealth of submarines.
- Ship fuel replenishment is now more affected from nearby supply ports. Sending your fleets to unsupported sea regions should be suicidal.
- Power projection matters more in the generation of invasion missions against minors. By sending a large fleet in a sea zone, you will make it more probable an event to conquer a smaller nation.
- Fixed bug causing a dissolved nation to not disappear in the next turn, and still fight.
- Fixed decor parts not interacting with obstacles in some cases (for example, casemate doors to not disappear when we add a gun).
- Some UI minor fixes.
- Other minor improvements. 
***Campaign AI adjustments*** Extra update
==============

Hello Admirals,

Here is another update for you.. Please read:

v1.3.9 Update
https://steamcommunity.com/games/1069660/announcements/detail/5730315123630573630 

Uploaded Repaired Version including the following:
- Reduced income bonus for the Ai in Hard and Legendary mode (it seems that the game became much harder for the average player who used these settings).
- Fixed "Mount 2" error further. This false positive error should now appear much less often.
- Fixed required tonnage not updating properly for naval invasions. (The problem is addressed only for new invasion instances).
- Fixed some barbette errors appearing mainly in refit processes.
- Fixed an alliance check error which could result enemy ships to wrongly use enemy ports.
- Fixed an UI issue which created too large offset for tooltips.

Uploaded Repaired Version x2 including the following:
- Fixed required tonnage of Invasions not updating correctly (Definite fix).
- Fixed issue which could make camera to freeze in ship design environment of campaign.
- Aiming mechanics' refactoring, fixes of issues.
- Fixed allied ships staying for too much time in their allies' ports.
- Fixed minor allies not refueling and re-arming properly (So they could be very weak in late battles and retreat always).
- Fixed some tech issues (2x hull techs that did not have bonuses if no hull was available for a nation, a 1100 tonnage DD becoming obsolete in wrong year).
- Improved part placement snapping. 

Uploaded Repaired Version x3 including the following:
- Further aiming repairs and optimizations. The aiming progress should now work as good as possible without too frequent maximization to 30x level. Furthermore, the battle fps should be better optimized due to the new code.
- Fixed issue which could cause guns or ships to freeze during battle due to a code exception.
- Fixed error that did not allow to reset aiming with Ctrl + Space.
- Fixed old issues of the Destroyer Tech tree in 1900-1910 era. (1100 ton Destroyers not becoming available for some nations in the correct techs and other).
- Various UI fixes and minor improvements.

Uploaded Repaired Version x4 including the following:
- Fixes on target switching and further aiming progress optimizations. It is advised for modders to use the current config base for no bugs in targeting.
- Fixed some issues on the mechanics of returning to port for repairs.
- Fixed problem which could cause too large minelaying radius of submarines and too little area to navigate because of this.
- Fixed issue that caused a strait to not change owner after being conquered.
- Further minor improvements and repairs on UI.

Uploaded Repaired Version x5 including the following:
- Battle AI optimizations.
- Aiming optimizations (fix of too slow big gun aiming progress).
- Fix of bug that caused inefficient targeting from both sides of the ship.
- Fixed further some UI issues including large tooltip offsets for 4K monitors.
- Fixed bug that caused inconsistent "required tonnage" update in naval invasions.

Uploaded Repaired Version x6 including the following:
- Further aiming optimization. Works more consistently and costs much less in fps performance.
- Fixed 2 reasons that could cause a campaign turn to freeze. Bugs were related to pathfinding and minefield calcs but could show up freeze during "Relationships" or "Building" processes for the player.

Please restart Steam to download the update fast.

Please note that after this small update  it is planned to offer the next major update v1.4 that will be finished in the coming weeks. Unless something important needs a fix, no more minor updates are scheduled.

============

Hello Admirals,

Here is a list of things that out new small update offers in order to make the game more stable and more enjoyable:

v1.3.9.1 Update
https://steamcommunity.com/games/1069660/announcements/detail/3647401472366982314 

============

Hello all,

A small update that fixes and improves aspects of the game is now available for you. Please read:

v1.3.9.2 Update
https://steamcommunity.com/games/1069660/announcements/detail/3647401472381202880 

Uploaded Repaired version including the following:
- Fixed temporary turn lag problem caused by unoptimized fixes for Power Projection calculations.
- Fixed some issues of Refit mechanics: Potential wrong refit time calculations, Auto-Refit potential ineffectiveness causing also turn lags.
- Fixed minor issues in Alliance logic.
- Fixed a minor issue in VP calculation which though could create wrong outcome (Defeat instead of Victory).

============

Hello all,

You can check our latest small addition which improves further the game:

v1.3.9.3 Update
https://steamcommunity.com/games/1069660/announcements/detail/3647401472393966446 

============

Hello everyone,

Here is a small update, improving further the game. Please read:

v1.3.9.4 Update
https://steamcommunity.com/games/1069660/announcements/detail/3647401472407520840 

============

Hello again Admirals,

We continue to optimize the game, offering this new update:

v1.3.9.5 Update
https://steamcommunity.com/games/1069660/announcements/detail/6533084468178371962 

============

Hello fellow admirals,

We offer a new update in response to your recent feedback. Please read:

v1.3.9.6 Update
https://steamcommunity.com/games/1069660/announcements/detail/6533084468191788839 

Uploaded Repaired version:
- Fixed temporary issue in shipyard causing the selected parts to appear in blue wireframes.

Uploaded Repaired version x2:
- Fixed temporary issue making part highlight not to work during combat.
- Fixed issue that could make a shared design to not save.
- Various optimizations/fixes on hulls and parts. Issues on them could cause auto-design errors or other problems.

============

Hello Admirals,
Here is another update that improves the game. Please read:
v1.3.9.7 Update
https://steamcommunity.com/games/1069660/announcements/detail/3673299163381154610 

============

Hello Admirals,

We just deployed a minor update featuring essential fixes and improvements, which were possible thanks to your very helpful recent feedback and reports. Please read:
https://steamcommunity.com/games/1069660/announcements/detail/3647404008466331313 

Uploaded repaired version including the following:
- Fixed temporary minor issues of the new Mexico provinces.
- Fixed minefields of an ended campaign doing damage in the first turn of a new campaign in the same gameplay session.
- Fixed a rare blockade mechanics inconsistency causing a nation to blockade itself.
- Fixed issues that could cause ships to lose their destination port while they are under repairing or commissioning mode.

Uploaded repaired version x2 including the following:
- Fixed temporary issue causing ships to be sent to repairs inconsistently.
- Fixed an old bug which could cause a game freeze during a campaign turn.
- Fixed an old issue which could cause steering to freeze during a battle when ships reached the battle map limits.

Uploaded repaired version x3 including the following:
- Fixed all latest issues of ship repair logic. This update is essential. Please do not report old problems with a prior version of the game.
- Improved some hulls that were not able to fit some towers.
- Improved part mounting logic.

Uploaded repaired version x4 including the following:
- Fixed some rare bugs that could cause a battle or campaign freeze.
- Fixed a few rare technology issues that could make some techs to become available sooner than they should.
-Auto-Design fine tuning.

Uploaded repaired version x5 including the following:
- Auto-Design optimization (it is faster and more effective).
- Campaign's ship repair logic optimized. Ships will not travel to ports of distance more than one turn, if none available is nearby. 
- Fixed issues of power projection logic that could not evaluate some  sea areas correctly, and consider them with own ports.
- Fixed problem that made naval invasions to be limited versus the same major nation.
- Fixed issues that could potentially make saves unstable and not store territory conquering consistently.
- Added radio stat to all destroyer towers that was missing it.
- Iron armor is now more cost-effective.

========

Hello Admirals,

This is an update which aims to be stable and enjoyable enough before the major update which will become available first as a beta, at sometime in late August or Early September. We will of course offer any required hotfixes if they are needed. Please read what this update includes:

v1.3.9.9 Update
https://steamcommunity.com/games/1069660/announcements/detail/3647404642078080883 

Uploaded repaired version including the following:
- Balanced the bombardment (after the latest improvements it happens much more often when you are close to enemy ports) and fixed the auto-resolve to not cause damaged when you face only TR in port strike missions.
- Fixed a rare crash issue that could happen before a battle, a bug related with victory conditions.
- Fixes and fine tunings of the auto-design logic.

Uploaded repaired version x2 including the following:
- The Strike missions which include only Transport ships for opponents will now be only auto-resolved. 
- Victory Points gained from Transport sinking rebalanced according to latest improvements in the mission generation system.
- Fixed rare UI bug which could show a port strike mission against own port.
Please restart Steam to get the update fast

 

 

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I'd like to adcvice you something. It is really nice, you're redrawing map to make it more accurate. I know, you're rather aiming for sth like 'Diplomacy' board game map accuracy, than HoI3, but I'd like to reccomend to you map from the game 'Darkest Hour: a Hearts of Iron Game'. It is an old, GSG game, on HoI2 engine, and therefore its map aims to be as accurate as possible with as little provinces as possible. And as far as I know (and I've played many, really many GSG games) Darkest Hour has the most precise province borders, which offers most of borders combinations between 1900-1950s , keeping numbers of these provinces as low as only possible. I think it might be useful for you with further redrawing of the borders. Below is an example of Europe, which is always the most trublesome. Of course, you can merge many of these provinces into even bigger ones, just keeping accurate borders, since UA: Dreadnoughts aims its gameplay almost entirerly on the Navy and not land warfare, but trust me. Nice polished, accurate 1890-1940s province borders is something that would bring immersion of the campaign onto completely different level.
image.thumb.png.ad7612073a97a484907242fa658aa162.png

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Still need to replace the destroyer funnels on the Spanish and Chinese Modern Dreadnought Hull I with something that actually fits and won't cause massive offset issues. The Mega Funnels would be more appropriate for this type of ship. Still a great game and love the progress.

Thank you.

funnel-1.jpg

funnel-2.jpg

funnel-3.jpg

funnel-4.jpg

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I converted my old campaign save (not even 8 hours old...), and I can see it saved as save_0.bin in the save folder, but when I try to load campaign it can't find the file.
After trying to load, the save file is gone (I still have a backup though).
I tried starting a new campaign, saved in slot 3 as save_2.bin, and it shows up in the save folder and can be loaded just fine.

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9 hours ago, Cborg1700 said:

Still need to replace the destroyer funnels on the Spanish and Chinese Modern Dreadnought Hull I with something that actually fits and won't cause massive offset issues. The Mega Funnels would be more appropriate for this type of ship. Still a great game and love the progress.

Thank you.

funnel-1.jpg

funnel-2.jpg

funnel-3.jpg

funnel-4.jpg

You can increase the Beam and try to constraint in using more funnels in this particular hull.

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image.thumb.jpeg.bbe76868a772e8dcd385ee27d0caa0cc.jpeg

when we will get the auto-resolve battle sorted out?

This is ridicolous, it was a single 1100tons dd against 6 of my state of the art bcs with radar, that goes 31 knots and they were fully fueled and everything.... Not even if my BCs were stationary and every single torped connected it could have done this damage

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I am currently doing a full time battle with 5x speed. Enemy are not spotted but presumably following me all the time. My DD is 92km from my BB and I just can't end the battle until the time ran out. I can't spot the enemy, but they can spot me (with far inferior tech).

image.thumb.png.3d7e166f522a0775fa5ad6dd1b9f1942.png

image.png.6995b0d0ad5da8b6df3369889c1f471c.png

With that debuff, I have a better chance finding a needle in a haystack than hitting any ships. (Torpedo's now too good, as enemy unable to dodge in time).

Finally, with 11 mins left on the clock. I can leave!!

Edited by Vinrellren
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3 hours ago, Narbar said:

I think alot of good new editions, I like the weather system.

 

My main wish list is for a reworked politics system and more hulls

For more hulls would be nice that are nation specific and more fixes and corrections to turrets and guns that dont work properly or dont fit properly either.

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The Mighty Italian Colonial Empire

Just an absurd example of how random attacks on minors/ungoverned work. My government prefers to conquer the desert, but not one of the most important strategic points on Earth, where there is also oil.

Edit: Well, you may ask why I didn't take over Egypt when Britain was still there. My landings with positive tonnage failed twice, and then Britain broke up, that's why.

2023-05-11-11-32-59.png

Edited by Lima
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Is anyone else running into the issue of the AI not building ships? or at the very least not building a lot of them. 1900 start currently in 1906

Britain : 44 ships, building 98 (good) (3,038,406,000)
France : 42 ships, building 1 (? they have 2,451,412,000 in the bank , like why?)
Italy : 27 ships, building 3 (1,909,006,000)
Japan : 30 ships, building 3 (1,151,939,000) while in a war with Russia
Russia : 51 ships, building 0 while being in a war with Japan and Austria-Hungary (1,644,561,000)
Austria-Hungary : 0 SHIPS, building 35 (before they got declared on Austria had 14 ships for like 4 years wtf) (1,579,413,000)
China : 42 ships, building 0 (309,395,100 in this case I can possibly see this being okay since they don't have a super insane budget like the others)
Spain : 16 ships, building 0 (1,244,280,000) W.T.F
Germany : 10 ships, building 4 (1,472,374,000) What the hell is going on.

I'm playing the USA on Legendary Difficulty and not a single AI is actually building anything aside Great Britain and Austria-Hungary because they got bodied.
Why is the AI not building actual navies , how is this supposed to be fun for the player. I picked Legendary difficulty so that I could fight a lot of battles were I could be outnumbered. Instead If I wanted to I could outnumber nearly the entire COMBINED navies of the AI here. 

The last time I played this game 1.2.9R the AI built ships fine, what the hell changed for them to be so neutered now? Surely I'm not the only one that noticed this right?
 

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I wish there would be two options for Weather.

1.) To have the visuals always sunny, but not the "calculated virtual weather modifers".
So that modifiers like night or rain can exist, but you still can actually see everything.

2.) To have both, the visual and the virtual weather off and have it always sunny.
 

Beside that, night and fog battle are happening far too often.

For me personally the weather systems is just no fun. The modifiers for bad weather or night are just making the battles far too long, if you play pre 1910 with bad hit chances and there is just no real gameplay value there in those. Like nothing really changes, besides that I cant see the ships if Im not scrolling on top of the deck or that we have to do anything different. Its just a flat - modifier to hitrate for both sides. Some of the weather effects look really nice, though, like rain, storm and wave effects.

I get why the system is there, I would just propose to make it an option, so in the end everyone can decide for themselve.

Edited by Rucki
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9 hours ago, Deathbringer221 said:

The last time I played this game 1.2.9R the AI built ships fine, what the hell changed for them to be so neutered now? Surely I'm not the only one that noticed this right?
 

Regardless of how much money they might have in the bank, the latest updates neutered national cash flow to a large degree- in an 1890 start, Austria-Hungary can barely maintain 8 cruisers before going into the red.

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5 hours ago, Nick Thomadis said:

Such kind of bug was reproduced so far in saves that were edited by players or by using mods. Have you edited in any way the game?

No, I haven't. It happened twice for me but no more. Right before this bug I was browsing Shipyard but I did not finish the design just because I didn't have good enough tech and money to build it. I think it's a Dreadnought III but I'm not 100% sure.

It was just a static model. Wasn't moving and all the ships were just ignoring this hull like it was not there.

Edited by HaMaT
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4 hours ago, Rucki said:

I wish there would be two options for Weather.

1.) To have the visuals always sunny, but not the "calculated virtual weather modifers".
So that modifiers like night or rain can exist, but you still can actually see everything.

2.) To have both, the visual and the virtual weather off and have it always sunny.
 

Beside that, night and fog battle are happening far too often.

For me personally the weather systems is just no fun. The modifiers for bad weather or night are just making the battles far too long, if you play pre 1910 with bad hit chances and there is just no real gameplay value there in those. Like nothing really changes, besides that I cant see the ships if Im not scrolling on top of the deck or that we have to do anything different. Its just a flat - modifier to hitrate for both sides. Some of the weather effects look really nice, though, like rain, storm and wave effects.

I get why the system is there, I would just propose to make it an option, so in the end everyone can decide for themselve.

Bad weather and low hit chances gives you lot of new possibilities and tactics. You can sink ships which are fsr superior in clear weather (you can not approach them). 

So I actually like bad weather. Playing Spain and I'm outnumbered all the time, can not afford BBs at all and bad wether gives my CLs a chance to approach BBs more easily and torpedo them or riddle them with 100mm and 60mm quick firing guns.

Edited by Zuikaku
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