Ultimate Admiral: Dreadnoughts Cheats |
Ultimate Admiral: Dreadnoughts
Cheat Codes:
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Submitted by: David K.
Naval Invasion Guide (Beta):
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Written by Aries
This guide shows what has worked for me when using your naval to invade
an enemy country. It seems most players are almost there when it comes
to them, they are just missing a few details that are not obvious or
explained in the game guide itself.
-=Invasion Preface=-
I will try to explain what has worked for me along with answering a few
questions I have seen.
Most players are doing what they should be doing, I believe people are missing
the actual Combat notifications. When your Invasion is underway, you will
get a progress or combat report pop-up.
The Special Operations Report shows the results of the combat. The numbers I
was seeing are far far less than a land (AI) invasion. Only a couple of
thousand KIA.
-=Naval Invasion - Basics=-
How to invade. Steps that worked for me.
* Must be at War with Major Nation holding the territory. You cannot invade
a minor country at this time as far as I know.
* Direct TFs (Task Forces) totaling 100k tons to the Sea Region of the Province
you wish to invade. eg: East Philippine Sea Region is the Philippine Sea.
* Following turn / month you should see the option for “Sea Invasion” under
Actions in the Politics Screen for the Nation you are planning to invade.
* Select “Sea Invasion”.
* Choose your invasion point (Region name if I remember) and then Yes = Invade.
* Next turn / month you should receive a Mission List notice of a Naval
Invasion on the world map.
* Select the Mission List > Naval Invasion, you are brought to and zoomed in
on the “invasion point”. This is where you should move your TFs to. Somewhere
in this general area. I moved close to the port and that seems to work.
* The next turn / month a Special Operations pop up (window) will show the
invasion underway with combat results.
-=Thoughts and Suggestions=-
Additional information and strategies that worked for me for a successful Invasion.
I found that multiple TFs are preferable. This is because you might get attacked
and your TF could return to its base of operations. I believe you should have Sea
Control, a higher Power Projection for the Area you are in. Wiping out the enemy
TFs from the area worked for me in the successful invasions.
The Invasions last for a few months (5-7 ?). You’ll have to maintain a large
force around the target and defend those forces.
In a failed invasion of mine I believe it was because I did not have enough
tonnage close to the Invasion Point during the whole 5-7 months. I was attacked
by several small TFs and my big TFs returned to the close ports (China vs Japan).
Realizing this, the next time I would try and put up a screen of single TFs
around my invasion TFs. Fast DD or TB to intercept. Also have one of two TFs
with strictly combat ships to assist in taking out the enemy TFs that may appear.
Remember, you probably have the invasion setup correctly. Just watch for that
Special Operations Report to see how well you are doing.
Top tips:
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Written by scorryuk
Some useful tips and game mechanics that are easily missed in the
early stages of play.
-=Tricks & tips=-
Just some tricks, tips and shared learning to help new players.
Cruise speed gives an accuracy bonus for all ships that should not be ignored. You
will start at flank speed, drop to full once enemy engaged. Sharp turns also reduce
accuracy.
At the start of any engagement it`s good practice to change all default ship settings-
Select "avoid torps" , select "save" or "off" as the firing option for any torp
firing ships otherwise they will launch with a less than good chance of hit.
Sometimes torps don`t launch as expected on an attack run. It seems a buggy
unpredictable system. Sometimes reducing speed, selecting aggressive fire mode
and reclicking on target can resolve this.
When new technology is developed you can update an old design. The new design will
then appear with a year next to it. Select this new design and then select "refit
option" on bottom right. You can then select ships to send in for upgrade / refit.
Much cheaper and more efficient than scrapping.
Be wary of some of the early 1890 designs and AI designing your ship for you. In
my early battles my conning tower was constantly getting knocked out at a very
early stage. Turned out the armour on this section was set at zero!
If during design stage a ship is badly unbalanced you can add/subtract from fore
and aft armour to shift weight about and make your ship more balanced. Sometimes
you will just have to drag your front and rear towers as close to centre as you can.
Increasing main deck armour will drop the roll
Choice of tower can really affect balance as the better ones normally heavier.
Resist the urge to always add latest development / version. The weight of tower
can have big negative impact on smaller ships such as DD.
Some of the BB towers have gun mounts for small calibre guns -normally 2" & 3".
Don`t miss opportunity to mount these. Next to no additional weight but can hurt
TBs & DDs. As tech advances some towers have a circular turret slot or hidden gun
port. Easy to miss.
Gun barrels can be lengthened or shortened. You can sacrifice muzzle velocity and
range for greater rate of fire. Worth experimenting with. In the early stages of
game accuracy and visibility of ships beyond 8 - 10 km is poor so perhaps worth
exchanging range for better ROF. Sometimes worth adding extra .2 on your calibre
if you can`t mount bigger gun. Can make difference if enemy armour matches calibre.
Facing multiple enemy ships? If 2 ships ever line up in your line of fire switch
fire to furthest away and shells will pass though closest one. I`ve sunk quite a
few ships this way. Very effective.
During campaign if you look at the fleet screen there`s a "add crew" box at the
bottom left hand side of screen that needs ticked and is easy missed. Some people
have been complaining about lack of crew. If a ship comes up as low crew go to
fleet screen and select set crew option to replenish. This is subject to how much
you have invested in training and how many manpower hungry BBs you have in fleet.
Spacious quarters mean ship holds higher number of crew.
Under finances you have option to upgrade your shipyards. You should be doing this
at all times if you want to win arms race. You will not get a any notification to
say a stage is completed so do check regularly. Although hull designs can often
lag behind.
Best breakthough techs for me were level 5 hull strengthening for Dreadnought
hull, big guns, better armour and the shell & explosive upgrades. Good upgrades
on last 2 make lower calibre guns more destructive across the fleet. Krupp armour
is a game changer as it gives you so much more protection but frees up weight.
And switching to oil boiler gives alot of benefits.
I tend to run 100% tech whenever possible. Not selecting a research focus means
everything progresses evenly. But some techs worth much more to gain an edge in
early stages. If you are on focus and a tech shows 1 month to go try unselecting.
If it still says one month (and often does) then put that focus elsewhere
effectively squeezing max research.
In campaign mode your opponent does not play by the historical rules. I got
attacked 5 times between 1890 & 1914. I won and made them pay dearly in reparations
by taking their best ships. This seemed to drive a change in their ship design -
less BB`s & a high proportion of lighter cruisers. I countered this with a lighter
armed Dreadnought which I designed as a cruiser killer. 10" main guns and a
selection of 6" & 4" down the sides. And with weight savings I was able to get
my belt armour above 15". The enemy ships could not penetrate and I ended up
taking 10 or them out with this one ship. History would say don`t put smaller
guns on big ship but you need to design your ships to meet the threat of your
opponent so keep checking in on them. I needed a greater rate of fire for smaller
ships. It helps that the game seems to let you put insane belt & deck armour on
ships. I was easily going beyond Yamato level of protection by 1910 by focusing
my research and 100% research.
In earlier years of campaign you can affort to not add torp belt armour or
citadel. Saves a lot of weight which can be put into belt and deck armour. Later,
as AI fleets advance those torps and bigger guns will start to hurt you.
Also in campaign those random battles with enemy take a selection of any sea
ready ships from any port unless you have mothballed them. A quality over
quantity approach does well and your super battleship can easy demolish a
multitude of enemy ships if built properly. Upgrade or bin inferior vessels.
As of last update the AI is getting much better at upgrading!
How to Refit a Captured Ship or a Ship with a Missing Design:
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Written by Kabob004
In this guide I will give a brief summary of how you can Refit or Rebuild a ship
from another Nation into one of your own design. This guide is relevant to at
least 1.4.07.
-=How to Refit a Prize Ship=-
Okay, so you've won a war and gotten some ships out of the enemy but you can't
refit them? Well, here's what you do. First make a new design of the same Hull
Classification, if you have a Light Cruiser you use CL hulls, Heavy or Armored
you go with CAs, so on and so forth.
Now that you've made the hull you name it after the ship you want to refit, you
can go ahead and make whatever you want with it if you haven't already and save
it.
Alright, now you need to do something that constitutes a refit, add some armor
or something and save it, so long as you save a refit it's fine.
Now for the final step, go into Ship Designs and select the class you've made
and if you've done it right the "refit" option should be available. What you do
now is refit the ship, that's it just press the refit button and you can refit
them. It's a bit Cursed but it works well enough as a stopgap if you really want
to refit a ship you've grabbed in a Peace Deal.
-=How to Refit a Ship with a Missing Design=-
So, you've just deleted a Design for a ship class you're wanting to refit by
mistake. Well don't worry, because so long as the Hull isn't obsolete you can
easily remake it and refit the ships you want.
It's simple, really, since it's actually mostly the same as the last section only
you don't have to worry much. Just follow the previous section's instructions but
keep the Displacement the same as your lost design and you'll have yourself a way
to refit those ships and given how refits right now you will no doubt have a 1
month refit for however many ships you have so long as you keep the changes small
between the remade design and the refit.
-=Bonus: How to Frankenboat Like You're a Nuclear Abyssal Sub Princess.=-
Okay, here's something absolutely cursed I've found out, I've had an old Austro-
Hungarian Light Cruiser from a while ago and I decided I wanted to try something
and see if I can modernize it in some way, so I did the former thing but I did it
with a hull from a different period, I used a Modern Light Cruiser Hull while the
original ship was an extremely outdated Semi-Armored Cruiser... I think, anyway,
I honestly haven't looked at the Austro-Hungarian hulls much but point is it is a
very old CL I had lying around I figured why not give it new life and have it be
an active part of my fleet.
Now, as you can see something has obviously gone a bit weird. Now, if you want to
make such Abominations to make even Georgia herself tell you to slow down then boy
do I have news for you! By following the same basic principles as the the above
guide we can go beyond just refitting captured ships, we can rebuild them, remake
them, and bring them to life!
Now, before we begin I have to ask, do you have anyway of editing or unlocking
tech fast or just have random Prize Ships hanging around? If yes then we can go
on ahead and make it wild as can be, you see the only thing that matters is that
you have the same Hull Classification Symbol and Class Name as the ship you want
to... Improve the hull being of the same time period does not matter at all. So
with this knowledge we can theoretically change even a Coastal Defense Ship into
a Super Battleship, the results of such a drastic move? Well that's up to you
dear readers, I am merely giving the knowledge on such insanity and how to do it
as long as the Devs don't patch it. Honestly in my opinion this should just be a
toggle if they fix it, because the potential chaos and madness of such a thing
is too great to let but if they fix it they fix it. However, between now and the
time it is patched I bid you all to have Fun with this bit of madness I have
found. Note, this also works on your own old ships as evidenced here
I don't know how well such things will preform in combat but if you all find
them effective or just functional then please tell me.
EDIT: One of the ships I have actually gotten to take into combat and they work
just fine in battle, bit weird to look at but they are fully functional.
-=Closing Statement and Disclaimer=-
And that is the guide on how to both refit a ship from another nation and on
how to make such cursed creations. I hope you all find this information useful
in some way and if not then oh well. Also please don't report any issues that
stem from this bug to the Devs since this is inherently not something you'll
encounter during normal gameplay and this is, well, a bug itself. I've already
submitted a bug report just before publishing and I don't know when this will
be fixed so have fun while ye can.
Now, to end off I must ask that you all please share whatever you create with
this knowledge, I want to see what cursed things you all make if you decide to
walk the Path of Madness and if you just use it to refit your prize ships then
I am happy to know I have helped in some way.
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