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[1.6.1.4-1.7] [Code] Tweaks and Fixes v3.16.7: bugfixes, new features for players, support for modders (including new nations and better AI ship generation!)


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Posted
11 hours ago, Spinax22 said:

I feel like i'm doing something wrong here, because i have the latest version of TAF, and the latest version of NAR but they don't mix obviously, so i went delving through github for version 3.11.2 of TAF but i ended up eventually, dead-ended at a 404 error. 🥺 Any ideas or suggestions?

facing the same problem rn. The oldest taf i can find is "3.15.0 for UAD  1.6.0.7" which doesnt work obviously doenst work with UAD 1.6.0.6 optx 4 that NAR is running atm. So.. if anyone has the correct file, do you mind posting it?

Posted

I do have TAF v3.11.2, I always keep older versions of mods.

And you should totally trust a random stranger offering you a "dll" file over the internet.

The Admin privilege it is asking is to make sure your anti virus is up-to-date

:)

Joke aside, if you are desperate enough for it... I am PM'ing you a link

I think Nathan should be cool with it, @NathanKell please let me know if you wish me to stop sharing...

  • Like 1
Posted

@NathanKellcan you help a brother out? I want to know how i can edit the torpedo spotting range so it's the same as brothermunro mod, but i dont want to use other mods so the game can make use of the faster turns 

Posted
53 minutes ago, Dutchy said:

@NathanKellcan you help a brother out? I want to know how i can edit the torpedo spotting range so it's the same as brothermunro mod, but i dont want to use other mods so the game can make use of the faster turns 

Assuming you have the params file extracted...

Rename it into params.csv
Edit it with a text Editor, Notepad++ is pretty much everyone uses,
What you want is, "torpedo_evade_range"

Default value is 13500, Pretty much everyone uses 1500, including me and NAR

save the file, make sure it is in "...\Ultimate Admiral Dreadnoughts\Mods\"
Launch and enjoy.

Posted

@Dutchy

I just saw your other post on DIP Thread.

First things first, you need to extract the txt asset files which are in resource.asset
This is a good guide:

The major files you need are:
params, technologies
for starters Follow those steps and extract the files, keep the originals.
Edit them as you like, with any text editor, I suggest Notepad++

Download the TAF, install as Nathan describes.
Take the params file you had extracted and copy it into the same mods folder.
TAF will not parse unless the file is named params.csv (technologies.csv, comptypes.csv etc)
Rename it.

Launch the game

 

 

Posted

Would it be possible to have the scrapping feature check on an interval, instead of every turn? so say every 6 turns f.ex., or editable in the params file?

Posted (edited)
On 10/19/2024 at 7:29 AM, Lamb Chop said:

@NathanKell

Good Morning Nathan , for me it is...

Apparently 1.6.0.9 has dropped and TAF says incompatible, any chance or possibility you may be able to have a look, if not busy with RL that is...

I don't get any messages about it being incompatible. Apparently TaF wil let you know if it is. What I have noticed is that starting a new game (1890 slow mode) takes ages. And by ages I mean 10-15min. For me earlier it took 5 minutes, if even that

Edited by MDHansen
Posted
5 hours ago, MDHansen said:

I don't get any messages about it being incompatible. Apparently TaF wil let you know if it is. What I have noticed is that starting a new game (1890 slow mode) takes ages. And by ages I mean 10-15min. For me earlier it took 5 minutes, if even that

3.16 gives me the forever Peace Dialog issue, So, I was using 3.15.2. That might be the root cause...

Will try again.

  • Like 1
Posted

so I disabled TaF built in scrap mechanic, and turns are much quicker... could be something done in the core files makes it run through more hoops than earlier

Posted
6 minutes ago, MDHansen said:

so I disabled TaF built in scrap mechanic, and turns are much quicker... could be something done in the core files makes it run through more hoops than earlier

Sharing is caring :)

 

Posted
16 hours ago, Lamb Chop said:

3.16 gives me the forever Peace Dialog issue, So, I was using 3.15.2. That might be the root cause...

Will try again.

I never updated the OP for 3.16.1, but that had the fix to the issue. Water under the bridge since I'm releasing 3.16.2.

16 hours ago, MDHansen said:

so I disabled TaF built in scrap mechanic, and turns are much quicker... could be something done in the core files makes it run through more hoops than earlier

By default it'll do one nation per turn now, for perf.

 

* 3.16.2 - Support overriding tech group sprites too. Make scrapping occur once per nation per turn, not all nations at once, for performance (controllable with param). Don't scrap during campaign generation. Update for UAD 1.6.0.9Optx3.

  • Like 1
  • NathanKell changed the title to [1.6.0.9 Optx3] [Code] Tweaks and Fixes v3.16.2: bugfixes, new features for players, support for modders (including new nations and better AI ship generation!)
Posted

 Hope your feeling better!

One thing I'm curious about. The loading time when starting up a new game are very long. Timespan 45-50minutes for a 1910 start. Before 1.6.0.8 it was the usual ~10 minutes.

18 nations, hard, slow, historical, create own, designs off. The start I have always used (cept the new generated ship starts, hence "slow")
(ML log window); It starts with a few standard messages about clamped ships, then a few can't make a design, and then it just halts for 10-12min, rince and repeat.

Have anything changed in the core files somehow, and is that something you can see when you recompiled now for 1.6.0.9opt4 ?

 

  • Like 1
Posted
7 hours ago, MDHansen said:

 Hope your feeling better!

One thing I'm curious about. The loading time when starting up a new game are very long. Timespan 45-50minutes for a 1910 start. Before 1.6.0.8 it was the usual ~10 minutes.

18 nations, hard, slow, historical, create own, designs off. The start I have always used (cept the new generated ship starts, hence "slow")
(ML log window); It starts with a few standard messages about clamped ships, then a few can't make a design, and then it just halts for 10-12min, rince and repeat.

Have anything changed in the core files somehow, and is that something you can see when you recompiled now for 1.6.0.9opt4 ?

 

Hey @MDHansen,

I am assuming you play with a self modded game like I do.
First Off, you mention a 16 Nation Game, that should do it. For long campaign generation that is, I had started a new campaign last night with 1.6.0.9 x3 it didn't take longer than 3-4 minutes. I am running a 14700K with 64GB but considering how not optimized the game code and unity engine is, I doubt it has any meaningful effect, detrimental or otherwise.

Also, 16 Nations? Would you mind sharing your nations and other related modified files with me? It would save me a bundle of time trying to figure out what to modify...

Posted
24 minutes ago, Lamb Chop said:

Hey @MDHansen,

I am assuming you play with a self modded game like I do.
First Off, you mention a 16 Nation Game, that should do it. For long campaign generation that is, I had started a new campaign last night with 1.6.0.9 x3 it didn't take longer than 3-4 minutes. I am running a 14700K with 64GB but considering how not optimized the game code and unity engine is, I doubt it has any meaningful effect, detrimental or otherwise.

Also, 16 Nations? Would you mind sharing your nations and other related modified files with me? It would save me a bundle of time trying to figure out what to modify...

I've played with 16 nations since Nathan made it available for us back in June/July. Never an issue. Even a 1930 start took 15mins tops to start up.

I run with a slightly OC 14900k, rtx4090, 64gb ddr5.

I can upload the files and folders later to google or something. If I forget dont be shy to poke me here or on BrotherMunros discord

Posted (edited)

Removed a few files to start a game with my modded files, but without the extra nations. Still takes ages, it runs for about 10seconds, then completely halts for about 5-10minutes, rince and repeat

removed all modded files and TaF, starts a 1910 (slow) game in 4-5 minutes

Edited by MDHansen
Posted
19 minutes ago, MDHansen said:

I've played with 16 nations since Nathan made it available for us back in June/July. Never an issue. Even a 1930 start took 15mins tops to start up.

I run with a slightly OC 14900k, rtx4090, 64gb ddr5.

I can upload the files and folders later to google or something. If I forget dont be shy to poke me here or on BrotherMunros discord

Is it just changing some nations to major from Minor and adding variables?

Does it include adding ships to that nation?

If you upload all the files, I can start a campaign for you and time the generation. This way, you will know whatever it is the csv's or your machine...

My UAD started acting up as well on Sunday so i fresh installed and modded it. I discovered, version rollbacks and patches sometimes messes things up.

Posted (edited)

you need to edit these files.

add folder Flags and follow the instructions in the TaF readme section here
aiAdmirals - follow the rules in the file
aiPersonalities - make a new nation_ai (or copy one of the existing under a new nation)
flags - follow instructions from TaF
partModels - add your nation to a set of models
parts - same as above
players - choose the minor and set it up like one of the majors
provinces - make your provinces home by following the rules as the others
relationMatrix - add your nation(s) and follow th matrix regards to year start relations
shipNames - add shipnames and variables as the other nations

https://filebin.net/b588iba58aptvgfu my files for comparison

Edited by MDHansen
Posted
8 minutes ago, MDHansen said:

you need to edit these files.

add folder Flags and follow the instructions in the TaF readme section here
aiAdmirals - follow the rules in the file
aiPersonalities - make a new nation_ai (or copy one of the existing under a new nation)
flags - follow instructions from TaF
partModels - add your nation to a set of models
parts - same as above
players - choose the minor and set it up like one of the majors
provinces - make your provinces home by following the rules as the others
relationMatrix - add your nation(s) and follow th matrix regards to year start relations
shipNames - add shipnames and variables as the other nations

https://filebin.net/b588iba58aptvgfu my files for comparison

That looks like a weekend project for me...

Thankfully, Tuesday is the Republic day so, 5 day weekend :)

 

  • Like 1
Posted
24 minutes ago, MDHansen said:

my shipname file is stolen from NAR, just fyi... lol I was lazy, don't tell anyone 😝

Oh no...

Imitation is the biggest form of flattery and all :)

 

  • Like 1
Posted
13 hours ago, MDHansen said:

 Hope your feeling better!

One thing I'm curious about. The loading time when starting up a new game are very long. Timespan 45-50minutes for a 1910 start. Before 1.6.0.8 it was the usual ~10 minutes.

18 nations, hard, slow, historical, create own, designs off. The start I have always used (cept the new generated ship starts, hence "slow")
(ML log window); It starts with a few standard messages about clamped ships, then a few can't make a design, and then it just halts for 10-12min, rince and repeat.

Have anything changed in the core files somehow, and is that something you can see when you recompiled now for 1.6.0.9opt4 ?

 

I can try to compare the prewarming steps in 1.6.0.7x5 and 1.6.0.9x3 but anything more than a fairly shallow look is not terribly viable time-wise.

Here's something you can do to compare: start a save in 1607 and one in 1609 . Convert them to json. Count how many designs there are in the json. What may be the case is that 1608+ is generating more designs during prewarming than it used to. (That's the expensive step.)

 

The pref issue with TAF is that any kind of modding of an Il2Cpp game involves replacing native methods with managed ones, and managed is super slow in comparison. Even if the change is only "set a bool when this method runs", the way method patching works, that means replacing the original method with a new one that sets the bool and then calls the original. And the new one is managed. So you eat the trampoline cost as well as the cost of managed code being way slower.

  • Like 1
Posted (edited)
13 hours ago, NathanKell said:

 

Here's something you can do to compare: start a save in 1607 and one in 1609 . Convert them to json. Count how many designs there are in the json. What may be the case is that 1608+ is generating more designs during prewarming than it used to. (That's the expensive step.)

I just realized something, and went in to params to check my sanity. And it appears I have decreased a number that should be increased (logic be damned!) regards to ai building ships at gamestart. I'm gonna give it a shot with a new number several times the current in opposite direction 🤞

I am now using vanilla numbers in the top 2 sections of params; New Game and Budget
This seems to have cleared up the issue of forever creating a new game. SO yeh, definately something to do wiuth ship building.

Honestly I'll just leave it at that, for now anyway :)

Edited by MDHansen
  • Like 1
Posted

I get this once loading a savegame, and after your eternal war VP fix was added. I can't find any errors on my side (not saying the error ain't mine for sure)

[13:11:34.010] [UnityExplorer] [Unity] missing param '    peace_min_vp_difference' (using default '10000')

I notice the space between the ' and peace, but it's not there in my params. Any help is appreciated

  • Like 1

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