o Barão Posted September 6, 2024 Author Posted September 6, 2024 (edited) BETA 1.0 "Major Powers update"- N.A.R. changelog: fixed the minor nations clone armies bug . (needs a new campaign) fixed the english file text descriptions about the CL. improvements in some early cruisers (1890) to help the AI to get a good design and quicker. improvements to make the AI think more like a human about components choices. You can update all files or if you are already editing, the files I touched in this update are: parts params english provinces shipTypes --- Installation --- Go here and follow the instructions if you still don't have the melon loader installed or the most recent version of TweaksAndFixes.Dll. Don't forget to add a 👍 in the page to show your support to Nathan brilliant work Next download NAR mod files and extract the content: https://drive.google.com/drive/folders/13j4QFsQJ3upWofl_6EEV8y_wABwE4s9X Mods folder go here C:\....\Steam\steamapps\common\Ultimate Admiral Dreadnoughts English file go here C:\...\Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data\StreamingAssets\Languages Edited September 6, 2024 by o Barão 4
Peksern Posted September 6, 2024 Posted September 6, 2024 5 minutes ago, o Barão said: I wouldn't say it is easy. It can happen in rare occasions in that time period, but you are wasting important tonnage in doing so, if it is the right choice for you to do that or not it is up to you. What I can say is that the HAL 9000 will not do that. Hmm. Well, but it's certainly easier. 40cm main belt, fore and aft at 14cm. 30cm barbette and sides of main guns. And yet 21kts in year 1902. That's pretty impressive. At least more impressive than it was possible before the update. Well, I still do like that.
o Barão Posted September 6, 2024 Author Posted September 6, 2024 Note: Mod description updated with all the recent changes.
o Barão Posted September 6, 2024 Author Posted September 6, 2024 BETA 1.0.1 "Major Powers update"- N.A.R. changelog: ALL modern tb requirements reworked to help the AI to get a viable design quick. files edited: parts params 2
Pappystein Posted September 6, 2024 Posted September 6, 2024 13 hours ago, o Barão said: That if I am not mistaken it is one of the new feature implemented by Nathan. When you go to refit your ship, the guns are not upgraded automatically anymore. You will see instead a button to upgrade. Much more realistic imo. As an example in this image, in your left down, below the 3.2" gun "upgrade mark" Wipes egg off face. In best immitation of Homer Simpson "Doh!" Thanks for the Great work, I guess I am not as observant as I wish I were (or sometimes claim I was.) I was looking all over the right side and bottom. It never occurred to me to look in the turret setup section! 10 hours ago, NathanKell said: As @o Barão says, that's a feature. On the left, go down to where you set gun diameter and length offsets and click the Upgrade Mark button. The same thing happens with Torpedoes, only there it's a button beside the Torpedo components (diameter/type/etc) since there's no specific torpedo UI section. Thanks for the follow-up. It is a feature I wished for too, was just un-aware of how it was being handled... I didn't RTFM as well as I thought I did. 2
o Barão Posted September 6, 2024 Author Posted September 6, 2024 (edited) 18 minutes ago, PalaiologosTheGreat said: How do I mod port size? edit the "ports" file inside the mod My only change was until now related to "Truk". I increased the tonnage around x3 if i am not mistaken. So it can be an important port like it was in WWII for the japanese navy. Edited September 6, 2024 by o Barão
PalaiologosTheGreat Posted September 6, 2024 Posted September 6, 2024 1 hour ago, o Barão said: My only change was until now related to "Truk". I feel sad for the Chileans who can’t even put a BB into Valparaíso. Coronel should be at least 30000 tonnes as it could fit Craddock’s force before Coronel
Theshy Posted September 6, 2024 Posted September 6, 2024 Can someone help me? I am very confused, did I missing something? Thank you
o Barão Posted September 6, 2024 Author Posted September 6, 2024 BETA 1.0.2 "Major Powers update"- N.A.R. changelog: Code improvements made to many ships to help the AI get a good design and as quick as possible.*Please note that this is an work in progress. With around 500 ships in the mod is impossible for me to check all of them. If you notice the AI struggling in getting a ship design in few attempts, please report to me the ship name and country and I will take a look. Some size changes to late italian 5",6" and 7" guns to better fit in the ships. Some size changes to early french 7",8",9",10" guns to better fit in the ships. Limited some french armored cruisers beam and draught to help the AI to get great ships designs and quick. More improvements to modern TBs. It should be very quick now for the AI to get a design for this class. Files edited: params parts partsModel Some AI designs as an example. 2
S3NTIN3L Posted September 6, 2024 Posted September 6, 2024 Anyone else getting super long loading times when trying to start a new campaign? I don't mind waiting but it seems to get stuck. I've tried the 1900 and 1910 campaign.
Sir David Green Posted September 7, 2024 Posted September 7, 2024 Seeing as you're adding smaller nations, would it be possible for you to add a Destroyer Escort/Frigate hull type? Having DE or FG designating small specialized ships (like ASW warfare or minelaying ships) would be neat for them. Don't know how hard that'd be to do.
o Barão Posted September 7, 2024 Author Posted September 7, 2024 54 minutes ago, Sir David Green said: Seeing as you're adding smaller nations, would it be possible for you to add a Destroyer Escort/Frigate hull type? Having DE or FG designating small specialized ships (like ASW warfare or minelaying ships) would be neat for them. Don't know how hard that'd be to do. That would be an insane amount of work if implied creating a new ship class and I don't know If it is possible to be well used by the AI. From a gameplay point of view, to see the AI using "small and slow destroyers" without proper 3D models in game instead of using the regular ones doesn't see to be worth it. But in theory, it should be possible, yes. I have my hands tied for the next weeks. I need to teach the AI how to design ships using the new modifiers implemented by Nathan and with 500+ hulls inside the mod it will take a long time. That is my priority. 4
Sir David Green Posted September 7, 2024 Posted September 7, 2024 (edited) I followed the install instructions and when I tried starting a Dutch campaign it was "...Loading World..." infinitely. I closed the game and verified integrity to see if it was because I deleted the savex.bin files, and it said it found one unverified file. After that the description for the various new nations became messed up, even when I reinstalled the mod from scratch and deleted all the current mod files, replacing them with the new ones. Edited September 7, 2024 by Sir David Green
Sir David Green Posted September 7, 2024 Posted September 7, 2024 I'm a bit dumb, forgot the English.ing file. Still have the infinite loading though. 1
o Barão Posted September 7, 2024 Author Posted September 7, 2024 2 minutes ago, Sir David Green said: I followed the install instructions and when I tried starting a Dutch campaign it was "...Loading World..." infinitely. I closed the game and verified integrity to see if it was because I deleted the savex.bin files, and it said it found one unverified file. After that the description for the various new nations became messed up, even when I reinstalled the mod from scratch and deleted all the current mod files, replacing them with the new ones. That happens because the game when checking the files integrity will remove all modded files from the game. And for the moment I suggested to place english file C:\....\Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data\StreamingAssets\Languages and overwrite the game file. So download the english file again and place in the correct place and will be fixed. 1
o Barão Posted September 7, 2024 Author Posted September 7, 2024 1 minute ago, Sir David Green said: I'm a bit dumb, forgot the English.ing file. Still have the infinite loading though. Make sure you are using the most recent "TweaksAndFixes" dll from 1
Sir David Green Posted September 7, 2024 Posted September 7, 2024 3 minutes ago, o Barão said: Make sure you are using the most recent "TweaksAndFixes" dll from I've tried the one linked directly from NAR, the one directly linked from Nathan's thread, and the one from the github directly. All three seem to have infinitely loading world.
o Barão Posted September 7, 2024 Author Posted September 7, 2024 (edited) 7 minutes ago, Sir David Green said: I've tried the one linked directly from NAR, the one directly linked from Nathan's thread, and the one from the github directly. All three seem to have infinitely loading world. You unpacked the mods file before placing them inside the "Mods", right? There is a conflict somewhere and for me to help you assistance from here is hard. But the mod files are very easy and quick to remove and install again. So my suggestion would be: delete all the content inside the "Mods" folder download tweaksandfixes.dll from Nathan and place inside the "Mods" folder download my mod again unpack the content place the mods files inside the "Mods" folder place the english file inside C:\...\Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data\StreamingAssets\Languages Edited September 7, 2024 by o Barão 1
o Barão Posted September 7, 2024 Author Posted September 7, 2024 @Sir David Green another possibility. For any chance you have vanilla ships designs stored or are trying to load a vanilla save file? 1
Sir David Green Posted September 7, 2024 Posted September 7, 2024 Just now, o Barão said: @Sir David Green another possibility. For any chance you have vanilla ships designs stored or are trying to load a vanilla save file? I didn't unpack before moving the files, didn't know I had to do that. Used to files unpacking themselves when I move them. I think I might've forgotten to clear ship designs. Will do that as well as unpack.
o Barão Posted September 7, 2024 Author Posted September 7, 2024 1 minute ago, Sir David Green said: I didn't unpack before moving the files, didn't know I had to do that. Used to files unpacking themselves when I move them. I think I might've forgotten to clear ship designs. Will do that as well as unpack. I will rewrite the installation instructions in the mod description to make it clear for anyone reading.🫡 3
Sir David Green Posted September 7, 2024 Posted September 7, 2024 It worked! It's starting to load year by year! Thank you for the help! 1
o Barão Posted September 7, 2024 Author Posted September 7, 2024 (edited) BETA 1.0.3 "Major Powers update"- N.A.R. changelog: ---Changes to the mod installation to be easier.--- Now the english file will be inside the "Mods" folder. No need to move anymore the english file to the game files. This also will prevent any future update from the devs to overwrite the language file. Also the TweakAndFixes is not included anymore inside the mod. The right approach would be to go to the Nathan mod link and download from there so you know you are always using the most recent version. Edited September 7, 2024 by o Barão 3
sm0kin Posted September 7, 2024 Posted September 7, 2024 The french torp cl hull tooltip shows a max optimal speed of 0.1kn.
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