OUT NOW!! The Dreadnought Improvement Project - Ultimate Admiral Dreadnoughts (But Better)

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  • เผยแพร่เมื่อ 3 ม.ค. 2025

ความคิดเห็น • 92

  • @AmanChristoph
    @AmanChristoph ปีที่แล้ว +37

    Haven't touched the game since post launch. Everything in here has me excited to give this a go.
    Not that I was opposed to mines and subs, they just were poorly implemented in my opinion. Thank you for the hard work

  • @averylividmoose3599
    @averylividmoose3599 ปีที่แล้ว +113

    Modders on their way to immediately made a better and more stable game mod than the devs have managed for the main game in the past however many years its been out

    • @tobysilverstone5297
      @tobysilverstone5297 ปีที่แล้ว +20

      the sad realiy is this game is another casulty of the ukraine war.

    • @LobsterAM
      @LobsterAM ปีที่แล้ว +2

      NO WAY THE THUMBNAIL IS THAT WE DID IT BOYS

    • @themanformerlyknownascomme777
      @themanformerlyknownascomme777 ปีที่แล้ว +3

      @@tobysilverstone5297 I feel depressed not having realized this but it absolute sense

    • @toneh154
      @toneh154 ปีที่แล้ว +8

      ​@@themanformerlyknownascomme777 It's also a mathematical marvel, just think of all the math that is going on. Building that from the ground up is a brain strain of a task. The game has bugs but it's existence is a feat of programming.

    • @themanformerlyknownascomme777
      @themanformerlyknownascomme777 ปีที่แล้ว +5

      @@toneh154 I guess when you put it that way, going in and with all the mod is really doing is changing a couple math formulas of an existing structure seems much simpler.

  • @jimjamjoeyjoejoe
    @jimjamjoeyjoejoe ปีที่แล้ว +24

    Pretty sure I've figured out why the AI is running away, I left a post in the patch feedback thread on the games labs forums. Anyways, long story short, I'm 99% sure it's down all down to the range of the player's ship cannons, hence why early campaign the AI will practically brawl with you. Still not possible to fix without access/understanding to the AI logic as it's shown in the game files.

  • @nerfcommando149
    @nerfcommando149 ปีที่แล้ว +8

    love this idea! everything you did makes sense to me, especially the ship-building stuff.
    for me, building the ship is the most fun and you making balance easier is a great idea!
    couple of ideas/suggestions for the future:
    make it optional for obsolete designs staying around optional for the player. I understand that may be impossible since the AI would keep using obsolete as well.
    make subs optional? I do find them annoying but seems realistic.
    make mines optional? same reason.
    make a randomizer of sorts that forces different countries (player and or AI) to adhere to different rules for ship builds. for example one country is forced to use max beam while another has to use a minimum beam, min or max displacement for ships for political reasons, no quad turrets, always -10% max gun barrel length, for research must focus on a specific topic, or two topics or even 3 topics. I realize that since you made the AI better this suggestion could make the game very difficult.
    As for sonar and depth charges, I know in the Koei game, Pacific Theatre of operations II or PTO 2, made for Super Nintendo back in the day, you could not put sonar and depth charges on bigger ships so what you did does make sense to me. battleships would never be without escorts.
    I watch all your videos. keep up the good work!

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว +3

      Obsolete designs: I can change this, and might do so when I start looking at the hull unlocks because there are some really nice hulls you lose access to, but for the reasons you outline I won’t make all hulls always available (though you can edit the mod to do that if you wish!)

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว +3

      If I could make subs/mines optional I would, the developers did kinda imply they were going to but until they do neither really adds anything to the game - I don’t miss them!

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว +3

      Treaties or other restrictions would be really cool but that would require editing the game’s code which I don’t know how to do, and I don’t know anyone else who’s managed to either :(

  • @ThatOneMan830
    @ThatOneMan830 ปีที่แล้ว +7

    Having tried this out, yeah, this has reinvigorated the game for me. It feels way more stable and better put together. It feels like a *game.* My one complaint is that torpedoes still seem a little finnicky.

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว +3

      What are you finding finicky about the torps? (Asking so I can see if I can improve that :) )

  • @connycontainer9459
    @connycontainer9459 11 หลายเดือนก่อน +1

    These changes sound really great. Gonna try it right away.

  • @ottaviobasques
    @ottaviobasques ปีที่แล้ว +1

    Oh well, it would be interesting to see all-or-nothing armor scheme working as it is intended to do (ship extremeties don't need armor as all important components are inside the citadel). Well, with the overmatch, having one or two inches of bow/stern armor should do the trick, except that you can still receive brutal damage in those areas..

  • @mars5350
    @mars5350 11 หลายเดือนก่อน

    One thing really want is AA guns like 20-40mm auto cannons (think Oerlikons or bofors) with 800-120rpm (depending on tech and caliber). I think with the reduced fire and partial pen changes you made would prevent them from melting armored ships but could pose a serious threat to destroyers and torpedo boats thus forcing you to put some armor on destroyers.
    Could also be an allowed weapon for transports making them slightly less vulnerable to small vessels.

  • @AlexBrown-mk1qo
    @AlexBrown-mk1qo ปีที่แล้ว +2

    I So wish this was all in the base game, can't wait to try it out!

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว

      Let me know how you get on!

  • @Justin_Kipper
    @Justin_Kipper ปีที่แล้ว +1

    Great to see you working on this...I can't think of anyone more suited to doing this than you. Your hard work is appreciated!
    Not sure if I'm a big believer in the removal of acoustics from capital ships. In order to force the player to do something historical (build CLs and Ds) the mod does something ahistorical? I can see problems with this, such as when the support ships are lost in a big battle, leaving the capital ships totally unable to defend against torpedoes...it could turn out to be a way to game the system in an unrealistic way.
    Cool that you're looking at the naval academy. I enjoyed that part of the game, but hated that the major patches totally reset them as not completed. Is there a way to prevent that?
    Also, is it possible to add realistic historical missions to the academy? Missions which use actual historical ship builds instead of random ones? It seems like it would be possible, since the Hampton Roads academy missions do use the actual Monitor and Virginia. Perhaps an entire section of such historical scenarios could be added, which I think would be interesting.

  • @l0rf
    @l0rf ปีที่แล้ว

    Bit of a shame that the Submarines are gone, but playing with them I don't think I'll miss them massively, if at all.

  • @stevebarnett-f5o
    @stevebarnett-f5o ปีที่แล้ว +1

    I shall definitely be giving this a try, from watching your games, things seem much improved. Many thanks for all the work that is going into this.
    Also, I know you are not a fan of 1890-1900 period, is it possible to make specific changes to improve the pre dread era ?

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว

      I’m actually testing out the 1890-1900 era and it’s so much more fun already, will be starting the next campaign from 1890

  • @pierreboulanger9808
    @pierreboulanger9808 ปีที่แล้ว +1

    thanks for this mod Bro, trying it out right now :)

  • @peternicks7049
    @peternicks7049 ปีที่แล้ว +3

    Can you reduce the crew loss requirement for transport surrenders?

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว +1

      I don’t think so, I think the surrender threshold is the same for all ships (happy to be wrong about that though!)

  • @ragenorock7346
    @ragenorock7346 ปีที่แล้ว +1

    Can you remove flaws added by higher tier tech? Flaws have been shown to make turns take longer. When there are hundreds of ships in the game and each of them has 20-30 flaws it really starts causing issues with turn timers.

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว

      Potentially! I’ll look into it

  • @1reefshark
    @1reefshark 10 หลายเดือนก่อน

    i hope the weight saving from armor is shifted elsewhere, the game really relies on getting that weight saving to allow improvements in capability.

  • @kineuhansen8629
    @kineuhansen8629 ปีที่แล้ว +2

    any change to ships resistence from shells and flooding in my campaign playing s the british it take like 5 salvo from ai ships and i am down 75 structural damage

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว +1

      Resistance for DD’s TB’s and TR’s has been reduced, as has turtleback, but I’ve not gone into the hulls to rebalance their resistances - *yet* but I will get to it eventually

    • @kineuhansen8629
      @kineuhansen8629 ปีที่แล้ว

      @@BrotherMunro the british for sure could use some buff in resistence i feel like

  • @ExtremeGamer9951
    @ExtremeGamer9951 4 หลายเดือนก่อน

    Wait, why remove the armor weight savings? Isnt it true that the better armor techs historically would allow a weight saving due to being able to have more protection with less actual weight used?
    Or do I misunderstand?

    • @BrotherMunro
      @BrotherMunro  4 หลายเดือนก่อน

      You can absolutely reduce the thickness because the armour is better quality and save weight that way, but you do have to actually go in and do that in DIP. Steel is roughly the same density even if it is a fancy armour plate alloy so there really shouldn’t be much variation in the actual weight of the same thickness of armour.

    • @BrotherMunro
      @BrotherMunro  4 หลายเดือนก่อน

      You can absolutely reduce the thickness because the armour is better quality and save weight that way, but you do have to actually go in and do that in DIP. Steel is roughly the same density even if it is a fancy armour plate alloy so there really shouldn’t be much variation in the actual weight of the same thickness of armour.

    • @ExtremeGamer9951
      @ExtremeGamer9951 4 หลายเดือนก่อน

      @@BrotherMunro Ah fair enough, I misunderstood the ideas at play then, thanks for the explainer!

  • @nikelon8227
    @nikelon8227 ปีที่แล้ว +1

    7:20 542t of crew.... If we assume that every crew member weight is 80kg we get around 6.8k crew members on a ship of that size... Math is not mathing.

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว +1

      Crew would also include the weight of crew areas like mess halls, bunks, toilets, showers, food storage etc.

    • @nikelon8227
      @nikelon8227 ปีที่แล้ว

      @@BrotherMunro Now that makes more sense lol

  • @THE_REAL_POLITIK
    @THE_REAL_POLITIK หลายเดือนก่อน

    @BrotherMunro I just downloaded the DIP, and the news popped in my main menu. However, I wasn't able to choose from the extra nations: Brazil, the Netherlands, Greece, Etc. They aren't even showing up as interactable on the campaign map. Is there a sub mod I also need to download to gain access to this option?

    • @BrotherMunro
      @BrotherMunro  หลายเดือนก่อน

      They haven’t been released yet. I’m waiting on one or two things before I’m ready for a public beta

  • @AdamMGTF
    @AdamMGTF ปีที่แล้ว +1

    This all sounds awesome. I'd still love to be able to invade minor nations. Especially if they are allied to a power I am at war with (surely that's how alliances work!?).
    Anything that helps turn speed out will be great.
    Naval academy definitely needs help. I went there before starting a campaign (assuming it was a tutorial mode) and it nearly put me off the game :/

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว +1

      Love to make minors open to invasions but the best I could do was boost the chances of the conquest mission popping up

  • @garrettmastantuono8043
    @garrettmastantuono8043 11 หลายเดือนก่อน

    Hey brother Munro, ive sponsored for UA Dreadnoughts to be reviewed next on twitch from the Lorerunner. What mods would you recommend to give the game the best experience it can. Its ok for you to say this one of course 😁. Always happy to watch your videos and keep up the great work.

    • @BrotherMunro
      @BrotherMunro  11 หลายเดือนก่อน +1

      Either this one if you want more of a vanilla sandbox experience or the Naval Arms Race mod by the Baron if you want a more historical one

    • @garrettmastantuono8043
      @garrettmastantuono8043 11 หลายเดือนก่อน

      @@BrotherMunro thank you sir, really appreciate you ❤️

  • @treystroeder588
    @treystroeder588 ปีที่แล้ว

    The one thing I've noticed, for several patches now, is the gargantuan cost of vessels (especially on early modern 45-50 thousand ton battleships). Is there any way to tweak these (preferably in an economy reblance (see: size down) in comparison to what it's at now?
    Out of most things, Offsets and costs (of which, NAR only really helps with balancing) and the one thing that makes capital ships, especially later, annoying to keep in fleet.

    • @taiko1237
      @taiko1237 ปีที่แล้ว

      I believe costs have been rebalanced by the mod somewhat but I could be wrong
      EDIT: After searching the relevant channels in BM's community discord, apparently costs have been rebalanced as per NAR. Also offsets have been rebalanced too, they're nowhere near as bad.
      EDIT 2: Yes, BM says that 'weights and costs have been completely redone' at about 5:12 or so

    • @treystroeder588
      @treystroeder588 ปีที่แล้ว

      @@taiko1237 The issue that I take with it is, for example, a Bismarck analogue with a rough equivalent comes in at more than 700 million in a campaign in NAR (in my experience). In general, especially in the base game, is that the economy growth was so great that the Ai would end up with literal hundreds of ships (and to an extent they still do, but its nowhere near as bad as it once was). The response was an increase to maintenance costs of vessels - several times - and a subsequent increase to building new ships too.
      If it's the economy allowing such a thing to happen, why not reduce economy values by -for example - 50% to reign in shipping that way? I'd like to run ~100,000-ton ships in my fleets, but they're nowhere near feasible when they can cost multiple *billions* for a single unit.

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว +1

      It’s going to take me a while to get a grip on the economy (there are some improvements to it in the mod to make things a bit more even) compared to ship costs. I’ll probably balance the economy to the ship costs though as I’m finding in my current Japanese campaign I have so much money I cannot even spend it late game so multi billion super battleships aren’t really a cost problem

  • @nicolascrema6612
    @nicolascrema6612 11 หลายเดือนก่อน

    Any ideas to fix all enemy invisible ships ?

    • @BrotherMunro
      @BrotherMunro  11 หลายเดือนก่อน +1

      I can try reducing the smoke detection modifier again

  • @rock_man
    @rock_man ปีที่แล้ว

    I don't think you mentioned it when covering the gun stuff, but does this mod tweak reload values of guns to make it so big guns don't take literal minutes to reload even with auto loading? And does it adjust accuracy similar to the balance mod?

  • @stormy0307
    @stormy0307 ปีที่แล้ว

    Mr Munro, does the mod take away the different number of gun barrels accuracy debuff? I would love to get to build some ships with a mix of twin and triple main gun turrets without incurring a big accuracy penalty.

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว +1

      I’ve not changed that I’m afraid

  • @MiG21fanboy
    @MiG21fanboy 4 หลายเดือนก่อน

    Im having the issue that when i put this mod in, just the way you do it. The game doesnt start up

    • @BrotherMunro
      @BrotherMunro  4 หลายเดือนก่อน

      Hmmm, there might have been a stealth update. Does the game just go to a grey screen?

    • @MiG21fanboy
      @MiG21fanboy 4 หลายเดือนก่อน

      @@BrotherMunro no, it just refused to start up, it showed something with the admiral cap and a red ! But only for .5 seconds so i couldnt read what it was and then refused to start the game over and over doing the same thing. But it works fine now so i dont know what it was

    • @BrotherMunro
      @BrotherMunro  4 หลายเดือนก่อน

      @@MiG21fanboy oh a hard crash! It fixed itself later? Probably just UAD doing UAD things then 😅 if it happens again though let me know!

  • @cmpoliver3499
    @cmpoliver3499 ปีที่แล้ว

    I'm not playing anymore (can't replace stolen Hardware) but cane back to watching the YT vids just in time to see the process with the Japanese Campaign.
    This is the shocker to say, but finally the game iscas i imagined ut could be. Do you need to be perfect in every aspect if the game... NO. Will the game AI whip your arse ifvyour sloppy? ... H YES But mostly uts a far better experiance that as it is more consistent I'd say this is whatvwe got the game for.
    BM fantatic effort and best in the future. Finalky I thing with this mod and the AI soon having fleet ships the Seas of UAD will be alive again. Bloody Well Done.

  • @Warbound
    @Warbound 9 หลายเดือนก่อน

    Where do I drop the ship designs I’m sorry if I missed it in the vid or another but I can’t find it I also read the change logs in the game but didn’t see it mentioned

    • @BrotherMunro
      @BrotherMunro  9 หลายเดือนก่อน +1

      It’s in your user file>appdata>local low>gamelabs>ultimate admiral dreadnoughts>designs

    • @Warbound
      @Warbound 9 หลายเดือนก่อน

      @@BrotherMunro thank you so much man

  • @MagicFoe88
    @MagicFoe88 4 หลายเดือนก่อน

    I am usually wary of modding games. But now that 1.6 has broken the game, I shall install this mod 👌

    • @BrotherMunro
      @BrotherMunro  4 หลายเดือนก่อน

      Let me know how you get on!

  • @omalleyc068
    @omalleyc068 ปีที่แล้ว

    does this improve the naval academy aswell or change it? Have you played the missions with the mod? (campaign)?

    • @omalleyc068
      @omalleyc068 ปีที่แล้ว

      Edit I would love if you did a play through of the campaign with the mod if possible.

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว

      Not *yet* but I plan to in the future!

  • @BugattiONE666
    @BugattiONE666 ปีที่แล้ว

    ..I havent even goit the update that lets you change barrels left?

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว

      Do you have the steam version of the game?

    • @BugattiONE666
      @BugattiONE666 ปีที่แล้ว

      @@BrotherMunro I didnt even know it was on steam , i have launcher one

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว +2

      @@BugattiONE666 that version hasn’t been supported for a very long time! If you bought the game in early access you should have gotten a steam code for the game you might need to contact the developers if you don’t still have the email with the code in it

    • @BugattiONE666
      @BugattiONE666 ปีที่แล้ว

      @@BrotherMunro .......oh....

  • @Jason-jb1vs
    @Jason-jb1vs ปีที่แล้ว

    Do you know how to make it so you can carry more than two shell types? it would be useful to carry Apcbc and semi Ap and He at the same time

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว

      That would (I’m pretty sure) require editing the game’s code which isn’t something I’m able to do I’m afraid

  • @at-90ree13
    @at-90ree13 8 หลายเดือนก่อน

    Hey BrotherMunro, I have recently installed the latest version of your mod and have followed these exact steps. Unfortunately it does not seem to work as I am left with a blue screen. Is this a bug or have I done it wrong?

    • @BrotherMunro
      @BrotherMunro  8 หลายเดือนก่อน +2

      A blue or grey screen on loading means there’s probably yet another update to the game and I need to update the mod - that happens when the version of the game the mod is made for and the actual game version don’t match

    • @at-90ree13
      @at-90ree13 8 หลายเดือนก่อน

      @BrotherMunro That's strange. I don't believe a new update has been released yet. The mod was literally posted yesterday?

  • @robertnijkamp2051
    @robertnijkamp2051 ปีที่แล้ว

    I would like to see playable minor nations

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว

      Sadly that’s currently beyond the abilities of modders

  • @johnfisher9692
    @johnfisher9692 ปีที่แล้ว +1

    I have to say this mod is NOT for me. Basically I am totally Sick! of torpedoes as even in the vanilla game they are massively, Massively!! overpowered.
    The AI never fires my torps but is a deadly shot with its own and the AI usually packs heaps of torp launchers with max reloads which if can fire one launcher at a time.
    I'm sick of having torps being launched at me from 10km-20km+ and just sail into my fleet to cause mayhem
    I do agree with totally removing Sumbs as in the later time periods it turns the game into a click fest but for me personally I'd want torps severely downgraded.
    I want to play UA Dreadnought not UA torpedo mayhem

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว +3

      Torps are a lot more fair in the mod, for a start the AI has lost its ridiculous ability to detect every torpedo in the ocean at all times, and second because their big ships don’t have hydro/sonar you can pick them off even at long range with torps. That said although battle ranges are a lot longer torpedo ranges are not, so you will see enemy torp ships coming and have a chance to shoot them

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว

      And of course you can watch some of the videos I’ve made using the in development version and see how the changes actually feel 😇

  • @owenschulz9504
    @owenschulz9504 ปีที่แล้ว

    WOOOOO

  • @phoenixrising4573
    @phoenixrising4573 ปีที่แล้ว +1

    I really hate the torpedo changes.... kills the 1890 starts, and forces people to only play one way, forget that some of us liked to not really use destroyers.
    It's the same nonsense the devs are doing with subs and FORCING the issue, the "I know better" mindset. I understand it's not a payed mod etc etc... you pit it out there, it's open to critique.
    I wish we could just have the balance mod back so I can go back to enjoying the game. The forced game play style changes make me not want to play the game anymore.

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว +2

      Not sure I understand, (from playing the mod) torpedoes in 1890 are very dangerous but so short ranged it’s very hard to get them in position. Torpedo boats die if you look at them funny (I didn’t mention this in the video but TB, DD & TR’s all take more damage now and you’re less likely to overpen them) and bigger ships with torps (like an enemy BB) are slow so you should be able to stay out of torp range if you want to

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว +1

      (I should also say the torpedo damage and anti torp effectiveness changes were taken directly from the balance mod (with permission) which I also miss a lot and was a big reason why I wanted to make my own mod)

    • @phoenixrising4573
      @phoenixrising4573 ปีที่แล้ว

      ​@@BrotherMunro The way you presented it, I thought you had upped the from the balance mod... that makes a bit more sense, and is less frustrating. I still don't like the crippling of capitalships against torpedoes, or the armor weight system, but that's not...as badd

    • @BrotherMunro
      @BrotherMunro  ปีที่แล้ว

      @@phoenixrising4573 Ohhhh! No that would mean x16 torp damage which would be hilarious but probably not fun for very long 😂 The torps in the mod are x4 compared to vanilla :)

  • @billm8583
    @billm8583 11 หลายเดือนก่อน

    Like your attempt at a mod, but your audio stinks. Your voice fades in and out.