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I dont understand why you can't have a production versus consumption meter as well as a number of widgets meter or whatever as well. Oh well, is the information about the future stats building on an Anno blog or something?
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# ? Apr 23, 2019 20:34 |
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# ? Jun 6, 2024 13:20 |
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BadLlama posted:Oh well, is the information about the future stats building on an Anno blog or something? Did someone say Free Content? As you can see from the above, we do have some big plans to support Anno 1800 and to make sure it stays exciting and fresh for our Annoholics. To this end, we are also planning to deliver regular Game Updates that will be free for all players of Anno 1800. Those will not only include bug fixes and ongoing balancing, but will also include all-new game content- some of which is a direct result of your feedback here on the Anno Union. So let’s see what’s in store (Note: We can’t promise any dates when this content will hit, so the below order does not necessarily reflect how it will be released). Statistics Building One request we have seen from many of the more experienced Anno players that love to go all in on the min-maxing is to have more information about their production chains and their output available. To provide you this information, we will be introducing a new statistics building in the future. Co-Op Mode You asked for it, and we listened: Anno 1800 will receive a free co-op mode in a future update, allowing you to team up with your friends to take shared control of a single empire as it evolves throughout the industrial revolution Community Challenges We will be giving the Anno Community regular challenges that will require all of you to come together to reach a shared goal. Doing so will unlock new cosmetic customization options like company icons or even skins for all participants. Go Anno union! And that’s it for today! We know that you are all busy enjoying Anno 1800 as it currently stands, but we hope you enjoyed this first glimpse of what we have planned for you in the future. https://www.anno-union.com/en/a-glimpse-of-the-future/
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# ? Apr 23, 2019 20:39 |
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BadLlama posted:I dont understand why you can't have a production versus consumption meter as well as a number of widgets meter or whatever as well. Oh well, is the information about the future stats building on an Anno blog or something? Yeah, it feels a lot like they recoiled from having it in 2205. But it's so strange. Having better oversight of production, and a general view of production vs consumption is incredibly useful. But they threw that out with the bathwater when they redesigned things for this game. It's probably my largest peeve of the non 2205 Annos. Important info like consumption just seems intentionally obscured to make the game harder. People in the thread having no idea how many people are going to be satisfied by a new type of building is an excellent example. C'mon game, just tell me that the Engineers on this island are using 1.4 tons/min of spectacles, or something. Yes, the Statistics building will probably fix it, at the expense of having 1 of them per island, with them chugging down maintenance. But even then you'll have to drop into another layer of UI just to get info you should be able to get from mousing over a resource.
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# ? Apr 23, 2019 22:42 |
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I am finding the mid-game really loving frustrating. In addition to hiding all of the number from you, the game apparently has decided that micro-managing your fleets is 'fun' and the player having fleets with good AI is 'not fun'. So if I leave my fleets in a place between the enemy base and my islands, invariably A) a couple pirate ships swing through and gently caress up my trade routes, and my fleet doesn't care; or B) my fleet decides to follow the pirates to the ends of the earth, or more specifically, right into the goddamned middle of the pirate base where they get destroyed. Add in to this that I don't get "your ship is under attack!" notices until they've sailed into the goddamned middle of the pirate base, and I can't actually leave my ships unattended for a minute. I also end up at war on both maps, because the AI demands 3x the money I actually have in the bank to make a cease fire. So I have to jump between both maps constantly to check fleets and stop them from being complete idiots while the pirates drag them around. And while I'm bouncing between both maps I'm also supposed to be expanding my economy, and also I'm supposed to be checking every warehouse on every island to double-check that I'm making enough of everything so I don't have a complete economy collapse when I run out of work clothes and now can't make work clothes because all of my workers fled for lack of work clothes. I could deal with this poo poo if I could actually pause every once in a while and check on things, but apparently looking at things while paused is cheating, and the game won't let me look at buildings or jump to fleet locations. I'm also incredibly frustrated that I keep hearing about people talking about entire systems that the game has done gently caress-all to explain or show. Someone mentioned loans? I have no idea how to get those. You guys just talked about influence, but I have never once noticed spending it or seen any way to spend it. I open up the zoo and the museum and see that some entries are part of a theme, but not all of them, and there's no explanation for what that does or means or how you get it. Arrrrrrrrgh. It's all the more frustrating that for all I'm frustrated I'm still going to keep playing because it's still so good.
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# ? Apr 23, 2019 22:43 |
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Oh yeah I have the same problem with my fleets. They chase after pirates like a puppy and get themselves killed or massively out of position. I just pay for cease fires now because it's not worth trying to manage the tedious process of containing the pirates until I get enough SOTL to just sail in and nuke the base instantly.
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# ? Apr 23, 2019 22:52 |
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Fleet AI is impressively bad. I am not even sure how my fleet paths certain things. Last night one of my fleets just started spinning in circles Admiral Beatty style while trying to get in range of a gun emplacement
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# ? Apr 23, 2019 22:57 |
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skeleton warrior posted:I am finding the mid-game really loving frustrating. In today's round of why the gently caress isn't this more obvious, there is a stance button hidden on the ship portrait. It's the circle overlapping the portrait. Unfortunately even the most passive stance (the anchor) still has them make some dumb choices, but it heavily restricts where they'll chase stuff off to though.
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# ? Apr 23, 2019 22:58 |
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Mazz posted:In today's round of why the gently caress isn't this more obvious, there is a stance button hidden on the ship portrait. It's the circle overlapping the portrait. I haven't really noticed a difference between the stances, I've still had ships on escort run halfway across the map after pirates while on passive.
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# ? Apr 23, 2019 23:19 |
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In other, less venting-at-the-stupid-AI-and-unexplained-interface discussion, here's some of what I've figured out so far: * Shortly after you get workers, Archie starts selling iron beams. He also sells wood, so he's a one stop-new colony shop once you've moved to workers. * Some quick math estimates show that most field-grown crops give out roughly the same amount of materials-per-person-satisfied. But grain gets used in two different chains, so you end up with roughly twice as much grain usage as any other field crops. In general, I find that I make one island just entirely my grain production center because of that. * You can ship oil with an oil tanker, but you can't build an oil tanker without a steam shipyard which requires electricity. If your central hub city isn't on an island with oil, you'll have to build commuter docks to get a power plant up on that island with a steam shipyard. Also, your steam shipyard will have to be on that island to start with. * You will need to rail oil from fields to a shoreline, and then from that shoreline to your city and your industry. Having your heavy industry right by that shoreline saves you time and resources. * Warehouses are cheap. Don't try to maximize the number of things going to the same warehouse, it'll just get all backed up. edit: and thanks, Mazz, I'll give that a try and see if it makes my life better. skeleton warrior fucked around with this message at 00:10 on Apr 24, 2019 |
# ? Apr 23, 2019 23:55 |
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Oh god this game is so overwhelming but I can't stop playing it. It's so time consuming trying to make pretty cities but balancing their ever encompassing need for more sausages. You have enough! Please!
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# ? Apr 24, 2019 01:44 |
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Omnicarus posted:Fleet AI is impressively bad. I am not even sure how my fleet paths certain things. Last night one of my fleets just started spinning in circles Admiral Beatty style while trying to get in range of a gun emplacement The irritation is double because the Pirate AI is actually very good at what you want the pirates to do: harass and interdict. The moment you get within range they skedaddle and are a pain in the rear end to catch unless you have the wind advantage or are between them and their home port. Edit: Blake...I just...wanted to buy the damned ship? He remains King of Oversharing. Also, saw a loading screen hint that I don't think anyone else mentioned: You can hold shift when building farm plots to over-size a farm. Alkydere fucked around with this message at 11:26 on Apr 24, 2019 |
# ? Apr 24, 2019 06:53 |
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Alkydere posted:Also, saw a loading screen hint that I don't think anyone else mentioned: You can hold shift when building farm plots to over-size a farm. What is the benefit to doing that, I know you come of do it in previous games too but why?
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# ? Apr 24, 2019 14:29 |
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Thom12255 posted:What is the benefit to doing that, I know you come of do it in previous games too but why? So it can look prettier ofc!
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# ? Apr 24, 2019 15:14 |
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A question has come up on whether or not the game calculates needs using housing vs people. Any validity to the game using housing?
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# ? Apr 24, 2019 15:24 |
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Mayveena posted:A question has come up on whether or not the game calculates needs using housing vs people. Any validity to the game using housing? Housing is more important because housing dictates your total population needs. If you just go off current population you'll always be guessing because once you add fur coats or school or any basic need for a house, you get more people from the same number of houses you have right now. Once all needs are met then the house has full population and can be upgraded/ignored. This includes services, a farmer house only 85% in range of a market will likely be missing 1-2 people and can't be upgraded, because you ...need to fully meet each need. Happiness/luxury items don't factor into population, they just dictate happiness and coins generated, that's why they are seperate. I always count houses, then multiply by 10/20/30/etc for the pop tier, and that's the number of people you will have to support. I.E. if I have 100 Artisan houses it doesn't matter if I only have 1800 people from meeting the few needs I currently have, eventually when I meet all of them 100 artisan houses is 3000 artisans. That amount per house number never varies outside of using town hall items like the women's suffrage books (which own). Even if your services don't all cover every house 100% and you end up with 2950 out of 3000 artisans, you'll still have planned for 3000 and won't have any resource shortfalls. The extra pops from the expansion influence rewards don't have houses and therefore don't have needs. Mazz fucked around with this message at 15:52 on Apr 24, 2019 |
# ? Apr 24, 2019 15:31 |
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Mayveena posted:A question has come up on whether or not the game calculates needs using housing vs people. Any validity to the game using housing? Looks like the needs are calculated from people, not housing.
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# ? Apr 24, 2019 15:50 |
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Wipfmetz posted:I am pretty sure that I've overstreched my supply of worker clothes once by building a school, thereby increasing the worker population cap without increasing my house count (much). Every need is displayed here, and mousing over each of them displays what they provide. An artisan house always gives 30 people, it just doesn't give 30 people until you meet all of the needs. If you know the number of houses you have, you will never overshadow your needs, because housing tells you exactly how many people you'll ever have to support. Going off population to determine needs is a fool's errand because housing is a much simpler number to track, especially if you build in organized blocks so you can count them fast. Mazz fucked around with this message at 16:05 on Apr 24, 2019 |
# ? Apr 24, 2019 15:56 |
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Yeah every pop consumes a certain amount of tonnage of a good every second, but like Mazz said it's easier to just base your calculations on the houses so you will always fully meet the total demand.
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# ? Apr 24, 2019 15:56 |
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It's not a proper game of Anno if your warehouses everywhere aren't overflowing with goods and your chains grind to a halt from everything being full while you obsess over getting this one detail of the city just a bit prettier imo.
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# ? Apr 24, 2019 15:59 |
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Is it just me or the moment you decide to not put a firehouse down because "It'll probably be fine" the whole block goes up in flames?
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# ? Apr 24, 2019 16:05 |
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The tooltip at the top of the page shows population. How is counting houses easier?
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# ? Apr 24, 2019 18:22 |
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Has anyone else noticed about 5-10% of the time you place a mine the game will crash?
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# ? Apr 24, 2019 18:22 |
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Mayveena posted:The tooltip at the top of the page shows population. How is counting houses easier? because needs as they are tied to houses won't change but population in them will as commodity quantities fluctuate Thom12255 posted:Has anyone else noticed about 5-10% of the time you place a mine the game will crash? no
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# ? Apr 24, 2019 18:25 |
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Thom12255 posted:Has anyone else noticed about 5-10% of the time you place a mine the game will crash? No. Are you on Dx12 or Dx11? I get occasional crashes in dx12 mode, but dx11 has no issues for me. Also there's a patch hitting tomorrow with bugfixing and crash fixes, so that might fix it for you.
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# ? Apr 24, 2019 18:47 |
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I mostly just want them to fix all the broken quests.
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# ? Apr 24, 2019 19:10 |
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I'm suffering a very annoying and repeated bug where the game is claiming I have a significant number more farmhouses on the island than I do. Right now it claims I have 120; I counted, there's 106, and the population counter agrees. This is seriously screwing with me.
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# ? Apr 24, 2019 19:43 |
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Redeye Flight posted:I'm suffering a very annoying and repeated bug where the game is claiming I have a significant number more farmhouses on the island than I do. Right now it claims I have 120; I counted, there's 106, and the population counter agrees. Where are you seeing the number of houses listed? I didn't think that information was even accessible in the UI
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# ? Apr 24, 2019 20:05 |
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Gadzuko posted:Where are you seeing the number of houses listed? I didn't think that information was even accessible in the UI Hover over the building in your construction bar and there'll be a line that says "Number on island: #". This does not count blueprinted buildings, just actually built ones. So I don't know where the hell it's getting these 14 ghost farmhouses. I have more worker houses and artisan buildings than that so I don't THINK it's counting those as well by accident.
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# ? Apr 24, 2019 20:18 |
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Redeye Flight posted:Hover over the building in your construction bar and there'll be a line that says "Number on island: #". This does not count blueprinted buildings, just actually built ones. It does occasionally count blueprints and can bug out, especially loading a save. It will double count the blueprints once you build them. Build all the houses, then save and load. It can do it for other blueprint buildings too so be careful to double check your production chains if you blueprint out stuff. Mazz fucked around with this message at 21:25 on Apr 24, 2019 |
# ? Apr 24, 2019 21:21 |
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Mayveena posted:The tooltip at the top of the page shows population. How is counting houses easier? That tooltip only shows the current population in terms of the needs you've filled. If you just got to artisan, those houses only have like 21/30 people in them. As you add canned goods and fur coats and the university, fulfilling those needs makes the other 9 show up for every house. Each of those new people needs the same goods too. Trying to base your production off your current population is a gigantic waste of time because that number changes constantly for what you have and have not provided to the people. Houses on the other hand is a static, round number. If you have 100 artisan houses at 30 artisans each, you plan to provide for 3000 artisans. Do what that takes, and you'll be perfectly fine till you change the number of houses again. I kept suggesting building houses in round numbers so this is easier to do. It's not an optimization thing, it's a help-you-be-lazy thing. If you build 10 blocks of 10 houses, you have 100 houses. Thats 1000 farmers or 2000 workers or 3000 artisans, etc. It's very easy to see at a glance and makes everything else easier to manage. q =/= e so enjoy this double post Mazz fucked around with this message at 22:06 on Apr 24, 2019 |
# ? Apr 24, 2019 21:24 |
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Man, disabling pirates is such an amazing stress reduction in this game.
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# ? Apr 25, 2019 02:12 |
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Game is good but can't help to feel like it will be better with some DLC and balance passes, some stuff just doesn't feel great right now. Might get 1404 going instead and get some of the missing achievements and stuff done, but man am I going to miss 1 tile fields.
Mazz fucked around with this message at 13:35 on Apr 25, 2019 |
# ? Apr 25, 2019 11:46 |
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Game needs mass copy and paste so I can copy and paste whole production chains and house layouts and parks. That would be a great addition.
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# ? Apr 25, 2019 12:03 |
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Me when I saw the fourth tier of buildings: Not exactly a smooth incremental increase.
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# ? Apr 25, 2019 14:49 |
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WithoutTheFezOn posted:Me when I saw the fourth tier of buildings: That's the point of every game where it stops to feel fun tbh.
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# ? Apr 25, 2019 14:56 |
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At least Tier IV gives you commuter piers and lovely, janky electricity to supercharge your production. Tier 3 is the one that kills me - setting up long production chains across multiple islands that have a fuckton of job requirements and cover a small amount of the population without the ability to share jobs or have ships that can reliably move on a trade route if the wind goes against you.
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# ? Apr 25, 2019 15:08 |
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Thom12255 posted:That's the point of every game where it stops to feel fun tbh. The transition from artisan to engineer is where my interest seems to die every time. I think for me it’s a combination of the new/old world transition being really lovely to deal with (it’s seriously like minimum 5 minutes map to map) and that electricity kind of demands a ton of effort and pre-planning. If I could blueprint it out from the start I wouldn’t mind but I tend to use space well only to hit a wall right around there. I was playing the campaign map to get the expert achievement out of the way so I’m gonna try to find a good seed now and plan for it all better, see if that helps. I’m gonna try offloading all my artisans and up to a new planned out economy basically once I get commuters. If that doesn’t pan out I’m probably shelving the game as mentioned till they add/address stuff and I’ll play 1404 or 2070 to get my fix. Mazz fucked around with this message at 15:19 on Apr 25, 2019 |
# ? Apr 25, 2019 15:09 |
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Mazz posted:
Wait, you have to wait 5 minutes for the map change to happen? I thought mine was bad at a few seconds of hanging before it loads it all in, or do you mean the time it takes for the ships to travel?. I'd be fine with no multi-session gameplay tbh, everything on one map might look silly but it's better gameplay. And the DLC's are adding 2 more of these sessions lol. Someone on reddit found a pretty nice seed - https://www.reddit.com/r/anno/comments/bh435e/best_map_so_far_seed_8882/ Thom12255 fucked around with this message at 15:21 on Apr 25, 2019 |
# ? Apr 25, 2019 15:19 |
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Thom12255 posted:Wait, you have to wait 5 minutes for the map change to happen? I thought mine was bad at a few seconds of hanging before it loads it all in. No mine is mostly instant too but yeah the boat travel is like 5 minutes minimum, I feel like if you don’t massively overproduce rum and sowing machines for both populations trying to balance them over that like 9 minute journey loving blows. I’m going to try and offset it with a better map layout but it bothers me more than it should. I would totally take a single map mode as well, I don’t need 15 islands per map as it is.
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# ? Apr 25, 2019 15:21 |
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# ? Jun 6, 2024 13:20 |
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Mazz posted:No mine is mostly instant too but yeah the boat travel is like 5 minutes minimum, I feel like if you don’t massively overproduce rum and sowing machines for both populations trying to balance them over that like 9 minute journey loving blows. I’m going to try and offset it with a better map layout but it bothers me more than it should. Overproducing rum and sewing machines and beer and having multiple ships assigned makes the world transition a non issue. Who cares if it takes 5 minutes if the warehouse has at least 100 units at all times... Overproducing sewing machines is easy, beer is easy, rum, coffee, chocolate, cigars, rubber and hats though - gently caress new world and the tiny islands lack and fertility being wonky and needing to ship things all over the new world to make it all work right. Oil is just horrible too - the capacity of a ship vs the consumption is just insufficient. You need multiple ships for each oil route to make it viable.
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# ? Apr 25, 2019 15:28 |