UBOAT
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[2025.1] Shared [BETA] U-Boat Expanded
   
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File Size
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2.884 GB
8 Feb, 2021 @ 1:44pm
28 May @ 8:30pm
209 Change Notes ( view )

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[2025.1] Shared [BETA] U-Boat Expanded

Description
This is the Beta testing for UBE aka the development environment.

See the Main Mod Page for Mod details
Do not use this mod with primary play through- there are always bugs,
At this time I cant guarantee that this mod will ever fully work with the full release of the game.
Please Report Bugs/Feedback with Uboat Expanded Bug Reporting Form (Google Forms) [forms.gle]

Quick Notes
B001: initial compatibility with 2024.1
B002: Reformating & structuring of datasets, transform old sandbox & entities entries into vanilla ones.
B003: Missions Fixes & Initial Conversions & Removals,Remapped Vanilla Mission data into mod for adjustments
B004: More Mission Fixes, Mission Priority Adjustments
B005: Re-enabled mission data, there is still broken missions
B006: More Missions Fixes, fixed most patrol gird of vanilla data to work with real map grids
B007: cleanup of campaigns which no longer work, cleanup of more entities, cleanup of sandbox data, removal of follower restriction for leaders, removal of early skill points
Copyright 2020 SteamUser: Link. This item is not authorized for posting on Steam, except under the Steam account named Link, ii
185 Comments
link  [author] 28 May @ 8:31pm 
pushing out a patch to fix the emblems causing games to not save - pls test
PlaguePhreak 26 Apr @ 7:09am 
think i gotta say it 4 everyone but thank you for trying to keep updating the mod even w all the struggles. we love u link and UBE team <3
link  [author] 22 Jan @ 9:24pm 
you would have to track game date vs simulation speed - the reason this was reduced was due to the fact there are two primary components of the game running on slightly difference update cycles, and they can get out of sync. especially in periods of the war with significant activity.

basically the calendar and simulation speed stop lining up. more days pass , than you have effectively simulated in TC. this can be tested by setting a waypoint , traveling at a certain speed, and calculating how long it should take to travel. by the end of the trip , a different number of days will have passed than should have.

there were instances back in the B131 days where this could get as low as 0.3 simulation rate. but it often would hover at 0.5 during max Time compression. hence the reduced values. while optimizations have been done , It would be a process to figure out if this is needed.

Otherwise a patch mod (anyone can make this) to revert the values to vanilla
똑똑한 22 Jan @ 8:30am 
Tried out the higher time compression, seemed to work absolutely fine. Saved a ton of time on long transits and no weirdness or performance issues whatsoever.
M4CB 22 Jan @ 7:22am 
Mod author said this is not compatible with 2025.1
Revert game back to 2024.1
BobbySopor 22 Jan @ 6:50am 
since update 2025.1 dropped my officers cant be on watch anymore on the tower. i tested with all other mods disabled and new career on a Type IIA. as soon as i remove this mod it works again. just to let you know
link  [author] 18 Jan @ 8:41am 
Convoy Size Settings should affect all spawners regardless if modded or not

This mod doesn't change logic of how the game works neutrality rules are the same as vanilla

Time compression values could be returned to vanilla with a datasheet patch, applied after UBE in mod load order, I have doubts that the game can still handle the increased volume of data at the original TC values. but some machines may fare better than others. I believe this is written in General.xlsx/Settings
똑똑한 17 Jan @ 10:00pm 
Has there been further consideration of increasing time compression speeds back to vanilla values either natively or via dependency? I know this was discussed on reddit about a year ago.

If not, is this something that could be handled by a manual edit of the files on the user side?
Rex Vulpes 15 Jan @ 12:53pm 
Haven't run into the situation yet myself, but as far as I know the base game itself allows you to attack neutrals, since they're fair game alongside enemies.
THE RIDE NEVER ENDS 15 Jan @ 4:27am 
Oh and another thing, i know in vanilla you can sink neutral ships when protected by anglo warships but with all those added ships traveling, say i find some odd formation of some neutrals and 1 warship, does the mod make it fair game to attack neutrals too?