Nick Thomadis Posted October 16, 2023 Share Posted October 16, 2023 v1.4 Major Update has been released! You can read the info on Steam... https://store.steampowered.com/news/app/1069660/view/5711185603053529343 ... or in our blog. https://www.dreadnoughts.ultimateadmiral.com/post/major-update-v1-4 Thank you very much for all the help you provided. We hope you will enjoy it! ========================== Quick fix v1.4.0.1 https://steamcommunity.com/games/1069660/announcements/detail/3745364910900992677 Hotfix v1.4.0.2 R https://steamcommunity.com/games/1069660/announcements/detail/3745364910908723320 Minor Update v1.4.0.3 Rx2 https://steamcommunity.com/games/1069660/announcements/detail/3745364910923328686 Minor Update v1.4.0.4 R https://steamcommunity.com/games/1069660/announcements/detail/3746491444291542707?snr=2_9_100006_100202 Minor Update v1.4.0.5 Rx3 https://steamcommunity.com/games/1069660/announcements/detail/3798283474551926134 Minor Update v1.4.06 Optx2 https://steamcommunity.com/games/1069660/announcements/detail/3811794911345635148 Minor Update v1.4.0.7 Optx2 https://steamcommunity.com/games/1069660/announcements/detail/3811794911365426042 Optimization v1.4.0.8 Optx3 https://steamcommunity.com/games/1069660/announcements/detail/3859083885017916021 Optimization Update v1.4.0.9 Optx5 https://steamcommunity.com/games/1069660/announcements/detail/3891736341248109949 Optimization Update v1.4.1.0 Optx2 https://store.steampowered.com/news/app/1069660/view/3900744810093858234 Optimization Update v1.4.1.1 Optx2 https://steamcommunity.com/games/1069660/announcements/detail/3963798374998676481 15 Link to comment Share on other sites More sharing options...
Lima Posted October 17, 2023 Share Posted October 17, 2023 (edited) Just a typical example of "AI running away", which was discussed earlier. Convoy protection mission. The enemy runs away without even trying to engage (they have 4DDs against my 3DDs). Yes, my fleet has the power projection advantage in this maritime region (Adriatic). But in this particular battle, the enemy has the advantage. Why run away? Also, overall the enemy fleet is much larger than mine (legendary). EDIT: Example, when the enemy has the power projection advantage in the maritime region (I'm in the blockade actually) Edited October 17, 2023 by Lima 4 Link to comment Share on other sites More sharing options...
Guest Posted October 17, 2023 Share Posted October 17, 2023 Re: convoy missions. Maybe add a trigger so that escorts dont run, but force them to engage? if_convoy_force_no_retreat=1 👌 * This is the one mission type that i really feel drags down the complete experience *behold my elite programming skills Link to comment Share on other sites More sharing options...
Narbar Posted October 17, 2023 Share Posted October 17, 2023 1 hour ago, MDHansen said: Re: convoy missions. Maybe add a trigger so that escorts dont run, but force them to engage? if_convoy_force_no_retreat=1 👌 * This is the one mission type that i really feel drags down the complete experience *behold my elite programming skills Is there a way to at least wait until they have sighted the enemy fleet before they decide to run. At least for realism they have had a chance to identify the threat 1 Link to comment Share on other sites More sharing options...
Guest Posted October 17, 2023 Share Posted October 17, 2023 (edited) 2 hours ago, Narbar said: Is there a way to at least wait until they have sighted the enemy fleet before they decide to run. At least for realism they have had a chance to identify the threat Could be a way. But it works the same in the other types aswell, they run at the start. So infact doing this would be better for all missions. Ive edited the files so that battles always start within firing range. Wich to me makes sense. Also the ai has a higher threshold before running Edited October 17, 2023 by MDHansen Link to comment Share on other sites More sharing options...
o Barão Posted October 17, 2023 Share Posted October 17, 2023 @Nick Thomadis in the recent update was added a "cost base"and a "cost base mod" modifiers to all parts added to ships. And there are hundreds of parts, so my question is how important are these two modifiers and if I can ignore them. Link to comment Share on other sites More sharing options...
Nick Thomadis Posted October 17, 2023 Author Share Posted October 17, 2023 22 minutes ago, o Barão said: @Nick Thomadis in the recent update was added a "cost base"and a "cost base mod" modifiers to all parts added to ships. And there are hundreds of parts, so my question is how important are these two modifiers and if I can ignore them. You can safely ignore these. They are having no direct effect on the game modifiers. They are just intermediate modifier cells. Link to comment Share on other sites More sharing options...
o Barão Posted October 17, 2023 Share Posted October 17, 2023 11 minutes ago, Nick Thomadis said: You can safely ignore these. They are having no direct effect on the game modifiers. They are just intermediate modifier cells. Many thanks!!! 2 Link to comment Share on other sites More sharing options...
Zuikaku Posted October 17, 2023 Share Posted October 17, 2023 Just got convoy mission. And, again, escorts hit flank speed leaving transports undefended. BTW they were neither outnumbered or in severe tech disadvantsge. Cl and CA of mine vs 3 AI Cls Link to comment Share on other sites More sharing options...
lordcmdr Posted October 17, 2023 Share Posted October 17, 2023 DD’s should always attack if they aren’t screening larger, or disabled ships. I don’t know why they would run away either. Link to comment Share on other sites More sharing options...
Lima Posted October 17, 2023 Share Posted October 17, 2023 (edited) AI can't choose the right engagement distance A typical battle scenario if the AI doesn't run away at the very beginning: Fleets detect each other The AI turns around and retreats out of sight The AI returns and detects my fleet Repeat step 2 As you can see, the AI returns after the detection ends, meaning the AI wants to fight. But it can't maintain an effective combat distance. What I mean is that the AI doesn't even try to stay within range of its guns. The AI needs to get closer and try to maintain this distance. Like what's the point of being under enemy fire, coming back under that fire, but not trying to respond? As an example, these guys are constantly doing this. I have bigger guns, so it turns into a slow dance of death for them. They just prolong their torment without even trying to return fire (I'm not talking about all these torpedoes). EDIT: It seems only AI BBs behave reasonably. All other classes of ships run without trying to maintain the distance of their guns' fire. Including Semi-Armored Cruisers with 5 inch guns. EDIT2: Well, I fought with several other nations and the situation is somewhat better there. Decent distance control is often presented. But the behavior described above also occurs from time to time. Edited October 17, 2023 by Lima 3 Link to comment Share on other sites More sharing options...
Lima Posted October 17, 2023 Share Posted October 17, 2023 (edited) Stuck turrets returns EDIT: A couple more examples Edited October 17, 2023 by Lima 3 Link to comment Share on other sites More sharing options...
Fun Police Posted October 17, 2023 Share Posted October 17, 2023 Two things about the chinese command battleship hull. On it's tower 4 hulls, the hardpoints for smaller turrets result in turrets that cannot turn. Even if we remove the main ones. Second, is it intentional that it can't mount anything larger than 15inch? The latter at least gives it an interesting niche with my 16 and 18 inch fleet. 3 Link to comment Share on other sites More sharing options...
HaMaT Posted October 17, 2023 Share Posted October 17, 2023 I built a Super Dreadnought. Didn't have enough crew for it. Next turn I added some crew manually. Next turn I added more to meet minimal complement. Super Dreadnought went for repair for 18 months as it became damaged 100% @Nick Thomadis 5 Link to comment Share on other sites More sharing options...
kss Posted October 17, 2023 Share Posted October 17, 2023 is it possible to add an item to the constructor that will return obsolete structural elements, whether they are hulls or guns, to access? 3 Link to comment Share on other sites More sharing options...
Drenzul Posted October 18, 2023 Share Posted October 18, 2023 @Nick Thomadis Can you please confirm if either: 1> The bug applying new techs to existing designs making them impossible to build due to over-weight has been fixed. or 2> We can build directly to refit specs. I like building ships, I really do.... but gets a bit much when I've got to do it 100+ times over a campaign or end up with messes of basically duplicate classes cos I can't build the original anymore. 1 Link to comment Share on other sites More sharing options...
Suribachi Posted October 18, 2023 Share Posted October 18, 2023 3 hours ago, Drenzul said: 2> We can build directly to refit specs. I like building ships, I really do.... but gets a bit much when I've got to do it 100+ times over a campaign or end up with messes of basically duplicate classes cos I can't build the original anymore. Unfortunately, you still cannot directly build refits still. However, the game is smart enough to recognize that a direct refit and a copied design are the same ship so they can both be refitted to the same class again. For those that do not know about this, there is an example below. Example: US cruiser of Helena class. Refit to Helena (1895) -2. Now copy design and call it Helena Refit for this example. You can directly build Helena Refits. When you go to refit again, refit the Helena (1895) -2 and it will now become Helena (1900) -3 or similar. Now both Helena (1895) -2 and the Helena Refit classes can be refitted into the new design becoming one class again. Kinda wonky, but it works. 5 Link to comment Share on other sites More sharing options...
Aldaris Posted October 18, 2023 Share Posted October 18, 2023 That's helpful, thanks! Not as good as actually being able to build refits directly, but a damn sight better than having branching families of ships. Link to comment Share on other sites More sharing options...
Lima Posted October 18, 2023 Share Posted October 18, 2023 (edited) Okay, guys, I have a really big question. I understand correctly that Cordite III should be more accurate than Cordite II? And that Tube Powder I is more accurate than both of them? EDIT: Alright, here is our test dummy And here are the accuracy results for Cordite II / Cordite III / Tube Powder I As you can see, Cordite II that gives the debuff to accuracy is actually the most accurate. EDIT2: And here is a comparison of standard / light shells. As indicated in the description, light shells should have a positive effect on accuracy, but in fact this is not the case. Edited October 18, 2023 by Lima 1 Link to comment Share on other sites More sharing options...
Urst Posted October 18, 2023 Share Posted October 18, 2023 10 minutes ago, Lima said: Okay, guys, I have a really big question. I understand correctly that Cordite III should be more accurate than Cordite II? And that Tube Powder I is more accurate than both of them? EDIT: Alright, here is our test dummy And here are the accuracy results for Cordite II / Cordite III / Tube Powder I As you can see, Cordite II that gives the debuff to accuracy is actually the most accurate. It's because it has the highest range bonus. Your accuracy at each increment is based on your maximum range as well as your actual accuracy. It shouldn't be, but it is. 2 Link to comment Share on other sites More sharing options...
Lima Posted October 18, 2023 Share Posted October 18, 2023 2 minutes ago, Urst said: It's because it has the highest range bonus. Your accuracy at each increment is based on your maximum range as well as your actual accuracy. It shouldn't be, but it is. My God. As a regular user of Tube Powder, I feel like an idiot. If it so, it would be good to change the description. 1 Link to comment Share on other sites More sharing options...
Urst Posted October 18, 2023 Share Posted October 18, 2023 1 minute ago, Lima said: My God. As a regular user of Tube Powder, I feel like an idiot. If it so, it would be good to change the description. Rate of fire and avoidance of flash fires is the reason I use Tube Powder 2 Link to comment Share on other sites More sharing options...
Lima Posted October 18, 2023 Share Posted October 18, 2023 3 minutes ago, Urst said: Rate of fire and avoidance of flash fires is the reason I use Tube Powder Yeah me too. And I thought that the accuracy should be higher, like IRL. But it turns out that Cordite I, which is omega bad for your guns, gives great accuracy. Like what. 1 Link to comment Share on other sites More sharing options...
Nick Thomadis Posted October 18, 2023 Author Share Posted October 18, 2023 Quick fix v1.4.0.1 uploaded https://steamcommunity.com/games/1069660/announcements/detail/3745364910900992677 3 Link to comment Share on other sites More sharing options...
Lima Posted October 18, 2023 Share Posted October 18, 2023 @Nick Thomadis Can you please comment on this? Like description says that Tube Powder I and light shells should have a positive effect on accuracy, but this is not the case. In fact, the accuracy debuff from Tube Powder I is brutal. 57 minutes ago, Lima said: Okay, guys, I have a really big question. I understand correctly that Cordite III should be more accurate than Cordite II? And that Tube Powder I is more accurate than both of them? EDIT: Alright, here is our test dummy And here are the accuracy results for Cordite II / Cordite III / Tube Powder I As you can see, Cordite II that gives the debuff to accuracy is actually the most accurate. EDIT2: And here is a comparison of standard / light shells. As indicated in the description, light shells should have a positive effect on accuracy, but in fact this is not the case. 1 Link to comment Share on other sites More sharing options...
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