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o Barão

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Everything posted by o Barão

  1. NAR BETA 3.0.3 "Major Powers update" for UAD 1.6.0.6 opt x4 fixed an issue with missing bursting charges on torpedo boats. For all the players that are having issues with Melon Loader not working with UAD Optx5 follow this guide to revert to a previous version. And please block the steam updates!!!!!!: 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.
  2. Many thanks!!! Saved my life!
  3. my hero!!
  4. Yeah, but how did you manage to go back to Opt4?
  5. I can't open the game to test a possible fix and upload, but you should be able to fix the issue by doing this. Open components file and search for this: explosive_0,,explosives,$component_name_short_explosive_0,1,$component_name_short_explosive_0,$technology_desc_projectile_explosive_7,, explosive_1,,explosives,$component_name_short_explosive_1,11,$component_name_short_explosive_1,$technology_desc_projectile_explosive_8,, explosive_2,,explosives,$component_name_short_explosive_2,50,$component_name_short_explosive_2,$technology_desc_projectile_explosive_9,weight_per(tb;1;dd;1), explosive_3,,explosives,$component_name_short_explosive_3,111,$technology_name_projectile_explosive_10,$technology_desc_projectile_explosive_10,weight_per(tb;501;dd;501), explosive_4,,explosives,$component_name_short_explosive_4,120,$component_name_short_explosive_4,$technology_desc_projectile_explosive_11,, explosive_5,,explosives,$component_name_short_explosive_5,130,$component_name_short_explosive_5,$technology_desc_projectile_explosive_12,, explosive_6,,explosives,$component_name_short_explosive_6,140,$technology_name_projectile_explosive_13,$technology_desc_projectile_explosive_13,, explosive_7,,explosives,$component_name_short_explosive_7,110,$component_name_short_explosive_7,$technology_desc_projectile_explosive_14,, explosive_8,,explosives,$component_name_short_explosive_8,130,$technology_name_projectile_explosive_15,$technology_desc_projectile_explosive_15,, explosive_9,,explosives,$component_name_short_explosive_9,250,$technology_name_projectile_explosive_16,$technology_desc_projectile_explosive_16,, remove the black part and save.
  6. Same thing to me. But still getting an error with ML 6.4 even without the mod files. Something must have changed with the latest UAD update
  7. Thank but sadly I can't fix atm. There is something in the latest UAD 1.6.0.6 optx5 that it is causing a conflict with the melon loader. 😒
  8. That makes them interesting for some players searching for a challenge. Notepad++ plus CSVLint plug in to make it easier to see is my go-to edit. However, in some cases it is better to use Excel or LibreOffice Calc. If editing the partsModel file, don't use notepad++. It can lead to some strange bugs very hard to fix. Also, notepad++ have the advantage that you don't need to close the program to open the game. With Excel or LibreOffice Calc you must close them all the time when you start the game. I will take a look at the economy at another stage, for now I am going to take a break from modding. Normal difficulty? Thanks!
  9. NAR BETA 3.0.2 "Major Powers update" for UAD 1.6.0.6 opt x3 Fixed an issue with missing rangefinder
  10. o7! It is an issue with the new instructions I added for the AI. With so many components, I couldn't test all of them. I will upload a fix today. Thank you for the screenshots!
  11. @BRSLL o7! Glad that you are enjoying the mod! But I am not working anymore with guns or adding new nations and I am not sure if even is possible to add a new nation that only show up in the campaign around 1920. But even if it was possible there is a problem with performance with so many nations already in the mod, and it such a small navy I couldn't consider Manchukuo as a viable option anyway. Chinese naval guns are for the most part a fantasy, and I reworked all of them already many months ago. I made sure that it would feel unique playing it China but if you wish to change anything, it is very easy to edit the "partsModel" file and add "China" to the gun you wish to have. Just make sure to not have duplicate guns. I also recommend editing that file using excel to avoid any possible issue. Happens sometimes only with this file if using notepad++ About governments what I notice is that it is missing the Chinese nationalist government that ruled China between 1925-1948. I can work on that for the next update. 🫡 https://en.wikipedia.org/wiki/Nationalist_government
  12. Is one modifier responsible how much damage the ship will take when gets hit by a shell or a torpedo.
  13. NAR BETA 3.0.1 "Major Powers update" for UAD 1.6.0.6 opt x3 Tweaks to vp requirements to make it easier to get peace treaty against small nations. peace_min_vp_difference,30000,minimum VP difference from enemy to trigger Peace Negotiations Event,15000,,,,,, peace_enemy_vp_ratio,1.5,minimum VP ratio of Winner for Peace Negotiations Event,,,,,,, peace_vp_sum_prolonged_war,50000,minimum VP sum (Player+Enemy) to check for peace negotiations,,,,,,,
  14. Delete "players" and "relationMatrix" files.
  15. Yes I did, by a great factor and I understand what you are saying. They have small fleets at this point, and so is not possible to sunk enough ships to get the minimum VP requirements to ask for a peace deal. I will tweak the values. Thank you for the screenshots. It helps a lot. 👍
  16. There are no national flavors ingame regarding hull stats. The nation flavor come from the 3D hulls/components models. Even the tech tree is the same for all nations. This game is now 5 years old and this exploit was not discovered this week (spoiler: it is a really old know issue) and even if the devs fix the issue, I would still need to update 507 hull stats manually one by one. It would not save anything. A simple list: I fixed an old exploit. I made all ships classes endurance differences to feel more realistic. A player can still tweak the hull endurance by increasing the displacement. Made the life much easier now for all the modders that wish to tweak the gun damage and torpedo damage per ship class by editing the stats in the shipTypes for the simple reason, what they will see in battle, is very close to what will happen with others ships from the same class. But you prefer the old system, where it is possible to see invulnerable ship in action or if not that to fighting for a long time, taking multiple 20" guns hits like it is realistic in some way. By the way, in this update you will read that I updated the AI to design better ships, so even if you the player didn't use the exploit, the new AI would use it in some cases. Maybe later, if I have the patience to edit 507 hulls, I will give -1,-2,-3 or -4 to each hull that have less tonnage in comparison with the biggest ship in the classe so every hull will feel unique and special to all the players that have problems with standardized values. But for now I am really tired of trying to improve this game specially knowing what the new beta UAD represents to all us modders so I am going to take a few weeks break from modding. Anyone that doesn't like anything, don't forget that all the mod files are in csv format. Very easy to open and edit/change what you don't like.
  17. In that regard, your are 100% correct. The issue would be how I apply that in game with 507 hulls stats to edit? I should give the smaller hulls from each ship class a minus few points in the resistance just so all of them feel unique, taking into account their tonnage? It is worth the trouble I will have to look at each ship data and compare with the others, and also to make sure that the penalty range will not cross the limit of others ship classes? For a few points difference? Or maybe better is to standardized all others values? Because I did this to the resistance values to fix an exploit and feel more natural the difference between ship classes, but if the players start to compare the other values they will see many weird things. Why many BBs have better Hull form stats than DDs or TBs? How it is possible for a small ship to have a better stability value than a BB? Another % modifier being added up to all the others which only make it easier to get the exploit working in vanilla. That will not work anymore in NAR. I am not saying that there is something wrong with a bigger ship to be more durable in combat, that makes sense to me, the problem is how being applied in vanilla with all the other modifiers already being used cause situations where is possible to "cheat". Here is the interesting part. I standardized the value per class, to fix the exploit ofc, but in a way that would feel more natural the resistance difference between them. Now as you said before, about the Cleveland and Atlanta hull differences, there are clear differences. But because of the effect of the ship tonnage now in play, the player can choose. You want a more durable CL? Make it bigger and more expensive and vice versa. Now for me to edit 507 hull stats to give them a few points difference to feel unique is not worth my time. My only tool I have to fix the gun damage reduction exploit is to limit the resistance value any ship can get. I have not any other way, at least I am not aware at this point.
  18. What is the most or less weird thing? To have specific hulls in game that you can use to exploit the game? To know that now it is impossible to exploit the resistance modifier? I just show above an example that in vanilla a 4000 tons DD can have an higher resistance value than a super 100000 tons BB. Is this not weird enough for you?
  19. Not now, maybe since the beginning? Always has been like that? I can't say for sure, but it is there for a long time. The difference is that now in NAR, in comparison with vanilla, no matter how big you can go with the hull, you will never get close to -100 gun damage. That is not how it is implemented in vanilla game. Let me share you a quick example from the stock game just so you understand what I am talking about. dd_8_france_dd,,hull,Flotilla Leader,,-1,-1,8.5,165,akizuki_hull_b,1.375,,,france,"type(dd), DD_german_big, dd, g4, var(nose_long)","hsize(2000), hull_form(98), stability(77), floatability(83), endurance(95), spot(0), turn(81), vis(4950), beam(0), draught(0)",,,,0.415,3,4,5250,6550,,,,,,,,38,4,6,0.475,40,-1, A DD with 95 endurance, which is the resistance value in the "parts" file. bb_7_austria,,hull,Super Battleship,,-1,-1,1.65,1150,kgeorge_hull_a,1.175,,,austria,"type(bb), BB_Austria_Super, Mixed_Quads, Middle_Big, bb, g4, Typical_Modern2_BB, Typical_Modern_BB","hsize(4100), hull_form(98), stability(92), floatability(95), endurance(90), spot(0), turn(40), vis(9000), beam(0), draught(0)",,,,0.15,4,6,92500,101500,,-10,14,-22.5,23.5,0.75,0.65,32.5,3,6,,32,-1, Yes, this is a super battleship in vanilla game. The resistance value is smaller than in that DD. This makes any sense to you? For me it doens't.
  20. I didn't. They are all included in the modern BB. I will change that to all-big-guns Battleships to avoid possible confusion.
  21. I updated USA, France and Portugal colors to make it easier to see. Just download the "players" file.
  22. NAR BETA 3 "Major Powers update" for UAD 1.6.0.6 opt x3 Note: Due to important changes how components are unlocked, I will recommend anyone only to update if starting a new campaign to avoid possible issues. Major changes to components, not only about when they become obsolete, but much more important because now includes many instructions for the AI to follow when design a ship, taking into consideration the ship type and era, for the AI to build more capable fighting ships and harder to sink. Thanks to Nathan TAF improvements, I can finally add a icon to the scout planes. I made sure that follows vanilla art style and looks good IMO. Don't forget to update TAF to see this ingame. -100 gun damage exploit fixed In UAD, for the players that are aware, it is possible to exploit the game and make the ships invulnerable to gun damage. This is a combination of ships with a incredible high base resistance with components and techs that will increase that value to a point that will neglect gun damage to a ship. To make things funnier there are components, like torpedo protection or multi bottom hulls, that will increase the hull resistance to gun damage. Also the hulls resistance values seems in many ways random. It is possible to see super BBs with incredible high values, the same way we can see the same things on small ships like DDs or old ironclads. Why that ship have an high value and the other from the same class and era a small value? The solution being applied for this issue: Remove resistance values from torpedo protection and multi bottom hulls. A buff to torpedo damage reduction was added to compensate. Rebalanced the armor resistance values. Standardized all ship classes resistance values: Super BB 85 all-big-guns BB 80 BC 77 pre dreadnoughts 75 CA 70 Semi armored cruiser 65 Cl 55 DD 40 TB 25 TR 10 Other stuff: Small improvements to Chile CL ship names. Small improvements to Greece BC, CA and CL ship names. A-H in 1940 campaign start, being a speculative nation at this point, will start neutral with the other major powers at war (Germany and Italy vs Britain and France). I added instead a big relation penalty with Turkey so It is easy for anyone interested playing with these nations to go to war quickly. Colors updated for USA, France and Portugal to make it easier to see on the map.
  23. I will quote Nathan on this: "This is an excellent idea. Only problem is the PSPACKED_(year) files are binary blobs and thus not moddable, which means that this whole system is incompatible with any mod that touches parts/techs/balance/whatever, because the designs only work for vanilla part weights, vanilla shiptype data, vanilla tech stats and tech<->year mapping, etc. At the very least, please store these in json in the TextAssets so that modders can edit the ships." I don't know when or even if it is possible to make NAR compatible with future UAD updates. About the fast loading screens, it is possible to get a similar result now by using the shared design mechanic ingame, the problem is I am seeing a major bug in doing that. Designs that were made using this mechanic will work well in custom battles, however in the campaign for some unknow reason to me at this point (can be a vanilla bug), the moment I return from the shipyard, I will get replicates from the ship designs and the ships that were made using the shared designs will vanish from the game. So until I found what it is the issue here, I can't start working on a ship pack.
  24. Are you seeing the NAR files inside the "mods" folder? You installed the melon loader again and applied Taf dll?
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