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yeah there's pretty much always things to be doing to improve your city, even if its just hunting down pirate ships for loot. You have to be on the ball to compete against expert AIs. I understand why the game doesnt have active pause. But I also understand why people want it. Kuiperdolin posted:What really irks me is how bad the boat maneuverability is compared to the previous ones. Yes IRL boats can't turn on a dime but that's not an area where I want realism and their goofing around instead of going where I point is not realistic either. The broadsides and facings are what make the ship combat remotely interesting. Faster turning would eliminate that. And, I mean.. the ships can literally turn on a dime when they want or need to. You can set the boats to Hold Position stance if you dont want them wandering off.
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# ? Sep 20, 2019 20:38 |
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# ? Jun 8, 2024 06:23 |
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TheDeadlyShoe posted:You can set the boats to Hold Position stance if you dont want them wandering off. I think this is bugged though. I do this, and they still wander off, and I've seen a lot of reports saying the same on different sites.
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# ? Sep 20, 2019 21:39 |
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Are they escorting? Maybe that bones it.
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# ? Sep 20, 2019 23:17 |
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Yeah, I’ll be upfront that I play this game for building neat cities and parks, and while the layout/logistic things are interesting challenges, everything about ship combat and racing neighbors to islands frustrates me as distractions from how I want to play, and which instead force me to deal with bad systems. So now I play with the lowest AIs and with pirates turned off. It’s not a challenge, but I don’t want a challenge in being the first to unlock investors, I want the challenge of getting tens of thousands of investors onto Cape Trelawny and making it look nice.
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# ? Sep 21, 2019 06:06 |
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The Passage DLC will introduce airships, some new poo poo, and the coop mode, finally. Due in December.
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# ? Oct 6, 2019 20:12 |
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skeleton warrior posted:Yeah, I’ll be upfront that I play this game for building neat cities and parks, and while the layout/logistic things are interesting challenges, everything about ship combat and racing neighbors to islands frustrates me as distractions from how I want to play, and which instead force me to deal with bad systems. I just turn off ais entirely. Sweet silence.
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# ? Oct 7, 2019 03:05 |
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I would say leaving AI on is worthwhile because buying stock in their main islands is quietly the best source of income in the game. The AI get to ignore basically all elements of pop needs/wants so their main island will get up to investors eventually, but if you buy it out all that money comes to you.
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# ? Oct 7, 2019 06:02 |
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Hi folks, I wanted you to know I just made a City/Village building megathread here. Please leave comments in the the thread.
Mayveena fucked around with this message at 19:22 on Oct 23, 2019 |
# ? Oct 23, 2019 19:09 |
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Sometimes one would hear hushed discussion of a 4-well refinery, but none dared to imagine what we have found today. Ladies and gentlemen...BEHOLD THE SIX WELL REFINERY! ...let's be honest though: the sucker is gonna explode SO MUCH from the productivity that I'm going to have to make it into 2 or 3 refineries for my sanity. Also lost a boat in the funniest way: I transferred a dude that gave +600 HP from a ship that had less than 600 HP to spare. Took me a second to figure out why my frigate had suddenly imploded. Game made up for it a bit later by having a 2 star rescue mission give me the purple hypnotist doctor as well as both a +30% and +40% animal farm productivity. Why yes I'll take as many 170% productivity pig and sheep farms as I can get, thank you.
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# ? Oct 31, 2019 15:32 |
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Alkydere posted:Also lost a boat in the funniest way: I transferred a dude that gave +600 HP from a ship that had less than 600 HP to spare.
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# ? Oct 31, 2019 17:53 |
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Alkydere posted:...let's be honest though: the sucker is gonna explode SO MUCH from the productivity that I'm going to have to make it into 2 or 3 refineries for my sanity.
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# ? Oct 31, 2019 20:28 |
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wait firehouses stack lmao I guess i've been doing steel wrong.
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# ? Oct 31, 2019 22:00 |
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Any connected road means you can have multiple firehouses or police departments scattered amongst the industry and even if they start on fire the fires go out fast enough nothing ever burns down With proper use of commuter docks, electricity and the above for fires/riots you can break the old world over your knee production wise Everything in that shot operates at 250% before trade union bonuses Mazz fucked around with this message at 23:06 on Oct 31, 2019 |
# ? Oct 31, 2019 23:01 |
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oh you just mean they put out fires faster. I thought the explosion risk reduction stacked. Ah well
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# ? Oct 31, 2019 23:21 |
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TheDeadlyShoe posted:oh you just mean they put out fires faster. I thought the explosion risk reduction stacked. Ah well That probably does as well though I never really tried it
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# ? Oct 31, 2019 23:28 |
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TheDeadlyShoe posted:oh you just mean they put out fires faster. I thought the explosion risk reduction stacked. Ah well If you want to try it yourself just click on the building and hover over the ! and you'll see the risk go from high to low to just disappearing the more you add. The firehouse doesn't even have to have gone through the initial cooldown the bonus is instant. Edit: also just FYI it's a much smaller area than the firetrucks reach by road. Darkhold fucked around with this message at 18:39 on Nov 1, 2019 |
# ? Nov 1, 2019 18:37 |
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Darkhold posted:Sorry for the late reply. Yes the explosion risk decrease stacks per firehouse. Yeah I slapped 3 firehouses on my sixer and it hasn't gone off even once, so I'll take that as a victory for me being wrong.
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# ? Nov 2, 2019 00:28 |
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This is the best Anno game ever made. I finally caved and bought it a few weeks ago to play with some friends, and I ended up playing a ton of single player outside of that game. Beating it on the hardest difficulty settings possible was fun until the last few hours where it's already won but you just need to roll up on every single island. Which is kinda dumb, the AI players should resign or something. Unless someone wants to argue for 2070.
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# ? Nov 14, 2019 05:42 |
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i contemplated going back and playing anno 1404 but i simply cant deal with playing Ultra Field Island Tetris anymore, fuk.
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# ? Nov 14, 2019 05:47 |
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TheDeadlyShoe posted:i contemplated going back and playing anno 1404 but i simply cant deal with playing Ultra Field Island Tetris anymore, fuk. Worker balance alone is something I love even though I saw some people complaining about it. I like the 1 tile spam fields a ton in 1800. You can create cool looking things, but more importantly it lets you min-max without memorizing layouts and patterns. You just slam down a thin line to an edge, fill the edge, then place a farm right next to it, thin line to the new edge, fill, until you run out of space. Khorne fucked around with this message at 14:43 on Nov 24, 2019 |
# ? Nov 14, 2019 05:54 |
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The gold edition of this is on sale on the ubi store for $38 or similar. Well worth it. They also have a big anno pack that includes every game for $68. It's missing the season pass for 1800, which is $25 separate, so it's not quite worth it because most of the older Anno games aren't really worth playing. 1404/2070/2205/1800 are though.
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# ? Nov 24, 2019 04:56 |
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Anno The Passage DLCquote:The frozen north, a final frontier many felt it was their destiny to conquer, whether in the name of science, or for fame and riches. The “Northwest Passage” was a fabled sea route through the Arctic that promised to connect opposite sides of the Northern Hemisphere, conferring great wealth upon anyone brave enough to take an expedition deep into the ice.
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# ? Nov 28, 2019 05:22 |
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i actually really like how this DLC is designed, except it looks like its pure endgame expansion. And I never get to endgame in anno 1800 anyway. TheDeadlyShoe fucked around with this message at 05:41 on Nov 28, 2019 |
# ? Nov 28, 2019 05:35 |
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TheDeadlyShoe posted:i actually really like how this DLC is designed, except it looks like its pure endgame expansion. And I never get to endgame in anno 1800 anyway. yeah me too. 116 hours in game and i still have never seen a train
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# ? Nov 28, 2019 20:45 |
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boar guy posted:yeah me too. 116 hours in game and i still have never seen a train I've yet to finish a monument. Started one a couple times though. Damned things are expensive and if construction ever pauses you get the newspaper bitching and moaning about it. Edit: got up to the final stage and...I think I'm just gonna stop there and move on with my life and come back on the 10th with a new map. I do have to say that at least with Anno games I get a bit more comfortable with the complexity and logistic issues every single time I poke at them. I imagine I'll be more prepared next time. For reference, the final tier requires plant latex, light bulbs and filaments which is relatively easy. It was getting up to support another 1.5-2K Investors to unlock the stage that stymied me. Though me running out of wood veneer at 149/150 for stage four was both hilarious and annoying. Alkydere fucked around with this message at 06:14 on Nov 29, 2019 |
# ? Nov 28, 2019 21:31 |
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I really like the feel and aesthetic of the arctic areas and honestly playing with my wife in coop and sharing the workload of various islands sounds dope as hell.
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# ? Dec 3, 2019 12:23 |
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I routinely forget this game exists for like 2-3 months because it's not in my Steam library, excited for airships and new stuff
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# ? Dec 3, 2019 14:16 |
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Thankful to have bought it on Steam. Rumor has it that in April it becomes steam available again.
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# ? Dec 3, 2019 16:18 |
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who gives a poo poo. steam just launches the ubisoft launcher anyway so if you run it through steam there's just one more process to manually kill after you're done playing
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# ? Dec 3, 2019 17:06 |
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boar guy posted:who gives a poo poo. steam just launches the ubisoft launcher anyway so if you run it through steam there's just one more process to manually kill after you're done playing With the reboot of the Steam library it's easier to follow stuff there. I don't know if you can add Anno 1800 as a separate shortcut, maybe I'll try that.
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# ? Dec 3, 2019 17:31 |
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Vahakyla posted:I really like the feel and aesthetic of the arctic areas and honestly playing with my wife in coop and sharing the workload of various islands sounds dope as hell. Is MP coop finally in the live version or still testing only?
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# ? Dec 4, 2019 09:39 |
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Apparently the Arctic Biome and Coop both release on 10th.
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# ? Dec 4, 2019 13:02 |
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Great update, can't wait! https://www.anno-union.com/en/game-update-6/ Game Update 6 PUBLISHED 6. DECEMBER 2019 by BASTIAN THUN Game Update 6 adds support for our third and final Season Pass DLC, “The Passage”, for all Season Pass owners. “The Passage” will also be available as a stand-alone purchase from December 10 onwards. Game Update 6 also adds support for the “Holiday Pack”, a new DLC including 23 festive themed ornaments you can use to build your very own Christmas market in your cities. Please note that this is a new standalone DLC that is not part of the Anno 1800 Season Pass, or any of the game’s different editions. Co-op is here! In this new multiplayer mode, up to four players can team up to create the industrial empire of their dreams together, while competing against up to three other teams (for a total of 16 players/ four teams of up to four players). Would you like some statistics with that? Our new in-depth statistics feature gives you unprecedented insights into the workings of your empire, with dedicated tabs for productivity and consumption, current stock of all your goods, population growth and finances. We have decided to implement this functionality as part of the main game interface to make sure that it is available at any time. To access it, you can click on the finance and population buttons on the top menu bar; access the menu from any production building in the game, or via the CTRL+Q/ W/ E/ R shortcuts. It’s benchmark time! We have added new benchmark functionality to test how well your PC performs running Anno 1800. You can start the benchmark via drop down from the “Play” button in Uplay, with separate benchmarking for Direct X 11 and 12 available. You can find your benchmark results inside your documents folder ‘Documents\Anno 1800\benchmarks’. Happy Holidays: We have added a new festive billboard ornament to the game, allowing you to bring the spirit of the season to your cities. Manage your notifications. As we add more and more sessions to the game, we know that the number of notifications players receive can become overwhelming. To counter this, we have added several new filters to the game, which can be turned on/ off from the “Game” tab in the options menu. In addition, you will only be shown notifications about the arrival of a new specialist if you are in the same game session. Missed notifications will be shown to you the next time you travel to the respective session. Added multi-copy tool: You can now copy a farm including all its farm fields/modules by holding [Shift] while copying it. You can now also drag and drop the copy tool on the buildings you want to select when copying. More control over your DLCs: You can select to turn every gameplay-relevant DLC you own on or off during game setup, both for single- and multiplayer games. Please note that once the game has started, these settings cannot be reverted. Reworked the multiplayer lobby in support of the new co-op mode, and the DLC selection functionality. Faster session switching: We have added new shortcuts on the numpad to allow for seamless session switching. The num 1, num 2, num 3 and num 4 keys are used by default. As always, you can rebind them from the options menu. While released in a previous update, we want to raise the attention for our AMD upsampling feature in the Anno 1800’s video options. The upsampling feature, which works with AMD, Nvidia and Intel GPU’s, improves the sharpness of your picture significantly while still saving performance for older systems. Try it out for yourself! Reduced the frequency of AI interrupting in case of declined settlement requests. The AI used to ask the player if they could settle per session, and these had separate cooldown in case the request is declined. This has now been changed to a global cooldown, meaning the AI asks a lot less frequently. The duration of the “Ceasefire” diplomatic state has been increased from one to two hours to make diplomacy more meaningful. Accepting or declining ceasefire proposals will now also have a higher impact on reputation. The duration of the “Non-Aggression Pact” diplomatic state has been increased from three to five hours, for the same reason. Diplomacy memory messages ( e.g. “we should drink tea more often” – 2 reputation etc.) are now happening less frequently to reduce the number of notifications. The general probability of explosion incidents was reduced by 20% across the board. Changed the sorting of goods in warehouses to display regional goods for the session first. Improved the display of required population to unlock new Monument construction phases. Improved text display when losing a ship during an expedition. Removed the confirmation message when sending a ship to another session. Improved game stability during expedition events. Improved handling of fleet transfers between sessions. Prior to this fix, ships that traveled in a fleet would split up to travel to various harbors upon arrival in their destination session. Please note that individual ships travelling by themselves will still move to a random friendly harbor when arriving in any session besides the Old World (where they will always default to the first harbor built in the session). Improved detection of Warehouse connections for the construction AI. Previously observed issues could be triggered by the AI destroying bridges around their cities. Improved quality of audio when a ship would be destroyed. The volume is now better balanced, and the sound of a higher quality. Improved display of sails for a damaged Imperial Command Ship model. Improved audio for various buildings such as the Limestone Quarry. Previously the excavator element of the building was inaudible to the player. Improved the display of upgrade costs on blueprint buildings. Previously it was possible to see maintenance costs instead of the actual costs to place the building, which was unintended behavior. Improved audio for the Fountain Plaza and Fountain Square ornaments. Improved handling of defeated Pirates. Previously the pirates could get stuck in front of their harbor when returning after being previously defeated. Improved the display of various menu objects on 21:9 ultra-wide screens. General Bug Fixes Fixed an issue with the Expedition screen when a fully loaded ship needed to accept a reward. Fixed an issue with quest objects sometimes being invisible on “low” graphic settings. Fixed several crashes that could occur when loading a save game. Fixed several crashed that could randomly occur when starting a new map session. Fixed an issue with AI sending fleets of warships into sessions without giving them a concrete task, which could result in the ships idling near the session border. Fixed an issue with the sound for the Clipper ships being much louder than expected. Fixed an issue where the newspaper effect ‘Productivity’ of the ‘Propaganda – Anarchy’ article was not applied to factories that were built after the newspaper was published. Fixed a separate issue with the newspaper effect of the “Propaganda Anarchy” article only being applied in the currently active session. Fixed two remaining issues that could result in indestructible “ghost ships” as seen in previous patches. Fixed an issue with ships up for sale leaving the harbour. Fixed rioting mobs that would rarely burn down buildings. This was unintended and now they should react properly when multiple rioters appear. Fixed situations where special editions of the newspaper would have missing or low volume audio from the Editor. Graphical and UI Bug Fixes Fixed a visual issue with AI production buildings. Previously, the production buildings could appear inactive as in the background the storage was full. Fixed graphical issue with the military comparison statistic bars in the Diplomacy menu. Fixed the display of the top menu bar. Previously, players could quickly shuffle between islands which could result in the top menu bar not updating properly. Health bars of ships should no longer be visible through the fog of war. Fixed various HTML text issues that showed up in several areas of the game. Fixed the display of infotips in the Musical Pavilion submenus. Infotips should no longer incorrectly cover other menu parts. Fixed an UI issue in the ship object menu when ships would transfer between sessions. Previously a small placeholder icon would appear when a ship was in the state of session transfer. Fixed many, many player reported translations issues across all of our supported languages. Thank you so much for your help spotting these! Fixed a visual issue with damaged ships under fog of war. Previously some parts of the ship were not fogged correctly. Fixed a small visual issue with the shadows of lighthouses. Fixed the display of cannon fire during nighttime. Fixed a small visual issue with trees cut by the woodcutter. Fixed the display of the treaties menu if the player is in an alliance with another party from the beginning of the game. Previously, this could have resulted in the menu appearing empty. Fixed a visual issue for the “Sculpted Bear” ornament in the Botanical Garden. Previously the ground plate didn’t fit with the rest of the placeable modules and ornaments. Fixed a text issue that could appear when selecting a Hospital during an active incident. This could have rarely resulted in unwanted behavior such as missing strings or missing icons in the incident building object menu. Fixed the object menu display for Warehouse ruins. Previously the menu would appear incorrectly elongated while in a ruined state. Fixed display of infotips in the Visitor’s Harbor. Previously some infotips would display values with too many decimals. Fixed a text issue with infotips of goods displayed in the ship object menu for “Hiring fee” and “Purchase price”. Previously this would appear inconsistently in item infotips when checking in warehouses or ship inventories. Fixed the text on infotips of building pins displayed on top of the construction menu. Previously very little information was displayed in the infotip of an empty slot pin. Item Bug Fixes The “Water Dispenser” item is now usable in the Trade Union building instead of the Town Hall. Fixed several items that could unintentionally affect the power plant. Improved handling of items applicable to shipyards that could interrupt ship construction when applied. The previous issue would occur when any shipyard-type effect would be applied if a ship was already in progress. Fixed the effect for “Former Pyrphorian Whizz”. The redundant attractiveness modifier effect has been replaced with a decreased incident chance and decreased maintenance costs. Quest Bug Fixes Fixed “The Promise Trust” quest line of Margaret’s Hunt quest chain. Fixed handling of interactions in Sunken Treasures when reaching specific diving spots during the “Big Blue” mission. This might have caused Vasco to not react when approaching the diving spot. Fixed animals spawning under the terrain in “Hibernation” voluntary quest from Bente Jorgensen. We fixed the preconditions of some quests. You could previously receive quests to deliver a specific good that you could not yet produce. Fixed islands being renamed when gaining ownership of them as part of a quest chain.
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# ? Dec 6, 2019 15:19 |
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I'm most excited about the analytics.quote:Would you like some statistics with that? Our new in-depth statistics feature gives you unprecedented insights into the workings of your empire, with dedicated tabs for productivity and consumption, current stock of all your goods, population growth and finances. We have decided to implement this functionality as part of the main game interface to make sure that it is available at any time. To access it, you can click on the finance and population buttons on the top menu bar; access the menu from any production building in the game, or via the CTRL+Q/ W/ E/ R shortcuts. This should result in better planning and quicker discovery of shortages. I know a lot of you go to websites to track needed production chains but for me at least I'd rather have the real time stats and adjust accordingly.
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# ? Dec 6, 2019 15:26 |
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Couple days into a town hall focused game and not regretting it. Such a powerful and flexible building when compared to alot of the trade union options, and most especially when you bury a town hall in full nest of houses ringed with service buildings. Commuter piers are a goddamn sucker's bet after the first two that you get influence free.
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# ? Dec 6, 2019 16:20 |
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Haven't touched this game since a month or so after release, and kinda feel like picking it back up. Yall know if the DLC next week will integrate into an existing game or if I should wait until it's out?
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# ? Dec 6, 2019 17:58 |
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Eschatos posted:Haven't touched this game since a month or so after release, and kinda feel like picking it back up. Yall know if the DLC next week will integrate into an existing game or if I should wait until it's out? Khorne fucked around with this message at 18:20 on Dec 6, 2019 |
# ? Dec 6, 2019 18:00 |
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Haven't been able to play this since the update cause uPlay is a piece of trash that won't update, just hangs at 20%...
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# ? Dec 8, 2019 11:30 |
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edit: bad info
physeter fucked around with this message at 15:47 on Dec 11, 2019 |
# ? Dec 10, 2019 20:26 |
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# ? Jun 8, 2024 06:23 |
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I just watched the review of The Passage that german Gamestar did and their reviewer was really ecstatic. Saying that he would have also payed 20€ for it. Biggest things are the airships and the gas power plants that are fueled from the warehouse. So you don't need to lay train tracks all over your island. The base game is also free to play for a week starting tomorrow.
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# ? Dec 10, 2019 21:58 |