Ultimate Admiral: Dreadnoughts

Ultimate Admiral: Dreadnoughts

Numenor Feb 6 @ 4:39am
Mod Request
I would like to ask if someone could create a mod that included some if not all of these things. Listed from most desired to least desired.

1. Remove ship flaws or make them extremely rare and easy to remove via refitting.

2. Restore the AI control command, so that you can just design ships and watch the ships fight by themselves. Its hard watching 15+ ships and dodging hundreds of torpedoes.

3. Remove custom gun calibers and barrel length upgrades or rebalance them. Cause there basically never a reason not to just always use a max .9 caliber (2.9, 3.9, 4.9 inch, etc) with max length barrels (+10%, 15%, etc...) to maximize fire power and accuracy over the stock guns due to the overpowered scaling. Cause in the vanilla game 2.9 inch guns are way better than 3 inch guns, 3.9 inch guns are better than 4 inch guns, etc... they have way more accuracy, ammo, faster reload, faster rate of fire.

4. Remove submarines and mines since they don't really add anything to the game.

5. Hulls and components don't become obsolete and get disabled. Gets real annoying when you go to refit your ship and all your guns get replaced by newer ones that don't fit or other components change and now your ship is overweight.

6. Make it so you can build refit designs directly without having to build the base model of the ship. Get annoying when you have to recreate a a refit design from scratch so that you can build them without refitting, or don't have to deal with like a modern 1920 refit design showing up as a 1900 design because you press copy on a refit.
Last edited by Numenor; Feb 6 @ 5:51am
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2,3,6 probably are not possible without the source code.

1,4 are out there as part of other mods. Frankly, I would not write a mod to remove subs and mines because IMO they are an important part of the game, mainly to force players to address them with a balanced fleet. No subs or mines = 40 knot DDs covered with guns, or a nothing but BB fleet. But if you want them, the mods are out there and are relatively simple mods to write if you want to do it yourself.

5 is halfway possible- you can keep hulls from going obsolete (though this will tank the performance in the ship builder), there is a mod out there that will not upgrade guns unless you actually select the guns (at which point you lose control).
glythe Feb 9 @ 11:52pm 
Modding is quite easy for this game. There's a video or two that explains how to do it.

You open the technologies file and make some changes. See the part that says: , flaws (99)"?

What I changed here is that I made the first three techs for hull construction also make ships have -99% chance of having flaws. Note : I did not bother adjusting the in game text. However the game is "smart" in that when you make changes it will show the -99% flaws when you hover over the tech or look at all your current buffs in a category.

You can technically add this "anywhere" but that assumes you know what you are doing. Since you probably do not you can just copy/paste these three lines. you should have no trouble finding the first line so you know what to overwrite.

# $techType_name_hull_construction,hull_construction,,,,,,,,,,,,
hull_construction_1,hull_construction,,$technology_name_hull_construction_1,1895,2,90,"hull(1), build(2.5), flaws(99)",,,$technology_desc_hull_construction_1,"New mechanisms make the fastening of metal joints more effective. *Hull weight -1%, Ship construction time -2.5%, Flaws Chance -5%*",,
hull_construction_2,hull_construction,,$technology_name_hull_construction_2,1899,2,90,"hull(1), build(2.5), flaws(99)",,,$technology_desc_hull_construction_2,"All the necessary procedures of hull stiffening are enhanced, utilizing mechanical tools of the latest technology. *Hull weight -1%, Ship construction time -2.5%, Flaws Chance -5%**",,
hull_construction_3,hull_construction,,$technology_name_hull_construction_3,1902,2,90,"hull(1), build(2.5), flaws(99)",,,$technology_desc_hull_construction_3,"Even the most complex shapes of metals are made possible by perfecting the production procedures. *Hull weight -1%, Floatability +5%, Flaws Chance -5%*",,
hull_construction_4,hull_construction,,$technology_name_hull_construction_4,1909,2,90,"hull(1), build(2.5), flaws(99)",,,$technology_desc_hull_construction_4,"Hull is measured for weight and stability utilizing the latest scientific methods. *Hull weight -1%, Ship Construction Time -2.5%, Flaws Chance -5%*",,


Restoring AI command is likely only possible in a previous build of the game.


"Remove custom gun calibers and barrel length upgrades or rebalance them. "

Go to Nexus Mods and look for DIP (dreadnought improvement project). The post for these files will explain how you can mod the game.

4. Do a search for my name and "mod" on this forum and you can find a thread or two explaining what I changed to remove mines/subs. Mines are much easier to remove but honestly I dont remove them anymore. The more fun thing to do is just add the option to add a mine sweeper to all hull types.

"Hulls and components don't become obsolete and get disabled"

- The AI breaks if it can keep using old hulls. You have to make a player mod for each faction where you go through and change say all German Hulls to never go obsolete. And you use that file when you play Germany only.

As far as I know there is no work around when you upgrade to say Mk 4 guns you cannot use Mk 3 guns anymore. I am pretty sure you could make the engines not go obsolete but what I did instead was just make the price increases not be overly punishing.

The order of magnitude costs seem very "off" for vanilla; even with my mod I can make ships that cost an absurd amount of money with massively reduced costs for engines and other main components.

You aren't allowed to make refits without making the base ship due to how the flaw system is setup.
glythe Feb 9 @ 11:53pm 
If you have any questions I subscribed to this thread.
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