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Everything posted by o Barão
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There is already a guide about that. The good thing is that will be a lot easier for anyone interested in the next update. Wait a few days
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I am working on that.
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NAR major update 13 preview A new nation. Great for hardcore players. No money, no capital ships and colonies all around the world to protect. Good luck...🫡
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It is similar to what I said above. The diference is that you will need to extract the "parts" file from the NAR resource.assets. In that file you can edit any physical component that is added to the ships and also the hulls: towers, barbettes, funnels, stats, size, what is available for each hull, etc... It is a big file, so I would suggest to search the component name and compare the stats to what you are seeing ingame so you know exactly what you are editing. There are many components that share the same name in game but are completely different from each other so looking at the stats or to which hull they are available will make it easier to see. After you made the changes in notepad++ or another similar program, just upload back to the NAR resource.assets. This is what I use to extract the txt files from the game: https://github.com/nesrak1/UABEA set the filter to txt use the plug in to import/export
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It should be yes. I am guessing you would need to extract the "partsModel", "guns" and the "technology" files from NAR. Create the new mark6 guns in the "partsModel". Create the new mark6 guns stats in the "guns". Add the new mark6 years where those guns are unlocked in the "technology" file at the end. Upload the files back to NAR. https://github.com/NathanKell/UADRealism/blob/main/README.md Mark 6+ guns Both the guns and partModels TextAssets can have a param column added. For a given gun, any of the mark-based values can be added to the param value with a list of mark followed by value. For example the 5in gun could have a param of firerate(6;30;7;40), shellV(6;800;7;810). This would make it so that the Mark 6 5in gun would have a base fire rate of 30 and shell velocity of 800, and the mark 7 would have 40 and 810 respectively. The mark 5 values are extended for all other mark-based stats if no new value is specified (so mark 5 barrel weight, accuracy, etc would be used for marks 6 and 7. This also holds true for partModels, for example param for a gun could have model(6;hood_gun_140_x2) and all other mark 5 parameters would be extended to mark 6 (and 7, if there is a mark 7 of that gun). These new marks can be enabled in the technologies TextAsset just like any other mark. NathanKell mentions other method, so I would suggest to ask him directly how should be the right approach.
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NAR 13 major update, preview W.I.P. Many new improvements from @NathanKell in his work "Tweaks and fixes" included in NAR. Credits to him for his brilliant work. Nem armor code improvements for all ships for the AI to follow, take into consideration the ship class and year. This file will be easy edited by anyone interested. Ship speed limited to be between 90%-100% for the AI to follow. This will prevent to see ships incredible slow or with excessive speed which would increase the engine weight by an exponential factor and would limit the tonnage available to be used in other important areas, like armor. example A (ship made by the AI) example B (ship made by the AI) Subs can now travel around the map. Mines mechanic improvements. New scrapping behavior. Improvements to the shared design mechanic. Components weight rebalanced to help the AI to think more like a human player. As an example to be very rare to waste tonnage on triple bottom hulls. Playing with flags Monarch civil flag above Monarch naval flag below Monarch civil flag above Portugal monarchy below @MDHansen other format flags will only be cropped in the menu, but will work just fine in the shipyard or in battle.
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BETA v12.2 "updated"- N.A.R. changelog: Updated to UAD 1.6.0.3R Important: I will be working in the following days to implement the 1st version of the mod using the work from @NathanKell "Tweaks and Fixes" for testing. You can read more about it here: The goal, will be to add this new improvements for testing to the mod: Subs moving not limited by map borders. Mines damage mechanic improvements. AI auto builder improvements to ship armor values. This is only be possible due to very interesting work by @NathanKell, so credits for him! VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update.
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2.4% is nothing. Before was normal to have around 20% in vanilla game on that hull, and that one is one of the worst hulls to balance the weight in game.
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o7!! Great additions!! The most important thing would be the armor values per each ship class/per decade/ ship section, with a minimum and maximum value (destroyer and torpedo boat don't need these modifiers) So as an example, only for BBs between 1890-1900 Belt armor, minimum, maximum extended belt armor, minimum, maximum Deck armor, minimum, maximum Deck armor extended, minimum, maximum With this being the set, what the AI does with the remaining hull tonnage is not an issue anymore. Can use to have more speed or more guns. A little freedom is not bad (I already set the minimum guns value per each hull anyway). Only the armor values is important. But I would need these modifiers per each decade, and for each ship (BB, BC, CA, CL), a long list and crazy to implement I guess. I tested a few custom battles and was much better now 😁. I didn't try to start a new campaign yet. I want to speak about that with you later, but tomorrow I am going to return to Europe and I will have a busy week. I started to working to add a minor nation, but I face a few issues. There are also a few new modifiers options you added to the "params" file that I will need a little help about how they can be implemented. Great work you are doing, again many thanks.
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Great news. I will test it ofc 😁👍
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BETA v12.1 "updated"- N.A.R. changelog: Updated to UAD 1.6.0.2 Crew quality costs in custom battles rebalanced. Veterans are much cheaper now. Before it was unrealistic high the costs of value to use veterans crews on custom battles. Note: Due to the material costs rework, please report to me if it is impossible to have decent size fleets (you and the AI) in the campaign. If that is the case, I can simply buff the income of all nations to fix any possible issue. Happy hunting!
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BETA v12 "updated"- N.A.R. changelog: Updated to UAD 1.6.0.1 Due to changes by the devs, I had to rework the material costs from scratch. I took the opportunity to change some things. Barrels, ammunition, torpedoes, fuel are more expensive now, so they become more relevant when designing a ship. MINOR ISSUE: Turret side armor is very cheap. I couldn't find the modifier responsible for that value. 😒 Modern engines costs rebalanced to make them more interesting. Turbo electric drive onwards. Tip: Gas Turbines (1945) are only interesting at very high speeds. Torpedo tech removed from transports. Increase slightly the torpedo inaccuracy. Mine laying subs added to the mod. With the changes to subs battles being "key" now and not possible to ignore, this should make them balance in game and not being used anymore as an easy exploit to win the game by the player. 25% chance of AI going for refit instead of building a new ship. Previous was 50%/50%. * Lowered the AI shipbuilding limit to 110% from previous 125% to prevent them spending too much money on ships that will take too much time to be ready. * * Needs testing. English file updated. Link: https://drive.google.com/drive/folders/1ac6FZM6KTnY3Rhm5GRsEO6Zs6V8Jfasf?usp=drive_link
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Just a quick update. 1.6 version is already being tested, however there is a major issue with ships costs. I am guessing there are some hidden modifiers that were changed in the recent version. I am working on a solution, by editing the material costs in the "params" file to get a reasonable result but will take a few days.
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I am testing ATM, but the game becomes a lot slower to read the game files in the shipyard or start a battle. The same happening to you?
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Very interesting. I already start working on updating the files for 1.6, and I will try that approach.
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By using the "mods" folder?
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You know more than me. 😁 I will need to research careful before making any decision. 🤗
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😁 My list will be. Dutch - I still don't know, but small capital ships. Portugal - British units without capital ships Ottoman empire - Mix Germany and Austrian Brazil, Chile, Argentina, each one with a mix of units from European nations and America.
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Praise the Lord 🙏 This sure revives my interest with the game.
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😲 I need to see that!! @NathanKell thank you very much!
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He is referring to the fact that when we made any minor nation playable, the game couldn't read the population numbers from the "home" regions. So it was impossible for us to have any army or recruit any sailor for our ships. It can be a soft lock because there are flags missing from all minor nations to represent the type of governments, so the modifiers are not being used, or it can be something hardcoded. I believe it can be related to the flags missing.
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Gun models are added by devs, I then move them around between nations and ship classes, change stats & size to fit better the time period. I don't expect the devs to add the Des Moines gun model, but maybe I am wrong
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That is amazing. Great addition. By the way, this last statement. You remember it was because there were flags missing the reason that it wasn't possible to add minor as playable factions in the campaign? At least I think that to be issue. So maybe there is a way to make it work now.