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o Barão

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Everything posted by o Barão

  1. Again, thank you for the detailed report. Helps me a lot. "i still haven't seen anyone grow at 7% with the latest modifications." Ok a little raise, not by much. "but the size of the single max ship size keep snowballing:" Sure, I can nerf the snowballing effect. But it is important to understand that I don't want to force the player to always be upgrading the shipyard in fear of be losing something. That is not the point. But to keep thing more reasonable. To make it short, in NAR, the bigger the gun, the more accurate will be, if we ignore the ROF accuracy bonus modifier implemented by the devs months ago. There are some accuracy modifiers that the devs are disabling in the recent updates that I was using to create two different play styles. Most important were the modifier against small ships and big ships. The devs are replacing for a new accuracy system that is not available for us modders to do anything. However, this is not a major issue, because I can still implement a semi realistic accuracy in game by editing this values hitChanceMaxRange,hitChanceCurver,hitChanceMult in the guns file. The problem is before it was easy to get what I want in a few hours. By using this method I will need days, in editing values, open the game, run tests, to get a reasonable result. (a pain in the ass)I don't have the patience to do that now, so I postponed for a later updated.
  2. BETA v5.9.7 N.A.R. changelog: Updated for UAD 1.5.0.3 American shipyard buffed to 9000 (1890)
  3. You can build 500 tons in 6 months (USA starts with 8500 tons shipyard) I will buff the shipyard to 9k for the next update, just so all you Americans can give me peace!
  4. BETA v5.9.6 N.A.R. changelog: Updated for UAD 1.5.0.2 OPT Base, province and oil income buffed.
  5. Thanks for the detailed report. 👍 I like the GDP growth values, so I will bump instead the base income, province income and oil income for the next version. "The shipyard is good I would say, both in size and capacity, I'm at 50k tons in 1914 with 250k of capacity, in the first 15 years is very limiting, as it probably should be ( maybe we should start at 10k tons instead of 8k)." That is an independent value per nation, and it reflects what each nation could built around that time period. Maine BB was a 6700 tons ship, so more or less close to that initial limit. No need for changes. England as comparison starts with 13500 tons limit.
  6. That gray screen show up when the resource.assets is not in the right location. Is the content download from the google drive coming packed? You need to extract it first and send the content inside to this location C:\...\Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data
  7. I am Portuguese and I can only read Spanish more or less.
  8. @TheBlackCitadel "All in all this puts me in a tight spot. I am a country surrounded by countries that will progressively hate me more and more, and will inevitably lead to war. They all have navies much larger than mine." So why are you playing in the legendary difficulty, if you don't like the challenge? Other things: The economy modifiers are the same for all nations. It is not only for the human player. You can see that in GDP, naval year budget, but ofc the AI is having a 30% bonus because of the difficulty level. The only thing naval funds are telling me, is that you are spending too much. Ships numbers alone don't tell me much, since it is normal for most players to make expensive ships. Auto design would give me a more realistic picture. GDP growth values are much more in line with the real average, so good. I always start with crew training at zero and keep at zero until I know I will go to war in a few turns. Only then I will raise the slider and then after the war, I keep at 25% to maintain the crew quality. This, and reasonable decisions about what ships I will build and how many, is enough to have a wealth of naval treasure in the positive. Also, 200% TC slider only until I get the maximum, then I will drop to half and save millions.
  9. BETA v5.9.5 N.A.R. changelog: Updated for UAD 1.5.0.2 English file also updated.
  10. I will need screenshots to understand what you are saying. Finances tab, expenses and if you are at war.
  11. I mentioned in December that the AI divisions would bump each other when attacking because there is a range limit from the main ship they can sail. At a time, I suggested some ideas how to fix this issue. I am guessing this is the dev's solution for this issue. I am not sure. Great, that is exactly the point. To prevent the end game situations where the player does not know what to with so much cash and free shipyard to build anything.
  12. BETA v5.9.4 N.A.R. changelog: Updated for UAD 1.5.0.1
  13. I never noticed that. Strange.
  14. We don't have those towers in game, so it is not possible.
  15. ai_difficulty_normal_income_multiplier,1,modifier of AI GDP in Normal Difficulty Mode,,,,,,, ai_difficulty_hard_income_multiplier,1.25,modifier of AI GDP in Hard Difficulty Mode,,,,,,, ai_difficulty_legendary_income_multiplier,1.5,modifier of AI GDP in Legendary Difficulty Mode,,,,,,, ai_difficulty_hard_tech_multiplier,1.25,modifier of AI tech n Hard Difficulty Mode,,,,,,, ai_difficulty_legendary_tech_multiplier,1.33,modifier of AI tech in Legendary Difficulty Mode,,,,,,, From "params" file The AI gets a 25% tech research bonus in the hard difficulty and as @brothermunro mentioned, there are penalties by using the priorities to focus on specific techs. Add all together and that will explain why you are falling behind.
  16. What is the difficulty level?
  17. BETA v5.9.3 N.A.R. changelog: Updated for UAD 1.5.0 live Note: The new hulls, ship parts and gun models will be implemented in the next weeks.
  18. Yeah, that is an issue. It would make the installation far too complicated for the average user, and I would be dependent on your work every time there is an update. But thanks for the offer.
  19. @NathanKell and how that change could be implemented?
  20. There were some changes by the devs related to ship speed and rotation modifiers in the recent updates that may be the cause for that. I am just guessing here.
  21. BETA v5.9.1 N.A.R. changelog: Updated for UAD 1.5.0 RC 8 English file also updated with the recent changes Ship campaign map speed increased 0.6--»0.7 (vanilla is 0.3) Mod variants reduced to two, due to the new devs changes. Read more about that below. The new retreat AI logic is applied only to the traditional formations. In the swarm tactics variant, the AI will fight to the death in most situations. IMPORTANT: This does not include the new hulls or ship parts, those will come in the next weeks. In the recent update RC8 these two modifiers are not being used anymore: acc_mod_vs_tiny_ship,0.17,change-to-hit modifier vs smallest possible ship NO LONGER USED,0.5,0.065,,,,, acc_mod_vs_huge_ship,5.5,change-to-hit modifier vs very big ship NO LONGER USED,1.5,,,,,, These were important for having two different accuracy systems. Without this, there will be only the vanilla variant with a few tweaks. Link: https://drive.google.com/drive/folders/1kXuaGBXf46rpE07OwQuqoB9dUi7evgnn
  22. Sure go ahead! ☺️
  23. BETA v5.9.0 N.A.R. changelog: Updated for UAD 1.5.0 English file also updated with the recent changes IMPORTANT: This does not include the new hulls or ship parts, those will come in the next weeks. Link: https://drive.google.com/drive/folders/1kXuaGBXf46rpE07OwQuqoB9dUi7evgnn
  24. division_attack_offset,890,preferable offset forward of target to attempt an attack route. Can be also negative.,,,,,,, divisions_space,2250,Minimum distance between divisions on the same axis,,,,,,, Very interesting this two new parameters. Thanks. If possible, consider to implement: approach_clamp_torpedoes per ship type (TB, DD, CL, etc...) So it is possible to make small ships very aggressive in their approach if armed with torpedoes, but without affecting capital ships if also armed with torpedoes. Implement a mechanic to force an AI ship with 50% hp hull or less (or something like that), to detach from the division and use the retreat command. To try to survive and fight another day.
  25. @Nick Thomadis From the english file $technology_desc_hull_destroyer_4;technology_desc_projectile_explosive_10 and again $LoadingScreens_Text_92;*Ding Ruchang* (November 18, $technology_desc_hull_destroyer_4;technology_desc_projectile_explosive_101836 - February 12, 1895) was a Chinese admiral who commanded the Chinese Fleet during the Sino-Japanese War of 1894-1895. He was defeated at the critical battle of Yalu River, where he lost 5 out of his 10 ships and was injured due to an accidental misfire of his own ship. This is not an error?
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