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    Sunday, December 22, 2019

    Anno Spice it up v2.7 "Harborlife"

    Anno Spice it up v2.7 "Harborlife"


    Spice it up v2.7 "Harborlife"

    Posted: 22 Dec 2019 08:26 AM PST

    Spice it up v2.7 "Harborlife"

    Spice it up returns with the largest update "Harborlife"!

    A Harbor City (built by bergveld)

    Added new Modifications:

    The Big Main Feature of this update: [Addon] Harborlife

    Construct entire Old and New World Cities in your Harbor Area. This is no new Idea - It was implemented into Anno 1404 by S.D. in his IAAM Mod and in Anno 2070 by Judekw. For Anno 1800, this mod was created by MystiqueBee84 in countless hours of frustrating (I know what I speak of) work and I am very impressed! However I have to report one unsolvable issue which is that Harbor residences have to be relocated after construction in order to stand correctly.

    [zzzThisHasToBeLast] Sandbox Mode

    Adds a Sandbox Mode where Every Building is unlocked at the start. You still have to provide all other things,workforce, money for maintenance, construction material, needs to name some things. It's just the unlocks and meantfor Beauty Builders who will spent 100 Hours finishing an Island.Don't get confused by the Naming. It really has to be the last mod loaded to work with all modded content.

    [Addon] Cape Trelawney Camera Flight

    Allows you to do a camera flight over your city on the continental island.

    You can see how that looks here:https://www.youtube.com/watch?v=MJiJJFQUcZY

    [Adjustments] Northern Rivers Removed

    Much requested, removes rivers from the Old World and Cape Trelawney.This Mod was provided for the Update by OSFox, a BIG thank you! :)

    [Adjustments] Mine Infolayers

    Changes the mine slots Infolayers to show what Resource they are.

    [Gameplay] Arctic Variable Resources

    The Arctic Region will now have Variable Resources similar to the ones found in Anno 1404. You can decideif you want to build an iron, zinc, copper or gold mine on a Variable Resource.The new mines are twice as fast as their Old-World Counterpart.Thanks to Wiesl for the idea!

    Variable Mines: Copper - Iron - Zinc

    [Gameplay] Buildable Diving Bells

    You can now build Diving Bells in your Steam Shipyard if you own the "Sunken Treasures" DLC.

    four Diving Bells waiting for their deployment

    [Gameplay] Commuter Pier for Arctic

    The Arctic session get's its own Commuter Pier to connect the "normal" islands. Arctic cliff islands can't be reached.

    [Gameplay] Gas Heater

    You can build Gas Heaters for the Arctic Region, which have a 50% larger Radius their coal counterparts.

    [Gameplay] Inuit Trade Gas

    The Inuit will now trade a small amount of Gas which regenerates slowly in order to make airships accessible to those who don't get Old Nate's Gas Supply.

    [Gameplay] Oil Pier

    Gives you a new Pier which works like the normal one - Except this is for Oil Tankers to load and unload oil. This Mod was created by MystiqueBee84.

    [Gameplay] Twelve Items per Trader

    To speed up Item rerolling a little bit you will now get a maximum of twelve Items offered at all traders.

    [Misc] Soviet Logo

    Communism approved feature

    [Ornamental] Arctic Quay

    A Quay for the arctic region has been added.

    An Arctic Harbour

    [Ornamental] Plaza Decoration

    Some new Decoration Elements for empty plazas.

    Apart from that some content has been reworked or fixed:

    [Gameplay] AI Shipyard

    Fixed crashes and bugs

    [Gameplay] Cargolimits

    Adjusted to work with the new vanilla airship.

    [Gameplay] Commuter Pier for New World

    Texture has been reworked to fit into the New World nicely.

    New Commuter Pier

    [Gameplay] Increased Harbourarea

    Increased the harbourarea even further.

    [Gameplay] Nate's Airship

    Adjusted the Mod to the new "Passage DLC". Nate's Airship can now be built in the hangar, it will require Wood, Sails, Steam Motors, Gas and Arctic Scrap to be built. The Values of Nate's Airship have been changed significantly. Speed was brought in line with the vanilla Airship. Nate's Airship now has 2 Airship Item Slots and 6x30t Storage and is meant for small amounts of many goods like i.e. supply for a cliff.

    [Gameplay] Specialists added to NPC Dice & [Gameplay] Specialists added to NPC Dice (No Legendarys)

    Won't Influence the number of items per reroll anymore. This has been made into a seperate mod (Twelve Items per Trader)

    Download: Spice it up 2.7 on mega

    -----------------------------------------------------------------

    2.7 also introduces several new translations:

    • Spanish by Gotxiko
    • French by KhioElmdorh
    • Polish by xenonisbad
    • Russian by NikMsk_SPA_M_97 and OSFox

    ----------------------------------------

    As mentioned in the last update, spice it up has really become a group project.

    Credits to all the modders:

    u/DaLexy

    u/fishboss987

    u/kskudlik

    Miraak

    MystiqueBee84

    OSFox

    u/taubenangriff

    And also Credits to all the translators:

    • Gotxiko (Spanish Translation)
    • u/khioElmdorh (French Translation)
    • u/xenonisbad (Polish Translation)
    • MaxCheng95 (Traditional Chinese Translation)
    • coralfox (Simplified Chinese Translation for Update 2.6)
    • u/997962520 (Simplified Chinese Translation for Update 2.7)
    • NikMsk_SPA_M_97 (Russian Translation)
    • OSFox (Russian Translation)

    A big thank you to all the translators. You are bringing this mod to the international Anno community!

    ----------------------------------------

    At the end, a big thank you to all the testers who participated in the beta:

    Violet Chaolan, i-graphya, Hotfox, bergveld, Woolfman, Dawny Daviau, Anupheaus, Balthoraz and anyone else that I may have forgotten.

    We wish you a merry christmas and a happy new Year!

    submitted by /u/taubenangriff
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    Everyone is talking about PS1 Hagrid, but nobody is talking about this beautiful man.

    Posted: 21 Dec 2019 01:21 PM PST

    Is it just me or are harbor guns extremely OP?

    Posted: 22 Dec 2019 06:06 AM PST

    I just had 2 of these suckers completely destroy 4 ships of the line.

    I also noticed that the harbor crane was repairing the cannon while I was actively shooting at it with 4 warships. Sorry, a port facility literally repairing a fortification so that it gains health faster than it is being damaged by cannons is not a thing and is a bug that needs to be patched out.

    Also, does any else notice that ships often don't go where they're told? In the aforementioned battle, my six frigates that were supposed to be supporting and screening my line ships got stuck milling around by Bright Sands instead of going to the ordered destination. I repeatedly selected them and ordered them to move... nope, sailing in fucking circles.

    Shouldn't have mattered though... four ships each with fifty cannons vs. two gun emplacements with two guns between them... should be no contest. But no.

    TL;DR: plopping down two second tier harbor guns should not be enough to make your harbor effectively invincible.

    submitted by /u/DontHateDefenestrate
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    Coop questions

    Posted: 22 Dec 2019 11:17 AM PST

    Hey, this is my first anno. I've played it a ton since it came out. Considering grabbing a copy for the wife now that it has coop.

    Do you play the same faction? Or separate, allied nations?

    Is it possible to share a faction if you wanted to? Vice versa, is it possible to have separate ones if you wanted to?

    If you're separate nations, do you then have to buy/sell what you've earmarked for trade at your harbor, like you do with AI? Or can you shuttle ships to just "give supply"? Or can you do direct trades automatically? I.e. let's say she has an island that has pepper fertility & masses those/ and I have grain fertility so I mass that- can we set up boats to just trade our respective commodities to one another, like one would between their own islands under the same faction?

    Would love to know more about how coop works.

    submitted by /u/BuryTheMoney
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    question about anno economy.

    Posted: 22 Dec 2019 10:16 AM PST

    so if I got this right. My first game ended as a failure, because I tried to keep as many of my people employed as possible which makes complete sense. Well now I learned that essentially I should try to keep as many people unemployed and build as few buildings as possible unless I have someone to sell the goods too essentially?

    submitted by /u/Rosebourne
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    Please tell me if I am correct in my understanding of how to calculate production ratios.

    Posted: 21 Dec 2019 10:26 PM PST

    If I have it right, you can figure out building ratios by:

    1. Find the building in the chain with the shortest production time. This time corresponds to "one".
    2. Divide each of the other buildings' production times by the time corresponding to "one".
    3. If there are any buildings with a quotient that isn't a whole number, multiply all buildings' quotients by whatever multiplier results in the lowest possible whole number. If there are multiple buildings with non-whole-number quotients, find a multiplier that works for all of them.
    4. You should now have a whole number A:B:C production chain.
    submitted by /u/DontHateDefenestrate
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    Winning conditions.

    Posted: 22 Dec 2019 04:05 AM PST

    Hey folks,

    I'm about to buy Anno 1800 for 15$ on epic store. However, I have one question.

    What are all the winning conditions, would like to know about all of them. And which one do you prefer and why?.

    submitted by /u/sharky-mb
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    The DL3 mission and it says meet the inuit and I did and followed to here, and got stuck , the log says icebreaker what is that?

    Posted: 21 Dec 2019 10:51 PM PST

    Do the effects from complete item-sets for the zoo/museum/botanical apply to all islands?

    Posted: 21 Dec 2019 07:55 PM PST

    I'm near late game and been looking at effects from item-sets in the zoo, museum and botanical-gardens.
    These are the lists I'm talking about: zoo's museum and botanical-gardens.

    My question is: how are these effects applied? are they applied only to the island with these modules equipped? or that region (eg:"Old World")? or entire world?

    Some effects are
    +20% increased damage to sailing ships
    +1% increased income from Residences. 10% reduced chance of fires, illness, riots and explosions from Residences
    Attractiveness of Public Mooring +50, Increased Visits +10%

    I have AI off so the Taiga forest zoo set is appealing (money and workforce is a non-issue, reduced consumption seems the most beneficial).

    submitted by /u/MrHakisak
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    Question about the campaign.

    Posted: 21 Dec 2019 08:33 PM PST

    If i start and finnish the campaign it goes into sandbox mode. But does that include all the DLCs and the two extra worlds/maps ?

    submitted by /u/DumiZz
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    Is it possible to do the campaign cooperative?

    Posted: 21 Dec 2019 02:10 PM PST

    Thanks!

    submitted by /u/pedal2000
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    Is the campaign mode interesting to play? And how much time does it take to complete?

    Posted: 21 Dec 2019 03:23 PM PST

    Anno 1800

    Posted: 21 Dec 2019 08:10 PM PST

    Hi, Guys. Just bought Anno 1800 Gold edition from Epic Games and installed it. When I opened uplay (through Epic Games) I saw there that game languages that I could choose from were Russian and Chinese. I didn't specify anything like that while installing the game. I wanted good old English, but I couldn't find it anywhere. I tried to verify game cache and it said it was OK. Uplay interface is set to english. Can you help me in any way? I have heard the rumors that UPlay is shit and since this was the first involvement for me with UPlay, I can say that nothing works as desired.

    submitted by /u/LukaTchumburidze
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    PSA: Inaccuracy on the Wiki for unloads at depots

    Posted: 21 Dec 2019 07:25 PM PST

    On the wiki I have noticed that they state that horse carriages can hold up to 4 of a resource from any production building, This is false. A horse carriage instead can carry as many resources as the storage of it's production building can hold. I believe this misconception is a result of 4 being a common number among a lot of production buildings like work clothes, and schnapps where it is the case, but fisheries only have a storage of 2 and sawmills have a storage of 8 and I have regularly noted horse carriages carrying between 4-8 timber from my sawmills and you can see for yourself if you place your sawmill as far away as possible from the depot it delivers to. This is important since depots can satisfy 3 unloads/min when not electrified for every loading bay it has 2/3/4 for each depot tier, respectively and the amount of unloads/min varies from chain to chain

    For example, the wiki leads readers to think that a sawmill creates 1 unload/min, and a fishery creates 0.5 unloads/min where the fact is actually the opposite. (Unloads/min would be calculated as Storage/Production = unloads/min. A sawmil makes 4 timber/min and can store up to 8, 8/4 = 0.5 unloads/min while a fishery has a storage of 2 and a production rate of 2, 2/2 = 1 unload/min and schnapps and work clothes are 4/4 = 0.5 unloads/min.

    submitted by /u/VenomousHawk86
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    [Question] How do get peace with AI?

    Posted: 21 Dec 2019 12:23 PM PST

    Hello people,

    I'm playing the game for about 200hrs now and I still haven't really understood how to get peace back with AI.

    As far as I know you gotta get the military ranking lower than yours. So what I did I build some SotL and started raiding Gasparovs ships and destroyed 2-3 Island. But it didn't really change the numbers in the diplomacy screen.

    What's your guys approach to it?

    On a sidenote, I think they could do so much more with the diplomacy screen, but maybe that's just me. I would love to be able to negotiate terms for surrender and stuff like tat.

    submitted by /u/ch4ppi
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    Multi player not loading

    Posted: 21 Dec 2019 04:25 PM PST

    Hi, im new to Anno and trying to play anno 2070 with my friend but every time we try it gives an connection could not be established message for multi-player. Any fix for this?

    submitted by /u/agentb719
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    question about anno 2070

    Posted: 21 Dec 2019 02:21 PM PST

    so I want to play anno 2070 and low and behold.. What do I play? does this game have a story similar to how 1800 has one? What should I do the campaign, quickstart, continuous? I never thought I would be confused on how to start even playing a game lol.

    submitted by /u/Rosebourne
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