o Barão Posted September 8, 2024 Author Posted September 8, 2024 14 minutes ago, HMS Implosive said: I mean, currently 16" mk 1, 2 and 3 look like british guns, but mk 4 and 5 look American. I was wandering why only these two guns are American, making them look like they don't belong there (see the picture). I just noticed. thanks! There is an error in the editing. 1
o Barão Posted September 8, 2024 Author Posted September 8, 2024 (edited) BETA 1.0.8 "Major Powers update"- N.A.R. changelog: HAL 9000 learned today that using double barrels on destroyers if available is a good thing. Fixed an issue with the 16" Chile guns. Changed the 15" Chile guns british model for the Germans model Files edited: params partsmodel shipTypes Edited September 8, 2024 by o Barão 5
Maru Posted September 8, 2024 Posted September 8, 2024 idk why but after 1902 in my dutch campaign when i try to pass a turn it freezes i have everything updated to the latest version
Wareagle Posted September 8, 2024 Posted September 8, 2024 Still having issues with getting the mod to work after several reinstalls of both the full modpack + tweaks and fixes. The full ship designer works. However when I try and start a Dutch play through itll start loading january 1916, etc, and it will go all the way through till october 1916. However along the way it will always freeze and not respond. With no new red errors in the Melonloader, the only red is a long list of errors regarding the English.lng file but those happen on boot. Like I said, ive done full reinstalls of everything so I know its all up to date, mod file is there tweaks are there. Not sure what to do next. [17:16:29.267] [TweaksAndFixes] Error loading language file English.lng, line 3420 `$technology_name_projectile_shell_1;Maximum HE Rounds for Main Guns` is a duplicate key [17:16:29.268] [TweaksAndFixes] Error loading language file English.lng, line 3421 `$technology_name_projectile_shell_2;Increased HE Rounds for Main Guns` is a duplicate key [17:16:29.268] [TweaksAndFixes] Error loading language file English.lng, line 3428 `$technology_name_projectile_shell_10;Maximum AP Rounds for SecGuns` is a duplicate key [17:16:29.272] [TweaksAndFixes] Error loading language file English.lng, line 5361 `$technology_desc_projectile_shell_1;-50% AP Shells, +50% HE Shells for main guns` is a duplicate key [17:16:29.273] [TweaksAndFixes] Error loading language file English.lng, line 5362 `$technology_desc_projectile_shell_2;-25% AP Shells, +25% HE Shells for main guns` is a duplicate key [17:16:29.273] [TweaksAndFixes] Error loading language file English.lng, line 5363 `$technology_desc_projectile_shell_3;Standard AP/HE Shells Ratio for main guns` is a duplicate key [17:16:29.273] [TweaksAndFixes] Error loading language file English.lng, line 5364 `$technology_desc_projectile_shell_4;-25% HE Shells, +25% AP Shells for main guns` is a duplicate key [17:16:29.274] [TweaksAndFixes] Error loading language file English.lng, line 5365 `$technology_desc_projectile_shell_5;-50% HE Shells, +50% AP Shells for main guns` is a duplicate key [17:16:29.274] [TweaksAndFixes] Error loading language file English.lng, line 5366 `$technology_desc_projectile_shell_6;-50% AP Shells, +50% HE Shells for sec guns` is a duplicate key [17:16:29.274] [TweaksAndFixes] Error loading language file English.lng, line 5367 `$technology_desc_projectile_shell_7;-25% AP Shells, +25% HE Shells for sec guns` is a duplicate key
Hidalgo1998GT Posted September 8, 2024 Posted September 8, 2024 Good afternoon Baron, I downloaded your mod and am having a devil of a time trying to get it to work. I installed it as the instructions said but it won't activate when I fire up UAD, may I ask for some assistance please? Thank you.
Lucky Kadono Posted September 9, 2024 Posted September 9, 2024 5 hours ago, Wareagle said: Still having issues with getting the mod to work after several reinstalls of both the full modpack + tweaks and fixes. The full ship designer works. However when I try and start a Dutch play through itll start loading january 1916, etc, and it will go all the way through till october 1916. However along the way it will always freeze and not respond. With no new red errors in the Melonloader, the only red is a long list of errors regarding the English.lng file but those happen on boot. Like I said, ive done full reinstalls of everything so I know its all up to date, mod file is there tweaks are there. Not sure what to do next. [17:16:29.267] [TweaksAndFixes] Error loading language file English.lng, line 3420 `$technology_name_projectile_shell_1;Maximum HE Rounds for Main Guns` is a duplicate key [17:16:29.268] [TweaksAndFixes] Error loading language file English.lng, line 3421 `$technology_name_projectile_shell_2;Increased HE Rounds for Main Guns` is a duplicate key [17:16:29.268] [TweaksAndFixes] Error loading language file English.lng, line 3428 `$technology_name_projectile_shell_10;Maximum AP Rounds for SecGuns` is a duplicate key [17:16:29.272] [TweaksAndFixes] Error loading language file English.lng, line 5361 `$technology_desc_projectile_shell_1;-50% AP Shells, +50% HE Shells for main guns` is a duplicate key [17:16:29.273] [TweaksAndFixes] Error loading language file English.lng, line 5362 `$technology_desc_projectile_shell_2;-25% AP Shells, +25% HE Shells for main guns` is a duplicate key [17:16:29.273] [TweaksAndFixes] Error loading language file English.lng, line 5363 `$technology_desc_projectile_shell_3;Standard AP/HE Shells Ratio for main guns` is a duplicate key [17:16:29.273] [TweaksAndFixes] Error loading language file English.lng, line 5364 `$technology_desc_projectile_shell_4;-25% HE Shells, +25% AP Shells for main guns` is a duplicate key [17:16:29.274] [TweaksAndFixes] Error loading language file English.lng, line 5365 `$technology_desc_projectile_shell_5;-50% HE Shells, +50% AP Shells for main guns` is a duplicate key [17:16:29.274] [TweaksAndFixes] Error loading language file English.lng, line 5366 `$technology_desc_projectile_shell_6;-50% AP Shells, +50% HE Shells for sec guns` is a duplicate key [17:16:29.274] [TweaksAndFixes] Error loading language file English.lng, line 5367 `$technology_desc_projectile_shell_7;-25% AP Shells, +25% HE Shells for sec guns` is a duplicate key i thought tweaks and fixes were already in the mod ?
NathanKell Posted September 9, 2024 Posted September 9, 2024 (edited) Folks, to try to diagnose issues I require: (a) a copy of (you UAD folder)\MelonLoader\latest.log (b) a copy of %appdata%\..\LocalLow\Game Labs\Ultimate Admiral Dreadnoughts\player.log Without those files, I can't help diagnose. Edited September 9, 2024 by NathanKell 1
LobstaMan Posted September 9, 2024 Posted September 9, 2024 On 9/7/2024 at 4:21 PM, LobstaMan said: I've followed all the instructions, it's not working. Not like there's a grey screen or it's loading infinitely or something, but I'm not seeing the update screen, the mod isn't being registered at all despite me putting the csv files in the mods folder and following the instructions. This is really annoying because there's no additional instructions, there's nothing I've missed that I can see, it's just that MelonLoader isn't picking up these files at all, just the TweaksAndFixes.dll file, which is also in the mods folder as instructed This is what's going on, I don't know jack about coding and whatnot so I dunno what to read to tell me what's wrong, but everything that was in the downloaded mods folder has been placed in the game's mods folder 1
sploitz Posted September 9, 2024 Posted September 9, 2024 Are you one of the RP1 Devs as well? Love your work really really awesome thank you ❤️
NathanKell Posted September 9, 2024 Posted September 9, 2024 On 9/7/2024 at 3:17 AM, spinaker said: There were several oddities in the conversion of ships. Mk1 guns, when upgraded to Mk2 at the shipyard, change back to Mk1 in battle. I am going to need more information on how to reproduce this problem in the save you sent @o Barão. I loaded the save you sent and it immediately gave me a battle featuring a variety of refit ships. They all successfully had Mk2 guns according to their tooltips. I checked the save file and that was what was encoded in their turret data by my code, so I am confused where the problem is.
o Barão Posted September 9, 2024 Author Posted September 9, 2024 (edited) 32 minutes ago, NathanKell said: I am going to need more information on how to reproduce this problem in the save you sent @o Barão. I loaded the save you sent and it immediately gave me a battle featuring a variety of refit ships. They all successfully had Mk2 guns according to their tooltips. I checked the save file and that was what was encoded in their turret data by my code, so I am confused where the problem is. I also don't know. That save file is from another player. He mentioned that the game failed to recognize the weapons that were upgraded in battle and that also he did some editing to the file. Now if you don't see any issues, ok good. If others players report the same thing I will request them to send the save file. Edited September 9, 2024 by o Barão 1
spinaker Posted September 9, 2024 Posted September 9, 2024 41 minutes ago, NathanKell said: Мне понадобится дополнительная информация о том, как воспроизвести эту проблему в сохраненном файле, который вы отправили @o Barão. Я загрузил отправленное вами сохранение, и оно сразу же показало мне битву с участием множества переоборудованных кораблей. У всех них успешно были пушки Mk2, согласно подсказкам. Я проверил файл сохранения, и это было то, что было закодировано в данных их башни моим кодом, поэтому я не понимаю, в чем проблема. replied in a personal message
NathanKell Posted September 9, 2024 Posted September 9, 2024 1 hour ago, o Barão said: I also don't know. That save file is from another player. He mentioned that the game failed to recognize the weapons that were upgraded in battle and that also he did some editing to the file. Now if you don't see any issues, ok good. If others players report the same thing I will request them to send the save file. Yep, I quoted the other player. I only tagged you because the save got sent to you and you forwarded it to me. @spinaker I have not received any personal message from you. 1
spinaker Posted September 9, 2024 Posted September 9, 2024 11 minutes ago, NathanKell said: Да, я процитировал другого игрока. Я отметил вас только потому, что вам было отправлено сохранение, а вы переслали его мне. @spinaker Я не получал от вас никаких личных сообщений. Sorry, I probably didn't press the send button.
Elouda Posted September 9, 2024 Posted September 9, 2024 On 9/8/2024 at 10:21 AM, The ArduousMoth said: Are you the mod dev? if so, can I please have some help? I have done everything (I think) is right but the mod doesn't load in the game at all. (I will just like to mention that I am autistic and struggle with things at times. Any help would be amazing, but could you perhaps add in additional steps so I can understand it better? like breaking it down for me) Check that your antivirus isnt blocking some of the .dlls used by MelonLoader. I had the same issue until I figured that out and added exceptions.
Wareagle Posted September 9, 2024 Posted September 9, 2024 10 hours ago, NathanKell said: Folks, to try to diagnose issues I require: (a) a copy of (you UAD folder)\MelonLoader\latest.log (b) a copy of %appdata%\..\LocalLow\Game Labs\Ultimate Admiral Dreadnoughts\player.log Without those files, I can't help diagnose. Where would be the best place to send these folders? both the player log and mellon loader are too long for a single screen shot and the web doesnt allow text documents.
admiralsnackbar Posted September 9, 2024 Posted September 9, 2024 Are naval invasions and/or land invasions disabled in this mod?
o Barão Posted September 9, 2024 Author Posted September 9, 2024 (edited) 45 minutes ago, admiralsnackbar said: Are naval invasions and/or land invasions disabled in this mod? o7 @admiralsnackbar AI naval invasion were increased and are working. I still didn't had the chance to test a land war against a neighbour faction. Are you having issues with that? Edited September 9, 2024 by o Barão
admiralsnackbar Posted September 9, 2024 Posted September 9, 2024 12 minutes ago, o Barão said: o7 @admiralsnackbar AI naval invasion were increased and are working. I still didn't have the chance to test a land war against a neighbour faction. Are you having issues with that? So I have been able to do naval invasions. I haven't see any red arrows anywhere (1890-1903).
o Barão Posted September 9, 2024 Author Posted September 9, 2024 1 minute ago, admiralsnackbar said: So I have been able to do naval invasions. I haven't see any red arrows anywhere (1890-1903). But there are wars between nations sharing the same frontier? If that is the case please upload your save file.
admiralsnackbar Posted September 9, 2024 Posted September 9, 2024 It may just be that there haven't been many wars between countries with a frontier. I had a war with Austria (as russia) that didn't involve any land invasions. I'll try to start something with China (then create a save and send it your way) to verify.
o Barão Posted September 9, 2024 Author Posted September 9, 2024 (edited) BETA 2.0 "Major Powers update"- N.A.R. changelog: ---Part I--- Implemented AI calibers limit for most ships so it is easier for the AI to get a good design. As an example, not wasting time in a fail design because the 20" gun doesn't fit in the superstructure. Implemented AI beam and draught limits to design better ships and quicker. Special note for semi dreadnoughts with the main guns in a diamond layout. (1905-1915) Lower the guns requirements for the AI to get a sucessful design quicker. An important modifier value in the params was changed. It was responsible for the AI to fail to get ships with pair guns close to each other. An important detail in diamond layout main guns. Disabled the new scrap mechanic. I found that was responsible for the game loading freezes around 1940. Flotilla leader comical hull size fixed. ---Diamond layout example(AI design)--- The loading times should be noticeble faster now. What it took around an hour to start 1940 campaign, should be around 40 minutes now. Note, this is part I, I will continue to work on the AI for the next days to improve loading times and get in general better designs. Don't forget to download "TweaksAndFixes" DLL most recent version. Edited September 9, 2024 by o Barão 1
PalaiologosTheGreat Posted September 9, 2024 Posted September 9, 2024 3 minutes ago, o Barão said: Implemented AI calibers limit for most ships so it is easier for the AI to get a good design. As an example, not wasting time in a fail design because the 20" gun doesn't fit in the superstructure Do you have to do this for each hull? That's some hard work...
o Barão Posted September 9, 2024 Author Posted September 9, 2024 (edited) 11 minutes ago, PalaiologosTheGreat said: Do you have to do this for each hull? That's some hard work... 507 hulls to be exact. I am working like a madman trying to figure what can be improved and what was causing the issue for the AI to fail to get a good design sometimes and instead got stuck in a looping. The good thing, I learned important things in the last days. The bad news is there are many hulls that needs special attention. Change some values, open the game, go to the shipyard to run some tests and then go back and repeat the process until the AI is capable of doing what I want. Edited September 9, 2024 by o Barão 5
Peksern Posted September 9, 2024 Posted September 9, 2024 (edited) Fighting my first battle since the introduction of the alpha mod version. None of my ships are firing. Neither battleships nor cruisers nor destroyers. They all seem to stuck on "ladder aiming", even on less than two kilometers range. I am actually pretty sure I installed the mod (currently v1.0.7) and nathans tweaks and fixes as intended. Edited September 9, 2024 by Peksern
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now