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Delacroix
Dec 7, 2010

:munch:

Alkydere posted:

I click the links in the launcher to unlock my stuff, it opens a web page. I log in and...nothing happens. Just "please wait" forever.

It's broken, the overlay is missing the usual club ubisoft tab. I had to visit the ubi website the regular way, login and unlock it from there.

uplay is never not broke, it was okay at the launch of 2070 then a few months later was so rubbish I stopped playing altogether. Turns out the uplay launcher I had installed was rejecting my details when it was working on the site and the new launcher after I uninstalled the old one. And the old uplay launcher patched just fine when I ran it so who loving knows how it works.

Delacroix fucked around with this message at 05:18 on Apr 13, 2019

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Paracausal
Sep 5, 2011

Oh yeah, baby. Frame your suffering as a masterpiece. Only one problem - no one's watching. It's boring, buddy, boring as death.

Alkydere posted:

I click the links in the launcher to unlock my stuff, it opens a web page. I log in and...nothing happens. Just "please wait" forever.

Yeah ubiclub is held together by spit and string. Don't have any adblockers or whatever, I used my phone.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Tried it again and got the rewards. Love that 2205 Emblem of the Jules Verne moonshot. You'd think they'd eventually figure out how to make a storefront that is more durable than tissue paper.

Anyways, love how the map editor actually has styles you can generate in. You can have a volcanic atoll where the islands are mainly in a ring around the edge, or an island chain which has them more or less in series.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
I have a real problem with builder games like this where I'll buy it, binge it for a weekend, then never look at it again.

So I really appreciate stuff like this where I can get that all out of the way without having to drop ridiculous amounts of money on it.

PancakeTransmission
May 27, 2007

You gotta improvise, Lisa: cloves, Tom Collins mix, frozen pie crust...


Plaster Town Cop

Alkydere posted:

I just love that the move tool is a thing. Makes it so much easier to just shove my lumber yards and tree plantations into the awkward corners of the map when I've expanded past the original harbor area when I'm just setting up an island. Sure it interrupts lumber production for a bit but I can always just go work on another island while the trees regrow.
I didn't even know there was a move "tool" - you can just click-drag the buildings with the normal cursor.

I wish the beta carried on (or at least the download does - takes a full night to download on 6Mbps) so I didn't feel like all I did was going to be over tomorrow.

Alkydere posted:

I click the links in the launcher to unlock my stuff, it opens a web page. I log in and...nothing happens. Just "please wait" forever.
I have that in Chrome (even if i turn off ABP and Ghostery) so I just load it in Edge.

Edit: I also really love the blueprint tool. Lets me plan out stuff a bit better even though that's the part I'm terrible at. And then you can use the "Upgrade" tool in the right-click menu to drag select a bunch of buildings/houses to actually build them.

PancakeTransmission fucked around with this message at 12:30 on Apr 13, 2019

SubNat
Nov 27, 2008

PancakeTransmission posted:

I wish the beta carried on (or at least the download does - takes a full night to download on 6Mbps) so I didn't feel like all I did was going to be over tomorrow.

When the release comes, try starting the full game download.
Stopping it, closing uPlay. Then copying over the files from the beta into the full game's folder.
Then start uPlay again and continue the full game installation.
(And/or possibly verify game files.)

This open Beta branch is likely extremely similar to the full release, just with a couple parts locked off in code, as opposed to excluded entirely. So it's possible that some of the archives for it don't change, and if uPlay can recognize the files already installed, you might be able to save a couple GB worth of downloading time.

Though I would also not be surprised if there are small changes to each of them, and you have to redownload the whole thing, but it doesn't hurt to try.

e: And yeah, honestly it would have been a good marketing move if they just let progress carry over. It's a pretty strange decision for something a few days from release.



e2: Quick question, is anyone else having quest objectives not getting highlighted/outlined? It's basically impossible to find stuff like wild animals because they're not outlined like they've been in the past.
And I'm pretty sure they were in the closed beta?

SubNat fucked around with this message at 13:43 on Apr 13, 2019

by.a.teammate
Jun 27, 2007
theres nothing wrong with the word panties
Anyone got an idea on how big the catchment area is for a warehouse? I don't seem to see any ring or anything that lets me know the range

boar guy
Jan 25, 2007

by.a.teammate posted:

Anyone got an idea on how big the catchment area is for a warehouse? I don't seem to see any ring or anything that lets me know the range

click on it and look for the color of the streets around it

by.a.teammate
Jun 27, 2007
theres nothing wrong with the word panties

boar guy posted:

click on it and look for the color of the streets around it

aha! that's cool, thanks!

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
The new system is a little weird, at least for market buildings. I have a house that is only 86% in range of the market so its functional but missing a occupant for upgrading. It does make it so that the network of your streets is actually important now though, since a good layout actually makes the buildings reach farther since it seems to be total road distance.

also trade unions are very cool, you can get items that do things like take steps out of a production chain and what not, lots of potential to have localized buffs like that available.

by.a.teammate
Jun 27, 2007
theres nothing wrong with the word panties
actually scratch that, the green roads turn up if I say select a clay mine or the marketplace but not when i select the warehouse. I thought it would then mean well if the clay mine has a green road when i select it it should be fine but then i get the warning no warehouse near, what am I doing wrong?

Omnicarus
Jan 16, 2006

Mazz posted:

The new system is a little weird, at least for market buildings. I have a house that is only 86% in range of the market so its functional but missing a occupant for upgrading. It does make it so that the network of your streets is actually important now though, since a good layout actually makes the buildings reach farther since it seems to be total road distance.

It's an awesome system in larger cities fwiw, it prevents the 1404 issue of a group of 2 or 3 houses being outside of overlapping service circles since they can take fractional services from multiple far away buildings

Delacroix
Dec 7, 2010

:munch:

SubNat posted:

When the release comes, try starting the full game download.
Stopping it, closing uPlay. Then copying over the files from the beta into the full game's folder.
Then start uPlay again and continue the full game installation.
(And/or possibly verify game files.)

This open Beta branch is likely extremely similar to the full release, just with a couple parts locked off in code, as opposed to excluded entirely. So it's possible that some of the archives for it don't change, and if uPlay can recognize the files already installed, you might be able to save a couple GB worth of downloading time.

Though I would also not be surprised if there are small changes to each of them, and you have to redownload the whole thing, but it doesn't hurt to try.

e: And yeah, honestly it would have been a good marketing move if they just let progress carry over. It's a pretty strange decision for something a few days from release.



e2: Quick question, is anyone else having quest objectives not getting highlighted/outlined? It's basically impossible to find stuff like wild animals because they're not outlined like they've been in the past.
And I'm pretty sure they were in the closed beta?

The reason they said your progress won't carry over is because the AI also have the rest of the civilisation levels disabled and they didn't want to risk any incompatibilities or saves breaking the game. That's also why the FAQ said to delete the open beta after you're done/the weekend is over. I played the bf1 open beta and it didn't save any bandwidth on my part.

Puzzle quest objectives on land have been outlined in gold when I hover over them, wild animals, farm animals or people are easier to distinguish when you mass demolish all the trees around your marketplace. Tiny items in the sea are a lot more finicky however, the game expects you to click on the arrow instead of the items. I miss slow motion and movement queuing and it confuses me why they're missing.

Mazz posted:

The new system is a little weird, at least for market buildings. I have a house that is only 86% in range of the market so its functional but missing a occupant for upgrading. It does make it so that the network of your streets is actually important now though, since a good layout actually makes the buildings reach farther since it seems to be total road distance.

also trade unions are very cool, you can get items that do things like take steps out of a production chain and what not, lots of potential to have localized buffs like that available.

The coverage has soft falloff, things like police and fire stations have much larger range than they did before, enough that placing your marketplace nearer to the harbour can cover fires or explosions. Using streets instead of dirt roads seems to increase the range of 'good' coverage for emergency buildings to a certain extent, for public buildings though you have to accept you still need to spread them around to cover edges or make do with any items you can find.

by.a.teammate posted:

actually scratch that, the green roads turn up if I say select a clay mine or the marketplace but not when i select the warehouse. I thought it would then mean well if the clay mine has a green road when i select it it should be fine but then i get the warning no warehouse near, what am I doing wrong?

Is the warehouse in full contact of the green road? Building chains buildings can send/pickup materials from each but the finished product has to go to a warehouse e.g a potato farm can have only a connection to a distillery (surplus materials have nowhere to go however) but the distillery must be linked to a warehouse.

SubNat
Nov 27, 2008

Mazz posted:

The new system is a little weird, at least for market buildings. I have a house that is only 86% in range of the market so its functional but missing a occupant for upgrading. It does make it so that the network of your streets is actually important now though, since a good layout actually makes the buildings reach farther since it seems to be total road distance.

also trade unions are very cool, you can get items that do things like take steps out of a production chain and what not, lots of potential to have localized buffs like that available.

The Trade Unions also extend to fertilities, unless they've changed that from the closed beta. Which massively changes how the fertility system in the game works.
On one hand, it means that a single large island could produce nearly everything in the old world, at the expense of a lot of money sunk into buying seeds and refreshing the 1-2 traders that offer them. (Seeds also had debuffs, so unless you got the best ones you'd also have a production penalty on them.)
It also means that a seed will only be able to run a couple farms, instead of giving you the ability to mass-produce it on the entire island.

That, alongside with what a different goon mentioned a bit upthread (There being no secondary currency/licenses, so everything costs money, and a lot of it. ) makes them extremely expensive to utilize though.

They're more micromanagey and significantly more expensive.
And I'm still not sure if I like that or not, vs Anno 2070's island wide production bonuses / fertilities.
Though on the flip side it seems like quests give out items and specialists pretty often though, which might make up for the loss of licenses, a bit.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
One thing, paved roads extend the range of buildings plus of course making deliveries faster.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
If I increase the number of houses or promote any houses my income goes up and down severely and chaotically. Why is this? I go from +1,000 to -1,000 in the space of a minute. It's driving me nuts and makes the game very confusing. Any help on this is much appreciated, you folks have been great.

w0o0o0o
Aug 26, 2007
bloop.

Mayveena posted:

If I increase the number of houses or promote any houses my income goes up and down severely and chaotically. Why is this? I go from +1,000 to -1,000 in the space of a minute. It's driving me nuts and makes the game very confusing. Any help on this is much appreciated, you folks have been great.

I was noticing that as well. I think necessities aren't instantly fulfilled and instead slowly trickle upwards, so new houses and newly upgraded houses start out at low happiness ratings regarding of city-wide supply and thus pay less tax while winding up.

boar guy
Jan 25, 2007

w0o0o0o posted:

I was noticing that as well. I think necessities aren't instantly fulfilled and instead slowly trickle upwards, so new houses and newly upgraded houses start out at low happiness ratings regarding of city-wide supply and thus pay less tax while winding up.

it's also that if you promote a bunch of farmers, say, without building new farmer residences, now a bunch of farmer-produced resources are going fallow

Nam Taf
Jun 25, 2005

I am Fat Man, hear me roar!

Uplay is offering the deluxe edition for AUD$105. With the 20% discount, that's $84.
GMG is offering it for AUD$84.

Besides earning the additional Ubucks for the purchase directly through Uplay (which I'd have to drop 100 points on), is there any difference between the two stores? I'm guessing GMG issue a key redeemed on Uplay.

SubNat
Nov 27, 2008

I was kind of curious about the different map types, so I ran a quick test.



One thing I was curious about, since the map types often put the pirate cove at a specific spot: If you disable pirates, they just get replaced by a different faction isle, like the prison.
Outside of that, it seems like the Archipelago is the smallest/densest map type, if you look at how large the islands are vs the total size of the map.

While Atoll or Island Arc are the largest ones.
Archipelago is the densest both in the distance between islands, and the fact that the empires start on basically neighbouring isles, while in a lot of the other maps they're more spread out.
I don't see a huge difference between corners and snowflake, outside of corners having slightly more open water in the centre, though that might be due to the seed.

Biplane
Jul 18, 2005

Mazz posted:

No I mean in 1404 (and maybe also 2070) you could the tree tool to plant trees manually in much higher density than normal, letting you use roughly half of the lumberyard area but maintain 100% productivity. I could squeeze multiple woodcutters or charcoal makers in very tight areas using this, almost as a filler along the island/mountain edges, making very condensed and neat production. No such option in 1800, the only trees are park tiles and they occupy the forest area, not improve it. Lunberyards always replanted naturally.

It’s a little thing and not that important, but I did really like it. Especially since 1800s lumberyards are part of a chain this time, have pretty large working areas and the pathway to connect them already eats up 5-6 of those tiles normally. I like to min/max all the available space on my islands generally, I just like playing like that.

I can;t believe I played 1404 for like 200 hours not thinking of this. My mind is blown

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Biplane posted:

I can;t believe I played 1404 for like 200 hours not thinking of this. My mind is blown

I think 2070 had the most absurdly compact wood layout


Then again, wood was a tier 3 crafting resource in that game.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
The problem with the fluctuating income seems to lie in the production chain. So whenever you add to or promote people, if your production chain isn't stable enough, your income is going to go down quickly.

Mayveena fucked around with this message at 22:00 on Apr 13, 2019

SubNat
Nov 27, 2008

What in the world is that link? It's just garbled text.

Also for anyone curious, the game has a preload available on uPlay already.
~39GB install size, so slightly larger than the open beta.
( 23.10GB download. )

SubNat fucked around with this message at 21:23 on Apr 13, 2019

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Wow, sorry about that. Try it again, it works now.

vandalism
Aug 4, 2003
I was hoping the beta would be able to go in my steam folder and then just be the game. Ah well. I think I'm gonna buy my wife this game too to play multiplayer. Is there some display that shows how many hog farms are required to efficiently run the sausage plant, for example? Or do I just need to figure ratios of resources and production by trial and error? Also, is there a way to get numbers for length of road to show up?

SubNat
Nov 27, 2008

vandalism posted:

Is there some display that shows how many hog farms are required to efficiently run the sausage plant, for example?

If you mouse over a building in the building toolbar, it'll say how long it takes to produce 1 unit of goods.
Like the lumber mill / forester each use 0:15 to make one, aka 4 units/min.
I think the Pig farm & Sausage farm each are 0:30 or so, and use/produce goods at an equal ratio.
It also says how many of them you already have on the island.

And it seems like the production lines generally just use 1 of each input good to make 1 output good? Making it less of a hassle to plan out. (Though I'm not entirely sure about that one.)

boar guy
Jan 25, 2007

SubNat posted:

And it seems like the production lines generally just use 1 of each input good to make 1 output good? Making it less of a hassle to plan out. (Though I'm not entirely sure about that one.)

nah. you can run two brick factories from one mine, for example

SubNat
Nov 27, 2008

boar guy posted:

nah. you can run two brick factories from one mine, for example

Yes, because the brick factories work at half the speed of a Clay one.
(Clay mine produces at 0:30 / 2/min, Brickmaker produces at 1:00 / 1/min.)

I was referring to if there were 'recipes' for building that use multiple of their input materials, like 2 coal, 1 iron for 1 steel for example.
I'm pretty sure that in this game they balanced the chains so that you don't get that, which is what I was referring to.
I guess I worded it kind of poorly.

skeleton warrior
Nov 12, 2016


SubNat posted:

Yes, because the brick factories work at half the speed of a Clay one.
(Clay mine produces at 0:30 / 2/min, Brickmaker produces at 1:00 / 1/min.)

I was referring to if there were 'recipes' for building that use multiple of their input materials, like 2 coal, 1 iron for 1 steel for example.
I'm pretty sure that in this game they balanced the chains so that you don't get that, which is what I was referring to.
I guess I worded it kind of poorly.

Worded that way, yeah, there are those as well. Bread takes 2 grain farms-> 1 mill-> 2 bakeries.

It’d be nice if I found a way to say how much total stuff my people wanted in food and goods, but I guess I’m back to watching the warehouse indicators

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
What's the correct production ratio for beer?

SubNat
Nov 27, 2008

skeleton warrior posted:

It’d be nice if I found a way to say how much total stuff my people wanted in food and goods, but I guess I’m back to watching the warehouse indicators

Yeah, Anno 2205's perfect, exact production/consumption stats were great to have.
It's always felt like they obfuscate stuff like how much the citizens consume, to make balancing production more poking in the dark.

But I wouldn't be surprised if the engineers unlock a statistics-building, or equivalent.

e:

NoNotTheMindProbe posted:

What's the correct production ratio for beer?

Brewery uses 1 hops, 1 wheat / min.
So 1 grain farm per brewery.
But hops make o.667
So 3 hops farms, 2 grain farms and 2 breweries should be optimal.

SubNat fucked around with this message at 23:58 on Apr 13, 2019

PancakeTransmission
May 27, 2007

You gotta improvise, Lisa: cloves, Tom Collins mix, frozen pie crust...


Plaster Town Cop

Mazz posted:

The new system is a little weird, at least for market buildings. I have a house that is only 86% in range of the market so its functional but missing a occupant for upgrading. It does make it so that the network of your streets is actually important now though, since a good layout actually makes the buildings reach farther since it seems to be total road distance.
Found a link on reddit - someone did a test of the road differences. Shame the paved road costs so much early on - but I think it's worth using on the main streets (and in industry areas).

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



vandalism posted:

I was hoping the beta would be able to go in my steam folder and then just be the game. Ah well. I think I'm gonna buy my wife this game too to play multiplayer. Is there some display that shows how many hog farms are required to efficiently run the sausage plant, for example? Or do I just need to figure ratios of resources and production by trial and error? Also, is there a way to get numbers for length of road to show up?

Mouse over the spinny wheel, or mouse over the icon for the building in a build menu, it will say how fast it produces something. So a potato farm and a schnapps distillery both take a minute to produce a product, meaning they're 1:1 ratio.

Meanwhile an iron mine produces ore at a 15 second interval, an iron smelter produces ingots at a 30 second interval. So one mine can provide for two smelters. And steel plants work at 45 second intervals. So one mine can provide for 3 steel plants. Or two with some leftover (likely for weapons).

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

SubNat posted:

What in the world is that link? It's just garbled text.

Also for anyone curious, the game has a preload available on uPlay already.
~39GB install size, so slightly larger than the open beta.
( 23.10GB download. )

The game is also available for pre-load on Steam if you've bought it there. Apparently the game will be releasing early for 'influences' with the media blackout being lifted on Monday for them to stream the full game. The rest of us plebs need to wait until Tuesday; at least this come out before the Easter long weekend so that'll be nice. Glad I've been spending so much time on the beta since now I'll know how to get a settlement off to a good start and plan ahead for expansion instead of farting around while I get the hang of things.

PancakeTransmission posted:

Found a link on reddit - someone did a test of the road differences. Shame the paved road costs so much early on - but I think it's worth using on the main streets (and in industry areas).


Upgrading your roads in your cities and major production hubs as early as possible should be a priority; it allows you to greatly expand the influence of any civic buildings in your cities and greatly speeds up the transportation of goods. You should also try to make every building as connected in as many directions as possible instead of just having them touch a piece of road, that way their influence can spread as far as possible in every direction.

Fewer civic buildings allows you to save on maintenance and cram that many more people in. In a recent demo the devs also showed off that placing a power plant not only greatly boots the production of any buildings within it's radius it also 'upgrades' the roads further and industries will replace the horse drawn carriages with some sort of steam driven truck instead. Speeding transport up even more.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Anyone know the release time on Tuesday?

Omnicarus
Jan 16, 2006

I think it's around 3600 UTC so like 7pm EST?

Nanpa
Apr 24, 2007
Nap Ghost
I'm downloading the beta now, is this a good Anno like 1404/2070 or a bad one? I never played the last one because it sounded terrible and over simplified

Jizz into Darkness
Oct 28, 2010

Mayveena posted:

Anyone know the release time on Tuesday?

Its not quite a worldwide simultaneous release, they released a map of the times:

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boar guy
Jan 25, 2007

Nanpa posted:

I'm downloading the beta now, is this a good Anno like 1404/2070 or a bad one? I never played the last one because it sounded terrible and over simplified

its good but then i liked the last two so maybe just see for yourself :D

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