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o Barão

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Everything posted by o Barão

  1. @Azerostar The initial distances are only for the campaign. Sadly, as you said, many important accuracy modifiers are not used anymore. danger_low_threshold,1.00E-37,minimal threshold to promote shooting not-dangerous targets NOT USED,0.1,,,,,, new_aim_threshold,5.00E-36,relative threshold to change to better target NOT USED,0.5,,,,,, @Fangoriously I hope to see more reasonable results now.🙏 Note for all players: I started a campaign with Germany in 1930. I want to see how badly was my hammer nerf to subs. Months ago I balance them based on player feedback, and after that no one complained about them anymore. I suspect they are incredibly weak now, so I want to see with my own eyes what it is happening. 🤔 "Light lamp", will be "Signal lamp", in the next version. I reverted my changes to crew cost, because with Germany in 1930 I am already swimming in money. I already found a good distance for late year battles. In 1930 is around 25km. I suspect it can be around 30km for 1940. Report to me if battles around 1890-1900 start with the fleets too close to each other.
  2. BETA v8.0.2 - "Battle stations update" - N.A.R. changelog: Updated to UAD 1.5.0.6 Opt x 4 Changes to guns: A-H capital guns replaced by another model that resembles the one used in the Viribius Unitis. Because of this, many Chinese guns were replaced by others from Spain. Since this two nations late guns are mostly fantasy, it is not a problem if they share many guns models, but there are still some differences in early years. Japan early cruiser and BB guns were standardized. Models were changed to reflect more accurately what they were using in that time period. Spanish 4" and 5", single barrel, mk1/2 and 3 had the size changed. It is smaller now and should look better. Changes to the battlefield. Decrease the initial distances between the fleets. If the fleets are spawning too close to each other, please report to me. I am really interested to know what it is happening around 1940. Changes made to the AI to feel more confident in attacking. Changed the autoresolve parameters to be only about firepower and nothing more. *Needs testing. Changes to ship movement. Nerfed the acceleration and deceleration modifier. The ships should have a more natural movement and should avoid the players exploiting the game by going from flank speed to "0" in a few seconds for avoiding torpedoes like they are braking with a car in the road. This is unrealistic and it needs to be removed. Nerfed a little the ship turning rotation speed to help the ships not wobbling so much.*Being tested. Changes to the tech tree. Possible fix for the late tech missing from the campaign. This was suggested by @brothermunro so if it works don't forget to say thanks to him. Needs a new campaign. Changed the "flags communication" in the tech tree, by the "light lamp". Makes much more sense now. The "English" file needs to be updated because of this. Changes to the campaign. Lowered the crew training cost in 30% Lowered the GDP penalty by 25% for losing transports. Multiplied by x10!!! the tension raised by enemies from my allies to see if I can make the dumb allies to do something instead of just sitting there and watching the world on fire without doing nothing. 😒 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 form a main game .exe like "x:\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update.
  3. Not possible. It is an individual value per hull.
  4. Alfacinha de gema!
  5. @Fangoriously you wrote all that report because one CA was running away from 2 CLs armed with torpedoes rushing her in bad weather for a torpedo run? ok. If you see 2 CA running away from your only CL, that would be interesting for me. That is why I am asking for screenshots all the time.
  6. I just had my glorious defeat ever in UAD, and all started because the AI was smarter to not fight me. I clear had the advantage here. So the AI did the reasonable thing to do and run away and live to fight another day. The next month they returned, but now with more 3 BB and 1 CA. The AI rushed to get close to me and form battle lines. They had the speed advantage and, worst, the British CLs had better torpedoes. After I lost a CA and a CL, i had to call my TBs to do a suicide run to win some time for my capital ships to runaway. BB Santa Teresa eat some torpedoes in the beginning and had the speed crippled for almost the entire battle. She would eventually be hit by more torpedoes by ships rushing her position in close quarters fight and would sink later. Only the "Pelayo" is still alive. A British CL sense blood in the water and gets close enough to give the mortal blow. Thankfully, in the last minute, my gunners managed to sink her before she was able to launch any torpedo. The entire British fleet is faster and getting closer and closer. Sadly, the AI in the end gave up on me and let me run away. Almost the perfect battle for the AI. And this defeat was only possible, because the AI decided to not fight me in the previous month. Now I am struggling to win this war, and the British are building many more ships. In a few months it is going to be hell for me. Better to ask for a peace agreement.
  7. But that is the problem. I don't have 12" or higher guns set for any cruiser line in game. By doing this, you are forcing the game engine to read the default gun table. Here I give you reason. The problem is not the gun model, but the order they are showing up. It should be inverted for the cruiser line. mk2«»mk3 I need screenshots to know what are both fleets compositions and if there were losses already. You saying that this is happening without me knowing what in details is not helping me. As an example. In my current 1899, Spanish campaign, I had around 7 battles and the AI fought all of them. A complete different experience from what you are saying. In one battle, I manage to force the AI to retreat from battle after it lost all capital ships. A reasonable decision. In another battle, the AI created a beautiful powerful battle line, but failed to chase me and I manage to sink one BB in a TB run before I retreated from battle. But if you don't want to see the AI doing human things, but fighting until all are dead, all the time. Open the "params" file. general_retreat_threshold,0.5,ratio of own fleet's power to enemy to start general fleet retreat (keep lower than battle_avoid_threshold),0.5,,,,,, division_retreat_threshold,0.5,threshold to start division retreat for division's estimated damage (average median),0.3,,,,,, set both values to "0". Problem solved.
  8. A cruiser capable of using 14" guns? That is not from my mod. I will need screenshots to understand what you are saying.
  9. This part it is a little strange for me. If I am not mistaken, before, if someone declared war on me, my allies would join me in the war, but now they need to raise tension first? It is the same for you, right? Great! 👍 I can't do anything about that. 2) I changed the AI behavior to respect more the player power in battle. This is an experimental feature that I am still tweaking, but from the screenshots you uploaded I can see you had more ships. So it wasn't bad a call from the AI. 3) So you are in 1947 and still didn't unlock Oil III and auxiliary 5. Ok, I will take a deep look at the technologies file later and compare to the stock file to see where are the changes made by the devs.
  10. I didn't notice, but that is normal if you see that. If you're crazy enough and have plenty of time, you can in theory design a specific gun language for each ship type.
  11. It seems there is a little confusion here. I am talking about in game guns and you real life examples, maybe. Anyway, that it is not important. What matters is your suggestion to replace some A-H guns for another model that resembles more the historical Viribius Unitis. And it is a good suggestion. So +1 to you! 👍
  12. Interesting suggestion. That first turret is used by the Italians or it is Chinese?
  13. Important message to all players. Mod introduction and installation procedures reworked with all the most important changes I made in the last year. Now anyone can go to the first page here in the forum and read everything it needs to know about mod, what it does and how it works. I apologize for taking too long to do this, but I am no writer, and to write in English is a little nightmare. I will appreciate anyone that points my grammar mistakes in the mod description, so I can fix them.
  14. From the devs report, that it is a vanilla bug that they are tying to fix in the recent versions, or at least trying to occur less.
  15. Was already fixed in the recent update! 😉
  16. BETA v8 - "Battle stations update" - N.A.R. changelog: Updated to UAD 1.5.0.6 Opt x 2 «Major update» Changes to AI battle logic: Battle AI reworked. Now it is free to do anything. Can chase, rush the enemy, maintain the distance, create battle lines. It is universal and combines the best of the two previous options, plus the upgrades to the AI decisions in battle from this version.* Screen, scout, and follow are enabled for the AI, but in most cases will use independent formations since from my testing, those are what give the best results. Ranges edited for specific divisions' role to help the AI to create coherent battle groups. 15% chance to see abreast formations to add more variety. AI divisions are limited to 3 ships instead of 5 in vanilla. This will help the AI to overwhelm the player with numbers. *Note: Report to me if you see the AI fleet or individual divisions running from the battlefield. Screenshots will help me a lot to understand why and if it was a good decision or not. Changes to accuracy: Semi realistic accuracy returns. There is also an arcade version featuring x2 the probability to hit the target for the players that enjoy that kind of experience.* The bigger the gun, the more accurate it will be at max ranges. Penalties for the gun's ladder aiming, target range changes, target bearing changes and target turning are lower. This helps guns to maintain a lock to target, and if forced to use the ladder aiming to get a result quicker.* *Note: It is important to have two turrets or more of the same caliber to get a target solution quicker trough salvos. Ships coming fast in your direction or away from you, or doing sharp turns, can still make your guns losing track and enter a "ladder aiming" situation. But it should be much quicker now to get a target solution. Small caliber guns should have an easy time to get the maximum result possible due to the better ROF, but if all at maximum, the bigger the caliber, the better it should be, specially at long ranges. The damage model is made taking into consideration the semi realistic accuracy. Arcade experience can make TBs and DDs very weak in battle, hampering the AI capabilities to fight you. Changes to the damage model: Increased the torpedo damage for all ships. The smaller the ship type, the more devastating will be the explosion. Changes to the tech tree: Accuracy difference from different guns' era are bigger now and this will impose a new challenge for the player. Should the player focus on guns tech and suffer the research penalties, or go to battle with old guns? To make the player more invested in the tech tree. The penalty for focusing on a specific tech is lower now to compensate the player and give more freedom. Changes to the ship design AI logic: Increased the probability to see bigger secondaries. Campaign changes: Lowered the probability for minor allies to send you offers to buy ships. I was getting too many offers, unrealistic and annoying. Now is a vanilla experience. Increased the tonnage threshold for allies to send you a proposal to build a new ship to simulate the "South American arms race" x2 the army rate factor if at war against a minor nation. It should help Austria against Serbia as an example.* *Needs testing. Changes to ships parts: Mega funnel variants capacity buffed. Bugs fixed: Some Austrians guns issue fixed. Link to download https://drive.google.com/drive/folders/1o53PD65o2wAo-UDrI_PEA2L3N8kstWLs No need to start a new campaign. Just replace the file and have fun! ☺️ You will know if you are using the right version by reading the "news". IMPORTANT: I don't know when I am going to update the mod again, so to avoid and play the game without 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 form a main game .exe like "x:\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update. Do not report bugs to the devs if using mods!! Happy hunting, the Baron!
  17. Thank you for the report!! 👍
  18. The bugs you find!!! That happens because the way they designed the game, it should not be possible to unlock triples and use that turret. I will replace that turret for the regular one.👍 Thank you for the report!
  19. Beta 8 preview "Battlestations" update Battle AI reworked. Now it is free to do anything. Can chase, rush the enemy, maintain the distance, create battle lines. It is universal and combines the best of the two previous options, plus the upgrades to the AI decisions in battle from this version. Screen, scout, and follow are enabled for the AI, but in most cases will use independent formations since from my testing, those are what give the best results. There is also a 15% chance to see battle line formations to add more variety. AI divisions are limited to 3 ships instead of 5 in vanilla. This will help the AI to overwhelm the player with numbers. Semi realistic accuracy returns. It still in the works, but the results are promising. The bigger the gun, the more accurate it will be at max ranges. Penalties for the gun's ladder aiming, target range changes, target bearing changes and target turning are lower. This helps guns to maintain a lock to target, and if forced to use the ladder aiming to get a result quicker.* Accuracy difference from different guns' era are bigger now and this will impose a new challenge for the player. Should I focus on guns tech and suffer the research penalties, or go to battle with old guns? To make the player more invested in the tech tree. The penalty for focusing on a specific tech is lower now to compensate the player and give more freedom. Ship design AI logic improved. It should use bigger secondaries most of the time. *NOTE: It is important to have two turrets or more of the same caliber to get a target to solution quicker trough salvos. Ships coming fast in your direction or away from you, or doing sharp turns, can still make your guns losing track and enter a "ladder aiming" situation. But it should be much quicker now to get a target solution.
  20. The small dreadnought hull have the displacement to build the Radetkzy class.
  21. And where you got the idea that the A-H have the semi-dreadnought hull?
  22. @KhanAnon I am looking at the Radetzky, and it seems you can build a similar ship already with the hulls and parts available. What I am missing here? I already discovered the bug about 6" triple been dual barrel turret. Thanks for the report. 👍 Now, the bug about secondaries is very odd, since it is not showing to me nothing wrong, and I still didn't find a possible reason why it is happening to you. You mentioned you rush the triple secondaries tech. In what year did you unlocked them?
  23. Yes, and as I said before, that it is normal. What it is not normal, and I just checked, is to be impossible to use 2 funnels to get at least 100% EE when trying to replicate an Iowa class BB. So expect a buff to 50 funnel capacity. Nothing more. Now for anyone that don't understand why this changes happens, and I am doing this since the beginning, I can explain why. Realism. To have, as an example, a DD going 40+knots with only a small funnel and having 100% E.E it is a fantasy, and that is what happens in vanilla game. In my changes to funnel capacity, it is always with the goal to force the players to design realistic designs for the time period if they want an engine with good efficiency. There is also the positive side effect, that by forcing them to use more funnels, in many hulls, they will have less room for more guns, which will helps to balance the poor AI designs against the player. And to understand how difficult this can be, I have almost 700 funnels entries to edit inside the game, some were created by me. It is impossible for me to rebalance all of them and work the way I want for all ships in one go. So it is a continuous process, by simply playing the game, and looking to a specific ship, and thinking. "This is too much for the time period/power/funnel size."
  24. It doesn't. Both can have the same caliber guns, but one can have in theory more guns, more armor, etc... because it has more displacement. Look at the tonnage available to be used by both and how many guns have both hulls. There is a big difference between both hulls about how much power they can bring to battle.
  25. So the others components were there all this time after all. 🤔 Oil III is a 1935 tech! When you reach 1940, report me if you don't have that tech researched. I can lower the extra tension modifier for a future update, but I suspect that the AI nations are much more resilient now to go bankruptcy. I am going to tell you a little secret, but don't share this with our American friends, because I am really not interested to start a debate about this. For us europeans, large cruiser and battlecruiser, it is exactly the same thing! It is only a fancy Yankee name for the same ship role. Thank you!!! 👍 That is normal in NAR.
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