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[Mod] HIP v1.1 for UAD 1.5.1.0 Opt x1


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Hybrid Improvement Project mod for Ultimate Admiral: Dreadnoughts 1.5.x.x
(You can simple-overwrite it for game version of 1.5.1.0, but if the game is newer or older version, you'll need to spend extra 5 minutes following this tutorial:


HIP download link: https://drive.google.com/file/d/1hvSL238c5a_BLIkucFR591D8YZqezwRl/view?usp=drive_link

Most of the mod's description will be located within the in-game main menu News section.
This mod consists of resources.assets and English.lng

1. Go to Ultimate Admiral Dreadnoughts_Data (Folder)
2. Paste resources.assets into there, it'll overwrite the original resources.assets
3. Go to StreamingAssets (Folder), then Languages (Folder)
4. Paste English.lng into there, it'll overwrite the original English.lng (Is required for Events and new descriptions)


This here mod was initially intended to be a collection of better balanced parts for helping out BrotherMunro to implement within DIP v1.5 onward, but there was just so much stuff in the game that required rebalancing that this had to end up being it's own thing, with Tournament-grade balance quality for those who find brawls/slugfests to be indeed the most fun part of the game, the part whether the ships manage to survive or not, however it is still mostly compatible with DIP Ship Pack!
BrotherMunro is author of Dreadnought Improvement Project.


I'll keep the description in forums as shorter minding what was already written inside in-game News section you can read upon downloading:

Part Balancer:

502 Hulls were tweaked:
-Either by elongating more according to vanilla displacement;
-or maximum allowed gun caliber according to their size where bigger and thicker hulls = bigger guns, which strongly helps out Hybrids, Semi-Armored Cruisers, and such;
-many useless Experimentals were given something special, and then about 50 other early game hulls were all given some special stats;
-or by changing one or multiple of their stat properties, specifically those with a lot of additional unusable superstructure;
-or by crew amount change
-or by an entire rework
-or a combination of any few of these.

Yes, I'll repeat, it means some CAs can have 12" or 13" and two largest of the CA type can wield 14", CLs also 8" and 9" and one largest of the CL type can get 10", and game's two Flotilla Leaders might fit an 8", many other DDs up to 7" and 6". All BBs and BCs were tweaked too, where of ships that already had caliber limit imposed by devs, USA modern battlecruiser from 15" to 17", USSR stalingrad battlecruiser from 15" to 16".

~100 Funnels&Towers&Barbettes tweaked:
-Entities with a lot of additional unusable superstructure tend to get additional Damage Control (modern French Main Towers have variants with no funnel slots, they'll now help compensate for french BB's general lack of Damage Control);
-also mutliple hulls have a lot more funnels accessible (for British escort&command cruisers, which fit well into that big Dido tower, for G3, more USA Funnels for big USA hulls accessible now, more USSR Funnels for big USSR hulls accessible now);
-pretty much all longitudinally twin funnels (or just take up a lot of longitudinal space), as well as torpedo boat funnels (which also affected Novik hull funnels), were buffed;
-some biggest ships have more humongous secondary towers available (with high damage control) accessible, that were in the gamefile, but disabled;
-some towers just got stat tweaks without superstructure taking up space being the reason, like thin tall main towers (resembling G3) now having more proper long-range accuracy compared to other accessible towers;
-some funnels just got stat (weight) tweaks compared to other accessible funnels to whichever hull.

-Crew number tweaks for pretty much all guns and torpedo launchers of any barrel/tube count.

More accurate high-caliber mk1 and mk2 guns; more stable stat maximums; higher maximum armour value dependancy on hull particulars instead of ship type;

More info will be listed in-game (News section)

Part Resizer:

-USA 13" and above guns no longer can be Brooklyn, only Iowa;
-USA mk1 (also accessible to China) Maine Turrets no longer get uncontrollably obese with each consequent gun caliber (a vanilla error);
-Due to technology unlock tweaks, where bigger guns unlock earlier, changed all mk1 14" turrets models to be the same as mk1 13", however only USA (and China) has triple-gun mark1 turret model in-game, a very rare sight of which will be possible to see only in 1911;
-French quads models can no longer be different from non-quads of the same caliber (a vanilla error for 16"+ guns);
-Now accurate and up-to-scale Queen Elizabeth BB possible that unlocks in 1912, gave it 3 fitting compact main tower versions;
-Shrunk something into simple fast modern Torpedo Boat hulls;
(didn't get to change much else)

Damage type equalizer:

Normalized damage float-up values to firstly, not be so inflated and unreadable, and secondly, better represent the actual damage of the gun shown in your ship stats.

Crew will not give up so easily, ships will not flood so comically quick, ramming becomes viable at finishing off critically structurally damaged ships, significantly improved resistance to Extensive Fire (very dependant on Damage Control now), early years guns tend to fire faster, 1.1" guns now fire especially quickly and are finally useful for short range accuracy, torpedo launchers now take 80% of the time for that crew army assigned to them to pull out torpedo batch out of storage, and 20% to shove one-by-one into each torpedo tube (huge RoF buff for multi-launchers) humongous guns tend to fire slower and at shorter ranges, More on this in News section.

Costs & Technology & Components tweaks:

-Unlocking "End Tech" before last actual "Component" that happened due to overlap must no longer be possible.
-Basically everything costs differently now. With more and more previously free technologies inserted into each of components, whether it's a hull, an armour, a tower or a gun, will now make them cost more with each new non-arbitrary tech. Originally, ships are fairly cheap, especially with weak hulls and reduced initial turret cost making ships further cheaper.
-Engine cost jumps are now less, Advanced Steam engine now only obsoletes when first Diesel engine unlocks. It's description now clearly says that it's a wise choice for slow ships.
-Increased cost jumps of Survivability section and Weapons section components,
-Increased amount of technology unlocks for hulls after 1927 where super battleships will only unlock much later, (also tiny reshuffle of early battleships so that ones don't overshadow others, probably only in Chinese and one in Russian).
-Increased amount of research effort required for big hull viability jumps (1905 and 1927 especially), and slightly affects cruiser research too. Secondaries are also generally slower to reasearch with each consequent caliber so that they're more reasonable in campaign.
preserved DIP v1.5's no-armour-weight-change per quality components & no-hydrophone&sonar for anything above CL policies.

Also

preserved DIP v1.5's weight balance for hulls (it helps out AIs and unfortunate hulls a lot), lack of Submarines, lack of Mines, lack of Smokescreens, and generally reduced ship mobility, however they now also accelerate much slower at low RPM too. Also some DIP balance bias can be noticed so expect familiar feeling if you played DIP already, despite there being only like 2% of .assets text size changes that remained identical.
-Extremely rare events are now less rare;
-Unrest and Naval Prestige better usable in gameplay thanks to tweaked event outcomes, may be more difficult to deal with;
-More rare events and not-so-rare events about interacting with Minor nations;
-Population is more aware of warmongering;
-AI admirals are now more warmongering especially noticeable at high difficulties;
-AI ships in battle could be more aggressive and reckless and approach at 20% closer optimal range, not sure why but it seemingly learned to sometimes, just sometimes, ram your own ships.

-Ships can no longer be unrealistically overpopulated by Crew, the Crew amount you see when picking Hull at max length will stand for Spacious Quarters now;
-This then causes Crew reserves be a lot more valueable, training a bit more time-consuming (but degradation is less), Task Forces became smaller but I've added more levels. The required fleet tonnage for coastal operations should be significantly reduced, too.

-Barrel length now fully supports variation between -30% and +25%.
-Introduced more new components for higher variation in earlier game and making these high-speed cruiser hulls actually feasible, as these were oil-fired.
-Everything that has to do with Oil, Electric Wires and Electric Batteries now creates more issues with Fire Extinguishing, especially Turbo-Electric engines.
-Fixed critical stat loopholes, exploits, some vanilla and DIP balance design logic errors, and little typos.

-Removed Hard difficulty.
-Added difficulty harder than Legendary. Nightmare Difficulty mod

More details in News section. Check it out for yourself! I am (unfortunately) obsessed with balancing games.

Which resource assets changed:
accuracies, components, compTypes, crewTrainingLevels, events, guns, params, partModels, parts, provinces, shipTypes, stats, techGroups, technologies, torpedoTubes, techTypes, aiPersonalities, players.

Don't forget about English.lng! Entire Events system is based all around it's special flags, and obviously it's required for new Components, Techs and Events descriptions.

Any other mod is free to use the parts rebalance, mind that technologiesshipTypes, params, (crewTrainingLevels, guns, torpedoTubes), are all conjugated about ship/part behaviour rebalance (and gun/torpedo behaviour rebalance)!

Edited by XerMGGW-2
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Posted (edited)

v1.1 Update

- Further increased task force size techs amount.
- Minor allies help over longer distances.
- Disabled mines and subs techs from being researchable. Due to the not being technically deleted, does not break your past saves.
- Small additional adjustments to some hulls and funnels and big long range accuracy buff to Secondary “Rangefinder” and “Targeting”-type towers, patched up stats and a typo in medium-small type Brooklyn model towers. Russian 13-inch and 14-inch mk1 gun models are now russian, except the triplets will be like that of Sevastopol. As well as mk1 17-inch to 20-inch.
- Added “Very Tall Superimposed Barbette III”.
- Adjustments in historical AI personalities for most countries, all AIs should now love refitting ships, without changing chance of refit-preference-to-build-new-ship roll. Who knows whether they'd do what they love or not. Thanks for suggesting.
- Made non-standard wartime events that have analogs in peacetime extremely rare.
- Gave Super Heavy Cruisers Advanced Funnel Complexes.
- Due to all big DDs having short Atlanta main towers vars, given them access to Standard Funnel that fits into them and exists in previous DD hulls.
- Gave unique big DD turret models to all nations based on what they had for their cruisers. Except France, it already had theirs. (Previously was defaulting to ancient Pola turret model, which is never used anywhere anymore.)
- Smoothed out accuracy properties transition from 8-inch to 9-inch affecting everything from 6-inch up to 10-inch inclusively.
- Cost of better oil fuel itself is no longer undone by it's reduced stowage.
- The starting GDP had to be increased with each starting year from what the game initially had due to ships becoming unaffordably expensive and also end up being wildly different when regarding growth with 1890 start: unchanged in 1890, 110% for 1900, 120% for 1910... 150% for 1940.
- Further tweaked and reduced real base GDP and likely Budget % of all countries, especially rich ones. Fun fact, the least possible relative starting amount of money is 1900 China start, and any of 1920-1940 Austro-Hungary start, due to in-built modifiers.

Edited by XerMGGW-2
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  • XerMGGW-2 changed the title to [Mod] HIP v1.1 for UAD 1.5.1.0 Opt x1

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