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    Wednesday, September 11, 2019

    Anno It would be a nice addition if all lights would go off when the power plant is disabled. Of course only in buildings which require electricity.

    Anno It would be a nice addition if all lights would go off when the power plant is disabled. Of course only in buildings which require electricity.


    It would be a nice addition if all lights would go off when the power plant is disabled. Of course only in buildings which require electricity.

    Posted: 11 Sep 2019 07:50 AM PDT

    Halfway done ��

    Posted: 11 Sep 2019 02:36 AM PDT

    I love the new night mode.

    Posted: 11 Sep 2019 06:27 AM PDT

    Are you sure about this, Anno? Is this Normal?

    Posted: 11 Sep 2019 09:38 AM PDT

    [MOD] My Mods (Fishboss) compatible with DLC Botanica (Old-Town; Arichibalds Castle; Train-Stations)

    Posted: 10 Sep 2019 10:59 PM PDT

    Hello all together,

    I fixed my mods, so they are compatible with Botanica now. A small announcement: I will add lights at all of the buildings of my mods (for night time ingame), right after I published my current mod, which is still under development.

    Links:

    Archibalds Castle

    Train-Stations

    Old-Town

    yours

    fishboss

    submitted by /u/fishboss987
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    Pupulation counter mod? Or something?

    Posted: 11 Sep 2019 06:34 AM PDT

    Hi y'all,

    gotta say ive been really enjoying anno 1800 but there is one thing that drives me nuts. That is population numbers. Has anyone yet created a mod that would give me more detail per island insight in the number of people living on it? Or at least say how many buildings for each tier there is? It's really annoying cuz in 1404 you just clicked on the market and you knew how many buildings and ppl you had and you could plan your production chains accordingly. Now, after you have farmers and workers on at least two islands, accurate calculations are just not possible and I have to rely on +/-, guesses and estimates, which my perfectionist mind hates AF.

    So, is there something Im missing or has someone made a mod that brings back those basic functionalities from previous Annos?

    submitted by /u/HerrHebel
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    Are we expecting any Anno 1800 coop news from Gamescom?

    Posted: 11 Sep 2019 11:07 AM PDT

    When you really cant wait for Planet Zoo so you play the next best thing...

    Posted: 10 Sep 2019 02:45 PM PDT

    Where can I find an overview of changes in the 5.0 update?

    Posted: 11 Sep 2019 04:26 AM PDT

    Everywhere I look, I run into German news articles about the Botanica DLC, and nowhere (also not on the Ubisoft website) does it give a list of changes.

    I vaguely recall having seen such a list in the past, with expected fixes in 5.0, but I can't seem to find it again.

    I'd be highly obliged to the one who points us in the right direction. Thanks!

    submitted by /u/QwisoPwiso
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    Buff for cargo ship: speed or loading?

    Posted: 11 Sep 2019 10:16 AM PDT

    Hi,

    I'm wondering how it's better to improve the efficiency of a cargo ship which is using for supplying investors with goods from New World.

    As two item slots available, first is occupied by wonderful Old Nate's Jet Propeller — "Hurricane" (Cargo Slowdown: -100%, Movement Speed: +25% ). But what relatively accessible Epic item is better, in your opinion, to put in the second slot?

    Salima the Shipping Operator ( Loading Speed: +60%) or Captain Kadijah (Movement Speed: +20%)?

    Maybe something else?

    submitted by /u/Maxary
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    Looks like the night time shaders have been toned down or not working correctly. It's definitely darker than the trailer.

    Posted: 10 Sep 2019 03:56 PM PDT

    [BUG] Ship gets duplicated after botanica DLC (5.0)

    Posted: 11 Sep 2019 02:45 AM PDT

    [BUG] Ship gets duplicated after botanica DLC (5.0)

    As you can see in the screenshot, after the botanica DLC some ships can get duplicated. In the trade route menu only one ship is shown.

    https://i.redd.it/95d7zmybrxl31.png

    submitted by /u/frulx_241
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    Is this a bug getting 50 of every workforce after the moment i build a port in Cape Trelawney. ??? I get 100 at every other worlds!!

    Posted: 10 Sep 2019 09:50 PM PDT

    DLC Botanica: New ornaments

    Posted: 11 Sep 2019 01:22 AM PDT

    I can't activate the new ornaments via Uplay because it says I need the DLC. Well, I actually have jt and just built the garden in one of my games. Is there any trick to get these ornaments?

    submitted by /u/UncleAndrew93
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    Botanica underwhelming?

    Posted: 10 Sep 2019 02:18 PM PDT

    Hey I don't want to sound negative but do you feel like botanica, compared to Sunken Treasures DLC, is a little bit shallow? Maybe I'm missing something.

    In ST you get a new map, a lot of quests, a special boats and some new mechanics.

    What do you think!

    submitted by /u/gothvan
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    Where do I get the songs for my orchestra?

    Posted: 10 Sep 2019 01:11 PM PDT

    Engineers houses texture bug

    Posted: 10 Sep 2019 03:09 PM PDT

    I have problem with engineer houses, they have blurry poor quality texture. Is this a bug?

    submitted by /u/Colby-Sawyer
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    Botanica open-beta megathread ?

    Posted: 10 Sep 2019 02:20 PM PDT

    Three upstart :

    (-the known pier unloading)

    - exhibition "open-gardens" rewards are not registered

    - cannot transmute anymore at Nate's, null pointer dereference

    Maybe one more, seems we cannot space cultural buildings of a same cluster, with bridging ornaments, if the modules are separated for more than two tiles.

    Unrelated, but started beautifying :

    - sad that artisan pavings do not count as roads as they did in 1602

    - wish for a water-net sub-railroad module

    submitted by /u/ElCorazonMC
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