Sapphire Posted September 16, 2022 Posted September 16, 2022 A player asked for MK5 guns to be included in custom battles. I had some free time this morning and decided to quickly make it. Features: Mk5 guns are allowed in custom battles Includes my gun mod (Refer to the forum post https://forum.game-labs.net/topic/40420-gun-mod-update-includes-slight-ai-changes-late-tech-boosts-and-more/ To install: download the file, go to your (Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data) folder and copy this file and click replace. (If you want to easily revert make a backup of resources.assets first!) Any bugs you encounter do not report to the devs instead feel free to leave a comment or ping me on the discord server Sapphire#0616 To uninstall: Delete the resources.assets file and replace with a backup or delete it and verify through steam Download link: https://dl.orangedox.com/Zlv44CrHvKL6GmyaVY
thewolfpack Posted September 17, 2022 Posted September 17, 2022 (edited) How hard is it to do something like this? The broken tech tree in campaign, I would love to fix it - ofc, no point now since I guess things will change soon with the next version, but in the long run I would be nice to know who to do something like you did. EDIT: Just read your post in the other thread so, forget that I asked. Edited September 17, 2022 by thewolfpack question clarified
vyprestrike Posted September 18, 2022 Posted September 18, 2022 Thanks so much for the mod! I have a bug report though: When scaling 20 inch guns, the size of the guns doesn't affect shell damage at all. 20 inch guns and 22.9 inch guns deal the same damager per shell. Is there a way to fix this or is this a result of messing with the scaling? Also, I think you mentioned something about 30+ inch guns in testing, would it be possible to implement larger guns or make longer barreled guns more practical (shorter reload).
Sapphire Posted September 18, 2022 Author Posted September 18, 2022 (edited) 4 hours ago, vyprestrike said: Thanks so much for the mod! I have a bug report though: When scaling 20 inch guns, the size of the guns doesn't affect shell damage at all. 20 inch guns and 22.9 inch guns deal the same damager per shell. Is there a way to fix this or is this a result of messing with the scaling? Also, I think you mentioned something about 30+ inch guns in testing, would it be possible to implement larger guns or make longer barreled guns more practical (shorter reload). Sadly adding new barrel sizes require a full rework of the accuracy file as currently 9-12 inchers are quite op. Which is required to make 22.9 inchers do more damage. I’m looking into it with a fellow modder but it’s quite a headache and alot of work and testing required. I’m roughly estimating maybe in a few weeks to a month or two at the earliest. You can actually view the some of the accuracy file here: https://docs.google.com/spreadsheets/d/1ed64VXMyhhfWYZv6PhUtIpNV1qt9mZKwKXcWiYMFl-k/edit?usp=sharing Edited September 18, 2022 by Sapphire
Sapphire Posted September 18, 2022 Author Posted September 18, 2022 11 hours ago, thewolfpack said: How hard is it to do something like this? The broken tech tree in campaign, I would love to fix it - ofc, no point now since I guess things will change soon with the next version, but in the long run I would be nice to know who to do something like you did. EDIT: Just read your post in the other thread so, forget that I asked. Hi, I might be redoing the tech tree after the upcoming update. As to learning how to mod, I’ll be releasing a guide with documentation in about 2-6 months hopefully or after this upcoming update is stable enough not to have weekly updates.
SpardaSon21 Posted September 19, 2022 Posted September 19, 2022 (edited) @SapphireIf you can, please make it so accuracy doesn't scale so hard with range. As it is right now adding range even with an accuracy penalty will give you a net gain in accuracy at a fixed distance, and an accuracy boost but a range decrease will reduce your accuracy at a fixed range. Alternatively, just have the range/accuracy ratio be flat for all guns up to a range based on the caliber, so for example an 8" and a 6" gun will be just as accurate as shorter ranges but the 8" gun will be more accurate at longer ranges. Edited September 19, 2022 by SpardaSon21
Sapphire Posted September 19, 2022 Author Posted September 19, 2022 (edited) 44 minutes ago, SpardaSon21 said: @SapphireIf you can, please make it so accuracy doesn't scale so hard with range. As it is right now adding range even with an accuracy penalty will give you a net gain in accuracy at a fixed distance, and an accuracy boost but a range decrease will reduce your accuracy at a fixed range. Alternatively, just have the range/accuracy ratio be flat for all guns up to a range based on the caliber, so for example an 8" and a 6" gun will be just as accurate as shorter ranges but the 8" gun will be more accurate at longer ranges. Sadly until I do a full rework of the accuracy file changes like that would unbalance everything. For reference you can view the accuracy and range here: https://docs.google.com/spreadsheets/d/1ed64VXMyhhfWYZv6PhUtIpNV1qt9mZKwKXcWiYMFl-k/edit?usp=sharing (Range is in meters) Me and another modder are considering redoing it but with the next update so soon we might end up waiting. Edited September 19, 2022 by Sapphire
SpardaSon21 Posted September 22, 2022 Posted September 22, 2022 (edited) On 9/19/2022 at 2:46 AM, Sapphire said: Sadly until I do a full rework of the accuracy file changes like that would unbalance everything. For reference you can view the accuracy and range here: https://docs.google.com/spreadsheets/d/1ed64VXMyhhfWYZv6PhUtIpNV1qt9mZKwKXcWiYMFl-k/edit?usp=sharing (Range is in meters) Me and another modder are considering redoing it but with the next update so soon we might end up waiting. If I hadn't seen how bad things were there with random jumps at short range and oddities at longer range I wouldn't have brought it up in the first place. I mean, its not like 12" guns are horribly OP and need a nerfbat, you know? Evening things out for more consistency at a given caliber range and flattening it out so bigger guns aren't straight-up better than smaller guns at being secondaries would be a big improvement. Edited September 22, 2022 by SpardaSon21
Sapphire Posted September 22, 2022 Author Posted September 22, 2022 13 hours ago, SpardaSon21 said: If I hadn't seen how bad things were there with random jumps at short range and oddities at longer range I wouldn't have brought it up in the first place. I mean, its not like 12" guns are horribly OP and need a nerfbat, you know? Evening things out for more consistency at a given caliber range and flattening it out so bigger guns aren't straight-up better than smaller guns at being secondaries would be a big improvement. 9-12 inchers need a partial nerf which I'll hopefully match with their IRL status. But aiming to add the rebalance in the new update I'll release in my mega mod
SpardaSon21 Posted September 22, 2022 Posted September 22, 2022 5 hours ago, Sapphire said: 9-12 inchers need a partial nerf which I'll hopefully match with their IRL status. But aiming to add the rebalance in the new update I'll release in my mega mod Good to hear. There were a few threads a while back about gun accuracy you should read up on, even if as a refresher. God knows they died a while back when it became clear Game-Labs wasn't listening.
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