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  1. Nice! I am already working on the new update, but the new ships and guns will take some time to be implemented, so expect to see the mod going live in the next days without the new assets added by the devs in the latest version.
    9 points
  2. NAR Alpha 1 for UAD 1.7 Updated for UAD 1.7 Initial release, see below what is planned for the coming versions. IMPORTANT: The players need to install first the latest Melon Loader and TAF dll from Nathan to make it work. Report to me if you see any bugs or crashes. The Melon loader log (alt-tab) can help us to find where is the issue. Do not report any land connection issues found in the Melon loader. Those will be fixed later. Link: https://drive.google.com/drive/folders/13j4QFsQJ3upWofl_6EEV8y_wABwE4s9X?usp=sharing
    8 points
  3. At the very least they need to give some tools to modders. I appreciate all of Nicks and the developers work but I would not consider this game in a finished state.
    8 points
  4. Read the news and instructions: https://steamcommunity.com/games/1069660/announcements/detail/601890524829320303 Place your feedback on Steam: https://steamcommunity.com/app/1069660/discussions/3/651430371783610934/ Or use this thread for any comment and feedback which will be much appreciated.
    8 points
  5. v1,7 is released. Thank you everyone who participated. Especially some of the in-game reports were very helpful.
    7 points
  6. Beta Update 4 - New British “Compact N3 class” which can recreate the HMS Nelson. It has a base displacement between 32,000 and 39,500 tons and is available from 1919. - Various new ship parts. - USA 2-inch/3-inch quad guns of Mark 5 reverted to their previous model. - New Chinese 7 to 20-inch guns for Mark 3/4/5 techs. - Further auto-design optimizations. You must restart Steam to get this update fast - The 3d model and weight changes may cause errors to your beta designs, please note.
    7 points
  7. Beta Update 3 - New USA “Dreadnought IV” (Shifting the naming of previous Dreadnought hulls accordingly) based on the USS Arizona Battleship, which can be recreated with sufficient accuracy. It has a base displacement between 27,500 and 35,500 tons and is available during 1914-1927. - New USA “Dreadnought VI” (Shifting the naming of previous Dreadnought hulls accordingly) with a base displacement between 31,500 and 42,500 tons and is available during 1916-1927. - Fixed bug of barrel elongation for some of the new guns. If you notice again a problem in any gun, please report. - Various fixes and improvements for auto-design. You must restart Steam to get this update fast - The 3d model and weight changes may cause errors to your beta designs, please note.
    7 points
  8. My 3 cents and would be a very nice QoL. Please excuse the crudeness of my simplyfied paint skill..
    7 points
  9. Uploaded optimized build x2 including: - When a minor nation attacks you, the special mission that creates a naval invasion is now happening immediately, without the need to previously have fleets in the area, as before. The government will ask you if you agree to attack and if you agree, you will need to send ships in the mission to invade the province that the minor nation uses as base of operations. - Ships that previously were sent to be repaired randomly to other ports, when their supply port became unavailable, will now be sent to the next nearest port, in a more efficient route. - Other fixes/optimizations. You must restart Steam to get the update fast.
    7 points
  10. I just read the following message on discord and steam that our beloved developer Nick Thomadis is leaving Game-labs. I wish him all the best and hope that he will continue to do what he is great at: making innovative strategy games. Hopefully he has something better ahead for him with a larger budget so that we can all enjoy his future work even more! https://steamcommunity.com/app/1069660/discussions/0/592884386754509192/ https://discord.com/channels/752511217716691015/752515850069868553/1321122302762680413 With that said, what does this mean for UAD? Nick mentions the "last patch", does that mean that UAD will no longer get support/updates?
    6 points
  11. Admirals Some important announcements regarding this forum This forum address will change in a couple of days. It will be provided on discord and on steam. The support on this forum from the dev team will discontinue. Only steam forums will be officially supported by developers who might take over the project. But Nick (Darth) would be here from time to time. You are more than welcome to stay and hand out. This forum will focus on naval projects of the new company that taken over naval action and sea legends. Forum address will be Forum.bermudaclub.net
    6 points
  12. I will work on to update the mod after Nathan make TAF compatible with the latest UAD version. At the moment is impossible.
    6 points
  13. There has been this update before some hours: Beta Update 7 - New British “Experimental Large Cruiser” with a base displacement between 27,500 and 32,500 tons, available from 1923. - New Chinese/Spanish “Assault Battleship” with a base displacement between 45,000 and 59,500 tons, available from 1929. - New Austro-Hungarian “Small Assault Battleship” with a base displacement between 36,000 and 45,500 tons, available from 1929. - New Russian “Assault Battlecruiser” with a base displacement between 70,500 and 87,500 tons, available from 1929. - Various optimizations. You must restart Steam to get this update fast. The content has been finalized. The update is ready to release after some testing. It will need some time to finalize the pre-made ships which will allow you to play the fast campaign modes.
    6 points
  14. Coming back to play this game again I must say the campaign improved a lot. 1. Its no longer as easy to stay ahead in tech. 2. Enemies sometimes declare war on you even without effort to provoke them. 3. Its actually challanging for me to stay alive (legendary difficulty) and its a constant struggle rather a single short war followed by totally broken enemies that never are a threat again. Thanks for all the effort on balancing it made the game the most fun it has ever been.
    6 points
  15. Beta Update 10 - Optimization and improvement in the Division Screen/Scout logic. This will positively affect the Opponent Battle AI and the player’s divisions set to “Screen” or “Scout”. You must restart Steam to get this update fast.
    5 points
  16. Beta Update 5 - New Barbette parts and fixes on barbette logic which could result in inconsistent allowance of calibers. - Changes in German gun models for cruisers for Mark 4/5 4-inch and 5-inch calibers. - Gun ammo increased, especially for small and medium calibers (This change affected weight, so it had to be delayed for a next major patch). - Ship weights optimizations. - Further auto-design and part placement logic optimizations. You must restart Steam to get this update fast - The saves had to be reset due to the many changes that would affect all designs.
    5 points
  17. As a side note I have another suggestion I'd like to add to a seperate post just to see if others like this idea too. Minor nation commissions for ship designs This is an idea I got recently, thinking about ways how you could generate more minor nation allies as well as renown points. I'd like to suggest a new kind of event, where a minor power commission the major powers to design new ships for their navy. I got the idea from a recent tank designer game where you work as a arms dealer/designer who'd get commisions for new tank designs that must meet certain criteria: Speed, armor, fire power, budget etc. Your mission is to build a ship that works for their limited needs, and if you succeed you may either build them in your ports (like it works now) or you give the nation a license fee to build them at their own ports (if they are advanced or big enough to build their own ships). The results of a good commision design would be more renown for your quality designs and more minor nations asking you for the same or new designs, as well as the possibility to create alliances with minors. It could also diversify the nations fleet leading to nations having different major nation designs influences. This of course have some base in history to, for instance how the Mikasa of the IJN was a ship built at the Vickers in the UK. Either way I think this could be a good addition to the ship designing of the game.
    5 points
  18. Ok, first of, I am really happy that most of the gun models now have their own quatruple version available 😊 Second, now that you are working on the gun models, would you increase the barrel legths of 2" and 3" guns? For example Japanese 3" late model guns are 23 calibers long. You could triple that barrel legth and it still wouldn't be out of place for a gun of that size and era. Third: would it be too much to ask that you changed the code such a way that on the file that defines the turret models' parameters, the barrel legth was given as an actual barrel legth in calibers rather than a vague modifer? Would make it a lot easier for us who like to tinker with mods, and maybe also help your own work when you want to add new models or chance their values. For example, currently the code goes: "gun_2_x1_japan_bb, bc,ca,cl",,51,gun_2_x1,japan,"bb, bc,ca,cl",,,,,,,,,,,,,,,,yamato_gun_25_x1,0.985,1.15245,0.75,1,yamato_gun_25_x1,1,1.17,0.77,1,,,,,,,,,, While it would be easier if the code was: "gun_2_x1_japan_bb, bc,ca,cl",,51,gun_2_x1,japan,"bb, bc,ca,cl",,,,,,,,,,,,,,,,yamato_gun_25_x1,0.985,1.15245,0.75,60,yamato_gun_25_x1,1,1.17,0.77,60,,,,,,,,,, Fourth: could you maybe tweak the range we can adjust the gun calibers a bit? Currently we can have 98.9mm gun and 102mm gun, but not 100mm gun, even though that caliber was extremely common in some navies. Not a big deal, something I have just been missing. Fifth: could the reloading tech be revorked to something more realistic? I feel that whether or not the loading of the gun is automated or not is more of a feature of the gun model rather than separate tech and shouldn't even exist as an separate option. However, if you want to keep it there, maybe make it so that small guns get bigger boost to their reload speeds than big guns. It feels weird that, say 3" guns, get only 20% increase to their rof even from the most advanced reloadc tech. Realistically handloaded 3" gun would have rof around 20 rpm while automatic 3" gun would reach around 60-100, or somewhat less if accounting for reload time taken by filling up the gun feeding magazines. Alternatively, just rename the tech names form "Auto I" and "Auto II" to something more ambigous such as "Advanced Gun Rammers #" or something. Thanks a lot for this update patch!
    5 points
  19. Uploaded optimized build x3 including: - Minor nations will attack with less frequency when they want to take back their own lands. It should be more manageable now, but we need further feedback. - Fixed border issues in territories near Canada which could create bugs in the land army distribution (e.g. too small army to defend. etc.). - Fixed potential minor issue creating an empty AI task force for some turns (e.g. when all ships of the task forces got destroyed or were sent for repairs, they might have caused such a problem). - Fixes in temporary issues of auto-design, which now should be much faster and effective. - Fine tuning in ship flooding mechanics with the aim to sink faster ships with high structural damage. You must restart Steam to get the update fast.
    5 points
  20. Uploaded optimized build including: - Further optimizations in fps performance. - Further optimizations in auto-design. - Optimization in Battle AI logic. - Fixed issue which could cause a sold ship to a minor nation to not be fully transferred, so it would appear in player's fleet instead. You must restart Steam to get the update fast.
    5 points
  21. Make an issue on the repo so I don't forget, my hunch is that shouldn't be too hard. Just need to get back to it all.
    4 points
  22. Yeah it's been kind of a perfect storm of stuff the last little while. Sorry everyone. I do hope to get back on the horse Soon (tm).
    4 points
  23. Yes in version 3 (but not the great game version because I got rid of all the minors 😅). It happens when a minor nation launches a land invasion against another one and takes the province. It can be fixed by editing the save, which is very tedious. I'm hoping @NathanKell can disable minors launching invasions through TAF 😇
    4 points
  24. Depends on what you want. Haven't tested the new release yet, but last I played (2-3 weeks ago) - perfectly playable, but lots of glaring issues that could and should be so much better. So, if you want a playable game, it is that now. If you want a game that lives up to its potential, it needs a lot more love. And I mean a lot. Especially in the campaign, many systems feel more like placeholders than fleshed out mechanics. Meaning they're kinda servicable, but don't feel final, if you know what I mean.
    4 points
  25. I truly hope that modders do get access to under the hood stuff to work on balance and AI directly. This is a game I have sunk over 1,300 hours into and would hate to see it fizzle out now.
    4 points
  26. Yeah the small ships needed too much horsepower, things are better in the version under testing. The AI can struggle still, but this seems to just limit it spamming DD’s early.
    4 points
  27. Currently, when one of the torpedo launchers is damaged or destroyed, ALL torpedoes are blown up. It does not matter where they are placed, you can put them on the extreme edges of the ship, at the bow and stern, and still all torpedoes are gone if one of the launchers is destroyed Regardless if you have one launcher or ten, which is absurdly frustrating, they should take damage individually.
    4 points
  28. I hope this is not UAD's last patch, there is still so much that could be done. I hope this is just Nick's last patch.
    4 points
  29. Beta Update 8 - Various optimizations on ship auto-design and some of the new parts. You must restart Steam to get this update fast.
    4 points
  30. Started playing the beta today, couple of notes: The G3 Battlecruiser hull: The secondary tower doesn't have the same options as the N3, could you please allow the G3 to have the same secondary towers that the N3/Compact N3 has? Are there plans to do a secondary tower based on the plans for the original designs for the St Vincent class? None of the funnels available for this hull fit in the funnel slot for the Advanced Control Tower IV With the campaign, is there a possibility to add a "manage ports" tab? so we can bulk edit the priority for the port when it comes to repairs? It can be really frustrating in a campaign to see a ship damaged in the North Sea teleport to a random port in South Africa for repairs.
    4 points
  31. Also, would you make it so that for the Nelson style "Advanced BarbetteTower #" the secondary guns could fire over the blast guard thingy protruding from the barbette structure, see image below:
    4 points
  32. some additions I would like to see: increase USA shipyard sizes to be more in line with britain and germany (currently the same size as spain) tillman battleship hull (1920-1929, 50-75k tons) bigger standard battleship ~45-50k tons Lexington BC (1916-1927, 30-50k tons) probably can reuse current Arizona and Texas towers and hulls for these german modernized dreadnought (hypothetical Bayern class modernization) unique hulls and towers for china and spain add newer towers to the older alpha and beta era hulls a lot of russian, austrian, and italian modern era ships have this problem in particular a few more pre dreadnoughts for britain, austria, and germany modern "torpedo boats" (destroyer escorts, frigates, etc.)
    4 points
  33. Ok thanks, we will see to fix/improve in both ways.
    4 points
  34. GL with new update! Hope you can fix the fore and aft weight offsets soon
    4 points
  35. Similar thing happened to me just now, just not as important. The US keeps the war going, indefinitely, because they keep. spamming. those. naval. invasions. Endlessly. Making peace negotiations impossible (can we PLEASE change that?). Just now they succeeded for the first time after what must have been 30+ attempts (not kidding), with capturing Rhodes. Because I couldn't bring their task force there to battle. Every turn I tried, every turn I kept getting fed a single destroyer, and they kept sitting there. They still only had a 27% chance or so to succeed, because there was close to 400K tons of mine sitting there trying to fight them, but miraculously, that worked for them. We NEED a way to target a specific enemy task force for engagement. This felt incredibly stupid and ridiculous. "The enemy invasion force is about 100 km that way. They have been for months. And they're not even half our size." - "yeah, but we're busy fighting a destroyer this month. Nothing we can do".
    4 points
  36. Hello Admirals, There is ongoing work for the next major update, but we decided to offer an intermediate, very important update, which optimizes the stability and fps performance of the game. Please read: https://steamcommunity.com/games/1069660/announcements/detail/500558980530046913
    4 points
  37. Dear Dev & admin Would you please send an invitation when the limited sales are re-opened to fans? Thank you.
    3 points
  38. Beta RC - Enabled back all options for campaign Generation (Mixed, Fast, Slow). - Fixed a minor UI issue which caused a wrong calculation indication for cost of shipyard development. - Fixed a potential bug that could cause a ship of a design to be wrongly deleted, when its design was deleted. - Reduced aggression of minors to try to take their own home lands. - Fine tuning of Game's difficulty settings in Easy/Normal/Hard settings. - Further Auto-Design Optimizations. - Fixed problem of scale for new 16-inch Chinese guns. You must restart Steam to get this update fast. The full release is scheduled for 27/12. This is a release candidate.
    3 points
  39. Would you change the late model Italian DD guns from open mounts to enclosed mounts? Nobody really fielded open monts in late ww2. Image below from World of Warships for a reference for what Italian Capitani Romani -class DD/CL 135mm gun turrets looked like. Alternatively, if you dont feel like creating a new model for Italian DD turreds, I think "bismarck_gun_b_150_x#"-series turret models would be good enough approximation for Capitani Romani class turrets. edit: Alternatively alternatively, just, give Italian DD 5" guns the same model as light cruisers (Monte Cuccoli 152mm) and 4" guns same model as BB and BC (Littorio 90mm) have.
    3 points
  40. A very important note that i forgot while trying to remember all the other points 😅 atm the Accuraccy is way to high. in my 1924 Battles against the Soviets/Russians my BBs(35,4cmL48[+7-8% BL] Mk. III, StereoRF III-IV) achieved 100% Hit Chance on Ranges beyond 10kms !!, well before the introduction of Radar Range Finders. And even with those the Hitchance would never be 100% unless the target size is bigger than the gun dispersion in the target area. Also all smaller guns and ships are way to accurrate. I mean, it speeds up the battles, thats true, but for atmosphere and immersion its obv. deal breaking.🥲
    3 points
  41. Beta Update 6 - Balances in the ship damage model, mainly affecting the durability of ship parts, armor endurance and how flooding is affected due to structural damage. The overall experience should be an even more realistic and expected feeling of how ships damage each other according to their displacement and protection schemes. - New Chinese/Spanish “Ironclad I” which can recreate the HMS Inflexible ironclad. It has a base displacement between 9,770 and 12,900 tons, available from 1890 to1899. - New Chinese/Spanish “Ironclad II” with a base displacement between 10,900 and 13,900 tons, available from 1891 to1899. - New Chinese “Experimental Ironclad I” with a base displacement between 9,600 and 11,200 tons, available from 1890 to1895. - New Chinese “Experimental Ironclad II” with a base displacement between 9,750 and 12,250 tons, available from 1890 to1895. - New Chinese “Experimental Ironclad III” with a base displacement between 9,850 and 12,550 tons, available from 1890 to1895. - New Chinese armored cruiser “Ironclad Cruiser” with a base displacement between 3,000 and 11,500 tons, available from 1890 to 1905. - New Chinese light cruiser “Small Ironclad” with a base displacement between 3,000 and 6,500 tons, available from 1890 to 1902. You must restart Steam to get this update fast.
    3 points
  42. There are so far, two new american dreads, and 'compact n3 to build nelson'. A bunch of new turret models. More hulls to come. Edit, just opened the latest update (I need a job). New shipbuilding parts. Haven't seen them yet. I'm looking forward to seeing more of the default 'light cruiser towers' that show up in every nation get replaced with more realistic and hell, some hypothetical designs. Keep it reals, please, less quad 20inch turrets, more 'this was actually something that could have been done, but wasn't, and would fill a niche'. I like when there are different towers and this one is better at ranged fire, that one is better at damage control and spotting, etc, for the same ship class. So you can have ships actually intended for different roles. Even better would be to have the stats separated from the towers, so you pick tower models, and there's space for, let's say, fire control, spotting, damage control, etc. But there's tradeoffs, you take more fire control but that leaves less space for other modules. Bigger ships have more space so battleships with their thousands of crew in their final form really can take on multiple roles, where a destroyer is always going to be focused one way or another.
    3 points
  43. With 1.7 beta out, and 1.6 branch seemingly future-patch-proof, would you have time to update TaF for 1.6? I don't think there is any issues though, obvious or not. I am getting this; [01:03:17.516] [TweaksAndFixes] Failed to load overriding map data Not sure how that affect anything, as the map/save loads fine, and I can't see any wrongs in the gameplay either. I started getting it from 1.6.1.5
    3 points
  44. With 1.7 on the way I am hoping updates to 1.6 will stop. This will allow me and Rocket to actually work on the mod without chasing our own tails, and folks won't have to use the steam console to downgrade the version. V2 will be updated to 1.6.1.5 next week at some point, as will the Great Game. Regular V3 though is still running into the minor invasions causing a soft lock, I think disabling that behaviour will help but that will take some time to do. With 1.7 I do not intend to make V2 availible for it. V3 & The Great Game will be ported to 1.7 at some point but this will be once 1.7 reaches a stable state, by which I mean it hasn't been updated in at least a couple of weeks.
    3 points
  45. Dear Dev's, Sorry to be the conveyer of problems, but another one, that has bugged me for some time, has just reoccurred with devastaing impact upon my progress in a campaign. This concerns the campaign map path-finding and place positioing of task forces on the map. As background: 1) When you click on the area that you wish a task force to sail too, seldom do they end up on that exact position you clicked upon. 2) All to often they end up somewhere close by. 3) Often they merge with another task force of your own Nation/Empire and you have to painfully detach the combined task force and place 50% of the ships somewhere else close by (often outside an invasion/defence radius to a province). Now I have attempted to handle this issue since the game was released to the public (some 1,400 game hours ago for me personally). However, it is clear that mouse positioning and where the task force actually ends up are seldopm the same. However, up until now I've tolerated it (albeit hoping that one day it might get addressed to by the Dev's). However , in a recent game it had DEVASTING consequence. Playing as Germany, I was at war with the USA. The USA was invading my province of Morocco and I moved a task force into the invasion radius to counter the build up of US naval tonnage in order to thwart their invasion. Expecting a battle to commence the next turn, at which I could reduce or destroy the USA invasion fleet. However, the next turn, nothing happened, no 'meeting' battle occurred despite my taskforce being virtually right on top of or next door to the USA fleet. So I clicked on my task force to alter it's position slightly to be closer to the USA task force, in order to force a battle. The following turn, what happened? The dammed UAD campaign map pathfinder code did not move my task force closer to the USA task force, but placed it into the port. Then I could not move it out of port, as the game decided my task force had to undergo extensive repairs. Consequently, the USA invasion succeeded, I lost 50% of my navy, and subsequently lost the war and the campaign. All for the fact that the pathfinding on the campaign map is not finetuned enough to differentiate between a few hundred miles of ocean. Indeed this lack of accuracy in placement is not limited to this particular area of the campaign map, it extends across the entire globe! This also explains why it is that often when I place task forces miles apart, the very next turn they have merged. Surely there must be a way of making the campaign map MORE SENSITIVE to actual locations, as dirtected by the mouse? At the moment, I suspect that the grid sectors for ocean are simply far to large to be accurate. Furthermore, there is nothing I could do to prevent the autorepair of the fleet whilst in port, as the repair scale is set by the port and not the individual task force. Please can you look at this as I feel that I have waisted 576 turns of hard campaigning (1990 to 1938) all down to the lack of accuracy of the campaign map! Many thanks.
    3 points
  46. I don't support or keep old versions with me, and with moving vessels bug I also don't recommend you to try. You could lose the campaign progress, so not worth it. Wait for nathan to update TAF and I will update the mod.
    3 points
  47. So it was a vanilla bug? Damn. Thanks!
    3 points
  48. New patch notes are up, with a fix for the campaign freeze during the movement phase of a turn: https://steamcommunity.com/games/1069660/announcements/detail/500558980530046913
    3 points
  49. To be fair, this isn't a regular occurrence, but it did happen. No idea why. On the whole though, I'd kill for some kind of fleet management system. Assign ships to fleets/task forces, name them, assign them home ports. A man can dream...
    2 points
  50. Can we take another look at submarines, please? This is a dedicated anti-submarine taskforce engaging 2 subs. Those are modern CAs, CLs and modern DDs. All with latest sonar and depth charges. I set up a couple of those because I was so fed up with subs. So here they are, doing their job. Engaging 2 piddly little 300 ton boats. The results? Yeah, this feels bad. I mean, really bad. I get why you want subs in the game. Otherwise, destroyers wouldn't have to have anti-sub equipment. But this is simply an anti-fun mechanism. I literally don't know what else I can do. If you have to have those little bastards in the game, at least make transparent what the values mean, and what I need to build to counter them. Because my only recourse is building. I can't beat this with skill. There is none involved. I just click a button, and it tells me I lost a CA.
    2 points
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