Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
When you open the link, above you will always see the current mod version and to what UAD version is compatible.
"Naval Arms Race" mod overhaul. BETA v10.6 - "Shells & Ballistics rework" update - for UAD v1.5.0.9 Optx3
Also if interested in using the mod, please read the installation procedure careful. I added instructions how to block steam updates to avoid any possible issues.
The "recon cruiser" for the german tech tree, based on plan Z and the Japanese large cruiser B-65 design project.
Do you have any other screen shots with the mod that change change the game.
https://steamcommunity.com/profiles/76561198375513856/screenshot/2488877813556554524/
I didn't post more in the mod descriptions because the introduction is already too long, but here you can see some of the new armor components, the scout plane equipment, the good weight offset values.
The difference in the colors is from the reshade that I am using. There is also a link in the mod description for anyone interested.
To get all the benefits, a new start is recommended.
Manor Lords is coming tomorrow, so I am now retired for the next weeks. 😁
I should have been more specific, I meant to ask if you have any other pictures of the physical ship parts/ hulls. Thanks for the editor image though, its interesting to see the new addons in the game. I also noticed the exposed secondary guns, is there an option to have secondary guns despite mark or ship type?
https://steamcommunity.com/sharedfiles/filedetails/?id=3232475347
Japanese project B-65 for a battlecruiser that was never build. Mini Yamato looks.
https://steamcommunity.com/sharedfiles/filedetails/?id=3232475427
British Tribal class.
https://steamcommunity.com/sharedfiles/filedetails/?id=3232476021
Russia pre-dreadnought "Poltava". BB II hull in NAR.
Only a few examples.
What is possible to do with the game files is to create new hull packages or edited the current already in game with parts from other ships to be more historical accurate as an example and edit component size and stats.
It is possible to change the gun model, add secondaries for ship types, change the gun caliber and barrel length, change the maximum gun caliber per ship type or individual hull. I did all that already for all guns in game. You will notice many more open turrets for early years or in some cases in late years if historical accurate like the 4" in British Tribal class. The barrel length was also standardized between all models, using historical guns as a reference.
So no more looking at the same gun model, and one having X/46 barrel length and the other being X/53 only because they are different calibers, or one being a quad version. Now as an example, if the gun model is based on the Bismarck 15" guns then all guns will have X/52 barrel length as it is historical accurate. The player can then ofc tweak the size.
I also tried to keep the guns models exclusive as possible per nation, following the historical examples I have.
Same thing about secondaries. I added secondaries to the destroyers since it was needed to have quad bofors, but this allowed to limit the main guns only to two barrels per turret since there was never a destroyer with triple guns per turret if I am not mistaken.
Thank you for these, I'm currently in a campaign so I will probably finish this then change version to 1.5 to download this. Seeing that the mod tweaks the campaign there should be no economy issue.
Secondaries on a destroyer is a great idea, I always thought it was weird that a 2 inch gun would cause changes to the superstructure when the gun modeled was clearly deck mounted lol.
VERY IMPORTANT:
I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam:
Set game to update when start game. Do this in game setting(properties)-> update.
Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe"
Start a game from this shortcut. Game will run without update.
----- Important -----
Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.
This is a problem. The issue here is how mines works in UAD. You get an event in the beginning of the turn where you see the ships that took damaged from mines. The issue is now you are not going to see 1 or maybe 2 ships that took damaged. Most likely you are going to see the entire enemy fleet damaged. It is completely unrealistic how they work in game and there is no way for me to fix this issue. This was reported many times already.
I made some changes to make this events more rare to happen, but I can't do anymore to make them more realistic.
Minelaying subs is a big problem because players can simple ignore any encounter battle and murder the AI only with mines. It is possible to win any war by only using minelaying subs in vanilla game. The AI doesn't understand how broken this unit is and will not use them as an exploit, so it is completely unfair.
So I have an unrealistic mechanic and a complete broken OP unit in game. A complete nightmare to balance.
Link: https://drive.google.com/drive/folders/1ac6FZM6KTnY3Rhm5GRsEO6Zs6V8Jfasf?usp=drive_link
About the auto resolve. I still noticed some strange results, and I can't force to give reasonable results all the time. So I give up. I prefer to use stock values and if the player sees anything that don't like, go talk with the devs and not me.
IMPORTANT: In two weeks, I will go to make a long trip for the next 3 months, so don't expect me to be available every time there is an update from the devs to update the mod. I strongly suggest for anyone interested in using the mod to block steam updates.
Set game to update when start game. Do this in game setting(properties)-> update.
Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe"
Start a game from this shortcut. Game will run without update.
IMPORTANT:
Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.