Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Khorne
May 1, 2002
Someone please tell me how Ubisoft is out of stock of a digital product.

Also, when are they gonna drop the price of Anno 1800.

Khorne fucked around with this message at 02:35 on Jul 31, 2019

Adbot
ADBOT LOVES YOU

Khorne
May 1, 2002
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.

Khorne
May 1, 2002

TheDeadlyShoe posted:

i contemplated going back and playing anno 1404 but i simply cant deal with playing Ultra Field Island Tetris anymore, fuk.
1404 is really good, but it will probably be hard to go back because 1800 has a bunch of QoL changes and builds upon 1404's mechanics in pretty great ways.

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. :getin:

Khorne fucked around with this message at 14:43 on Nov 24, 2019

Khorne
May 1, 2002
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.

Khorne
May 1, 2002

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?
It integrates.

Khorne fucked around with this message at 18:20 on Dec 6, 2019

Khorne
May 1, 2002

Eschatos posted:

Did they nerf money for selling ships at some point? Only getting $25k for a ship of the line sucks. Made a dedicated ship factory island and it's not really worth the effort anymore.
They did this a while ago. Selling ships is still pretty profitable at the point in the game where you need money.

Khorne
May 1, 2002

Gravy Jones posted:

Having a decent go on the trial and slowly starting to get my head around the game. At first it felt like it had a lot in common with incremental clickers, but as time passes can see it has a lot layers on top of that. One thing I've found interesting is that I'm seeing a lot of mechanics that are familiar from elsewhere.. which is making me wonder if Anno is the daddy here and where they originally come from. The onboarding and any tutorial help aspects of the game are terrible though. Not something I'd expect from a franchise that's been running that long. Maybe that's just because it's the trial and it doesn't have the campaign, but I feel like playing it 90% of the stuff is just not explained at all.

Either way I'm probably going to buy one of them. I kind of prefer the future aesthetic to the colonial one they got going on here, but from what I hear the future Anno wasn't as well received and has issues?
The 1800 campaign functions as a tutorial, but it's not all that in-depth when it comes to many systems. That's just how Anno is. There are a few rough edges, but you won't cut yourself on them and can play the game fine without looking at external resources.

1404, 2070, 2205, and 1800 are all pretty good games. I'm never sure what to recommend to people. I feel like you can't go wrong with 1800 because by any objective measure it's probably the best Anno game ever made. It takes nearly everything that was good about any previous game and slaps new, good stuff on top of it. It's also the first anno game with decent hotkeys, although there's still room for improvement.

The biggest selling point of 1800 is it's the least monotonous at all points in the game. Especially in the endgame. 2205 was fun until you get to the point where you're just building a few more production buildings in each sector while upgrading houses. 1800 lets you approach things quite a bit differently from that, and it has all kinds of extra things you can weave in at the same time.

Lots of big fans of the series really like 2070. I admittedly have never gotten super into it. It's on my todo list. I got really into 1404 last year around this time. It's pretty good, and the cheapest of all recent anno games at $3.75 on sale for the complete edition.

Khorne fucked around with this message at 00:35 on Dec 15, 2019

Khorne
May 1, 2002

Mayveena posted:

The buy/sell in 1800 doesn't seem to be as strong as it was in previous games, especially the selling.
The buying is pretty solid for zinc/copper/gold/rubber (in the cape). Selling is far more of a miss compared to other titles. There's soap to eli, and everything else is more of an intermediate or to abuse legendary harbormaster guys.

If you're super late game there's selling alcohol to the pirates. Selling ships isn't too bad either, but it's more of a stopgap in the early-mid game after the nerfs because you'll be pumping out frigates nonstop anyway.

Khorne fucked around with this message at 00:39 on Dec 15, 2019

Khorne
May 1, 2002

Gravy Jones posted:

Got to play for a while yesterday and the game sunk it's hooks into me so I went ahead and bought 1800. Sale + I could get 20% spending some ubisoft points I didn't know I had, so pretty good deal. Once you get past the early game and open up another region (or two) and annex another island (or two) things started to get pretty overwhelming and a bit more RTS like. Obviously not the core mechanics, but the skills involved. Unlike some other games where you can pause or really focus on one area while the others can pretty much be left to run autonomously (and I'm mostly thinking of Factorio here because it's my go to logistics game), this felt like it has a lot more micromanagement and constantly jumping around in a way that made it hard to focus and build up another region. Another thing that I'm struggling with is the lack of useful stats. There are some, but I really miss (and once again I have been spoiled by Factorio) being able to see comprehensive stats for supply, demand and trade over time. I find it next to impossible to tell how much is coming in on certain trade routes and if it's going to be enough and if outgoing trades are profitable etc.

All that said, having never played an Anno before, so some of that stuff I'm complaining about might be by design and part of the game's DNA, I'm enjoying it and there seems to be a helll of a lot of game there (I got the pack with all the DLC). I've restarted several sandbox games as I've figured out how things work more, but will probably play through the campaign next.

e: Reading back a few pages it sounds like I'd *really* enjoy 2205 so I'm going to grab that in the sale as well. Looks like buying 1800 gave me enough points to get another 20% off code. Although the complete edition is only like £10 or so at the moment anyway.
You can black box supply and demand for most things. Put up a good ratio, for example 3x hops + appropriate breweries, and then expand later as needed. Once you get later into the game, you erect massive amounts of things like Coffee. There's also the new stats screen which is crl+q/ctrl+e or something like that. I haven't had a good look at it yet. It seems confusing at first glance compared to 2205 & Factorio's stats.

When you get into supply islands, I usually just load up 50 or lots of 50s, unload 50, and then set secondary islands to unload 50 on for leftovers if it's from a central hub. Strategy works fine for things you have an abundance that aren't consumed real fast. For other things, you can change the settings on the trade to "wait until empty" or "wait until full" or something like that.

1800 does have more RTS attention grabbers than other entries in the series. The good news is that you can largely ignore them and just focus on what you want to. Especially after you break out of the early-mid game. You also get used to handling an immediate problem and then switching back to what you were doing. I wouldn't ignore ships being attacked, but fire/police/hospital events will resolve themselves if you have the appropriate buildings or just want to handle them a little later. Or just click the notification, do it, then go back to where you were.

Khorne fucked around with this message at 16:20 on Dec 16, 2019

Khorne
May 1, 2002

Gravy Jones posted:

Quick Q: When you're setting up something to sell from the warehouse/trade screen I'm a little confused by the two sliders. Slider one (with the padlock on it) tells it not to sell if you have below that amount. Not sure exactly what the second slider with the arrow is supposed to do... or does the only matter when you are set to buy and sell and you can just ignore it when only selling? Tried to look it up but seems like it's a recent addition and anything I found only talked about a single slider.
One slider is a minimum stock slider. They added it a while after release so many places likely don't talk about it. Even your trade routes won't tap into the reserved quantity.

If you're doing quests+expeditions+all events+checking the npc shops regularly then you're participating in what makes Anno 1800 truly great compared to some previous entries in the series. There are more things to do than you have time for, and they're all varied and meaningful in their own way. It's fine to cut back on what you are doing and then focus on it later if you want. If it's overwhelming, Anno isn't very punishing about picking and choosing what matters to you. Quests are excellent early game for the cash.

Khorne fucked around with this message at 16:25 on Dec 16, 2019

Khorne
May 1, 2002

Sipher posted:

A bunch of +range items on a battlecruiser makes smashing harbors way less of a headache.
I just roll up with 12+ frigates in a favorable wind with their side facing the harbor and then focus fire stuff down. Works fine against the expert's ai weird mass turret stuff they do.

Khorne
May 1, 2002

Opentarget posted:

Are frigates preferable to ships of the line? I have such a hard time taking down rival islands.
Frigates are more cost effective and flexible, but sotl and battleships benefit more from sailors/upgrade items and become more cost effective with those. Mostly pumping frigates with a few of the other ships makes sense in the early-mid game. Ship of the line and battleships are also much better for expeditions until you can fully load a cargo ship.

I like to just pump frigates out of two shipyards the second I hit artisans until I conquer the world. Other people may not that enjoy that as much. I occasionally make a few other ships when it makes sense to, and of course once you get steam ships online they become key for good and oil transport.

Khorne fucked around with this message at 19:56 on Dec 18, 2019

Khorne
May 1, 2002

Grimson posted:

I'm fairly new to Anno 1800 and I just finished the campaign, but I can't seem to stabilize my finances at all. I'm either 2k in the green or 1k in the red and it varies seemingly every 10 minutes. I got 7 islands settled. Four in the old world, two in the new and Crown Falls. I tend to only focus on one island at a time and build it up so I'm fairly unsure of why I got rollercoaster finances when the one I'm building on is firmly in the green.
Likely running out of resources until a new shipment arrives from another island. New world items make this especially likely, fur coat, rum, rubber, and coffe chains are prone to causing spikes.

Power plants are prone to downtime if you have too many for the oil supply.

Disasters can reduce work force temporarily.

Too many things on one warehouse can result in delays sometimes.

Khorne fucked around with this message at 20:11 on Dec 18, 2019

Khorne
May 1, 2002

TorakFade posted:

Ugh, any tips on expeditions? I finished the campaign and I have a decent assortment of items (+40 diplomacy, +30 faith, +20 crafting etc) but it seems every expedition even if I start as prepared as possible is a coin toss whether you'll lose half your morale in the first random event or two. And I am only doing the easy, 1 skull ones... Is there some kind of trick to preparing better?
The expedition screen is misleading. You don't want only 5-10 which will get it checked off there. It's better to be outright missing something it says the expedition needs and to have 40+ stacked onto various things.

Early-mid game a good baseline that you can build upon is something like:

Royal Letter of Immunity (blue item, shows up constantly in new world, high diplomacy, cheap)

Ship Tool Box (forgot exact name, it has 30-40 crafting and is equippable in ships, looks like a crate, cheap)

Telemobilescope (40 navigation, expensive but navigation is hard to get, there is a blue version that's cheaper, if you have a specialist with navigation at 30+ just use that)

Grab a stack of Schnapps (medicine) and then fill remaining slots with specialists who have lots of stats/traits.

Ship of the Line is decent, for high star expeditions you can use battle cruiser if you've unlocked it. That loadout will have 100% morale vs 3* missions in a battle cruiser.

For specialists, anyone with a trait is a good choice. Having one woman is a good choice. Just keep stacking stats.

For story events, just pick whatever you have the highest chance against. Sometimes picking the give up option is just fine if you have no real bonus. Lots of story events also give you an out with "trade" if you don't have high enough stats to win it without trade.

Khorne fucked around with this message at 16:25 on Dec 21, 2019

Khorne
May 1, 2002

Control Volume posted:

Well I bought this game, and apparently I already own 2070. Its been so long since I had uplay installed lol. I really like the tropico aesthetic of having some cobbled-together helltown that outgrew itself almost immediately, and Ill probably play this the same way even if it lets you restructure things
It's fine to play Anno that way. Almost preferable in some ways if it's your first playthrough, because once you get your first few engineers/investors you can just start another island solely for housing with everything you've learned.

Khorne
May 1, 2002

Control Volume posted:

Ive sussed out that distance between houses and work areas dont matter, but do production buildings have to pull from discrete warehouses? i.e. if I have a wheat farm and a mill halfway across the island, will the mill still be able to produce? Or do warehouse resources just get stuck into a global pool?
Warehouses have a max range and a limited number of physical carts that can be out at once. You generally want a warehouse for each nearby group of buildings. Early game they can only really service ~4-8 unique things (or something like 4 lumber caps + 4 sawmills from one wearhouse). With brick roads and upgraded warehouses it gets a bit better, but iirc the lowest level warehouse is the most cost efficient so you don't really need to upgrade warehouses until you become really space constrained.

Warehouse inventory is shared across an island with no transportation time.

Khorne
May 1, 2002

John Lee posted:

But when it comes to shipping things to other islands, I feel like I must be missing something big. I'm producing (e.g.) 10 bricks a minute on my main island. My second island, after building various production buildings, needs 6 grain per minute.

But, as far as I can tell, these measurements mean absolutely nothing to me other than figuring out ratios for production chains, because I can't ship anything in units-per-minute, only tell trading ships to pick up loads of X per trip. How long does a trip take? gently caress if I know.

It seems like the general advice is for you to just massively overproduce everything, which is fine advice if you can swing it,
Don't over produce everything. Produce about as much as you need for the populations or the proper ratios (pepper & beef ratio, grain to bread ratio, beer ratio) to keep your end-of-chain buildings fully occupied. The travel time only matters when you're determining how many ships to put on a trade route. There's an initial lead time, but travel time is ultimately not worth considering for production.

Over producing money crops can be useful if you plan on expanding your population or selling things at a profit to npcs. For example, the new world luxury items are worth over producing because they print money when old worlders consume them. Not all that many things sell for a worthwhile profit at npcs in 1800 compared to older Anno games.

Due to population requirements, it's usually easiest to have some baseline production on each island. When islands are missing materials you can start producing more on other islands and trading. Later in the game you tend to specialize islands and even ignore luxury needs on some.

Khorne fucked around with this message at 14:40 on Apr 8, 2020

Khorne
May 1, 2002

Jeremor posted:

I've got a question that has definitely been asked before: How do I play this game without constantly operating at a deficit?

Every time I've played... pretty much any Anno game, I find I'm always losing money and eventually go bankrupt. Am I building stuff too fast or something?
In Anno you make money by building more houses. It can be optimized by building the most possible houses for your current production capacity. Luxury goods have really good returns if you can consistently meet needs with them.

Mouse over and see how much cash each thing gives you on the house needs/luxury windows. Generally, the luxury goods make money. There are a few non-luxury items that return a profit, too, especially at the higher tiers.

Mayveena posted:

How many islands do you folks have by the time you start Artisans? I'm trying to figure out how to go wide instead of tall, since the game punishes you with Royal Taxes otherwise. I'm paying $2,600 in taxes and that's just eating me alive.
You can just ignore royal taxes. I generally have 3 old world and 0-1 new world at that point. It depends on whether you decide to get money at workers or push money at artisans, whether you decide to start pumping frigates at workers or artisans, etc. I try to get 2 islands quick and then a third island to cover fertility the other islands lack. On easier settings, just 2 islands is fine.

Khorne
May 1, 2002

physeter posted:

I've been happy with every DLC so far, but Agriculture seems like it will be a total miss. I guess it's nice that corn will have more than one use, and I hope the silos and tractors at least look cool, but otherwise who fuckin cares? My grain farms employee 20 farmers, dropping it to even 1 farmer in exchange for consuming something precious and finite like oil would not be a good trade. The Old World doesn't grow any crop that would justify the cost and annoyance of importing oil to boost it. In the New World I might feel differently since lots of oil is right there, and rubber/sugar/coffee can act as hard caps on Old World population, but still. Hope I'm wrong and this isn't just a bullshit filler DLC.
The big miss for me is that they didn't take the chance to integrate arctic goods or didn't go for something more practical like coal. Training oil into a farm sounds real awkward in old world. I really dislike how isolated the arctic is in terms of benefit for the old world/new world, and I genuinely hope land of lions integrates better with the other regions.

It should be worth doing tractors in the new world for sure, and it sounds like you could do it for livestock in any world.

Khorne fucked around with this message at 00:10 on May 21, 2020

Khorne
May 1, 2002

Thom12255 posted:

I decided this game I would use the production and city templates of the Anno wiki to be efficient and wow it's really helped. I haven't been in the negative at all the whole game and had over 10K coming in before I even got to Engineers. Also, I had no idea that the Copy Picker let you drag to select multiple things, complete game-changer.
That's a newish feature. It was added this year or near the end of last year.

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

Khorne
May 1, 2002

Thom12255 posted:

Two things this game needs to be perfect.

Let me upgrade all the dirt roads in my city to brick by holding down shift (couldn't we do this in Anno 1404?)

Give me a starting conditions option to enable all tiers of buildings from the start so I can put down the blueprints to plan out all of my island from the beginning instead of having to remember and change around stuff by the time I get Engineers.
Does u/shift+u work on roads? I always tap ctrl+s and then drag where I want the upgraded roads.

Khorne
May 1, 2002

Mayveena posted:

I don't understand the doubling and tripling of train track. The buildings that use trains only have one entrance and one exit so how can you double up the track? Also if I bring oil from other islands will that automatically be added to my existing island that is using electricity?
You double and triple so it will send out additional trains to other areas. If a route is "blocked" it won't send an additional train from the depot.

Oil can be transported similar to other goods but it requires different ships and infrastructure. Once it arrives at the island it will be transported from the oil dock building to other buildings by train.

Khorne
May 1, 2002

Oxyclean posted:

2205? It felt like everyone was telling me it was one of the weaker games in the series. (Particularly contrasted to 1800.)

But I suppose at that price it's not a bad deal for something I'll probably get at least 40 hours out of.
If you like the genre and not just the anno formula it's a good game to play through one or two saves in. People had a negative reaction to it because they thought it would take the entire series, including all future games, in the direction it went. Anno 1800 proved them wrong.

It does a few really cool things. It's grander than most anno games in scale, the space station dlc is awesome, the distinct regions and population are cool and have good mechanics and are intertwined (the moon!!), and overall it's neat.

It does a few things really poorly. There's no competition for or trading between islands like in other anno titles, everything is streamlined and simplified so expanding population in a region feels repetitive and tedious in ways no other anno game does, maps are not randomly generated, and switching between regions had me tabbing out with how long it takes.

It does a few things somewhere in the middle. There's still trading between regions. It's just done on a global map in a very streamlined way (trade ui is good in this game for real, but it's simplified). Your regions will get invaded now and then and mess up your income but it's easy to fight it back. It's just something that happens with some frequency and never stops which is an awkward mechanic. The combat is detached from the rest of the game and fine I guess. I didn't find the combat particularly fun or engaging, but it's not bad either. It's just kind of there.

It's worth checking out. $15 isn't bad if it's the edition that includes all of the DLC. I'd expect at least 40 hours out of it but not endless hours.

Khorne fucked around with this message at 20:47 on Jun 25, 2020

Khorne
May 1, 2002

Oxyclean posted:

Yeah, I gathered as much, but for whatever reason I pictured it being like 1 rare resource for 1 module which seemed like it might have been reasonable, because for the longest time it felt like a stupid amount of the rare resources with nothing to spend them on, which made them feel kinda pointless.

Also, Humble is having an Anno Franchise sale right now.

Anno 1800 is 55% off and 1800 complete is 45% off. Y1DLC is 40% off and no discount for Y2DLC. Anno 2205 and 2070 discounts seem similar to those on steam?

Speaking of 2070 - was Deep Ocean any good? Would it be worth it to even go back to 2070 at this point when I have 2205 & 1800?
2070 & 1800 are tied for best game in the series. I personally think 1800 is the best, but lots of anno nerds disagree. 1404 & 2205 are both cool and good, and I haven't played the older ones yet but will inevitably buy the history edition once they sort out dx9 fps issues.

Khorne
May 1, 2002
I know it's kinda boring because this was a real popular time period in games for a while, but an Anno 9 or 801 or 2007 BC or any remotely interesting roman period would be nice. They could also do all kinds of other stuff with interesting historical times that don't have super great records.

Future stuff sounds cool though. I bought Anno 2205 solely because I could build a moon base.

Khorne
May 1, 2002

Qubee posted:

Is passive selling at your own dock a feasible tactic? Do AI regularly trade at your outpost to keep your items from overflowing, or is there a pretty high chance that you'll overproduce some goods and not be able to sell them in time?
It's not that great in 1800. In other Anno games it's far better.

You can do it and it's fine, but it's not something to base income off of. It also won't save you if you are trading/producing a lot of the good. On most difficulty settings you can turn the building off if you built too many buildings and won't be using the resources soon. I personally tend to either ramp up my consumption or not worry about it. It's only painful early game.

One of the distinctive parts of 1800 is just how little role selling plays unless you specifically want to chase one of the few items npcs buy at a net positive. In 1503 & 1404 (I haven't played the games before or between) I found myself trading all of the time. In 1800, I mostly go to neutral npcs and buy out certain resources. I've had a few playthroughs where I sold soap or ships for early cash.

Khorne fucked around with this message at 22:11 on Oct 30, 2020

Khorne
May 1, 2002
All the Anno games I've played (1404 -> 1800 -> 2070 & 2205 -> 1503 recently) are pretty good. Don't play 1503 unless you've played the others a whole lot because it has an oddly brutal curve, is very opaque, and it's far more likely you'll have more fun with those first 4 games. It also plays very similar to 1404.

2205's transition delay between areas drives me insane & there's a period in 2205 where you are filling your regions with as many buildings as can fit that's really repetitive and tedious compared to other Anno titles. Outside of that, 2205 is great fun. The setting is cool, you get a space station with some weird minigame, the main regions all play differently and are integrated, and you can build on the moon. It's the least "Anno" Anno game, and it likely should have been a spinoff series.

1404 & 1800 & 2070 are great. They hold up well. I started playing Anno games after 1800 came out so I'm new to the series and hold no nostalgia for the older games.

If you play 1800 first is the older games don't have a campaign that's pretty much sandbox with a story thrown in to guide you. They also have way worse quality of life & slightly worse ui. Except 2205, which has decent QoL. I'd still claim 1800 has better quality of life than 2205, but 1800 is a more complex game with far more things to juggle. 2205 does have a perfect information production/consumption tab that some people really like. Personally, I prefer true production/consumption to be hidden and to have to estimate based on whether supply is going up or down in the warehouse. I may be in a minority there given how popular spreadsheets & the statistics screen they added to 1800 are, but at least all that stuff chews up some amount of player time so there's still a tradeoff.

Khorne fucked around with this message at 14:57 on Nov 2, 2020

Khorne
May 1, 2002
The way I think about it is the "optimal" ship would instantly load, travel, and instantly unload. Trying to over complicate things with other options isn't worth it to me a lot of the time. If the travel time of the ship is an issue you need a second ship soon anyway, and adding waits isn't going to improve the situation as you scale up. It likely won't harm it either.

Oil is an exception given its odd nature. I use waits for it. Early-mid game is also a bit different given you're more limited in influence and you maybe haven't scaled certain new world goods to "multiple ships full". From an optimization perspective, there should be a time and place for all options. But in terms of optimizing human time, I'm too lazy and the gain of setting waits isn't clear to me most of the time.

edit: After posting, maybe I'm recalling wrong how I use them in newer saves. I know I used to never use either, but I think I started using one of them and not the other. Just do what seems simple to you imo, Anno is a very flexible game.

Khorne fucked around with this message at 21:12 on Nov 3, 2020

Khorne
May 1, 2002

Koshne posted:

Maybe they haven't decided what they're doing yet. :confuoot:
Season 3 mostly refining existing systems would be cool. There is a lot of slack in Anno's design.

Khorne fucked around with this message at 18:55 on Nov 18, 2020

Khorne
May 1, 2002

Bhodi posted:

Yeah I'm just going to... not build 3 of the supply chains. Not when I have the research institute. For the others, I can just research that guy who gives +40% productivity to everything and Meg who gives electricity.
You can still build the supply chains and supply even more investors than you would have otherwise.

Khorne
May 1, 2002

eXXon posted:

1800: I like most of the things about it, but the performance was absolutely awful at first. I have an i5-4670, 24GB RAM and GTX 1060 so fine, it's getting long in the tooth but it shouldn't be this bad. I eventually got tolerable 30-40 FPS at high +/- a few settings, but every time I alt-tab there's a 75% chance the performance will go to utter poo poo. There must be a memory leak or something. Googling is largely unhelpful, mostly bringing up unrelated issues or complaints from the beta. Occasionally zooming in and out to max will help things, otherwise I just have to keep restarting. This is rather annoying because I often need to look up production chains. Fullscreen vs fullscreen windowed makes no difference.
Turn down some settings. Play with it a bit. With a 3770k + 1070 +16gb of RAM I had ~80 fps in a fairly late game world.

The biggest setting for fps is the zoom detail one. Set it fairly low. You can tell if it's the right setting because when you hit a certain zoom threshold the detail should drop significantly.

This is the config I use. You can go to Documents/Anno 1800/config/engine.ini and change the custom settings to match if you want to try it.

code:
       "Custom": {
            "Water": 2,
            "Lighting": 0,
            "Shadow": 0,
            "Terrain": 2,
            "Texture": 2,
            "Anti-Aliasing": 0,
            "Shader": 2,
            "PostEffects": 1,
            "VSYNC": 0,
            "Object": 3,
            "ViewDistance": 1,
            "Upscaling": 0,
            "FeedbackQualityLevel": 4
        }
but this isn't my 3770k config. Might need to turn down one or two settings. The lighting is set to low because I was getting random crashes in dx12 with any other setting and changing the setting made no visual difference at the time. It likely doesn't need to be low anymore but I'm happy with how the game looks and performs.

Khorne fucked around with this message at 17:37 on Jan 3, 2021

Khorne
May 1, 2002

Alkydere posted:

It's an 1800 DLC. Which of these wasn't broken:
-Bright Harvest letting you vomit out fat stacks of farmer-tier products with reduced farmers so you can now upgrade more to workers and beyond?
-Seat of Power letting you create a massive palace that vomits out more and more powerful effects as you go.
-Botanica which is basically an extra zoo/museum but with super-duper powerful effects
-*Waves wildly at Land of Lions* loving everything THIS does?

Of course it's broken, it's an Anno 1800 DLC.
You forgot Crown Falls which trivializes any difficulty setting just by existing.

Anno games aren't designed to be challenging in that way. The people complaining about it don't make sense to me. Maybe you could argue some of the very old games were challenging, but even those games mostly made you sit around and wait rather than providing actual challenge. Anno is good to just kinda chill and build up an insane empire.

Khorne
May 1, 2002

quote:

I don't think Anno 1800 does anything too fancy for multiplayer games - it's probably all peer to peer with one player hosting.
Every anno game has dumpster fire multiplayer. 1800 is no exception. There are always desyncs that cause disconnects, even in 1800, and you have to frequently rollback to a save from 10 minutes / 1 hour / whatever ago for it not to predictably happen in 10 minutes or whatever.

It's the consequence of peer to peer lockstep & tacked on multiplayer that isn't a priority. 1800 has an even more fun issue where you rely on their service to even get into a game with someone you know & that can be an adventure in itself.

Also, anno takes too long to play unless you set very specific victory conditions or you are both going to go to ships asap and wage war (which is the most efficient strategy in single player/multiplayer, but that's not what people play anno for...) And the longer style sandboxy games... you're both in the same world so islands are divided and stuff. And there's no client:server system so you both have to play the entire time meaning one person can't work on stuff alone or whatever.

I think there's the option to both control the same thing, but that runs into very similar issues.

I really don't like Anno in multiplayer. And I'm a multiplayer-first game player in most other games.

Khorne fucked around with this message at 22:15 on Jan 20, 2023

Khorne
May 1, 2002

Oxyclean posted:

I played a few sessions with a friend where we were controlling the same thing and I don't remember running into many network issues. Like, we played enough to get to the New World and a bit past that. It's a bummer to hear that the netcode isn't great even beyond the recent problems? I've been hoping to start another MP session sometime soon, but it might end up being rough given I'm in Canada and buddy 1 is in the US, and buddy 2 is in Australia.

Also I agree stinks it's not more flexible to let people play on their own a bit or have like a "dedicated server mode" - but that would probably get kind of janky for anything that isn't co-op.
I hope it has gotten better. I mostly tried to play this way in ~2020. We had a save-wrecking desync happen when killing certain pirate ships. Certain expeditions would also cause issues.

I've also had a ton of problems with their remastered or w/e earlier games. 1404 and 1503 remasters in particular desyncd like crazy to the point where 1503 was unplayable. 1404 was more playable, but we ran into something that caused us to have to go back to an almost 2 hour old save and gave up as a result.

Adbot
ADBOT LOVES YOU

Khorne
May 1, 2002
One trick with airships is to limit them to ~1/2 cargo to get higher overall throughput. They have the largest cargo penalty of all ships and transport less items per minute if you fill them up completely.

Khorne fucked around with this message at 16:32 on Sep 8, 2023

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply