SpardaSon21 Posted December 14, 2024 Posted December 14, 2024 On 12/12/2024 at 11:23 AM, o Barão said: So it was a vanilla bug? Damn. Thanks! Apparently so, for whatever reason.
Pappystein Posted December 15, 2024 Posted December 15, 2024 On 12/14/2024 at 1:59 AM, SpardaSon21 said: Apparently so, for whatever reason. @o Barão Most recent patch notes/conversation in the update also mentions game crashes due to boarders so maybe it is both (If I am understanding the core issues correctly) 1
flaviohc16 Posted December 28, 2024 Posted December 28, 2024 Will we have the mod updated now that 1.7 will be the last patch for the game? 1
o Barão Posted December 28, 2024 Author Posted December 28, 2024 12 hours ago, flaviohc16 said: Will we have the mod updated now that 1.7 will be the last patch for the game? I will work on to update the mod after Nathan make TAF compatible with the latest UAD version. At the moment is impossible. 6
TheBlackCitadel Posted December 31, 2024 Posted December 31, 2024 Apparently the current T&F version does work with the current UAD version 1
rossi191 Posted December 31, 2024 Posted December 31, 2024 I can confirm taf works fine with the latest patch 1
o Barão Posted January 1 Author Posted January 1 22 hours ago, rossi191 said: I can confirm taf works fine with the latest patch 23 hours ago, TheBlackCitadel said: Apparently the current T&F version does work with the current UAD version Nice! I am already working on the new update, but the new ships and guns will take some time to be implemented, so expect to see the mod going live in the next days without the new assets added by the devs in the latest version. 9
A.R.Euro XVIII Posted January 4 Posted January 4 @o Barão I hope I'm not bothering you with all these small problems, but I have a small gripe with the German "Destroyer III" in that, the the after-most raised platform can't mount funnels, and I was wondering if you could fix it .If not, I understand.
Pappystein Posted January 4 Posted January 4 1 hour ago, A.R.Euro XVIII said: If not, I understand. Dang, for the tonnage that is a nice build as it is! And honestly I think how you have it is "as intended" by the designers Guns and bridgework on the raised hull sections with torps and funnels in the low areas
A.R.Euro XVIII Posted January 4 Posted January 4 10 hours ago, Pappystein said: Dang, for the tonnage that is a nice build as it is! And honestly I think how you have it is "as intended" by the designers Guns and bridgework on the raised hull sections with torps and funnels in the low areas ah okok, I'll be honest, trying to make the German Destroyer I and III look good and also be effective is challenging because you either have a showboat or an abomiation, but i have been finding some work arounds to balance them out for example the V-125 of 1913 mounts 5, 5.9 inch guns but the B-turret can't superfire over the A-turret although it was better than having a ridculous fore weight offset had I placed the triple Torpedo-rack in the forward well deck. "Perfectly balanced, as all things should be"
Fyredrake Posted January 5 Posted January 5 2 hours ago, A.R.Euro XVIII said: ah okok, I'll be honest, trying to make the German Destroyer I and III look good and also be effective is challenging because you either have a showboat or an abomiation, but i have been finding some work arounds to balance them out for example the V-125 of 1913 mounts 5, 5.9 inch guns but the B-turret can't superfire over the A-turret although it was better than having a ridculous fore weight offset had I placed the triple Torpedo-rack in the forward well deck. "Perfectly balanced, as all things should be" I know youre going for historic but I tend to just do 3 guns, 2 fore like you did and 1 aft, which saves room for 3 turrets in a line aft with the aft tower sitting where that middle turret is. I just find the earlier DD hulls before modern ones to be too unstable for the guns to be any bit accurate.
o Barão Posted January 5 Author Posted January 5 On 1/4/2025 at 12:09 PM, A.R.Euro XVIII said: @o Barão I hope I'm not bothering you with all these small problems, but I have a small gripe with the German "Destroyer III" in that, the the after-most raised platform can't mount funnels, and I was wondering if you could fix it .If not, I understand. I don't have the skills to add place mounts for the 3D models. 1
o Barão Posted January 5 Author Posted January 5 NAR Alpha 1 for UAD 1.7 Updated for UAD 1.7 Initial release, see below what is planned for the coming versions. IMPORTANT: The players need to install first the latest Melon Loader and TAF dll from Nathan to make it work. Report to me if you see any bugs or crashes. The Melon loader log (alt-tab) can help us to find where is the issue. Do not report any land connection issues found in the Melon loader. Those will be fixed later. Link: https://drive.google.com/drive/folders/13j4QFsQJ3upWofl_6EEV8y_wABwE4s9X?usp=sharing 8
xXT4LLIXx Posted January 5 Posted January 5 I have found a small problem with Italian cruiser turrets (heavy and light cruisers). The gun mounting point of the barbette attached to the forward turret is not centered, so that the turret ring hangs frontally over the barbette. I dont know if thats your business, if not i'd lover to hear whose it is. Kind regards T4LL1
CenturionsofRome Posted January 5 Posted January 5 (edited) Had a "Move Vessles" turn freeze. Here's Melon Loader's output: [07:28:52.847] [TweaksAndFixes] [Unity]: [ConquestEvent] started. Province Virgin Islands Player United States [07:28:52.849] [TweaksAndFixes] [Unity]: ArgumentException: An item with the same key has already been added. Key: Arabia (Province) System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <00000000000000000000000000000000>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <00000000000000000000000000000000>:0) CampaignController.CheckMinorNationThreat () (at <00000000000000000000000000000000>:0) CampaignController+<NextTurn>d__108.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0) Edited January 5 by CenturionsofRome added pic
o Barão Posted January 5 Author Posted January 5 25 minutes ago, CenturionsofRome said: Had a "Move Vessles" turn freeze. Here's Melon Loader's output: [07:28:52.847] [TweaksAndFixes] [Unity]: [ConquestEvent] started. Province Virgin Islands Player United States [07:28:52.849] [TweaksAndFixes] [Unity]: ArgumentException: An item with the same key has already been added. Key: Arabia (Province) System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <00000000000000000000000000000000>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <00000000000000000000000000000000>:0) CampaignController.CheckMinorNationThreat () (at <00000000000000000000000000000000>:0) CampaignController+<NextTurn>d__108.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0) Damn. I was hoping that to be a vanilla bug already fixed. 😒 @brothermunro are you getting this issue in your mod?
o Barão Posted January 5 Author Posted January 5 2 hours ago, xXT4LLIXx said: I dont know if thats your business, if not i'd lover to hear whose it is. It is a center point for the gun mounts created by the devs in the 3D models. Since the game development already ended, we are stuck with these issues.
CenturionsofRome Posted January 5 Posted January 5 Is it possible there's too many conquest events going off at the same time and it's causing an overflow? Also, no one seems to be attacking "unoccupied territories" that are created when a nation collapses due to no ports.
CenturionsofRome Posted January 5 Posted January 5 (edited) So I progress the campaign by exiting to the main menu then reloading from the save, but I'm getting the error every turn now. Here's some Melon Loader outputs: Edit: interestingly, after progressing a few turns the error stopped happening. Also, the problem province, Arabia, is an ungoverned territory that is now being invaded by China. Is it possible that the error is due to the game trying to have multiple invasions at the same time? That would fit with the "key already added" part of Melon's error message. Edited January 5 by CenturionsofRome
Jorix Posted January 5 Posted January 5 I don't know if I'm being dumb or something, but I got Melon loader and TAF installed and working fine. Melon Loader will detect TAF but not NAR. I extracted the NAR.zip directly into the mod folder. When that didn't work I tried coppying everything from the resulting NAR Apha Update folder into the mod folder as well, neither worked.
Fyredrake Posted January 5 Posted January 5 I really cant say I understand this error because its similar to the previous ones I got, however I was able to have a very long Italy campaign that went just fine whilst the mod was closed. So it feels like something in the setup must be going wrong? And that is causing long term issues in the game with turns.
o Barão Posted January 5 Author Posted January 5 2 hours ago, CenturionsofRome said: Also, the problem province, Arabia, is an ungoverned territory that is now being invaded by China. Is it possible that the error is due to the game trying to have multiple invasions at the same time? Interesting possibility. I will release a new AI personalities file with vanilla stock values related to naval invasions for testing.
o Barão Posted January 5 Author Posted January 5 I have uploaded a new AI personalities file with nerfed naval AI invasions for testing purposes. A new campaign is recommended.
CenturionsofRome Posted January 6 Posted January 6 So the "move vessels" freeze hasn't returned, but a lot of players have also been eliminated. But now I've got a new error, that froze the game on "update research". Exiting to Main Menu and reloading the save cleared it. 1
TheBlackCitadel Posted January 6 Posted January 6 1 hour ago, CenturionsofRome said: So the "move vessels" freeze hasn't returned, but a lot of players have also been eliminated. But now I've got a new error, that froze the game on "update research". Exiting to Main Menu and reloading the save cleared it. I received this exact same error 1
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