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AI still needs some help with range management. (And a few other things...)
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DKS Konig here was charged with defending a convoy. However, instead of doing that, she decided to run away from 2 USN CB's sent to destroy said convoy. However, there were 2 main problems with this decision. First, she's slower than the USN cruisers that are now tailing her, with the convoy having been destroyed in rather short order. So, unless she can manage cripple both ships, she won't be able to out-run them to safety. Second, she has shorter range guns than the CB's, with a max range of only 20.1km, as opposed to the CB's 45.8km, meaning that the CB's are going to be firing at her pretty much the whole time as the range closes. Now that the range is close enough for her to open fire, 44% of her crew is dead, one of the rear guns has been knocked out, with the other moderately damaged by enemy fire. As far as the game is concerned She Has Only Just Entered This Fight, But Is Already On Death's Door. Konig can only take a handful of casualties before she surrenders, and has to deal with 2 intact CB's.
The Only Way For Her To Run Away Is To Sink Or Disable Her Pursuers. This Has Been The Case From The Start Of The Battle, But Now That She's Actually Trying To Do That, It's Too Little, Too Late.

Edited by SodaBit
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Pardon me for asking here but...what exactly does Naval Bombardment do?

My Maneuver Warfare tech shows 'Naval Bombardment Tactics +15%'.

Is this part of 'Invade Power'? And if it is, shouldn't it just be called that? If it's something else I can't find it in the Help.

Edited by Admiral Donuts
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Shouldn't Unrest work in the following manner?

You lose a Conquest - slight unrest increase, and/or perhaps a decrease in Naval Prestige.

You win a Conquest - unrest increases as a function of percentage of total population, to represent the unrest in that territory alone, with a set cap on total potential unrest increase at one time.

Example - I have 100 million population. I conquer a territory of 1 million population. My unrest goes up 1%.

Example 2 - I have 100 million population. I conquer a territory of 100 million population. My unrest increases not at 100%, but at whatever the cap may be, say 34.5 or less.

It just seems to be all over the place right now.

 

 

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Convoy "escorts" popping up smoke right away and trying to save their pittyfull hulls when single raider appears. Instantly abandoning convoy in the process. Hillarious! Epic!

 

Also something is strange with campaign AI. US and Germany both got high GDP and are full of cash but their tech levels are very behind. Interestingly, UK does not have the same problem.

Edited by Zuikaku
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Is it possible to somehow understand the logic of AI?

Yesterday we played several custom battles, a battleship and a light cruiser against a battleship and two destroyers. In the first battle, the destroyers simply uselessly spent the entire battle overboard of the battleship, without trying to launch a torpedo attack (on each 3 five-tube torpedo tubes, 1930). They could just quickly enter the launch range, release torpedoes and immediately turn around in smoke.
Speaking of smoke, the same destroyers immediately from the start of the battle for some reason gave smoke, although there were 50 km between the squadrons. And this often happens in the campaign, for some reason the bot immediately turns on the smoke.
In the second battle, the situation is no less stupid: the battleship fired 90% of the time with the main caliber at the light cruiser, and hit the battleship with a medium caliber (203mm). Naturally, the main caliber smeared (406 mm, the accuracy of 0.3-0.5 on the cruiser), and the average caliber did not really penetrate the enemy... The cruiser was not the closest target. More precisely, it was, but for a few minutes, and then went overboard of the battleship, but the enemy battleship still stubbornly fires with the main caliber at a more distant and smaller target.

Maybe add a few buttons to the battle screen with a choice of aggressiveness of the enemy's behavior?  I don't mean my ships, but the enemy. At least indirectly, but the second player (for whose ships AI is playing at the moment) could you at least somehow ask them tactics? At the band level of orders like "keep your distance", "get closer", "launch torpedoes", etc.? And also choosing the priority of goals? (this could also be done by ships under the player's control). This is certainly not multiplayer, but it will help players to fight each other with their ship designs (we sometimes do this in discord). 

Naturally, this is only for custom battles, not for the company.

Maybe the idea is not simple, but it would be interesting! Thanks!

Edited by Grizli60rus
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7 hours ago, Admiral Donuts said:

Pardon me for asking here but...what exactly does Naval Bombardment do?

My Maneuver Warfare tech shows 'Naval Bombardment Tactics +15%'.

Is this part of 'Invade Power'? And if it is, shouldn't it just be called that? If it's something else I can't find it in the Help.

This is the actual damage done to the port after the battle.
port_damage_factor,0.45,How much damage is dealt in successful Port Strike missiions modifier,,,,,,,
port_damage_max_threshold,0.66,Max % of Port Damage in Port Strike mission,,,,,,,

so first is the initial damage done, without tech. Second is the max possible done, added by techs.
Someone please correct me if I'm wrong

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4 minutes ago, Galaksee said:

Hello please tell me how can I help you to fix the French language 😮

you can edit the French translation file in this location: C:\...\Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data\StreamingAssets\Languages

Edited by o Barão
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a little problem that about recurring buffs tech in late game.

unlike others normal tech that won't change ship blueprint's weight after research it.

recurring buff in late game will use to blueprint immediately, like "super torpedo protection" and others.

and because they will add weight.the ship could become overweight that I can't build them anymore.

though I can use a trick to re-build it in the same class. but recurring buff still need to work like normal techs.

edit: I don't have 100% sure it is because recurring buff, a but it usually happened after I starting research them.

BTW,  "super torpedo protection" will add construction time is seem horrible to me.

9RMtGDO.jpg

SNwFa5s.jpg

Edited by itolan1752
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  • Nick Thomadis changed the title to >>>v1.3 Feedback<<<(Latest Update: v1.3.9.4)
5 hours ago, itolan1752 said:

a little problem that about recurring buffs tech in late game.

unlike others normal tech that won't change ship blueprint's weight after research it.

recurring buff in late game will use to blueprint immediately, like "super torpedo protection" and others.

and because they will add weight.the ship could become overweight that I can't build them anymore.

though I can use a trick to re-build it in the same class. but recurring buff still need to work like normal techs.

edit: I don't have 100% sure it is because recurring buff, a but it usually happened after I starting research them.

BTW,  "super torpedo protection" will add construction time is seem horrible to me.

9RMtGDO.jpg

SNwFa5s.jpg

put your research points into Hull construction, Armor forging, and also Boilers. They automatically lighten the ship. Also, you can later reduce anti-flash barbette and torpedo belt

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12 hours ago, itolan1752 said:

a little problem that about recurring buffs tech in late game.

unlike others normal tech that won't change ship blueprint's weight after research it.

recurring buff in late game will use to blueprint immediately, like "super torpedo protection" and others.

and because they will add weight.the ship could become overweight that I can't build them anymore.

though I can use a trick to re-build it in the same class. but recurring buff still need to work like normal techs.

edit: I don't have 100% sure it is because recurring buff, a but it usually happened after I starting research them.

BTW,  "super torpedo protection" will add construction time is seem horrible to me.

9RMtGDO.jpg

SNwFa5s.jpg

Oh, that certainly explains what the hell has happened with my lategame projects when they suddenly became unavailable for building. 

I second this: they should work as normal tech buffs applied only to the new projects. 

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5 hours ago, halofanjames said:

Anyone else noticing torps are bugged and won't fire sometimes

That's their normal behavior:

1) you design the ship with wide firing angles of torps

2) you manually lead your DD close to the target

3) you press aggressive mode for torps

4) they don't fire, meanwhile target starts turning, shows you the aft and that's when torps would be fired

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3 hours ago, Deadpan_Alpaca said:

That's their normal behavior:

1) you design the ship with wide firing angles of torps

2) you manually lead your DD close to the target

3) you press aggressive mode for torps

4) they don't fire, meanwhile target starts turning, shows you the aft and that's when torps would be fired

Unfortunately, yes. Many such cases.

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Refit times are still harsh. This was a minor refit.

Furthermore, cost is huge. I went from a $38 million surplus to -$128 million just refitting 30 cruisers and destroyers. Dang near broke the bank, and these are not major refits.

 

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

Edited by Admiral Donuts
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