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Everything posted by o Barão
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@NathanKell again, thank you. This info opens a new interesting thing to study and experiment and maybe get some improvements in the way how AI design ships.
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Ah, I see!! Sorry If I misunderstood in the beginning. That was very helpful!! Many thanks.
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That part I understand. Is not about that what I am talking about. In the list modifiers, I posted several examples. Those are not about what parts are going to be used in a hull, but are instead how the AI will design the ship. If you can get the answer for those, it would be amazing.
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BETA v11.3 "updated"- N.A.R. changelog: Updated to UAD 1.5.1.5 Added "key" modifier for all sub battles. Nerfed the mine damage. Note: Experimental. If working properly now, the player will now be forced to fight all sub battles. This is important for me to consider adding mine laying subs to the mod.
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Yes there is. If you can find the answer, I will be very grateful! There are AI rules to follow when designing the ships. You can see them in the "parts" file. I added a few notes from my observations when I was trying to understand what they do. Typical_Modern_BB Typical_Modern2_BB - AB-X layout? Warspite_Var - Tries to use AB-XY layout before going for side guns? german_sides - The AI will use main guns in pairs on the sides in the same axis. Late_Cross_Deck_plus - The AI will use main guns in pairs on the sides in the same axis, but smaller caliber? Cross_Deck_Guns - The AI will use main guns in pairs on the sides in the same axis. battlecruiser_forward Small_Foredeck - The AI needs to place the main tower and one main gun in the limited area at the ship bow. RussianCenterline - Gangut Style. Can favor Big superStructures with main guns in the middle and the main tower closer to the bow. BB_Flat Big_SuperStructure - Adds many barbettes for small guns in the centerline and in the sides. Middle_Big - Similar to Big Superstructure, but favors more barbettes for small guns in the center? Small_Deck Narrow_Deck - Fewer barbettes on the sides? barbette_need - If not enable, the AI will only use barbettes in fewer situations. No_Barb - No barbettes for the main guns Side_Barbettes - Adds many small guns on barbettes in the sides. Not good. BB_Fuso_sec Middle_Superstructure - To place main guns between the towers? Torpedo_Sides - Will use many torpedo launchers Command_Forward Coastal_Ship CA_Gun_Sides_Few CA_Gun_Sides CA_Gun_Sides_Main
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There is a rebellion_chance modifier in the "provinces" file. I didn't change those values, but for anyone interested, it is possible to change how many colony wars will happen or where.
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I don't know exactly how it works in RTW, what I can add is that in the "parts" file there are modifiers rules for the AI to follow when designing a ship. A rule that will tell the AI to use side main guns in a specific hull, as an example. There are many different parameters, however without the devs explaining what they do exactly it is impossible for me to know. Then, as I said before, there are also the global modifiers from the "params" that the AI will use to generate a new ship, but they are very limited. There is no option to use a minimum armor for a specific ship area as an example. About tech progression, the only thing you need to know about how it works in NAR, is that the penalty for using focus tech is smaller. This should help the player that wants to invest more in a specific area. Also, there is an improvement for researching old techs. "I have gotten messages about the heads of every other navy being sacked, and it seems like half the colonies in the world have risen up, with many winning their independence wars. " I think @brothermunro will know what is the modifier responsible for the AI spending. I can't remember know what it is. I am not worried about AI spending or if the Admiral was sacked, If the AI is building ships then it is good for us. About the independence wars, I didn't change anything, what I did was improved the way major nations fight against minors. In theory, major nations should use more troops against minors now. I did that because I was tired to see A-H losing the war against Serbia, but I don't know if the changes I made are enough for A-H to win the war in the Balkans now. I am almost sure that is an internal code, not available for us modders to edit. I lowered many accuracy penalties, so it should be easier for the guns to work inside the mod in most situations. Share with me a screenshot when you see that, for me to know exactly what are the modifiers values at that moment. I see that Ottoman Empire is having an easy time. Is that an issue for you? Or is about your losses in Armenia? I edit all province's defense values. Armenia being a mountain region have a small bonus but still nothing crazy. You should have an easy battle in conquering that province. OMG.... I really hate the mines mechanic in UAD. It is so stupid the way it works. Fun fact, I think I found a way for the player to be forced to fight all sub battles, this in theory would solve the issue I have with subs using mines and I could add them to the mod, but why should I do that if the mines mechanic is so broken in this game? The mod is not updated for the newest game update. I am abroad for the next 3 months and I don't know when I will have the time to see what it changed and adapt the mod to work with the game newest version. At this moment, I really don't have an answer for that. I can only recommend blocking steam updates and wait.
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In the "params" file you will see this: gun_gen_caliber_max,0.45,autobuilder's caliber influence on gun's choice gun_gen_caliber_min,0.4,autobuilder's caliber influence on gun's choice *NAR values. Range 0.1-1 Smaller values will increase the chance for the AI to use smaller caliber guns and vice versa. Note that from my testings, I saw that max value around 0.5-0.6 was enough for the AI to go with huge guns if the hull allows it. If you go with 0.1-1, the AI have all the freedom to choose. If you go with 0.1-0.2, most likely you will see many BBs with 9" guns.
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@DougToss yes, I remember you, thank you for the kind words! The games you mentioned, no, but I played a lot "Fighting Steel" when I was a teenager. What we have is global parameters that will work with the individual hull parameters to create something different every time the autodesign feature is used. I made some improvements in this area, like increasing the number of main turrets, fewer torpedoes and lower the chance of seeing a turret firing arc blocked by other turret. The advantage from this mechanic is that it allows the AI to come with different things more often but have some disadvantages, as an example, not having a minimum armor protection values for different parts of the ship or the fact the AI doesn't understand that middle deck armor is more important than the aft or bow deck areas. The other possibility is to use the shared design feature to create exactly what you want the AI to build, but the problem with this is that you need to design each hull for every year. So thousands of ships needs to be made this way. I also don't recommend doing this right now, since the devs and I are still working, and new ship parts can be added or change place. I don't remember if we had already a campaign 3 years ago, but apart from that must be the new hulls and parts added to the game that adds much needed variety.
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No, I usually don't keep old versions. I think I found the issue. Well, more or less. All BCs are limited to 37 knots, however in the "parts" file every ship have a "speed" value, and when using autoresolve, the game engine will use that value as a reference. In this example, we see an AI design with 37.5 knots. Now the strange thing is, you are seeing a British BC with 44 knots max speed, but the biggest value I see in any British BCs is 39.5 knots.
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BETA v11.2 "updated"- N.A.R. changelog: Some changes to the economy to make it harder to get unrealistic huge fleets and still have crazy amount of money. Some modifiers changed to see if it is possible for the army to invest more soldiers in offensive land actions. Economy changes: ship_maintenance,0.015 » 0.02 (*same as vanilla) budget_base,"55,000,000" » 50,000,000 province_income,"40,000,000" » 35,000,000 IMPORTANT: In a few days, I will go to make a long trip for the next 3 months, so don't expect me to be available every time there is an update from the devs to update the mod. I strongly suggest for anyone interested in using the mod to block steam updates. 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. ----- Important ----- Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.
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It should be 37 knots maximum. That campaign you are playing had any turn played where the mod wasn't activated? Or maybe it is a shared design?
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https://en.wikipedia.org/wiki/Zone_of_immunity
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Just a quick note. For some reason, the Google Drive is very slow in uploading the "arcade" version, atm. If you wish to use that version, maybe is better to check later. Already uploaded.
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BETA v11.1 "updated"- N.A.R. changelog: Updated to UAD 1.5.1.3 Replace the British MK4 & MK5 6" and 7", single, double and triple turrets models on BBs and BCs. IMPORTANT: In a few days, I will go to make a long trip for the next 3 months, so don't expect me to be available every time there is an update from the devs to update the mod. I strongly suggest for anyone interested in using the mod to block steam updates. 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. ----- Important ----- Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.
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I don't like that. That is a leftover from the first gun rework before we had the quad 3D model you see in that image. The same I can say about the 6" x1;x2;x3 on BBs. I will replace both with the models you see on heavy cruisers in the next update. Thanks.
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BETA v11 "updated"- N.A.R. changelog: Fixed the issue with Japanese 20" and late Russian 5" scaling as reported by @HMS Implosive & @Fangoriously
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That screenshot is so funny!!! 😁
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BETA v11 - N.A.R. changelog: Updated to UAD 1.5.1.1 Optx4 Changed all the global modifiers related to subs and battle autoresolve. It will use STOCK game values. STOCK game experience. I explain in details below why.* Lowered around 50% the transport's losses per turn. Some players reported to me that it was too high and impossible to manage. Fixed an issue with the 16" german mk4 & mk5 size as reported by @HMS Implosive All German big caliber guns, from 17" to 20", will use the standard 3D model now instead of the comical huge square. This also add the benefit for the player and the AI to make it easier to place them on the main and secondary towers. I did some changes to make it more likely to see escorts in convoys missions against subs. I added some escorts to ambush missions, since it is a little silly to see a lonely BB travelling without protection. Report to me if it works. Link: https://drive.google.com/drive/folders/1ac6FZM6KTnY3Rhm5GRsEO6Zs6V8Jfasf?usp=drive_link *ABOUT SUBS AND AUTORESOLVE* I finally found out the reason why some players were complaining that subs were impossible to detect and sink. The reason is the recon value. It will increase exponentially the ASW value in late era ships, and was the experience in fighting subs around 1940 that I used to balance them. Because of this, it was almost impossible for ships in early years to fight subs. So now if you find subs incredible weak around 1940, this is the reason. If you still find subs incredible hard to sink around 1910-1920, send a message to the devs. There is an incredible ASW value difference from ships around 1910 to 1940 that makes a nightmare to balance them, and I have no stomach at this moment to make it work. I think the only possible solution is to lower all the recon values (which I already did a little in this version) and to bump ASW from depth charges and sonar in early years so that the gap is smaller and only then try to find a way to balance the subs to make them interesting all years without feeling overpower. It is very frustrating for me trying to find a way to make this work well so for now, stock game values, stock game experience. About the auto resolve. I still noticed some strange results, and I can't force to give reasonable results all the time. So I give up. I prefer to use stock values and if the player sees anything that don't like, go talk with the devs and not me. IMPORTANT: In two weeks, I will go to make a long trip for the next 3 months, so don't expect me to be available every time there is an update from the devs to update the mod. I strongly suggest for anyone interested in using the mod to block steam updates. 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. ----- Important ----- Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.
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And if you set beam and draught slider at 0 plus maximum speed possible, you should be able to reach 8k in small light cruisers. Interesting, but it applies to transports only vs subs or to the ships protecting from subs attacks? The second image suggests that it only applies to the escorts, but I am not 100% sure.
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That is too much. I will fix that. Let's say 50% of the current value. The advantage they have is that those are cheaper and harder to detect, but against other powerful subs they are at a disadvantage Yes. Also, scout plane for CLs should give a big bonus. What I tried to do was to force the game engine to always have escorts on convoy battles against subs. But I only got mixed results. You can try to see if it is possible to improve by editing the "battleTypeEx" file. I am not aware of any convoy defense stat.
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The only ASW those CAs can have are from scout planes, so normal result. What I wasn't expecting to see is a convoy with 3 CAs and not a single escort. 🤔 At this point, I think it is impossible for the random battle generator to do exactly what I ordered to do. I give up.
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BETA v10.9.4 - "Shells & Ballistics rework" update - N.A.R. changelog: Updated to UAD 1.5.1.1 Optx3 IMPORTANT: In two weeks, I will go to make a long trip for the next 3 months, so don't expect me to be available every time there is an update from the devs to update the mod. I strongly suggest for anyone interested in using the mod to block steam updates. 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. ----- Important ----- Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.
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I already tested against the AI to see if it was possible, and it worked. Against other players we will need to use the servers so it can be different, but if both players are using the same mod maybe it will work. For me, is a test that needs to be done. 😁
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Ok, so if you want to increase the damage against the port's infrastructure, go to "params" file and look for these modifiers: port_damage_factor,0.1,How much damage is dealt in successful Port Strike missiions modifier,,,,,,, port_damage_max_threshold,0.25,Max % of Port Damage in Port Strike mission,,,,,,, But as a side note, this is the same as in vanilla game. I never edited these modifiers. If you want to change the battle conditions, then you can go to "battleTypeEx" and look for Portstrike missions. It seems there are some versions that have transports. But again, those values are the same as vanilla. My only changes in that file are only related to subs and ambush battles.