Ultimate Admiral: Dreadnoughts

Ultimate Admiral: Dreadnoughts

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DARTIS Feb 2, 2023 @ 2:42pm
-=Thank you for the participation in our 6-month Roadmap=-
6-month Roadmap: What you want us to make?

Hello fellow admirals,

Ultimate Admiral: Dreadnoughts has been fully released but that does not mean it will not continue to be supported with new content or needed fixes. We already have deployed a considerable amount of hotfixes, addressing issues that you reported. We will still provide similar fixes for as long as it will be necessary and we will also provide new content for the game.

Ultimate Admiral: Dreadnoughts should be already playable, stable enough and enjoyable but we will continue polishing, so that we can safely move our development team into new game projects that you will surely like. Here is a brief list of the most important things we plan to offer till Summer 2023:
  1. Weather graphics: Currently we have a few different sea weather graphics that randomize and do not directly link with the weather modifiers. For example, we have stormy weather accuracy modifiers and the generated graphics show a sunny calm sea. We will soon add to the game a wide range of different weather, wave and daylight conditions that will radically increase the battle immersion. You will be able to play even night battles and any weather modifier will directly correlate with the visual experience.

  2. Spotting distances improvement: With the new weather graphics, we will offer a more advanced and realistic visibility mechanic. Now ships that fire remain unspotted and cannot be fired at. We will improve so that even distant ships can be spotted when they start firing and reveal their position, but they will show up as a little faded and there will be an accuracy penalty against them. A realistic fog of war will make ships slowly fade in/out according to their visibility.

  3. New detailed hulls: The following ships are scheduled to be offered in the next months:
    • New York Class Battleship (detailed variants of USS Texas 1914-1946).
    • Atlanta Class Cruiser and variants that can produce Cleveland-class and similar cruisers.
    • C-Class cruiser as a generic interwar cruiser variant.
    • Other ships can follow or replace the above depending on your recommendations and the war condition in Ukraine, since our main modeler is situated in Kiev.

  4. Map graphics finalization: The map includes all the necessary content to simulate the strategic conditions of the 1890 - 1940 time period and is not “flat” as the pathfinding system estimates the shortest route and generates paths via the pacific edge from one side to the other. A lot of players would like the map to have a horizontal “looping” but that would be only aesthetic as the main functionality is already implemented. This aesthetic aspect could generate various new bugs and broken saves that a lot of players will dislike, but we will review if we can improve it further.

    The map will receive the following planned improvements:
    • We will fix inconsistencies in all provinces that either do not have borders or they have wrong offsets.
    • We will fix several UI inconsistencies, including tooltips appearing on top of each other.
    • Any needed graphical enhancement will be made according to your recommendations.

  5. Performance optimizations: We will Improve further the loading times, we will repair issues that can cause lag in battles, check Unity CPU thread management etc. We have to remind players, when we first launched the campaign with a small map and only 2 nations that the loading times were much higher than now, while having a huge global map, 10 major nations, many minor nations and dozens of new strategic features in the calculation tables. So there is progress and we will keep improving.

  6. General UI and Window interface improvement: We will improve the aesthetics of all UI where necessary and will provide better support in window systems so that you can Alt+Tab out of the game in a borderless game window.

  7. Language Localization: We currently plan to offer support for the English, German, French, Spanish, Russian, Japanese, Simplified Chinese, Korean, Greek languages.

  8. Fix of all remaining issues or add missing features: This is a top priority. We have already fixed several reported bugs or inconsistencies. We already continue to fix known problems or things you report to us. We have just created this thread here in Steam forum and one thread in the Game-Labs forum where you can mention your biggest concerns, issues that prevent you from fully enjoying the game. We will use the feedback gained from these forum threads to fix one by one everything that is possible or a confirmed bug.

    We will also try to implement any new feature that will be widely requested, if the situation allows it because the majority of the development team is situated in Kiev so we have to prioritize more on fixes.

PLEASE POST BELOW YOUR SUGGESTIONS ON WHAT TO IMPLEMENT OR FIX AND WE WILL PRIORITIZE ACCORDINGLY.

============================

UPDATE 30/7/2023
Dear Admirals,
We thank you for your kind participation in providing feedback and ideas on how to improve Ultimate Admiral: Dreadnoughts. With your continuous help (those that appreciate the game and report to us with constructive and sincere feedback) we made successive updates which gradually enhanced the game to the level it plays now.

Ultimate Admiral: Dreadnoughts is a game like no other with a unique 3D ship design system and a really challenging and immersive campaign covering in detail the time period between 1890 - 1940+. Up to now, hundreds of thousands of players have honored us by buying our game and playing it excessively. As our data shows, we have served you as you have served us. So we will keep supporting the game as much as our time allows, since we have in the works new and exciting game projects.

Ultimate Admiral: Dreadnoughts is scheduled to receive v1.4 major update which will include many new interwar cruisers and other new features. Other updates will surely follow up for any fixes needed and for localization updates. This thread is no longer needed, as it served its purpose for providing your ideas on how to best prioritize our work till this summer.

Thank you again for your support,

The Game-Labs Team
Last edited by DARTIS; Jul 30, 2023 @ 6:01am
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Showing 1-15 of 900 comments
BoredViking Feb 2, 2023 @ 3:09pm 
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Great initiative!!

Here is my thoughts :
. Manual rudder back

. Ships still change order in formation once severely hit, even in manual mode (and usually turn toward the enemy...)

. Start position on some battles leads to several minutes (even at 30x) of boring chase.

. Improve naval invasions mechanics (estimate of required fleet, more information on development, hability to quit/cancel)

. Inability to invade small nations

. Coutries dissolution while under invasion leads to no territorial gain to attacker

. Britain dissolving almost every game

. Mandatory upgrade of guns (should be like engines, only upgrade if you want)

. No refit while repairing

. Tech tree (penalty to upgrade tech too ahead of time/bonus to develop tech already dominated by others; interface:new tech should be on top).
Last edited by BoredViking; Feb 2, 2023 @ 3:22pm
Toblm Feb 2, 2023 @ 3:10pm 
Looks great.
Indy Feb 2, 2023 @ 3:14pm 
I hope that manual targeting can be added for the secondary guns. Having separate targeting was a great start, however players can't independently, manually control each side of the ships secondary weapons.
DoGy AUT Feb 2, 2023 @ 3:17pm 
Hi,

it would be really nice to get more settings in custom battles. It feels quite barebone currently with the lack of options it has.

- ability to mix/use multiple designs of same class
I would like to use more designs at once, instead of one design per class like its now
It's not possible to have a leader destroyer and smaller destroyers in the same battle as example.

- pickable weather and time settings
sunny, night, calm, clear, cloudy, fog, rain, snow, storm, etc

- start position towards the enemy
advantage / disadvantage / equal / random

- setable fuel states per side
How much fuel do ships start with
0-100%, or random

- multiple nations in one battle
having battles like germany + italy vs britain + russia etc

- tonnage/budget limit per side
having settings for total tonage/budget limits per side, like for example gold in Total War custom battles. They can range from a custom number to no limit.

- ability to use older ships in later years
when I design a ship in 1890, why can't I use/select it in 1895?
it's currently impossible to mix dreadnoughts with pre-dreads on one side for example.
if you fear that the designer gets clustered you could organize the designs in folders which are sorted by year.

- custom startpositions
let people place own and/or enemy ships on the start, so if you save the battle, then you could share these "challenges" with other players.

This feature could be also used in campaign battles as many asked for pre battle placement of fleets.

- selectable minor nations as playable
this can be a great addition for the above mentioned, to create more custom scenarios/challanges with flavour.
Last edited by DoGy AUT; Feb 2, 2023 @ 3:37pm
Ahnassi Feb 2, 2023 @ 3:47pm 
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Modding support. As a former Total War modder DARTIS (Nick) should know that modding keep games alive for far longer then otherwise. So it is in their best interest to make the game moddable.
Turtler Feb 2, 2023 @ 3:56pm 
1.I'd really, really like to see the side powers or the like get more love. This was an era where you had quite a few powers capable of pulling their weight, at least within narrow frontiers.

Who here doesn't want to play the likes of Greece, Sweden, the Netherlands, Norway, Turkey, Finland (For later starts), the dominions like Australia/Canada/maybe India, the great Hispanic American countries, and maybe Korea?

2. This is probably weird, but I honestly liked the earlier, more focused campaigns. The British v. German and Western Allied (UK/Italy/France) v Central Powers (Germany/Austria-Hungary) Campaigns were nice. They don't measure up to the Grand Campaign of course, and on the whole the game has progressed, they provided a nice, focused campaign for those times when I really, really wanted to Rule the Waves and plunge Germany into revolution in 1916. Moreover they are certainly within the capabilities of the engine to bring back.

I'd like to see them and some other equivalents (like perhaps a Japan v. Western Allies Pacific War, Italy v. Turkey, Japan v. Russia, or other quasi-historical campaigns) back.

3. Some scenario battles. Perhaps the ability to fight out Jutland on a 1-1 scale, or the night battle of Guadalcanal.
redhongkong Feb 2, 2023 @ 4:18pm 
instead of hunting invisible merchant / transport ship, maybe we should show merchant/supply ship/resource ship on map to interact with?

can we get actual resources accumulated in each pronvice and sending out convoy escort to collect them and deliver to home port / distant resupply base?

some small island base just wont have enough of everything for ur 100t taskforce to visit like every month and still not draining all the food / water / fuel

if we really use that base that often, shouldnt we collect fuel / food / water and deliver it to the base regularly?

make all provinces produce and accumulate random number of food, water, ammunition
make certain provinces produce above resources with additional fuel and or metal.

let us mark any port as resupply port ( newly marked supply port need 6months to setup before it become supply port, cost money to maintain monthly, small nation might only want to transport all resources to home province until they have strong economy to afford distant supply port) (unmarked port are all resource collecting port)

convoy must pass by this supply port's sea region once every 6months to keep it running. without convoy passing by, the port altho remain as supply port, only supply 10% like any other port. until next convoy reach its sea region.

home provinces' sea region always supply 50% unless shortage.

home provinces' resources are collected directly into resource bank. friendly inland province connected to home province/s send all resources to resource bank directly by land as well. inland resources not connected to home province move resources to nearest friendly port province.

we setup a convoy taskforce and convoy escort route
(let say british convoy of 1BC 2CA 4CL 4DD taskforce)
set up a routine convoy route to run around (let say england, africa, india and south china sea and back to india africa and england to collect all resources
we mark friendly Gibraltar and Djibouti as supply port, task forces passing by these two supply port's sea region get supply replenished fast let say 50% monthly. other friendly but non-supply-ports' sea region replenish let say 10% of each fuel, food, water, ammunition monthly.

if convoy convoy route does not pass by certain sea region, all resources accumulated in that provinces is not collected, but it remain accumulate in that province, u can select sell them cheap locally to convert these resource into money without needing to transport them. or wait til it accumulate enough and change ur convoy route to cover the sea region to collect them.

during war time, we can increase the ships in the convoy escort, and enemy could send convoy hunting taskforce in our escort route.

or we can change our escort route to safer sea region only. (let say if we control and blocked Gilbrator and suez we can collect all resources within mediterranean only, or ban all convoy during war time to reduce transport loss. but it reduce our resources income, and if we might run out)

once you run out of certain resources, supply of that resources in all ports are reduced to 10% monthly.

ship with>>>
low supply of water will kill 10% of crew monthly
low supply of food will reduce crew performance on everything by 10% (accuracy fire fighting, flood pumping, engine repair etc)
low supply of fuel will cut ship max speed and monthly travel distant
0 ammunition, cant shoot XD


empire with>>>
lack of metal will increase ship building cost and reduce repair speed to half
lack of gun powder will reduce ammunition supply speed to 10% every port
lack of water or food reduce water or food supply speed to 10% every port
lack of oil reduce fuel supply speed to 10% every port
Last edited by redhongkong; Feb 2, 2023 @ 5:53pm
Mobzonk Feb 2, 2023 @ 4:22pm 
Matching the weather shown with that reported would be very nice.

Priorities for me would be:
- fixing bugs. No more land battles between countries at peace for a start.
- improving national economies such that "behind" countries can grow faster and catch up
- introducing inflation in maintenance so that old ships cannot be operated at minimal cost
- refit cost and time should better reflect the changes being made
- refit of guns should be a manual thing
- more intelligence on other nations in the campaign, for example limited details of enenmy ships
- UI revisions to better support having many countries (e.g. removing useless crew saved messages)

Having ship divisions and task forces that stick together whilst in port would be nice but bug fixes would be better.
EpicD1CK Feb 2, 2023 @ 4:23pm 
Originally posted by Ahnassi:
Modding support. As a former Total War modder DARTIS (Nick) should know that modding keep games alive for far longer then otherwise. So it is in their best interest to make the game moddable.
GIVE US STEAM WORKSHOP FOR SHIP DESIGNS TOO
SentosKarum Feb 2, 2023 @ 4:27pm 
As additions I would love some "mad" science.

Tri-Maran Battleships.
Gatling Main Guns.

Tech to built that 7x 4x20.9inch monster we all deep down want to built*

Some gimmicky things like mortars or early rocket / missile launchers.

Maybe a Doomsday expansion. Past 1950 and into the wild hellscape of the 1990's
- Cons: Carriers
- Pro: Nuke tipped AA missiles, AA rounds for mainguns (ala Yamato), nuke tipped shells and torps

*what would that even weigh in with decent speed, armor, secondaries and systems? 200,300 or even 500k tons?
Iskander Feb 2, 2023 @ 4:35pm 
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- Please let me organize my fleet formation before the battle starts.

- If they AI chooses to retreat, give us the option to end battle after 5 minutes of chasing

- Workshop please, I need mods. I am a mod addict

-I t would be nice if torpedoes were easier to spot after that initial "!"

- More CA hulls/upgrade sooner. Always disliked having a 19th century hull well after dreadnoughts were a thing

- Option to refit captured ships

- Manually upgrade cannons when refitting or not upgrade them.

-Faster game speed. Really important when we are chasing enemy ships for 30 minutes.

- Improved AI pathing

- Rework or crap flaws system. Its a cool idea but right now I am not a big fan.
Originally posted by orzel286:
>scrap transport missions, make TRs database only, running on supply routes between friendly ports that can be seen on campaign map and cut by parking a TF/raiders or blockading ports that are linked.

This is a really good idea, but another way to do it could be you can choose to assign ships to transport escort duty (Trade Protection Mission), which would generate convoy missions. Otherwise you would simply take the risk of enemy activity damaging your transport capacity by hitting your supply and trade routes.

This would bring the idea of 'Cruiser Warfare' into the game being necessary (or not) to defend far flung shipping lanes.
Originally posted by rjmdubois:
. Ships still change order in formation once severely hit, even in manual mode (and usually turn toward the enemy...)

This is historically accurate as damaged ships unable to keep pace are left behind, rather than slowing down the entire formation.
They should be turning AWAY from the engaged side though.
Originally posted by DoGy AUT:
- ability to use older ships in later years
when I design a ship in 1890, why can't I use/select it in 1895?
it's currently impossible to mix dreadnoughts with pre-dreads on one side for example.
if you fear that the designer gets clustered you could organize the designs in folders which are sorted by year.

I agree, and this should apply to campaign as well, just because Dreadnought technology is available doesn't mean I should be forced to build their hulls to the exclusion of anything else.

Variety is the spice of life, after all.
DanteStar Feb 2, 2023 @ 4:50pm 
Thanks for looking for feedback.

1) I would like to see some revisions made to how the research system works. Currently If I assign a focus to large guns for example, every other tech's research time increases by years making the system overall a disadvantage to use. Sure I may get that one tech faster but I'll be stuck putting 15" guns on pre-dreadnoughts in 1915, which feels overly punishing. Even if you spread the focus around you end up with what feels like a net loss, with most technology finishing behind the year you'd expect to see it if you just left it alone. My suggestion would be that each research window would include a box where we could enter a percentage with a cap of say +/- 20%. If you subtract 20% from submarine research, that -20% of funding/research points goes into a pool that can be assigned to as +20% to a different technology or spread out as +5% +5% +2% +3% +5% etc to other technology groups letting us decide which technologies we would like to focus on and which ones we are okay with losing out on.

2) Task forces on the map should have a higher chance of engaging each other or at least we should be able to command our task force to seek an engagement with the designated enemy force. I've had several instances of chasing after a lone BB with half a dozen cruisers for months on end and not getting a battle with it. Doing this would mean that the player's have more influence on getting engagements.

3) Task force assignments. As suggested above, being able organize squadrons that will be pulled for battle generation as a unit would be very nice to have as it would help keep ships with identical armaments, speeds, and intended functions together. I would also like to be able to assign them to different missions/tasks to influence what they are being used for by the battle system. If I design a light cruiser with lots of speed and small guns to be a convoy raider then I'd really like for them to be out looking for enemy transports instead of being part of the Grand Fleet's forward scouting elements looking for battle cruisers etc.

4) Mods. Mods have made basically every game I've ever played that allows them to be far better than the initial product, be that due to bug fixes to the addition of extra features and content. If you get an invested modding community your game will be far better for it
Last edited by DanteStar; Feb 2, 2023 @ 5:02pm
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Date Posted: Feb 2, 2023 @ 2:42pm
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