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Everything posted by brothermunro
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>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
I can confirm both of these and reported them during the beta stage. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
This is very interesting, thank you! I’m going to see if I can replicate this as well & send a report in. -
>>>Beta v1.1 Feedback<<< [RC 6]
brothermunro replied to Nick Thomadis's topic in General Discussions
That happens when the game runs out of ships on the named ship list for a county, it just starts assigning numbers as the names instead. -
>>>Beta v1.1 Feedback<<< [RC 6]
brothermunro replied to Nick Thomadis's topic in General Discussions
You need a task force with 100,000 tons total displacement in a sea region. Then go to the politics tab and ‘naval invasion’ should appear as an option. Click that, & choose a province. The game should then generate a mission for you. -
>>>Beta v1.1 Feedback<<< [RC 6]
brothermunro replied to Nick Thomadis's topic in General Discussions
Welcome to a topic so ridiculous it has its own Wikipedia entry 😂 Pretty much any choice the developers make is going to be wrong when it comes to AH flags. The black and gold one is fine IMO because it was used as the unofficial flag of the Empire a fair bit. -
>>>Beta v1.1 Feedback<<< [RC 6]
brothermunro replied to Nick Thomadis's topic in General Discussions
Shared Designs unusable in custom battles Pretty simple one, if you make a design in the shared designs mode and then try to use it in a custom battle the ship builder loads the design up but when you hit launch the AI generates a new design and doesn’t use the player’s design. -
>>> Beta 1.09 Feedback (Released)<<<
brothermunro replied to Nick Thomadis's topic in General Discussions
As have I. 360° turrets seem immune but all others are susceptible and the smaller the fire arc the more likely it is. I’ve also seen the AI experience the same issue. If I had to guess when turrets traverse to their limit the game tells the turret to stop rotating but never tells it that it’s allowed to rotate again. -
>>> Beta 1.09 Feedback (Released)<<<
brothermunro replied to Nick Thomadis's topic in General Discussions
To use mines make sure your DD’s and/or CL’s have mine laying equipment (or a mine laying submarine I guess). When war is declared if your ships are in port they’ll start placing mines and you’ll see a small coloured circle appearing around your ports - that’s the minefield. If enemy ships stray into them they run the risk of hitting one - damage is reported each turn after the tensions pop up. -
>>> Beta 1.09 Feedback (Released)<<<
brothermunro replied to Nick Thomadis's topic in General Discussions
No it doesn’t but the Pre Dreadnought era is an exercise in sadism 😂 -
>>> Beta 1.09 Feedback (Released)<<<
brothermunro replied to Nick Thomadis's topic in General Discussions
One issue with the current implementation of flaws is that there is a workaround: Build 3x as many ships as you need Scrap any ships with flaws This leaves you with a fleet of perfectly capable ships. Makes sense if you can afford it from a game point of view, very undesirable player behaviour from a fun gameplay & realism point of view. -
>>> Beta 1.09 Feedback (Released)<<<
brothermunro replied to Nick Thomadis's topic in General Discussions
Just some initial impressions from me about things to look at during the beta & beyond - all meant as helpful & constructive there must have been a ton of hard work behind this update! These issues aren’t unique to 1.09: Main guns have the dreaded ‘target lock’ problem where aiming gets stuck at 0% for ages. Happens in all tech levels, crew levels & gun layouts. A viewer noticed that secondaries don’t suffer this problem and wonders if the game executes their aiming before the mains somehow. There’s still some oddness with penetration where you have an AP shell hit a lightly armoured ship and it gets blocked - does the game think the penetration is so large it becomes negative perhaps? Issues that have resurfaced or are otherwise more noticeable: Engine vibrations & the new smoke accuracy debuffs means that the AI in the early campaign realises it can’t hit anything so just runs away which is sensible but not fun Seeing who is allied with who & what wars are going on is very difficult (but thank you so much for showing fleet composition on the politics screen) 1.09 specific: Divisions seem broken, others have mentioned this but at present you need to split them or ships will crawl along at 5 knots Flaws are actually fun, they give your ships some personality! It would be nice if the fleet screen had an icon to show you which ships had them. It would also be nice if you could send a ship for snagging, some sort of automated refit/commissioning process to work out the kinks. Anyway keep up the great work! -
Upcoming “Update v1.09” News [07/10/2022]
brothermunro replied to Nick Thomadis's topic in General Discussions
https://discord.gg/YKqdTKtk There you go -
Upcoming “Update v1.09” News [07/10/2022]
brothermunro replied to Nick Thomadis's topic in General Discussions
According to one of the testers on the UAD discord the release version failed the testing because of an extremely nasty bug that would wipe campaign progress and all your saved designs (!). These things happen - better to sort them out before releasing a public build.- 136 replies
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>>> v1.06-1.08+ Feedback<<<(17/8/2022)
brothermunro replied to Nick Thomadis's topic in General Discussions
What you have there is what I call “The Target Lock Bug”. It used to be a huge problem, then it got fixed, and then reappeared during the 1.06 beta. As far as I can tell what happens is a ship makes a turn and one of your gun turrets loses line of sight. The game then applies a massive negative modifier to the aiming progress and it ends up at -40,000% or some similar ludicrous figure. That number isn’t really supposed to go negative so the game gets confused and the progress gets stuck at zero. If you manually retarget the enemy ship it will fix the problem (but that is annoying to do). -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
brothermunro replied to Nick Thomadis's topic in General Discussions
I’ve had this happen as well (I’ve reported it in game) when I had a large number of designs - going back from the designer to the campaign view between each ship fixed it for me. -
What's coming next (v1.06) *UPDATE 28/5/2022*
brothermunro replied to Nick Thomadis's topic in General Discussions
Really excited to try out 1.06! Absolutely love how the campaign is sounding - and thank you for the turret rotation stat being added! -
VP added to enemy score not mine?
brothermunro replied to Spitfire_97's topic in General Discussions
I’ve seen this one a lot - I can’t quite work out what causes it but it occurs for all nations in all start dates - even with a clean campaign save file. -
>>>Beta 1.05 Available!<<< (Update: 5)
brothermunro replied to Nick Thomadis's topic in General Discussions
Been greatly enjoying the update and I had a small bit of feedback/suggestion about the task forces. I’m a little confused as to how they work, I seem unable to move my own fleets into or past the zone of control (the red circle) of an enemy fleet but they can move into mine? And if enemy fleets are within the green circle of one of my task forces it doesn’t seem to automatically generate a mission. I know a lot of this is work in progress so please don’t worry if future updates/features make this unnecessary but it would be intuitive (for me anyway) if when you try move your fleet you could right click on an enemy and chose an option - (attack) & persue where you try to force a battle or ‘drive off’ where if the enemy retreats your forces let them. Would also be nice if we could attack enemy ports in the same manner edit: if we could interact with ports like this with a task force could ‘blockade’ be an option & replace the current power projection based mechanics? -
Victory Points are not making sense
brothermunro replied to Punisher_1's topic in General Discussions
Transports currently count towards crew losses and if you achieve victory or not but they don’t give you victory points - they do however impact your enemy’s economy (or your economy if you’re the one losing them). I believe however that if you are being blockaded or blockading your enemy that does accrue victory points. This means you can have a war where you win every battle but still lose the war because you are starved out economically. -
Ultimate Admiral: Dreadnoughts on Steam Early Access!
brothermunro replied to Nick Thomadis's topic in General Discussions
If you have the Xsolla version and install the steam version it keeps your campaign & naval academy progress - I haven’t checked designs in custom battles yet but those are stored in the same place so I think those will be preserved too. -
[Important] Steam keys distribution
brothermunro replied to Nick Thomadis's topic in General Discussions
Going by the devs previous statements and the game’s steam page it is going into Steam’s early access program - not a full retail release. Going by that standard UAD is in a fine position. Perhaps game labs will consider selling the game on other stores once the game is ‘finished’. -
Core Patch 1.0 News *The upcoming changelog*
brothermunro replied to Nick Thomadis's topic in General Discussions
Agree with you there Stealth. We know that these bugs can crop up - it would be better just to tell us the patch is in closed testing and that it will release as soon as it is ready & we will update you on Friday on how it’s going. That way we’d know the patch was close, that we would hear on Friday more news. If the patch is actually ready and it’s released early then that’s great and the community is happy (happier anyway). Same wait - better experience. -
>>>Core Patch 0.5 Feedback Hotfix v90<<<
brothermunro replied to Nick Thomadis's topic in General Discussions
Thanks for the update & welcome to the new member of the dev team! I was curious if Core Patch 2 was still to focus on Crew and Officers as previously mentioned? -
I’ve been thinking a bit about the game post CP0.5 and I have some thoughts and suggestions for consideration. Components I’d like to see a new component - fire control computers/tables. These were a key item in naval artillery development and it would be nice to have some granular control over them (perhaps by moving some of the accuracy stats from the towers to the new components). I’d like to see a bit of a change to shells. Currently the only reason to go with smaller shells is to lower the chance of your ship exploding. I think larger shells should have less penetration due to their lower muzzle velocity (the idea behind them as I understand it was to smash down through the deck of a ship) than smaller shells. You should also get fewer (super)heavy shells than you do standard ones. To balance this out a bit, and to give players another interesting option, I’d like to see a new component for the charges used. Similar to shells they could be standard, lower, increased and super. More charges means higher muzzle velocity, range, and penetration, but slower reload and higher explosion risk. Torpedoes The purpose of these changes are to make torpedoes more balanced between player and AI use. Reducing the range at which torpedoes are fired by the AI more than the devs have already. Reducing the detection range of all torpedoes. Adding some sort of delay for AI ships starting avoidance measures if they aren’t the ones spotting the torpedoes (so a DD basically shouts ‘torpedo!!!’ and starts dodging then there’s a delay before other ships in the formation start to move and they might not move in the optimal fashion). Your formations and ships should have a button (next to or metered with the AI button perhaps) that allows your own ships to use the same torp dodging method as the AI. Currently the most effective way to deal with torpedo attacks is to completely dissolve your formations and micro each ship individually. An increase in torpedo damage, especially to ships with no torpedo belt and a single bottomed hull. An effect of crew on torpedo ability - speed of aiming, likelihood of firing in the right direction, spread, range etc would all be good. Currently there’s no real reason to have good crews on torpedo boats. I’d also like to see torpedoes being slightly ‘wobbly’ and have a tendency to go off course - especially the earlier ones - though that’s much harder to pull off. Formations I would like the ability to disable the AI anti collision behaviour - perhaps merged with the AI control button (none, avoid torps, avoid torps and ships, full control as options for example). I can see how the formations should work, so I’m not going to complain about how they currently operate, I’m sure improvements are on the way. I still find the way the unit cards work counter intuitive - I keep expecting them to work like ships do in Empire Total War (select ships, press g to group as an example). I know I’m likely in the minority here but I’d like it to be clearer how the cards work. It would also be fantastic if there was a way to set up formations, or even ship positions, before the battle starts for real. Either a ‘deployment mode’ like E:TW or Battlefleet Gothic or perhaps a set of standing orders you can chose in advance in the campaign - perhaps using the paper map graphical style we saw in some of the dev diaries about formations. Anyway just some thoughts - I’d be interested to know what the rest of the community thinks could be good improvements (or what you think of my suggestions).
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Core i7 11800H / RTX 3070 / 16GB Ram and poor FPS...
brothermunro replied to Sjet's topic in General Discussions
I run the game on max settings on a much less powerful PC (i5 4690K/GTX 1660Ti) with very few issues. Only time I really see slowdown is when there is a very large number of ships & shells flying around. So sounds like you are having a genuine issue - I’d post your issue in the tech support forum