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o Barão

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Everything posted by o Barão

  1. If I understood correctly, you want to be able to build faster ships? If that is the case, go to "shipTypes" and you will find these two modifiers for each ship class speedMin,speedMax But as a warning, the same rules apply to the AI, so it is possible to see the AI building crazy fast ships and not having displacement for armor or other things.
  2. Arcade accuracy is atm x2 the hit rate. x3 was too much in a previous version, and some players ask to nerf this value. If you get a situation where your ships are not hitting anything, share a screenshot for me to look at where I can see the chance of hitting. You can do this by hovering the mouse above the target or above your main guns. Both situations will show the data I am interested to see.
  3. The code is to be applied on Steam and not the game. Are you doing this way? I am almost sure that is internal game code and not available to us by editing the resource.assets file.
  4. o7! The issue happens in custom battles, shared designs or in the campaign? I assume you deleted the previous designs before installing the mod? If possible, share a screenshot. The current mod version is updated to work with the latest game version. You can see what is the mod version and the game version will work by reading the first line in the game news in the game menu.
  5. @Fangoriously just a quick update. I already tested, and the mod files doesn't interfere with the MP DLC. So is all good. And the MP DLC also have a resource.assets files that can be edited, so maybe there is the possibility for both players fighting battles using mods.
  6. It should be very similar to the previous version. Not exactly the same since I was forced to edit all the values to work with the new devs changes, but close enough that most players will not notice a difference.
  7. For anyone interested in how the upcoming DLC works, this video will be good to watch.
  8. This should not happen. I multiplied by X10 the relations penalties. tension_vs_enemyofally,50,Extra tension caused for enemies of ally,,,,,,, It is 5 in stock game. This should happen when a Germany fleet is in the same sea region with a fleet from your enemy. Was that the case? Another question. When you start a new war, you get an event message with the diplomatic relations changes for both nations in relation to all other nations in game. You did get that message?
  9. AI poor targeting choice The god info we have from enemy ships Magnet shells The entire fleet damaged in mine events These are, IMO, the most important things that should be fixed. The first two are the main reasons why the AI is so weak in the battlefield, and it should be incredibly easy to fix. At least, I expect the info that is available to us to be fixed in multiplayer. Magnet shells are present since the beginning, and at this point I already lost my hope about this issue to ever be fixed and this will be used in multiplayer to win battles. The players will go fight each other's already with the idea of using a game exploit or preventing that happening to them all the time to win the battle instead of fighting a normal battle and having fun. The mine events mechanic should have a code line added capping the maximum ships that could be damaged or sink each turn. 2-3 ships maximum. This simple change would fix all the issues I have with mines. It is unrealistic for a fleet to have few ships damaged by mines, for the admiral to order that is not a problem and to continue sailing forward until all the ships are damaged. Other minor issues: Convoys missions being attacked by subs without any escorts? So what is the point in having this battle? Why there are merchants sailing in a convoy if there are no escorts? Does not make any sense. A simple message in the beginning of the turn informing the player how many merchants were sunk in the sea region is enough in that case. Ships wiggling when turning. This was working well, many updates ago. Smoke bubble. The AI doesn't know when to use it, and it is not a bubble. If this was fixed, I would gladly enable smoke inside the mod.
  10. BETA v10.9.3 - "Shells & Ballistics rework" update - N.A.R. changelog: Updated to UAD 1.5.1.1 Opt Guns ballistics overhauled to work with new game mechanics changes implemented by the devs Fixed a penetration value from the 15" as reported by @gsc 👍
  11. Just a quick update. The devs changed how accuracy works in the recent update. There is a big change in how muzzle velocity works that affects deeply how the guns should perform inside the mod. I am implementing a fix, but it will take a little until everything is right. Before: After
  12. I am guessing that modding will not be compatible. It would be amazing if it was someday. I am concerned if a player using mods for single-player cannot play against other players. I am suspecting that crucial data for online battles will be used from servers and not from our game files, but at this moment is just speculation. Ideally we would have something like paradox or total games where players can play against each other using the same mods, but I don't think we will see that here. Or maybe it will be the way you are saying. A different launcher.
  13. Ok, that is really unexpected. I was thinking in many other small things, but that sure is a BIG one that will make the community very happy. @Nick Thomadis great improvement!!
  14. Great!! Yeah, that it is the issue. I didn't find a way to force the players ships to be committed to convoy duties. IMO, convoy battles should only happen if there are escorts. If there are no escorts, there is no reason for merchant ships to travel together. But one thing is how it should be, another thing is how to force the game to do that.
  15. Yes!!!! If the AI have TBs, DDs and CLs available in the sea region, I increase the chance of being used in convoys against subs. In rare occasions your subs can spot a big convoy and in those situations there is also a chance of seeing a CA, BC or a BB. Note, at this moment I don't know if the same happens to the player.
  16. That is not related to the mod.
  17. BETA v10.9.2 - "Shells & Ballistics rework" update - N.A.R. changelog: Updated to UAD 1.5.1.0 Opt
  18. From the Beta 1.9 "AI building program changed. Multiplied by x2 or more, in some cases, the chance of building BBs and BCs for all nations. I was noticing what should be powerful navies with few capital ships. Now most likely it should be much better." I also update tech mod for China and Spain since they didn't have any, and that is also from the AI personalities file. I don't know for sure what was the cause, but something is causing old saves to be corrupted.
  19. To duplicate files and place on both categories? I have no idea, maybe it is possible.
  20. I suspect due to my "AIpersonalities" file editing to make the AI build more capital ships can somehow corrupt old saves. I apologize for the inconvenience.
  21. Have you tried starting a new campaign to see if the same issue happens?
  22. BETA v10.9.1 - "Shells & Ballistics rework" update - N.A.R. changelog: Updated to UAD 1.5.1.0R Shell velocity, accuracy, accuracy long modifiers and wind modifiers removed from HE and AP shells because they were causing an impact to the other shells stats. HE ««»» AP. An engine limitation. Shell weight modifiers are not affected by this change. CPC and CPBC penetration, HE damage and HE fire chance stats changed to close the gap to SAP performance. There is a linear progression now from incendiary shell all the way to APBC. SAPBC and APC range stats change taking into consideration the fact that one is lighter but have a ballistic cap and the other is heavier but have an AP cap design that adds too much drag. 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. ----- 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.
  23. The overpen damage is the same as vanilla game. over_penetration,0.085,damage multiplier due to over-penetration But if you are seeing that, you can check the damage log or the ship damage log, take a screenshot and share with me.
  24. If you really think that is the case, then please stop everything here. Really stop. There are other mods, or the vanilla experience, and I wish you farewell. For me, that is too much. I am doing this for more than a year, in my free time, without charging anything and I still need to deal with this comment? Not worth it.
  25. Still playing Manor Lords
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