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boar guy
Jan 25, 2007

You can still play a max difficulty game with 1 star AI's, also, if you set the difficulty higher on the other stuff

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Thom12255
Feb 23, 2013
WHERE THE FUCK IS MY MONEY
I need one or two AI players just to keep the world feeling alive but I never play above the 1 star AI.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

Oxyclean posted:

I don't think that's the case, unless you mean the AI booting you off the island entirely. Berl has taken full shares in my islands a few times from assaults because I had nothing more then a harbor.

I think the way it works is the more harbor buildings you have, the more that need to be destroyed to surrender the island. Berl's main island has like 3 different shore areas each with 4 canons. Taking out the main one with the harbor wasn't enough to take the island.

Let me elaborate: I think Qubee was referring to AIs attacking a shore that's undefended to infiltrate an island, on an island that has another shore that IS defended. Your second paragraph is correct, and it applies to your islands as well near as I can tell. Basically just "You don't need to drop a defense cannon on every empty beach you have".

physeter
Jan 24, 2006

high five, more dead than alive
Ehh, I like the AIs. More quests means more money, and I like when they go to war and I scavenge their poo poo. Hugo Mercier is an amazingly well written/voiced character, and the items he sells are both unique and interesting. And the pirate ships are the best in their respective classes, Extravaganza Steamer!

Also I noticed that no AI will settle in the Arctic so long as you do not clear the camp on the main island as part of the quest. You can settle every island and take as long as you need, just don't clear the camp.

Archduke Frantz Fanon
Sep 7, 2004

Gasparovs nice to have around. He’s not hard to keep happy and he has a lot of super easy picture quests.

Alonso once gave me a quest to attack a ship and then declared war on me as the reward. It was the first quest he gave me after i met him.

Qubee
May 31, 2013




I upgraded to Artisans to see what that tier is like, it doesn't seem too bad? The cannery versus artisan kitchen ratios are a bit messed up, and I couldn't see what the sewing machines require. But I'm not going to be so hesitant to move up in tiers anymore. I spent way too many hours on farmers / workers. Safe to say I restarted on a new map with less annoying AI (2 easy 1 medium) and I'm hoping this game will be more enjoyable. The islands aren't as nice though even though I put them on large.

boar guy
Jan 25, 2007

Qubee posted:

I upgraded to Artisans to see what that tier is like, it doesn't seem too bad? The cannery versus artisan kitchen ratios are a bit messed up, and I couldn't see what the sewing machines require. But I'm not going to be so hesitant to move up in tiers anymore. I spent way too many hours on farmers / workers. Safe to say I restarted on a new map with less annoying AI (2 easy 1 medium) and I'm hoping this game will be more enjoyable. The islands aren't as nice though even though I put them on large.

there's a fine line also between hesitating and rushing that you will see as you move up. i've got like 150 hours in the game and i just started producing spectacles for the first time ever. i just accept that restarting is a large part of the experience so it doesn't bother me

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.



Qubee posted:

I upgraded to Artisans to see what that tier is like, it doesn't seem too bad? The cannery versus artisan kitchen ratios are a bit messed up, and I couldn't see what the sewing machines require. But I'm not going to be so hesitant to move up in tiers anymore. I spent way too many hours on farmers / workers. Safe to say I restarted on a new map with less annoying AI (2 easy 1 medium) and I'm hoping this game will be more enjoyable. The islands aren't as nice though even though I put them on large.

Sewing Machines are so laughably easy to make (iron ingots and wood basically) that I often produce them before canned food because that requires farms that are often on a different island, which requires setting up a trade route and often building a fresh ship. As compared to "Well I have enough artisans to unlock sewing machines already after getting my window factories up and running, might as well slap down a factory for those to make to get my first pop/cash boost".

TheDeadlyShoe
Feb 14, 2014

for me, the Mediums arn't hard enough when im trying to be good at the game but the Hards are too bullshit. You have to aggressively prune them lest they get ridiculous deathballs.

I also find that when tryharding the game ends at Artisans. Ship of the line spam is enough to overrun any island, and you'll never make up the cost difference in achieving battlecruisers over just more SOTL.

Crappers
Jun 16, 2012
Have been playing a very successful game these last few days. Actually paying more attention to my population and when to expand and when not to expand. Never had any issues with AI's in previous games but ol Wibbly just started a war with Beryl, who seems to have ships loving everywhere and I'm now I'm worried for my current play through. No AI's next time for sure.

Polikarpov
Jun 1, 2013

Keep it between the buoys
One thing I found out in my last game was that if you have the cash to re-roll Old Nate a lot he sells a white flag you can equip on ships that makes them unable to be attacked by anything. I had gotten a legendary version of this flag off an expedition earlier that lowered my trade costs by something like 60% in addition.

This is incredibly good on trade ships. I've started equipping mine with the white flag and the Three-Turn screw propeller as standard.

He also sells steel armor for your warships and you'll see tons of gold salvage maps pop up while doing this too.

Its also worth maximizing your gold ingot production long before you need it for executives because Old Nate pays a humongous amount for it.

physeter
Jan 24, 2006

high five, more dead than alive
Don't sell flamethrowers, because they are the best way to burn down turrets and enemy piers. Like way, way better than cannons. Sometimes you can buy Porphyrrian warhips off the pirates that use flamethrowers by default.

BadLlama
Jan 13, 2006

Do the flame attacks set buildings on fire? I thought it was just sailing ships.

Yoda
Dec 11, 2003

A Jedi I am

quote:

Game Update 8 will release Tuesday, June 2 at 6pm CEST/ 12pm EST/ 9am PST.

The download will roughly be 1.8GB.


Game Update 8 adds support for our second Season 2 DLC, “Bright Harvest”, for all Season 2 Pass owners. “Bright Harvest” will also be available as a stand-alone purchase from June 2 onwards.

Added an Item Overview system within the statistics screen. With this much requested feature, we are giving you an easy to use overview of all your current items, and where they currently are being used or stored. This includes extensive filtering options by their effect or what buildings they can be socketed into, as well as text search (which has also been added to the Trading Post and expedition preparation menu). Finally, you can also use the item overview to search for any missing items, and information on how to obtain them!


You can now only use the items overview to track all your owned items, but to learn where you can find any missing ones
Trading Posts and Warehouses are receiving an additional upgrade tier which gives them more loading ramps and storage space. Old World buildings can be upgraded to level four now (previously three), and their New World counterparts to level three (previously only two).

Rumor has it that a long-missing ship is about to make its return, and that the Ubisoft Club Challenge for the Great Eastern is now obtainable…

We have made some changes to speed up the setup of trade routes. You no longer need to press “Accept” after selecting a new good, and by default 50t will be loaded at once (you can manually decrease the number afterwards).

Electricity poles are now optional and can be turned off in the game settings.

We have added the functionality to change the “skin” (aka the textures) on ships and trains (in the Oil Harbor) via a button in their object menu. While the functionality is supported for all ships, only your Command Ship and the train currently have skins (from the Imperial Pack). Buyers of the “Bright Harvest” DLC can in addition unlock new skins for the Battlecruiser and Collier as new Ubisoft Club Rewards. Finally, please note that the new skin on the train will only show once it has been to the Oil Harbor. Wait- please don’t tell me you didn’t know that trains always get painted inside oil harbors?

We have fixed an issue that could lead to the game’s soundtrack being repetitive, so enjoy a wider selection of songs during your industrial adventures.


Changes to map generation

We have made some changes to the way maps are generated. As a result, all maps should now always have at least one of every available fertility, and the ratio between copper and zinc should also be improved. As a downside, this means that old map seed numbers are changing, so enjoy hunting for the god seeds anew!

Changes to newspaper productivity buff

Going forward, the productivity buff provided by the newspaper will no longer multiply the buffs provided by other effects and will instead be added to them. This unification of the way buffs are calculated also means that info tips listing all the applied productivity buffs will be easier to understand.

Here is an example to make things clearer

Game Update 7.3

(100% + electricity boost + item boost + other boosts) * newspaper boost

From Game Update 8 onwards

100% + electricity boost + item boost + other boosts + newspaper boost

Balance changes to specialists

Marie-Antoine, Pattisier Royale: Removed a deprecated effect and replaced it with a +50% productivity buff.

Chronometrist Chiara: Removed a deprecated effect with no replacement (since she already has two effects like other Epic specialists).


The multi-copy tool can now also be used to copy railway tracks.

Improved animations in the “Additional Content” menu.

Improved the behavior of the “Mortar” and “Torpedo” items, in line with other items.

Improved behavior of escort ships on trade routes to appear smoother.

Placing the Palace blueprint will no longer trigger its music, saving that for the construction of the actual building.

Adjusted the frequency of the voice over played when a group of ships arrives in a session to not spam the user.

Polished the art on the Steam Shipyard.


General

Fixed a stability issue which could occur when changing any game setting that required restarting the game on Windows 7 and Window 8.1.

Fixed an issue where two instances of the game could be running simultaneously.

Policy effects from Local Departments will no longer multiply due to gaining or losing an influence level.

Fixed an issue that could prevent the Trade Ship influence speed buff from being properly applied to Airships.

Fixed an issue with the Shipyard showing insufficient workforce even when no ship was being built.

“Active Sonar” items will now properly drop if a Salvager ship is destroyed.

Fixed an issue with moving Trading Post menus while the player was scrolling through an AI’s offerings.

Players will no longer be able to build Local Departments in the New World.

Rapidly clicking on a treasure map item will no longer allow you to use it several times. Your mouse button will thank us for this one!

Fixed a potential performance issue when using the upgrade tool under certain conditions.

Fixed a potential diplomacy exploit where players could quickly farm reputation with certain other NPCs due to their reactions when pursuing an alliance with Bente Jorgensen.

Fixed an issue with groups of ships breaking formation while on the world map and arriving separately in their destination session. Groups should now arrive in the new session together.

Fixed an issue with AI characters potentially just using a single name for all their islands.

Speaking of names: Crown Falls will no longer occasionally change its name to a random one in the “Sunken Treasures” DLC. #CrownFalls4ever

The text in the custom difficulty screen during setup will no longer flicker, no matter how often you wildly click on it.

Fixed an issue in the diplomacy menu where the possible diplomatic actions were wrong if you switch the point of view to an AI’s point of view.

The +250 per set bonus will now be properly considered when calculating unlock conditions in the “Seat of Power” DLC.

Pausing and unpausing the heaters in the Arctic will no longer mistakenly play Farmer voices. Stay in your lane, friends!

The intro music for a character will no longer play when hovering over their island while still covered by the fog of war.

Chartered ships will now automatically be repaired by an owned Repair Crane.

Incoming voices will no longer be muted by minimizing the game.

Graphics and User Interface

Fixed a graphical issue with disappearing turrets on Battlecruisers and Monitors after switching sessions.

Players should now be able to properly pause trade routes via the menu even if they are not in the same session.

The background art of the button for session switching will no longer disappear under DirectX 12.

Fixed some smaller UI issues that could occur when offering trade or bribes during expeditions.

Fixed a glitch with electricity poles that could occur when deleting the adjacent street.

Fixed a minor display issue with the ornament object menu.

Fixed a potential issue with the newspapers title not being displayed while editing.

Fixed an issue with the ship object menu after making a decision during an expedition.

Fixed an issue with the wind direction indicator appearing in postcard view of a ship.

The New World Repair Crane’s lanterns will now save some oil by not constantly being on in bright day light.

Fixed an issue where the support pillars of Stone Bridges could appear to be too short under certain circumstances.

You can no longer leave a blank company name or delete it during game setup.

UI elements in the object menu of a ruined building will no longer overlap.

Airships will no longer be accidentally called modules in the influence overview menu.

Adjusted the visibility of the sickness icon in object menus.

The carpet on the Public Mooring will no longer float on the lowest graphics settings.

Fixed an issue with the Quest Tracker, where having too many quests could result in the bottom one appearing cut off.

The last row of the item preview in cultural buildings will no longer appear cut off.

Fixed the info tip display of blocked segments in the Oil Harbor object menu.

Made the icon of the coffee production chain consistent across different menus and scenarios.

Fixed a graphical issues with emergency buildings not being properly highlighted while placing an administration building like a Town Hall or Trade Union nearby.

Multiplayer

Fixed a potential issue with an infinite loading screen after a readied player was kicked from the lobby and invited again.

Chat notifications will no longer reappear after loading a save game.

Fixed an issue where the newspaper screen for one player could appear empty if another had finished a photo quest.

Fixed an issue that could cause voice chat to not be functional anymore until the player would manually switch voice channels.

Fixed an issue that could lead to the multiplayer lobby UI becoming transparent when loading a game.

Fixed several issues with the chat window.

Fixed some inconsistencies with the Mute button.

Fixed an issue with the Palace object menu not appearing for the second player in a game.

Fixed an issue with departed players still being shown as part of the game.

Improved the consistency of the chat window info tip.

Improved the behavior of the ping system, which could previously be confusing if the ping was audible despite being in a different session.

Items

Changed the name of the “Golden Potato Harvest” to “Golden Harvester from the Future” to better reflect its functionality.

Fixed an issue with “Snow Gum” having the same icon as “Marshmallow”.

Quests

Fixed an issue with the Bright Sands island randomly changings its name after beating the campaign.

The Castaway in “Portrait of the Artist as an Old Man 1” can now be properly picked up.

Improved the visibility of the wandering artisan groups in “Artisan Rum Quest”.

Clarified the quest requirements of the tutorial quest “From Timber”.

Improved feedback for no warehouse being in range during the “Excavation Site” quest.


Localization and Texts

Fixed a minor UI issue with the volume slider in the Russian localization.

Fixed the epilepsy warning screen during boot up in the Italian localization.

Fixed an issue with overlapping text in the Mounted Gun’s object menu in the Russian localization.

Fixed the information provided in the Japanese and Russian localizations for the “Estate Collection Act” from the “Seat of Power” DLC.

I'm still meh on tractors, but I'm happy to see the "specialist balance" isn't going to affect much at all.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
The link is here and that's important because of this image:



New stats screen.

BadLlama
Jan 13, 2006

Does this stats screen help you determine if you have enough alcohol for all your liver diseased citizens?

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR

BadLlama posted:

Does this stats screen help you determine if you have enough alcohol for all your liver diseased citizens?

The existing one does that. Won't know exactly what else this stat screen adds other than items until it releases.

Buller
Nov 6, 2010
How do I assign a ship as escort on trade routes?

Oxyclean
Sep 23, 2007


Mayveena posted:

The existing one does that. Won't know exactly what else this stat screen adds other than items until it releases.
I think this new one is just for stuff literally categorized as "Items" - ie: stuff you stick in trade unions and the such. Good for when you need to know where you left something.

Buller posted:

How do I assign a ship as escort on trade routes?
I think you just need to select the ship you want to assign, then right click the ship you want it to escort. I think you might want to change it from Active Defense to Passive Defense by clicking on the shield by it's icon just to keep it from chasing enemies too hard?

Not sure if this works for cross-region ships.

Khorne
May 1, 2002
AI players, even on expert, are very weak in Anno. They cheat in a number of ways, but what they do is ultimately weaker than a single shipyard pumping frigates. They're mostly there for flavor and dynamic events.

Yoda posted:

I'm still meh on tractors, but I'm happy to see the "specialist balance" isn't going to affect much at all.
They are finally fixing music. Music has been bugged since release and it only plays one tier worth of music when there's a whole lot more.

Khorne fucked around with this message at 01:18 on May 29, 2020

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Oxyclean posted:

Not sure if this works for cross-region ships.

There was a patch note awhile back that said they added the ability for escort ships to change sessions with their escort targets, but I have never tried it.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Khorne posted:

AI players, even on expert, are very weak in Anno. They cheat in a number of ways, but what they do is ultimately weaker than a single shipyard pumping frigates. They're mostly there for flavor and dynamic events.
They are finally fixing music. Music has been bugged since release and it only plays one tier worth of music when there's a whole lot more.

I mostly agree but it still valid that playing with hard AI doesn't actually make the game more difficult, just more tedious. They settle islands pretty fast and throw down a whole shitload more harbor defenses that just mean you have to ship spam that much more every time you want to branch out to new islands or secure a route to one of the other sectors.

Like at a basic level they don't put up a better challenge once you have a grasp on ships/combat/items/whatever, they just do a bunch of things to make everything you do take longer. It's easy enough to lose a whole day just plate spinning without wasting another hour waiting on more cannons/sails/wood to uproot all of Greave's harbor defenses on some backwater shithole because they're right in the route you need to use for the New World and that poo poo takes 12 minutes each way already.

Mazz fucked around with this message at 06:03 on May 29, 2020

Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅
I am inordinately excited about the items screen. Usually about midpoint I go to war with a competitor and take all his islands so I end up with tons of little poo poo islands with random specialists in the harbor. I spend ages hauling all of them all back to an item island that I then have to slowly go through looking for the useful ones and distribute them to hellscape island/capital island/worker island etc. Even after all that I worry I missed someone somewhere or know that random quests have thrown items into random ports. Ugh.

Also tractors sound great to me. Can't wait to throw them into my coffee fields. Bit more neutral towards the silos. I mean it'll be nice having fewer beef farms but might not be worth the tradeoff of having to build more corn fields.

My most recent playthrough I got way more investors then I ever had before. Even after tapping every gold mine using the brass watch specialist and doing everything to reduce I eventually just couldn't produce enough gold. Hopefully land of the lion will have more gold mines.

Oxyclean
Sep 23, 2007


So what is the strategy/best way to assault islands? Just mass line ships? Is there a good way to know just how many I'll need?

Darkhold posted:

My most recent playthrough I got way more investors then I ever had before. Even after tapping every gold mine using the brass watch specialist and doing everything to reduce I eventually just couldn't produce enough gold. Hopefully land of the lion will have more gold mines.
The arctic already has gold mines that produce at higher rates. Unless that's included in what you're using.

BadLlama
Jan 13, 2006

I had no idea the Artic mines had a higher production rate.

ROFLburger
Jan 12, 2006

there is nothing more irritating on planet earth than having your clipper on a trade route in the new world getting harassed by a single pirate frigate when your fleet is in the old world busy with some other poo poo

Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅

Oxyclean posted:

The arctic already has gold mines that produce at higher rates. Unless that's included in what you're using.
Sadly it's included. I also have every mine boost I can scrounge and that Golden harvest machine that Nate sells in the Arctic powering about a dozen farms. The only thing left to do would be to wipe out my one remaining competitor as he has a few New World islands that probably have mine slots on them.

Doesn't matter going to restart in *checks DLC date* a few more days I guess.

Gadzuko
Feb 14, 2005

Darkhold posted:

Sadly it's included. I also have every mine boost I can scrounge and that Golden harvest machine that Nate sells in the Arctic powering about a dozen farms. The only thing left to do would be to wipe out my one remaining competitor as he has a few New World islands that probably have mine slots on them.

Doesn't matter going to restart in *checks DLC date* a few more days I guess.

How many investors is that supporting?

I'm guessing land of lions will provide more mine slots. Actually come to think of it, gold, oil, and furs are the resources I would have picked for Africa. Wonder if they'll just copy over the Arctic buildings or some other gimmick. Maybe alternative production chains for existing needs?

BadLlama
Jan 13, 2006

Land of Lions going to focus on tourism and sending people on Safari's

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
How do you build the Seat of Power? I thought I'd bought the S2 pass, but apparently not. I bought it this morning, closed the game and then re-opened it and the Seat of Power is nowhere to be seen. Is it an Investor building? I'm at artisans.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Mayveena posted:

How do you build the Seat of Power? I thought I'd bought the S2 pass, but apparently not. I bought it this morning, closed the game and then re-opened it and the Seat of Power is nowhere to be seen. Is it an Investor building? I'm at artisans.

Yeah, the wiki page I found says it unlocks on your first Investor. I added the DLC to a game in progress with Investors in the Cape already, so I had to go look it up.

Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅

Gadzuko posted:

How many investors is that supporting?

I'm guessing land of lions will provide more mine slots. Actually come to think of it, gold, oil, and furs are the resources I would have picked for Africa. Wonder if they'll just copy over the Arctic buildings or some other gimmick. Maybe alternative production chains for existing needs?
IIRC I am hovering around 40k Investors at 100% needs fullfilled. It's not record breaking. I think I had the Minerals set to medium and about half of the New World Islands belong to a competitor. I have the Arctic locked down though.

My guess is it'll be mostly New World production with a few new chains thrown in. Makes sense as they have Crown Falls for the Old World so this might be the New World version of a big continental island.

Edit: I looked and it's 60k not 40k. Heh.

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

I am not really feeling the 1800 campaign. There's no reason for me to stick with it instead of starting a sandbox game, right?

Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅
It's mostly there to introduce you to certain concepts. Sandbox is where the game really is so if you're not enjoying the campaign go for it.

physeter
Jan 24, 2006

high five, more dead than alive
Yeah, calling it a campaign is pretty generous, especially compared to how long the prior Anno campaigns and mission sets have been. I really likd the Anno 2070 various missions and rewards, and I'm hopeful (not really) that when Season 2 is done they might give us something like those.

But if you have any Anno experience at all you really can skip the campaign altogether. I've never had an Anno 1800 map where I got to clear debris for free bricks, blow up terrain/fish with dynamite, or fend off an angry uncle.

TheDeadlyShoe
Feb 14, 2014

I mean the campaign is just a guided overlay on a sandbox map. you can pick the AIs and everything, and continue in sandbox mode when the campaign is done. There is no particular reason to skip the campaign.

Oxyclean
Sep 23, 2007


TheDeadlyShoe posted:

I mean the campaign is just a guided overlay on a sandbox map. you can pick the AIs and everything, and continue in sandbox mode when the campaign is done. There is no particular reason to skip the campaign.

There's not a ton of reason to stick with it though if you want to start fresh?

Like the pyphorians kinda suck and they throw a real wrench into things at one point.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR

TheDeadlyShoe posted:

I mean the campaign is just a guided overlay on a sandbox map. you can pick the AIs and everything, and continue in sandbox mode when the campaign is done. There is no particular reason to skip the campaign.

But there's no real reason to play it either unless you're enjoying it.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
I built a power plant that's serviced by the train going by. I built a Motor Assembly next to it. No power, even though it's right there. What do I need to do to get the Motor Assembly powered? Patch just dropped btw.

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Oxyclean
Sep 23, 2007


Mayveena posted:

I built a power plant that's serviced by the train going by. I built a Motor Assembly next to it. No power, even though it's right there. What do I need to do to get the Motor Assembly powered? Patch just dropped btw.

Power plant needs road connection to stuff you want powered by it.

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