News Liste Ultimate Admiral: Dreadnoughts
We offer this patch which includes several improvements and fixes that were needed. Please read:
*v1.6.0.4*
- Improved AI task forces to actually try to escape and fight unfavored battles only if cornered.
- Important improvement on auto-resolve to give predictable results and not force the player to play too many meaningless battles.
- Task Force pathfinding improvements, also improving the consistency of engage distance for In Being / Sea Control radius for ships that are in port. Previously, sometimes, ships in ports would generate battles too far away.
- Further ship costs balances plus Campaign/Mission funds adjustments for compensation. The new costs will represent even better the combat power of ships, which aids the AI and Auto-resolve systems.
- Funnel capacity balanced so that the importance of funnels, engines and boilers is increased.
- Adjusted the replenishment rate for ammo and fuel of task forces, to increase the necessity of having allies and friendly ports nearby.
- Auto-Design optimizations.
- Battle AI adjustments.
- Ship visibility adjustments, fixing also the previous overpowered effect of beam/draught ratio which allowed ships to make ships too hard to spot or hit.
- Ship maneuverability further balances to increase the overall realistic ship handling.
- Shell dispersion logic improvements. Gun accuracy consistency increased.
- Fixed various possible (and rare) cases which could cause a code exception when starting a campaign battle and make ships to not be able to shoot or move, forcing the player to restart the game. If you still anticipate problems, please let us know.