Ultimate Admiral: Dreadnoughts
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Brother Munro

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  1. brothermunro
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    I am aware that in 1.12.13 and 1.12.14 accuracy is bonkers.

    The base game system was totally redone, sorta fixed in 1.13.0 but I appreciate any feedback.
  2. cugotaeric
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    Is there any way to have a bit less restriction in terms of weight? the mod doesn't let me reproduce many IRL ship designs, sometimes by several tens of thousands.

    ALso - is there a possibility for you to make open-turret single-gun secondaries never become outdated? specially 4-5 inchers are missed.
    1. brothermunro
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      Which historical ships are you having trouble with? It’ll help me narrow down where you are having issues :)

      I can in theory change gun models (though I haven’t because it is a bit of a mess when you do) but I can’t add the ability for players to pick the model.
    2. cugotaeric
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      let me do a re-run and i'll list them up.
    3. brothermunro
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      Thank you :)
  3. SkyWolfien
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    I love that they are now updating the game without even giving notes or saying anything about updating it anymore. They did it again yesterday, can't even tell if the game would work if i just used the current version of the mod from previous update because i dont know what they even changed now.

    Hopefully you'll update the mod and keep the good work, i can't imagine having to deal with these shitty updates all the time.
    1. spitefulwar
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      The recent frenzy of updates is a bummer since everybody would be happier with monthly QUALITY updates instead of hotfix after hotfix after "optimization"... maybe they do it to piss of modders?
    2. brothermunro
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      I try my best to keep up! There's usually a mod update within 24 hours. Sometimes there's even a second update out by the time I get to my PC! There are two ways to stop this:

      Launch the game directly from the exe without using steam & switch steam to update on launch only.
      Use steam to revert to the last stable version and use the old versions of the mod.
    3. SkyWolfien
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      @Brothermunro 
      Yeah i know, it was a mistake on my part as i forgot to disable automatic updates since i was messing around with mods and reinstalling the game like a week ago. Started Steam today and before i could even notice the game was already updated by 80%. Wont make that mistake again thats for sure. :D

      Anyway keep up the amazing work, you are an absolute madlad for already releasing update for this another nothing burger patch of theirs
      just a few hours after they bothered to even release the patch notes (yes they werent even there for like a half a day).

      I really love this game and hope the best for it including the developers, just if they werent such dumb*asses and kept constantly doing stuff like this and turning the community againts them.
    4. SkyWolfien
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      @spitefulwar 
      Pretty much, it makes no sense. Only reason they do it is so the community feels like they are "working hard on the game" but in the end they just make everyone angry. They constalty mess up mods for people who play with them and in general make "patches" and updates that actually dont patch out, fix anything most of the time but change or even break stuff that didnt need fixing (perfect example being the last accuracy rework update).
    5. brothermunro
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      I don’t think it is malicious or anything. Despite Dreadnoughts technically being fully released it is essentially run like an early access game still. As an example it still displays the version number watermark, something that is very unusual for a released game.
  4. racongreaser
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    Could you possibly add a mechanic that allows you to build designs of refitted ships? The base game does not have this, and it is very annoying for the campaign. Luv ur mod ;^)
    1. brothermunro
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      I can’t change anything that requires code editing, all I can do is mess around with the text files. However you can take a refitted design, and from the designer *copy* the refit design to create a ‘new’ class of ship that you can now build.
  5. duty015
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    I'm seeing an issue where enemy ships in the campaign aren't firing at all. Is this a base game or this mod bug?
    1. brothermunro
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      Oh that’s a fun one! 😅 It’s probably due to the mod being built on the opt 2 instead of opt 3 (at least I hope so) I’ll look into
    2. duty015
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      Well, it's only happened in two battles thus far. Exiting the game and starting the battle over fixed it both times, so it's not a completely intolerable bug, but ya, it's not fun if they don't shoot back!
  6. Chaostheorie123
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    At this point I am convinced the game devs are in some sort of personal (naval) arms race to put out a new tiny update as quickly as possible after this mod updates, to stop it from working. Thank you for constantly keeping up, must be incredibly annoying. 
    1. brothermunro
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      Sometimes I think that too 😂
  7. abayrswk
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    Does anyone else find it incredibly annoying that the game devs release a new stupid nonsense patch every day instantly making the mod not work. Brothermunro i cant imagine how frustrating it is to contently try keep on top of keeping the mod up to date and get it uploaded for the masses. thanks for your hard work and i feel we need a campaign to stop the devs doing this nonsense updates and get them to maybe do 1 update a week instead of the 3 to 5 they currently do with these opt nonsense updates.
    1. brothermunro
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      I'd also appreciate not having to stare at speadsheets for an entire day because they decided to bugger about with a core system for no reason xD
  8. MetroidNut
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    Hey, I'd like to report an issue: on game version 1.1.5.1, I'm seeing very high accuracy values with the mod installed. For example, an unmodified 1910-era Mark 3 12" gun now shows AP accuracy values of 65% at 5km, 25% at 10km, 12% at 15km, etc. It seems like this issue affects in-game accuracy as well, not just the tooltip descriptions - I launched a custom game with the UK's 1910 Eagle shared design, and was immediately able to score multiple hits at a distance of 17km. I didn't see this behavior on prior versions, and I also don't see it when I uninstall the mod.

    Repro Steps:
    1. Launch the game with Dreadnought Improvement Project for UAD 1.1.5.1 installed.
    2. Create a custom game, and open the ship designer.
    3. View the available guns, and note their accuracy values.
    1. Dev175
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      I'm having the exact opposite issue with 1.1.5.1. In my ongoing campaign I am getting ~15% accuracy with Gen III radar and Mk 5 14 inch guns at 10 km range in perfectly fine sea conditions.
    2. brothermunro
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      The problem is this (from the 1.5.1.1 patch notes) 
      "Balanced the accuracy system, so that the difference of accuracy between short barrel and long barrel length guns is not as vast as before, simulating better the effects of gun barrel erosion. In certain cases the extreme length of the barrel will be overall not as effective for accuracy at long ranges. The gun length for your designs should be now offering more options, than forcing you to maximize the length and become overpowered vs the AI."
      Thing is whatever they changed isn't documented so the custom gun file I use in the mod is obviously causing problems now. I think I've managed to fix/update the files to be compatible. Will push an update once I've tested it a bit. Ran into another related issue, will need some time.
    3. brothermunro
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      Make your guns as short as possible, this is currently horrendously broken (in vanilla as well)
  9. Sesadre
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    I hope this isn't a question you've already answered, but where do I find the "params" text document that was mentioned before? I'd like to change around some of the stats, as right now the British just become technologically OP quite quickly, and I'd like to be able to put more of my countries' money into research. Right now I can put all the sliders at 100% in finance and still not be spending everything :/
    1. brothermunro
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      Params is found inside the resources.assets file, you’ll need UABE or a similar tool to get it out so you can edit the file (and create a new modified resources file). I have a video explaining the process if you need a full guide.

      https://youtu.be/Kiz5ef7mfvQ?si=qE5XI4K00guaZ54U
  10. Nogger
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    Is there a global variable for accel/deceleration? The one thing I'd like to tweak about this mod is bring back vanilla-ish deceleration values since I'm tired of my ships riding up on each other in formation, no matter what I do they just can''t stay coherent at all.
    1. brothermunro
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      Yes there is it is in params. Just be aware that increasing it to vanilla values you’ll still get some division weirdness with big divisions. You can also go *past* the vanilla values and have ships that stop almost instantly if you want! 😄 Oh as well increasing the ship acceleration/deceleration will make the AI like Neo in the Matrix good at avoiding torpedoes.
  11. Chaostheorie123
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    First of all, thank you for making the mod, it has definitely improved the game for me!

    Just a quick question, I've made a fresh install of the game and installed the mod and the shared designs library, however the shared designs seem to break my custom battles. It looks like I can design ships for custom battle, but when I launch the battle it switches to one of the available shared designs for my own ships. I don't remember this happening in vanilla, but maybe I'm missing something. Any idea what might be causing this? 

    I apologize if I missed something in the mod description.
    1. brothermunro
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      Ah, yes I know that problem, it isn’t mod related and is absolutely infuriating - I’ve flagged it up to the devs back when they introduced shared designs. You can get around this by setting shared designs to ‘off’ when you set up a custom battle.
    2. Chaostheorie123
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      Ah bummer, oh well. Thanks for the reply!