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Posted

Hi...

I noticed that there were new hulls added in 1.7 patch which are not present in 1.7 version of NAR (like HMS NELSON hull with all towers for example)

Can I ask when the hulls will be added also into NAR? @o Barão

Thank you :)

Posted (edited)
21 hours ago, o Barão said:

In shipTypes you can edit the damage ship class, and the damage overall can be edited in the params file, I think.

yeh
shipTypes; the damge taken by the ship type
params; the dmg multiplier, raw explosion dmg, etc, by torpedoes
technologies; raw damage done by torpedo size

Edited by MDHansen
Posted
On 1/11/2025 at 8:02 AM, A.R.Euro XVIII said:

could you please tell me how to install this "UnityExplorer"? I am quite interested in it.

sorry for the late reply. I have an old thread here touching the subject. I haven't updated it, but feel free to ask in that threat so we don't muck up the Barons thread here.

dl the UE file and just unzip it to the main UAD game folder, where the .exe is. Once you run the game, at the main menu, hit F7 and it should pop the menus up

  • Like 1
Posted

Really love NAR but the change to minors in the vanilla game is killing me.

Is there any way for me to mod the minors so they either can't attack or edit them so they make sense? 

Playing as the Ottomans and by the end of 1891 I've had 3 minors attack with armies that would crush France or Germany and are obviously much larger than the entire Ottoman army. On top of this the invasions are like 200k vs 9500 as there is seemingly no mechanic that moves my troops to defend. I was able to do a retaliatory invasion to stop Bulgaria but Serbia had no ports (so quickly took Kosovo) and Arabia didn't generate a retaliatory naval invasion, so they easily took Hejaz.

I've been searching everywhere but can't find anything on how/where to change this so any help would be soooo appreciated!

Posted
On 1/13/2025 at 8:15 PM, CenturionsofRome said:

Current year 1895, 1890 USA Legendary difficulty start

Capture.PNG

Same bug (line 36) now in 1895? Damn.

Posted

Hi, this is my first time using this mod, and can be quite ignorant about how to go about fixing some issues. I had this exception pop and am unsure about how to resolve and/or sidestep it. Currently sticks my game at the "moving vessels" screen

 

Screenshot 2025-01-15 121255.png

Posted
On 1/13/2025 at 11:21 PM, Sir David Green said:

Have y'all found/made a fix for the infinite Moving Vessels bug?

 

 

 

Found a work around. That bug is caused by a minor nation losing its home provinces while holding a colony port. this causes the port to default to ungoverned territory. When the error happens, read which province is causing it, then exit to main menu and reload the save (this allows you to advance in time, though not everything updates) then marshal a fleet and park it offshore of the problem province. After a few turns you'll get a colonial invasion prompt, selecting "yes" will keep the error from coming back, so long as you win.

Posted

I found an error on the Italian "Dreadnought II" hull in that, she has a underwater torpedo mount just behind the forward mount.Screenshot2025-01-15135146.thumb.jpg.70abed311dbe909c0ddd809cfd1ecc41.jpgIt serves literally no purpose and is blocked by the forward mount.

Posted

Hello everyone. I want to say that I got the idea to make all the historical ship designs for the game and the mod. I have already made designs for all new countries except the Netherlands and Portugal. I will finish with the first ones in the next few days, but I will not do Portugal, because there is no adequate list of their steam fleet on the Internet. I will not start with the countries that are in the vanilla game yet, until new buildings appear in fashion. I'll probably start with China, and there we need the hull of their battleship, which appeared only in version 1.7. So I'm really looking forward to updating the hulls in fashion. Also, if the mod developer is interested in what I'm doing, then I can give him a couple of good tips, especially on which buildings are best added to different states. This is due to the fact that in the process of creating historical ship designs, in some cases I was faced with either the complete impossibility of making a ship, or I had to make it so that it corresponds to its historical version only in terms of the number and caliber of guns, and this is not accurate, for example, the Greek Battleships of the American Kilkis type (1914) They turned out to be just a parody of themselves, which makes me very sad.

Posted
On 1/15/2025 at 2:58 PM, A.R.Euro XVIII said:

I found an error on the Italian "Dreadnought II" hull in that, she has a underwater torpedo mount just behind the forward mount.Screenshot2025-01-15135146.thumb.jpg.70abed311dbe909c0ddd809cfd1ecc41.jpgIt serves literally no purpose and is blocked by the forward mount.

It allows you to store more torpedoes than normal, no?

Posted

hey! I love the mod, but I recently had to abandon a campaign because I got stuck in an endless war with Brazil as Argentina. It started with me going to war with and then making peace with Chile, and after that war ended I never got the option to negotiate for peace again. I don't have any error codes, but the peace negotiations button on the politics menu was permanently grayed out.

Posted
5 hours ago, KAIKAI said:

Game stuck at AI moving ship,

image_2025-01-18_133905628.png

That bug is caused by a minor nation losing its home provinces while holding a colony port. this causes the port to default to ungoverned territory. When the error happens, read which province is causing it, then exit to main menu and reload the save (this allows you to advance in time, though not everything updates) then marshal a fleet and park it offshore of the problem province. After a few turns you'll get a colonial invasion prompt, selecting "yes" will keep the error from coming back, so long as you win.

Posted
On 1/17/2025 at 8:44 AM, visitor223 said:

Question: Will the gun models be changed to adapt to the new ones given by the 1.7 update in Vanilla?

Until all the bugs are fixed, I will not work on the next steps.

15PkTgg.jpeg

  • Like 1
Posted
9 hours ago, CenturionsofRome said:

That bug is caused by a minor nation losing its home provinces while holding a colony port. this causes the port to default to ungoverned territory. When the error happens, read which province is causing it, then exit to main menu and reload the save (this allows you to advance in time, though not everything updates) then marshal a fleet and park it offshore of the problem province. After a few turns you'll get a colonial invasion prompt, selecting "yes" will keep the error from coming back, so long as you win.

I am not currently using UAD NAR Alpha.  I am using UAD Tweaks and Fixes alone and I have not seen this issue AT ALL.   I took over France completely except for outlying colony ports.  A) they didn't convert to Ungoverned territory (they were still France) and B ) they did their darnedest to capture more ports (launching naval invasions turn after turn.)   Aside from the ludicrous number of Naval Invasions France Spawned in their last year of life, the game ran fine.

I also had no issues taking over Russia (they had a port in South Korea that I captured last. 

Posted
1 hour ago, Pappystein said:

I am not currently using UAD NAR Alpha.  I am using UAD Tweaks and Fixes alone and I have not seen this issue AT ALL.   I took over France completely except for outlying colony ports.  A) they didn't convert to Ungoverned territory (they were still France) and B ) they did their darnedest to capture more ports (launching naval invasions turn after turn.)   Aside from the ludicrous number of Naval Invasions France Spawned in their last year of life, the game ran fine.

I also had no issues taking over Russia (they had a port in South Korea that I captured last. 

France and Russia are MAJOR nations, not MINOR nations. This only happens to MINOR nations.

Posted

I have experienced the Move Ships Error in my Japan campaign, trying to move from August to September 1892. Image of log attached. I think the issue is Northern Columbia here. It's become Ungoverned Territory I noticed. I am going to attempt something and see if it works. If my experiment works, I will report back

Move Ship Error.png

Posted
Just now, TheBlackCitadel said:

I have experienced the Move Ships Error in my Japan campaign, trying to move from August to September 1892. Image of log attached. I think the issue is Northern Columbia here. It's become Ungoverned Territory I noticed. I am going to attempt something and see if it works. If my experiment works, I will report back

Move Ship Error.png

I am happy to report success in my experiment. Using file editing, I was able to get past the Moving Ships freeze.

Northern Columbia had recently turned into Ungoverned Territory while Southern Columbia and Venezuela had not. I converted my file to .json, used a json editor to access it, and edited Northern Columbia back into being controlled by Columbia. I reloaded this save with the new .json, and loaded the game. To my delight, this worked.

If anyone would like instructions on how to do this, I would be happy to provide them.

  • Like 2
Posted
On 1/17/2025 at 5:18 PM, AdvancedAzrielAngel said:

It allows you to store more torpedoes than normal, no?

I mean, I guess but then I'm lugging around an extra torpedo tube that is useless, and has a chance of blowing up and at most I can carry 1-3 more torps depending on if i chose more or less torpedoes.

Posted
22 hours ago, o Barão said:

Пока все ошибки не будут исправлены, я не буду работать над следующими шагами.

15PkTgg.jpeg

I'm sorting through the game files, trying to install a larger gun in the casemates, change the knife in parts ca_2_friedrich or is it written somewhere else. I create ships that look like real ones.

ultimate admiral dreadnoughts.exe Screenshot 2025.01.19 - 17.28.39.39.png

  • Like 1

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