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brothermunro

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Everything posted by brothermunro

  1. I’m trying an experimental fix for the smoke in the next version, needs some more testing though!
  2. Just a word of warning; you can experience weird UI issues if you have any vanilla shared designs loaded, a clean install is recommended!
  3. One thing you can try is having thick deck armour, sometimes the AI running away is it trying to get to ‘optimal’ range which it decides is as far away as possible. Thick decks can reverse its thinking and it’ll close in (not always but it’s worth a try)
  4. This mod has now been replaced by this one
  5. Yeah it’s a known issue. I’m not sure how to fix it mind but it is at the moment purely graphical (you can still shoot them) and somehow related to smoke.
  6. The Dreadnought Improvement Project (DIP) Version 3 for Ultimate Admiral Dreadnoughts Download here: https://www.nexusmods.com/ultimateadmiraldreadnoughts/mods/7/ Credits: Massive thanks to the Baron (author of the Naval Arms Race mod) and Admiral Snackbar (author of the balance mod) for helping me understand how to mod the game and for letting me use some of their hard work in the mod. Thank you to Nathan Kell for making v3 possible! Thank you as well to lead developer Nick Thomadis (aka Dartis) for helping me understand how the game functions. And of course thank you to everyone who has helped test the mod! Known Issues: Whilst every effort has been made to ensure the mod does not break saves you can experience issues installing the mod mod campaign. It is recommended to install the mod before generating a new campaign and to make sure you do not have any shared designs in the shared design folder that are not designed to be used with the mod. Mod purpose: To make the game more fun! If you are jumping in from the vanilla game designing ships is very different and strategies that are very good in vanilla are perhaps not so great in DIP. Battles are much more dangerous and the AI has had a few pointers, expect the game to be more challenging but much less annoying. I will try and update the mod to the latest version of the game as soon as I can but they happen a lot and ususually when I'm away from my computer. The mod version number will work like this: X.Y.Z where X denotes major features being added, Y means something in the mod changed, and Z is a compatibility update. Version 3 ONLY Installation: 1. Install Melon Loader from here. This must be done first. 2. Unpack the either the main or the Great Game zip file and then copy the files and folders inside into your UAD Mods folder, ususally located at C:\Program Files (x86)\Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data\Mods 3. (Optional) Make a copy of the UAD folder and move it to another location. See this video for details https://youtu.be/X0RSOnNpZ9Y You can check if the mod is installed by checking the version number in the bottom right of the screen. You can experience weird UI issues if you have any vanilla shared designs or saves, a clean install is recommended! Uninstallation: Delete all files in the Mods folder Version 2 Only Installation: Unpack the zip file and then copy the resources.assets file into your Dreadnoughts Data folder, ususally located at C:\Program Files (x86)\Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data You can check if the mod is installed by checking the news button from the main menu. You can experience weird UI issues if you have any vanilla shared designs or saves, a clean install is recommended! Uninstallation: Verify the game files through Steam Optional Ship Pack: Highly recommended but completely optional is the ship pack. Currently this has about 1000 shared designs. Helps with end turn speed, custom battle loading speed, and AI design in general. Make sure your campaign or custom battle is set to either ‘selective’ or ‘always’ for shared designs. Install to C:\Users\yourusername\AppData\LocalLow\Game Labs\Ultimate Admiral Dreadnoughts\Designs Changes in Version 3: This major update affects nearly all of the modded files, it is NOT compatible with v2 save games or designs so it is recommended to clear out any saved designs you have and start a new campaign. Various features from Nathan Kell's tweaks and fixes (TAF): Better shared design support. You should see shared designs much more often, especially on 'Always'. Keep Gun/Torpedo Marks on refit. To upgrade the guns/torpedoes you must press the new upgrade button after entering refit mode. Barbettes mount freely. Typo fixes for RandParts Better conquests. Invasion chances should make a bit more sense. Replacement armour generation behaviour. Ships now have minimum armour values! Per-ship type speed min/max params. This should hopefully prevent the AI making tin foil speedboats all the time. Limit calibre counts and size. Ships should now come with 1 main, 1 secondary and (sometimes) 1 tertiary calibre of gun. Replacement scrapping behaviour. The AI should now be a bit more sensible about scrapping ships, prioritising old ships & smaller vessels. Version text on screen now shows DIP version number as well. Serialization & CSV support. The mod files are now loose in UAD/Data/Mods and can be edited. Support for the new pregenerated design system. [WIP] New for DIP v3: New playable nations; Portugal, Netherlands, Ottoman Empire, Greece, Brazil, Argentina, Chile, & Korea. Historical flags (thank you to the Baron and NAR for this). Alternative mode; 'The Great Game' where all minors are removed in favour of a playable Byzantine Empire, Portugal and Scandinavia. Improvements to port capacity and starting provinces (for instance Canada and Egypt are part of the British Empire on all start dates, and the US starts with Hawaii). A massive number of improvements to parts thanks to Rocket, including new quad gun models & various tweaks to hulls and components, and completely reworked gun scaling. Rework of engines to give realistic horsepower figures, brining back the balance from pre 1.6 and fixing the weird funnel capacity issues. Cruisers now don't like having single guns. Adjustment to shells and HE penetration to make all or nothing ships more viable and the AI more competitive, as well as making shells behave a bit more like their real world counterparts. Adjusted difficulty levels to make the AI more fun and challenging. DIP Version 2 This major update affects nearly all of the modded files, it is NOT compatible with v1 save games or designs so it is recommended to clear out any saved designs you have and start a new campaign. What's new? Gun stats have been completely reworked using some NAR data (thank you to the Baron for helping me with this). Guns should now perform reasonably predictably. Effects of changing gun barrel length have been reduced significantly, you should no longer see long guns having terrible accuracy or short guns being extremely cheap for instance. When new marks of guns are unlocked has been reworked. Expect to be stuck on mark 1 guns until the 1910's. Mark 3's probably won't show up until the 20's, 30's for mark 4's, & 40's for mark 5's and so on. You should see higher marks of guns unlock sequentially from smallest to largest for the most part. Belt penetration has been reworked to generally make guns less punchy and to make realistic armour thicknesses viable. Changes to how weights for light and heavy cruisers are calculated to make them more in line with bigger ships. Overall this means that cruisers should have less spare displacement. Multiple torpedo tubes are now slightly more displacement efficient making quadruple and quintuple launchers a more attractive choice. Mine laying, mine sweeping, and depth charge components have been 'removed' (by making them torpedo boat exclusives). This was done primarily to stop the AI wasting displacement on these parts. Engine costs have been rebalanced, turbo electric is slightly more expensive, diesels are cheaper. Overall ships should no longer reach ludicrous costs unless they are very large and very fast. Auxiliary engines have been cost rebalanced to make high end options more viable & to stop the AI making obscenely expensive ships. Propeller upgrades have been rebalanced and are now slightly less effective but cheaper. Standard bulkheads will now become obsolete, this forces the AI to use at least reinforced 1 bulkheads which helps it not make crippled designs. Adjusted the appearance of auto loaders, sonar, and radar to be somewhat later (late 1930s to the 1940/50's). Radar 3 and autoloading guns will likely now become unlocked after you have mark 5 guns. Standard reload will now become obsolete. The AI builder is also more likely to use better reload techs if it can. Adjusted component weights for shell types to encourage better AI decision making. For AP shells this means the AI is most likely to pick the 'rightmost' AP shell it has access to. Base detection of torpedoes lowered to 500m to make hitting AI ships more likely. Increased ammo detonation damage, secondary ammo detonations are now quite dangerous. Increased flooding sinking threshold to 75% of flood-able compartments (ships have 10 compartments). This means that ships are slightly more survivable but also sinking via flooding is more predictable and obvious to the player. A ship whose citadel covers at least 3 compartments should not be able to be easily sunk by hits to its extended belt/deck. Reduced maximum speed of some ship classes to plausible but still very fast values. (BB 36, BC/CA/CL 40, DD 45 knots). This is primarily done to help the AI not build ridiculously fast ships with no armour. Heavy Cruisers now have a maximum secondary gun size of 5" rather than 6" to avoid problems when ships were designed with both primary and secondary 6 inch guns. Other attempted improvements to the auto builder, such as trying to persuade the AI not to put very large guns on small ships. Increased the partial pen threshold to 80% and reduced partial pen damage. Whilst HE is still very useful for destroying the upper-works of a ship a properly armoured battleship can now withstand a considerable amount of punishment. Rebalance of the fuse and ricochet effects of shells to make shells behave more predictably. Rebalanced unrest modifiers to be lower overall. This makes AI countries quite stable unless they suffer a string of defeats and/or conquer too much territory. Adjusted map colours of Spain to match the yellow of their flag and China who are now a darker orange. Submarines have been removed completely from the research screen. AI personalities changed to encourage AI nations to be more aggressive with bigger fleets. The Naval Academy has been completely rebalanced to act as a tutorial rather than a challenge mode. Changes in version 1: Shipbuilding Weights and costs have been adjusted significantly from the vanilla game. You should now find that ships do not have very high pitch, roll, or offsets but including everything you want in terms of protection, firepower, and speed is not possible and you need to make compromises and decisions. The stats of guns have been reworked completely from the vanilla game. Big guns are far more viable, deck penetration is much lower, and long x.9 inch guns are no longer the go to option, and high explosive penetration is lower. Armour techs are now radically different and no longer give weight reductions but are significantly stronger. Armour limits are much higher than in vanilla. Armour techs become obsolete faster to help the AI with this change. Propellants have also been reworked, with shell damage effects removed. Muzzle velocity, range, and penetration are now linked. Rangefinders are now all the same weight and become obsolete faster. This helps the AI keep up to date with the player. Torpedoes now do significantly more damage, roughly quadruple the vanilla values. Changing beam and draught is now less impactful. Anti-torpedo defences have been improved. Heavy cruisers, battlecruisers, and battleships can no longer equip hydrophones/sonar. You will need light cruisers and/or destroyers to escort your big ships. Citadel techs are now have a smoother progression, this particularly affects citadel 4 (turtleback) which is now in-between citadel 3 and citadel 5 in terms of effectiveness. A few of the campaign techs have been altered such as the starting communications tech and the late game hull survivability tech to prevent large changes to ships effectiveness. Light cruisers must have at least 0.5 inches of armour on their main belt. Battles The damage from partial penetrations has been reduced, as has damage spread and the chance of fire. With the threshold of ship loss due to fire being raised to 95% ships will no longer be easily sunk with low calibre 'he spam' tactics. The overpenetration threshold is now much higher, only very large shells going through very thin armour will result in an overpenetration, however overpen damage has been reduced. Generally you can see ships further away and battle ranges are longer than in vanilla. Close range engagements are likely to be deadly and short. The AI's ability to spot torpedoes has been greatly reduced torpedo attacks should be viable now. Initial division layouts should be a bit more sensible. Bad weather is now less likely and also not as impactful. Campaign Submarines have been removed. Mines have also been removed (they can still appear very late game). The government modifiers have been adjusted to be less extreme and for provinces to matter more to the overall health of the economy. AI personalities have been improved to be a little more realistic, and the scrapping threshold has been increased to 250,000 tons to help the AI maintain a decently sized fleet. Naval invasions have been made slightly easier to pull off for the invader. Denial zones have been significantly reduced to prevent task forces blocking each other. You may find that if you drop a fleet ontop of an enemy one it disappears, this is the AI refusing battle and moving away in the background (no mission is generated). Task force denial zones are still big enough to block narrow straights and canals. Allies are now more likely to buy a mothballed ship. Peace agreements should now mostly follow what the player selects, and enemies will nearly always agree to your peace terms. There is still a small chance the government declares peace without you. Blockades and transport losses are much more significant in terms of victory points. Maintaining a blockade long term can cause revolutions or collapse of enemy nations. Technology research is much more even, tech spread is larger, priorities hurt less, and ahead/behind penalties/bonuses are set at 5 years.
  7. I’d be very curious to know how you managed that!
  8. Happy New Year! A massive thank you for adding the ability to version lock/revert if we wish!
  9. Yes, it shows your chances of success
  10. I’ve had this problem, if the ship is in port and the mission generates on your ‘turn’ (ie you can look around the map and pick which battles you want to fight) you can end the turn without fighting the battle so the ship doesn’t take damage and go into repairs and hopefully it doesn’t get dragged into a battle next turn so you can refit it.
  11. I’ve tried doing this, it doesn’t change mission generation as far as I can tell but at least allows you to bypass task forces that refuse to fight. I seem to remember Nick saying at one point that you can have fleets trying to engage but not generating a mission as one of them withdraws (he’s free to correct me on that though!). There’s also a limit of 5 missions per turn generating (not including submarines I think?) so it could also be that.
  12. This mod is now depreciated as I’m moving onto something a bit more extensive - when it’s ready for a public release I’ll make a new thread for it!
  13. In my Italy campaign my ally Egypt regularly has ships assisting me in battles with the odd CL or DD (which is all I sold them)
  14. I didn’t have any issues - my campaign seemed to load and play normally for about 2 years in game time
  15. Updated to version 3 https://mega.nz/file/UiU30ZgA#9wUEwPnoZm9QiQ3Bl02LQawAbiKffyi1ofnIx5REnew
  16. Oh I left the ship on AI control for a portion as I know that has been a potential issue in the past, it was the one going about like crazy which is pretty normal for the AI. When I was looking for the bugs I had the game on x1 real time sim speed as I’m aware the x5 mode can sometimes cause issues. You can see during the video I slow down the sim speed and then submit an in game report.
  17. Hi Nick, Of course I understand it’s hard to pin down a problem if it’s a modded game. I loaded up the latest release (completely unmodded) this morning and was able to replicate three of the issues I mentioned, I submitted bug reports and also recorded the battle. That’s all I was able to do today, I’ll try to replicate the secondary interference problem ASAP for you! I wasn’t seeing these issues in 1.4.0.5R2 and earlier, but there have been similar issues in past (pre 1.4) versions
  18. This is very hard to pin down but I've noticed a lot of old issues have resurfaced since 1.4.0.5R3 when there was 'targeting fine tuning' added. Stuck turrets, the secondaries having to be off to let the mains fire, accuracy suddenly dropping to negative values, and the range found bonus jumping around like mad when they haven't been huge issues for the pre 1.4.0.5R3 versions are now prevalent. I'm finding battles are becoming very irritating because of this, and they weren't before at all. Combat should be, and usually is, a lot of fun! I would suggest rolling back those adjustments made in R3, or at least double checking to see if they didn't use code from an older version of the game.
  19. Hey let’s be positive it is 1 knot faster than HMS Victory on a good day
  20. Tension can be a little weird but it’s also possible for tension to increase because an enemy fleet is close to one of your allies (including I think minor allies) - essentially your people are getting angry at other powers warmongering
  21. Glad to see the multiple battles issue has been fixed so fast! Thank you!
  22. There’s something definitely odd with how submarines generate missions. Several times now I’ve had either my own submarines generating multiple missions against the same enemy sub group or surface task force, sometimes as many as four. As an example I had four submarine groups generate missions against the same CA. First auto resolve caused heavy damage, second one sunk the CA, the third and fourth also ‘sank’ the CA and awarded me VP, essentially allowing me to triple the VP from a single CA kill. I’ve seen the same behaviour from the AI with subs engaging the same task force multiple times in one turn.
  23. Version 3 is out for 1.4.0.5R2. Major update as the unlimited armour mod now uses the balance mod as the base file rather than the vanilla one, so enjoy courtesy of Admiral Snackbar: Better gun and combat balance Better campaign balance On new campaigns only no submarines
  24. Huh that’s weird. I need to update the mod anyway, I’ll be able to fix it tomorrow
  25. Oh the AI is much better at NAR than the vanilla game 😂
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