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>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)


Nick Thomadis

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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 

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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).

AI1.png

AI2.png

EDIT: Example, when the enemy has the power projection advantage in the maritime region (I'm in the blockade actually)

Ai3.png

Ai4.png

Edited by Lima
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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

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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 

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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 by MDHansen
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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.

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AI can't choose the right engagement distance

A typical battle scenario if the AI doesn't run away at the very beginning:

  1. Fleets detect each other
  2. The AI turns around and retreats out of sight
  3. The AI returns and detects my fleet
  4. 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).

Ai5.png
 

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 by Lima
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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. 

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@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.

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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.

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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?

Is1.png

Is2.png

EDIT: Alright, here is our test dummy

Is3.png

And here are the accuracy results for Cordite II / Cordite III / Tube Powder I

Is4.png

I5.png

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.

Is6.png

Edited by Lima
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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?

Is1.png

Is2.png

EDIT: Alright, here is our test dummy

Is3.png

And here are the accuracy results for Cordite II / Cordite III / Tube Powder I

Is4.png

I5.png

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.

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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.

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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.

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  • Nick Thomadis changed the title to >>>v1.4 Feedback<<< (1.0.4.1 latest version)
  • Nick Thomadis changed the title to >>>v1.4 Feedback<<< (1.4.0.1 latest version)

@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?

Is1.png

Is2.png

EDIT: Alright, here is our test dummy

Is3.png

And here are the accuracy results for Cordite II / Cordite III / Tube Powder I

Is4.png

I5.png

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.

Is6.png

 

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