Anno Small City on Cape Trelawney |
- Small City on Cape Trelawney
- Advanced Co op play
- Is there a way to delete your own ships?
- Anyone else getting severe stuttering on DX12? Seems like it just started happening recently.
- (Anno 1404) Failed to initialize DirectX Error
- What is most fun AI combinations?
- Trade Union people/items for farms?
- Is there a mod for conditional trade routes?
- [1800] Music Pavilion - a multitasker?
Posted: 26 Jan 2021 11:18 AM PST
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Posted: 25 Jan 2021 04:54 PM PST
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Is there a way to delete your own ships? Posted: 26 Jan 2021 11:26 AM PST | ||
Anyone else getting severe stuttering on DX12? Seems like it just started happening recently. Posted: 26 Jan 2021 08:48 AM PST | ||
(Anno 1404) Failed to initialize DirectX Error Posted: 26 Jan 2021 07:23 AM PST Hello everybody, I am making this post because I have the DirectX initialize error. After I fixed the Black Screen Crash on launch problem via changing the DirectX line from 0 to 9 I encountered another error and I am really pissed off that I have to do more research so I fix the error and finally play the game. I downloaded the web DirectX from Microsoft and it did nothing tried running Anno1404HE Venice as an Admin but it did nothing too. Can anyone help me? [link] [comments] | ||
What is most fun AI combinations? Posted: 25 Jan 2021 05:49 PM PST What is most fun AI combinations from 2* and 3* AI? Preferably which don't die out like suicidal Alonso. I was thinking Mercier, Malching, Beryl? Or should I just got Mercier, Malching and Silva? Or Mercier, Malching and Hunt? Or Mercier, Silva and Hunt? I'm trying to do expert campaign. [link] [comments] | ||
Trade Union people/items for farms? Posted: 25 Jan 2021 02:45 PM PST I decided to finally make hyper-efficient farms with tractors, silos, and trade unions. I've researched all the trade Union items and people, but was wondering if there's a good combination of trade union items that anyone has found yields the best results? (Old World Crops) [link] [comments] | ||
Is there a mod for conditional trade routes? Posted: 25 Jan 2021 05:36 PM PST Bit of a long shot but hopefully someone can help: Is there a mod that allows you to set more conditions on trade routes? Vanilla game just allows "unload only if possible, otherwise keep", "wait to unload", and "throw overboard if no space to unload". It would be extremely helpful if there were other conditions like "return to X port if cargo bay Y empty" or something like "if X cargo cannot be unloaded, dump overboard and swap slot for Z cargo on next circuit" Especially for distribution routes e.g. to make sure all settlements are topped off with all building materials or to supply small settlements with full selection of resident needs by only using 1 boat, this would save a lot of time/ships travelling pointless legs of journeys. [link] [comments] | ||
[1800] Music Pavilion - a multitasker? Posted: 25 Jan 2021 01:16 PM PST Hi, I was wondering (and don't have enough items yet to properly test it out myself) if the Music Pavilion can be shared between multiple zoos, museums or botanical gardens - i.e, if I build a zoo with a music pavilion and assign it some sheet music - does that sheet music also affect the exhibits of a museum that's build right next to it (and therefore touching the pavilion) - or do I need to build another music pavilion specifically under the museum? [link] [comments] |
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