Сообщество Империал: Ultimate Admiral: Dreadnoughts - Сообщество Империал

KAST

Ultimate Admiral: Dreadnoughts

Морская игра от Ника Томадиса
Тема создана: 21 июля 2018, 21:54 · Автор: KAST
 4 
 Cerber
  • Imperial
Imperial
Форумчанин

Дата: 11 декабря 2021, 22:19

Imp

Разработчики ultimate general gettysburg и civil war задумались около года назад. Они хотели создать игру, в которой игроки будут иметь возможность полностью управлять боевым кораблём, выполненным в 3Д. Игроки также могли бы полностью модифицировать свои суда, путём установки/смены орудий основных калибров, меньших пушек, казематных башен, мачт, надстроек, а также возможность определять форму корпуса, брони и даже размещения барбет. Естественно, исторические рамки и достоверность будут ограничивать игроков от создания совсем уж диких стимпанковских монстров. Все изменения также будут влиять на поведение корабля в бою, его боевые качества и скорость хода.

ЖАНР: Инди, Ролевые игры, Симуляторы, Стратегии, Ранний доступ
РАЗРАБОТЧИК: Game-Labs
ИЗДАТЕЛЬ: Game-Labs
ДАТА ВЫХОДА: 10 декабря 2021 года

Рекомендованные системные требования:
  • Требуются 64-разрядные процессор и операционная система
  • ОС: 64-bit Windows 10
  • Процессор: Intel Core i7 3770 3.4 GHz, AMD FX-8350 4.0 GHz
  • Оперативная память: 8 GB ОЗУ
  • Видеокарта: Nvidia GeForce GTX 1060, AMD Radeon RX 580
  • DirectX: Версии 11
  • Сеть: Широкополосное подключение к интернету
  • Место на диске: 8 GB

Языки:
  • русский Не поддерживается
  • английский

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     TAKTCOM
    • Imperial
    Imperial
    Форумчанин

    Дата: 31 декабря 2021, 10:44

    The Marlboro Man (31 декабря 2021, 10:05):

    Вроде автоуворачивание от торпед добавили, не помогает?
    Если торпеды веером пускает собственный эсминец, идущий в полукилометре, то нет.
       The Marlboro Man
      • Imperial
      Imperial
      Форумчанин

      Дата: 24 января 2022, 14:30

      The Marlboro Man

      Может Францию следующую для игры в кампании собираются открыть


      Таки да, следующим патчем добавляют Францию и еще много чего для кампании, дипломатию, события, перемещение соединений и тп
         TAKTCOM
        • Imperial
        Imperial
        Форумчанин

        Дата: 25 января 2022, 12:56

        The Marlboro Man (24 января 2022, 14:30):

        Таки да, следующим патчем добавляют Францию и еще много чего для кампании, дипломатию, события, перемещение соединений и тп
        Шо?Где?Когда? :035:
           The Marlboro Man
          • Imperial
          Imperial
          Форумчанин

          Дата: 25 января 2022, 16:36

          TAKTCOM

          Когда?


          Черт его знает, но по ощущениям уже пора начинать развивать игру в ширь. Короче, следующее обновление 1.04 будет большим

          This small update v1.03 will be a precursor to a major update which will come afterwards including:

          - Map expansion
          - More nations (France & other)
          - Diplomacy options and peacetime events
          - Task forces and map movement
          - New ship models
          - More features and improvements
             Aztec lazy farmer
            • Imperial
            Imperial
            Форумчанин

            Дата: 25 февраля 2022, 21:11

            английское превью нового мега патча, новые фишки, и новая кампания в Средиземноморье!

               Aztec lazy farmer
              • Imperial
              Imperial
              Форумчанин

              Дата: 26 февраля 2022, 23:13

              Кампания за Италию 1940 год





                 Андрей_Каменков
                • Imperial
                Imperial
                Форумчанин

                Дата: 16 марта 2022, 16:26

                подскажите, есть ли руссификатор?
                   TAKTCOM
                  • Imperial
                  Imperial
                  Форумчанин

                  Дата: 16 марта 2022, 18:25

                  Андрей_Каменков (16 марта 2022, 16:26):

                  подскажите, есть ли руссификатор?
                  Официального нет, разве, что кто на коленке склепал для личного пользования.
                     agnez
                    • Imperial
                    Imperial
                    Агент ZOG

                    Дата: 16 марта 2022, 19:00

                    Андрей_Каменков

                    подскажите, есть ли руссификатор?


                    Со временем могут добавить, как это было с другими играми Томадиса. Правда учитывая, что студия Game Labs украинская, русская локализация может и не появится.
                       agnez
                      • Imperial
                      Imperial
                      Агент ZOG

                      Дата: 22 марта 2022, 15:52

                      Запланировано Для просмотра ссылки Зарегистрируйтесь Много всякого-разного.

                      ==v1.05 Update==

                      CAMPAIGN

                      Map Expansion: Expanded the map to include the Mediterranean Sea and a larger portion of Europe.
                      New Nations: Italy, France and Austria-Hungary are added to the major nations. The nations form two rival alliances and fight with each other for total victory (this is temporary functionality until we offer the prolonged campaign system).
                      Task Forces: Previously you were able to move ships only between ports. You can now also form Task Forces, by grouping ships and sending them to any sea point on the map. In this way you block strategic passages and generate missions according to the ships in the vicinity.
                      Refit Mode: Now you can refit your ships, from changing a few components to radically replacing weapons, funnels, towers with modern variations. This new and essential feature will allow you to utilize all the latest technology advancements for your current ships without the need to scrap them and build new ones.
                      New Sea Roles: New sea roles added to the previous “In Being” and “Sea Control”, special for the Task Forces, offer more options for controlling strategically your ships.
                      Interface improvements: There is a new tab “Politics” where you will later manage some diplomacy aspects. Now you are able to overview the relations and power of all nations. Additionally we added an “ Economy Growth” to the GDP which will be dependent later from various conditions. You will be warned when you want to end the turn with danger of going bankrupt. When you hover at a sea region a tooltip shows statistical information for the included fleets. Many other minor changes to support the new functionalities.
                      Balances: Maintenance cost is balanced so that it is not so high now that ships will spend more time at sea with all the various and expensive sea roles. Tech research is balanced to be overall faster and tech priorities will give a more distinctive advantage when chosen. Various other balances were made to support the new campaign expansion.

                      NEW GUNS
                      Germany and Austria-Hungary receive new visuals for the following:

                      4-inch up to 16-inch Mark 2 guns
                      9-inch up to 14-inch Mark 3 guns.
                      41+ NEW HULLS
                      A new base model for one of the most famous German Battlecruisers of World War I is added along with many new variants. Many new towers and parts are added or improved for previous hulls and the technology tree has changed to include the following new ships:

                      The “Battlecruiser SMS Von der Tann” can now be faithfully recreated in the game. You can find it in the new German Hull “Battlecruiser I” with a displacement between 19,200 and 24,200 tons in the years 1907-1919.
                      New German “Large Armored Cruiser” variant with a displacement between 13,500 and 17,500 tons that is available in the years 1907-1920.
                      New Japanese/Spanish/Chinese “Large Cruiser” variant with a displacement between 14,500 and 18,500 tons that is available in the years 1907-1920.
                      New “Large Armored Cruiser” variant for Spain, China, Italy, Austria-Hungary, Japan with a displacement between 13,000 and 16,500 tons that is available in the years 1907-1919.
                      New Russian Large "Armored Cruiser” variant with a displacement between 13,500 and 16,800 tons that is available in the years 1907-1920.
                      New “Italian “Armored Cruiser V” variant with a displacement between 11,000 and 12,800 tons that is available in the years 1907-1920.
                      New French “Armored Cruiser IV” variant with a displacement between 11,800 and 15,500 tons that is available in the years 1900-1920.
                      New “Light Cruiser III” variant for Britain, Spain, China with a displacement between 3500 and 8,500 tons that is available in the years 1905-1920.
                      New “Light Cruiser III” variant for Japan with a displacement between 3500 and 8,500 tons that is available in the years 1905-1920.
                      New US “Light Cruiser III” variant with a displacement between 8500 and 10,500 tons that is available in the years 1915-1930.
                      New US “Heavy Cruiser I” variant with a displacement between 10500 and 12750 tons that is available after the year 1919.
                      New German “Battlecruiser II” variant with a displacement between 23,000 and 28,000 tons that is available in the years 1907-1920.
                      New German “Battlecruiser III” variant with a displacement between 26,000 and 31,000 tons that is available in the years 1913-1928.
                      New German “Battlecruiser IV” variant with a displacement between 27,400 and 34,000 tons that is available in the years 1913-1928.
                      New German “Battlecruiser V” variant with a displacement between 35,500 and 44,500 tons that is available in the years 1916-1928.
                      New British “Battlecruiser IV” variant with a displacement between 29,500 and 34,000 tons that is available in the years 1916-1928.
                      New British “Battlecruiser V” variant with a displacement between 23,500 and 37,500 tons that is available in the years 1919-1928.
                      New Austro-Hungarian “Battleship I” variant with a displacement between 8,000 and 11,500 tons that is available in the years 1890-1905.
                      New Austro-Hungarian “Small Dreadnought I” variant with a displacement between 14,500 and 18,500 tons that is available in the years 1905-1915.
                      New Spanish/Chinese “Small Dreadnought I” variant with a displacement between 15,500 and 17,700 tons that is available in the years 1905-1915.
                      New German “Dreadnought I” variant with a displacement between 19,500 and 22,500 tons that is available in the years 1905-1915.
                      New German “Dreadnought I” variant with a displacement between 19,500 and 22,500 tons that is available in the years 1905-1915.
                      New Japanese “Dreadnought I” variant with a displacement between 18,500 and 25,000 tons that is available in the years 1905-1915.
                      New British “Dreadnought II” variant with a displacement between 19,500 and 27,500 tons that is available in the years 1908-1915.
                      New French “Dreadnought II” variant with a displacement between 20,800 and 29,500 tons that is available in the years 1908-1915.
                      New Italian “Dreadnought II” variant with a displacement between 20,500 and 25,000 tons that is available in the years 1908-1915.
                      New German “Dreadnought II” variant with a displacement between 23,500 and 27,500 tons that is available in the years 1908-1915.
                      New French “Dreadnought III” variant with a displacement between 22,500 and 28,000 tons that is available in the years 1908-1915.
                      New British “Dreadnought III” variant with a displacement between 21,000 and 29,500 tons that is available in the years 1910-1915.
                      New German “Dreadnought III” variant with a displacement between 27,000 and 34,000 tons that is available in the years 1910-1926.
                      New British “Dreadnought IV” variant with a displacement between 23,600 and 32,500 tons that is available in the years 1912-1915.
                      New Italian “Dreadnought IV” variant with a displacement between 29,000 and 35,000 tons that is available in the years 1912-1915.
                      New French “Dreadnought IV” variant with a displacement between 24,000 and 31,000 tons that is available in the years 1914-1926.
                      New French “Dreadnought V” variant with a displacement between 32,000 and 39,500 tons that is available in the years 1916-1926.
                      New British “Dreadnought V” variant with a displacement between 25,500 and 35,500 tons that is available in the years 1914-1926.
                      New Russian/Spanish Chinese “Experimental Dreadnought” variant with a displacement between 25,500 and 30,500 tons that is available in the years 1914-1926.
                      New British “Dreadnought VI” variant with a displacement between 33,000 and 45,000 tons that is available in the years 1916-1926.
                      New German “Dreadnought IV” variant with a displacement between 44,000 and 57,000 tons that is available in the years 1919-1926.
                      New German “Dreadnought V” variant with a displacement between 47,000 and 61,000 tons that is available in the years 1919-1926.
                      New French “Dreadnought VI” variant with a displacement between 44,000 and 66,000 tons that is available in the years 1916-1926
                      New Italian “Dreadnought V” variant with a displacement between 38,000 and 56,000 tons that is available in the years 1919-1926.
                      The game now includes over 290 Hull Variants of which 33 are highly detailed base models. All the ships of the game use over 1306 different ship parts and thousands of different weapons in various sizes and tech levels.

                      MAJOR NEW FEATURES

                      Customization of Beam / Draught: You can now adjust the width and height of the hull in the design options. These adjustments will greatly affect the hull characteristics and the performance of your designed ships.
                      New Components for AP/HE rounds ratio: Choose the distribution of AP and HE rounds between different settings for your main and secondary guns. You will no longer have indefinitely any type of AP or HE round but both will have their separate limit.
                      New Components for AP/HE shell types: The type of the HE or AP shell can be now customized depending on technology.

                      The different HE shells span between the options:
                      HEI - High Explosive Incendiary Shell
                      HCHE - High Capacity High Explosive Shell
                      CNF - Nose Fuze Shell
                      CP - Base Fuze Shell
                      CPC - Common Pointed Capped
                      CPBC - Common Pointed Ballistic Capped

                      The varying AP shells are:
                      SAP - Semi Armor Piercing Shell
                      SAPBC - Semi Armor Piercing Ballistic Cap Shell
                      AP - Armor Piercing Shell
                      APC - Armor Piercing Capped Shell
                      APBC - Armor Piercing Ballistic Capped Shell
                      Improved APBC - Armor Piercing Ballistic Capped Shell

                      New Battle Control Option “Avoid Ship”: By default it is enabled and allows the ships to automatically avoid other ships to prevent collision. You can now override this behavior individually for any of your ships, either for improving your swift maneuvers or for ramming the enemy…
                      New Battle Control Option “Ammo for Secondary Guns": You can now choose what type of ammo is used for your Secondary Guns, Auto, AP or HE.
                      Improved Shell Ballistics and Gun Aiming Mechanics: Following the various new options for AP and HE shells the shell ballistics now follow a much more characteristic trajectory depending on all their different physics variables. Additionally, the guns aim in a more realistic manner, firing salvoes depending on the target’s speed and angular velocity. For example, previously you would see shell salvoes to be mostly random in relation to the center of the target, but now salvoes are en mass fired forward, aft, in front or behind the target until the range is found and hits start to be achieved. This automatic procedure affects the base accuracy and now makes the firing more natural and expected depending on target distance.
                      Improved Ship Motion at Sea: Ship buoyancy mechanics are enriched to support the new Beam/Draught options. The interaction of ships with waves is now more characteristic depending on the weight offset, pitch/roll, beam/draught options chosen for their design.
                      Exponential speed limit for hulls: As ships reach a maximum speed barrier depending on the hull technology, then the engine weight needed to achieve a higher speed increases exponentially. Thus it will be much harder to design unrealistically fast ships with old hulls, something that a lot of players abused to make much faster ships than the AI to overwhelm it.

                      OTHER IMPROVEMENTS

                      Over penetration mechanics improvement: Overpenetration will now happen with more accurate conditions. Previously the unarmored ships would mostly overpenetrate, or the heavily armored almost never became overpenetrated.
                      Flooding mechanics improvement: Flooding from direct hits will now spread not only to adjacent sections but further beyond, depending on the height of water inside the flooded sections. This new feature addresses the previous unnatural survivability for smaller ships (especially the torpedo boats) which would become unsinkable until more sections were flooded from a direct hit. With this new feature, the torpedo and flooding protection schemes in the design options will be more than essential.
                      AP/HE different stats: When you hover on guns to see their info tooltip you will now see detailed and different statistics for AP/HE shell weights, damage, range, muzzle velocity, penetration and accuracy tables.
                      Crew scales with hull size and displacement: As you change displacement, beam/ draught the hull crew number will change accordingly. Previously the “Control Station” crew was not scaling.
                      Added instability/beam/draught values in battle UI: These are important design aspects, useful to know for any ship that participates in a battle.
                      Save file system improved: When a new game version requires it, obsolete save files will be discarded and new will be generated automatically. This will stop the confusion of players when the game would become broken due to incompatible saves (invalid designs, exceptions, floating guns etc.)
                      Ship weight/cost balances: Balanced the weight and cost for various parts and components, as it was needed for all the latest new features.
                      Other balances: The “Dunnite” explosive charge is available in late tech years, new Radar Rangefinder III is now available and other minor improvements or balances for the ship design options.
                      Minor Visual Effects Improvement: You will notice a little better visual effects overall.
                      Graphical Interface Improvement: We have changed the graphical interface in various aspects of the game, in the campaign, battle stats, shipyard, menu etc. to be more pleasing to the eye.

                      NEW MISSIONS

                      One new mission (To be announced).

                      BATTLE AI

                      The Battle AI is further improved to make decisions more promptly and effectively by using more algorithms. The result is an AI that will know better when to attack and defend and at which distance, always depending on the nation's personality.
                      Auto Targeting is influenced by the new AI algorithms and is more effective. Some older issues should become resolved, for example the over-prioritization of Transports.
                      Improved the AI decision making on switching shell type. You will notice that the ships will more successfully switch ammo depending on the armor and angle of the target.
                      AI auto-design algorithms enriched to support all the new features for Beam/Draught, new components. The ships created will be balanced in protection and firepower and thus more potent adversaries.

                      BUG FIXES

                      Several division movement bugs were fixed: Ships will not confuse so much as before in dense formations. Further fixes will come after feedback.
                      Fixed issue that caused the division ship leader to instantly switch position when receiving little damage, causing confusion to the formation.
                      Fixed bug that would cause ships of screen formation to immediately try to switch position at the start of battle, creating big confusion in the formation.
                      Fixed bugs that would cause the showing of inaccurate statistical data after battle.
                      Fixed some issues with barbettes that were not available in mount positions, while they should. This bug would cause issues in the auto-design which made it very difficult to find a proper barbette to place a gun.
                      Fixed old issue of inconsistent reverse engine damage.
                      Minor text fixes.

                      Ну и главное:

                      Цитата

                      The war in Ukraine has affected our development team, but the majority is able to continue to work on the game. Some of our teammates cannot participate at the moment and we wish they will be strong and safe, to continue later when the situation allows it. Stay tuned, as we plan to offer the next major update within this week.

                      Thank you for reading,

                      The Game-Labs Team
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