Anno Steelport, main producer of steam engines and heavy weaponry |
- Steelport, main producer of steam engines and heavy weaponry
- [Mod] Spice it up 3.0.2
- Cab Assembly Line
- Quality of Life update - Extra goods now show how many and what
- Guide to the Export/Import System for Docklands!
- Is it possible to choose what roads become Quay Streets and which stay as normal roads? Because now that it automatically switches, my harbour areas look f***ing hideous....
- Do you Roleplay?
- Dockland problem with Geforce now
- Using the new piers instead of the old ones
- Tips and suggestions for Anno 1800
- Game freezes.
- First thing you did with the new DLC? Go!
- Audio Crackling/Stuttering still not fixed
- fire stations disabled in update?
- How to use the new Quay street in Docklands dlc?
- Small update for a sandbox - huge jump for players
- Season 3 pass not connected?
- Bright Harvest DLC - The Tractor Test Quest not completing but tractor barns are delivered with fuel..
- Docklands is live!
- Season pass not working for compete edition?
- How do I import bananas?
- Settling new islands in campaign mode
- Steel Production Island II
Steelport, main producer of steam engines and heavy weaponry Posted: 23 Feb 2021 04:54 AM PST
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Posted: 23 Feb 2021 09:23 AM PST Before anyone asks: Yes the modloader is working fine with GU10! Remember the last time when I wrote "This is probably the last ever update to Spice it Up since official sites have confirmed that there is no Season 3 planned." Yeah lol whatever, this is the Compability Update for Game Update 10 together with some patchnotes: New Mod: [Ornamental] Ornamental Docklands
[Gameplay] Harborlife
Apart from that, some changes have been made:
[Gameplay] Active Trader Nate
[Gameplay] AI Shipyard
[Gameplay] Cargostorage
[Gameplay] Influence Reduced for Ships
[Gameplay] Inuit Trade Gas
[Gameplay] Legendary Seeds
[Gameplay] Oil Pier
[Gameplay] Scrapcrafting
[Ornamental] Trees with Fences
[Ornamental] World-Fair-Items
[Adjustments] Construction Menu Cleanup
[Ornamental] Unlimited Botanic Ornaments
------------------------------------------------------------- Spice it up-Package: Mega.nz Modloader: Release Version 0.7.12 · xforce/anno1800-mod-loader (github.com) Discord-Invite: Anno Mod-Corner International (discord.com) --------------------------------------------------------------- Have fun playing! [link] [comments] | ||
Posted: 23 Feb 2021 04:09 AM PST
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Quality of Life update - Extra goods now show how many and what Posted: 23 Feb 2021 11:21 AM PST
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Guide to the Export/Import System for Docklands! Posted: 23 Feb 2021 09:14 AM PST
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Posted: 23 Feb 2021 11:54 AM PST
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Posted: 23 Feb 2021 04:35 AM PST Do you Roleplay when you play Anno 1800? I like to rp as someone who really cares about his employees and tries to make them as happy as possible (I also don't use propaganda for ideological reasons). I also like agriculture, so with the Docklands DLC I want to mass produce agricultural products and trade them for other goods. [link] [comments] | ||
Dockland problem with Geforce now Posted: 23 Feb 2021 09:38 AM PST When I checked yesterday there wasn't any problem but today (with dockland) i can't launch the game with geforce now. After the ubisoft connect part geforce now return to it's front page. When I try an other game or relauch anno it said that it need to close my session so it's like I just lost the link to the geforce computer each time I launch the game. Any solution? [link] [comments] | ||
Using the new piers instead of the old ones Posted: 23 Feb 2021 12:17 PM PST
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Tips and suggestions for Anno 1800 Posted: 23 Feb 2021 12:12 AM PST Hi Anno community! Firstly, my thanks to the developers for this amazing game and for continuing to support it this long after release! It is amazing news that a Season pass 3 is upon us, and I am eagerly looking forward to the glorious future of the Anno franchise! Given that we now have at least another seasons worth of development on Anno 1800, I wanted to take this opportunity to ask the Anno community long time players as to what all features they wish this game had, so that the developers potentially take a look at this thread and include any such features in the upcoming free game updates that come alongside the Season Pass 3 DLC contents. Feel free to add your own suggestions! Let me start off by listing a few good features in my view: · Having an in-game notepad. The main issue I face in a lot of Anno game sessions, and especially in Anno 1800 given that there are 5 simultaneous game sessions (as of now!) to keep track of with all the DLC, is that whenever I come back to a saved game after an extended break, I am lost as to what I was doing, and what I had planned on doing. There may be fires in one session, a goods shortage in another, a planned trade route that I forgot to put in, a trade route that got lost to pirates resulting in multiple goods shortages, etc. This problem will only get exacerbated with the additional content being added to the game. Incorporating a simple suggestion like having such an in-game notepad will mean that we always have a handy to-do list, that we can populate before exiting our game sessions, which we can refer to, when we log back in. I know there are sticky notes, etc. in Windows 10 and third party lists we can do, but nothing beats an in-game option so that it doesn't take us away from the game once we get back in. I believe that earlier games in the Anno franchise had such a feature, so there is a precedent for adding this option. · Expanding the blueprint feature. The blueprint feature is one of the most amazing quality of life features that is present in Anno 1800, and one of the features that I miss the most whenever I go back to past Anno games or even other city builder games, and so am grateful to the developers for incorporating such a feature. But, there is so much more that can be done with the blueprint feature. Currently, blueprints cannot be transferred across sessions-for example, between the Old World and the Crownfalls session. Similarly, blueprints cannot be transferred across save games. If the developers can look at the Factorio blueprint available in the base builder game Factorio for inspiration in this regard and take a few pointers in this regard, it will be amazing. For example, for players who have a lot of multiple save games, or for players who have their own customized specialized city layouts, that they want to replicate in another game session, or in another save game, it will be very helpful if layouts can be saved to a "Blueprint book", which can then be accessed across multiple save games/sessions. I understand that certain players may feel that this takes away from one of the fundamental points of playing such city builder games-ie. Spending time manually laying out buildings for your various cities, but I would argue as a counter-point that this is only an option for players-players may choose not to utilize such features if they want to manually do everything themselves, but for those players who have settled upon a preferred city layout, or for example, for those players who have seen some experts in this game layout their cities in a very efficient/attractive/organic manner and want to replicate such layouts in their own save games, having such a Blueprint book feature, coupled with the ability for other players to upload their respective blueprint layouts for other players to copy and use in their respective save games will constitute an amazing QOL feature, that I would request the developers to work towards incorporating in-game. · Expanding the late-game events Just throwing out ideas like: ¨ Have the Pyrphorians as an invading late game enemy, so as to ensure that you have a sufficient military in late game after all AI have been extinguished and pirates have been conquered/allied (of course this can be a toggle able option that can be switched off at the beginning of the game session for the beauty builders). ¨ As an alternative/addition to above, have an option where you can mount an 'independence campaign' against Queenie and defeat her armies and become your own master-with some in-game aftereffects like the pent up gas-master probably becoming your enemy and you being forced to vanquish his island as well. I believe Anno 1701 had some option like this. ¨ Have more late game money sinks so that players who have reached the money limit always have something they can use the money for. I have not yet played Land of Lions so I don't know if the research institutes I have read about address this aspect, but its always great to have new monuments (for instance the courthouse from main campaign) that serve aesthetically as well as have in-game benefits thereby encouraging you to construct them. These late game money sinks can also maybe give you options to unlock alternative skins for various buildings like pubs/banks/investor houses, ship skins, etc. so that there is more variety in the in-game looks. ¨ Have late game random events (that can be toggled off at beginning of game session) like natural disasters-for instance, cyclones, tornadoes, earthquakes, global warming linked to your industrial production capability that result in water levels rising and sinking your docklands and harbour areas, etc. forcing you to re-develop or develop elsewhere. I think Anno 1404 had such natural disaster options that you could activate when you start a sandbox game session. ¨ More of a feature that I remember from Anno 2205. In that game, if you play multiple game sessions to a sufficiently advanced stage, you could gain in-game benefits that you can opt for, when you later on start a fresh game save. For example, it could unlock in-game modifiers like a larger number of residents in certain resident tiers, greater farming/ mining output, etc. Again, this will encourage people to play the game more and also start fresh game saves wherein they have the ability to enable/keep disabled such in-game options that they have unlocked by playing the game. ¨ More achievements, more character/new character portrait customization options, etc! I remember spending many hours playing Anno 1404 to just unlock the various customization options available. Anno 1800 unfortunately doesn't seem to have anywhere close to the same number of achievements. Having such achievements encourages long term players to continue playing the game to have something to work towards and achieve as well as providing a specific goal to work towards for players who primarily play with an end-game goal in mind, who may be discouraged from 'aimless' sandbox sessions, that are the primary mode of playing Anno 1800. · Expanding the tutorial/campaign/new scenarios One of the things that strikes you about the main campaign (which has traditionally acted as a tutorial in all the Anno games by introducing you to the various features offered by the game) is that it only goes up to Tier 3 of citizens and leaves you hanging high and dry, when it comes to dealing with late game features like Electricity, etc. Similarly, the Passage DLC has a mini story but doesn't really get players up to speed on the aspects of gas (or how it operates vis-Ã -vis electricity, etc.). I have not played through the Land of Lions campaign yet, so I don't know how it integrates and/or explains the features brought about by the LoL DLC. My point is that new players to the game who are potentially buying the complete edition now, or even those who are buying the base game now and have not played any earlier Anno games, may be overwhelmed by the abundance of new features available upon completion of the campaign. They will then be forced to look elsewhere outside the game for YouTube playthroughs, guides, etc. – the dedicated amongst them may follow such third-party guides and come back to apply them to the game while the casual gamer may get overwhelmed and just postpone playing the game after they reach a sufficiently advanced stage with too many things to juggle/take care of. One way of dealing with this is having scenarios (something past Anno games had but Anno 1800 doesn't have). There can be mini scenarios focusing on specific aspects of the game-for instance, developing electricity for an existing city requiring layouts and interactions between the new world and the OW, or requirements to establish a gas connection with the Arctic region, maybe with requirements to do so within a specific time frame (on higher difficulties)-such scenarios can function as mini tutorials that focus on aspects of the game that the base game campaign did not deal with. There can be military focused scenario, expansion focused scenario, electricity and trade connections focused scenarios, etc. completing the same can reward in-game items like cosmetic items that can be used in your normal game sessions. Such an approach of having scenarios can both drive long-term player engagement with the game and also function towards familiarizing players with various aspects of the game that the main campaign does not address or deal with. · Expanding diplomacy features I understand that the developers made a decision to forego land armies during the development of this game, and that may be a consideration for future Anno titles. But at the same time, there is still scope for at least improving the diplomacy aspects of the current title. I have pretty much settled into playing games with only pirates and without any AI, primarily because otherwise I end up with situations where I ally with Wibblie and Anne and they go to war-why can't I have an option to get allied with both and force Anne to ally with Wibblie as well and everyone is one happy family! Expanding the current diplomacy options to allow for such developments would really be helpful in this regard. Look at other related things like forcing peace treaties, demanding an island from an AI you have defeated, etc. · Expanding the new world While the Season Passes added new content to the Old World and introduced new regions like the Arctic and Enbesa and the SP3 is looking at fleshing out the Old World, the New World has been left relatively untouched despite it being present in the base game-maybe the remaining DLC of the Season Pass 3 can also look at adding maybe another citizen tier to the New World and other goods, needs and New World specific monuments, etc. that will rely on products from other regions as well. This will encourage sales of this season pass and also further develop the inter-dependency between sessions which is one of the key aspects of this title. · Soundtrack options The Anno 1800 soundtrack is so beautiful to listen to. Earlier, there was a bug that got rectified later on, whereby you could play for hours but never listen to a major chunk of the soundtrack. Unfortunately, if you keep shifting between sessions, it keeps resetting the sound tracks. Why can't there be an in-game music player, that gives you an option to select specific tracks that keep playing irrespective of which session you are in (with toggleable options to allow fire alarms, worker unrest etc. sounds to override the soundtrack if needed), shuffle options, etc. · Last but not least, again I fervently hope that the Season Pass 3 sells amazingly well so that we get a new Season Pass 4 and an India/Asia session, East India Company AI personality as a competitor to us, etc. that will fit in so well with the time period of this masterpiece of a game! Cheerio! [link] [comments] | ||
Posted: 23 Feb 2021 11:09 AM PST I have downloaded the new dlc and gu 10 and now my game freezes after the second pop up (the one after loading into the game) that docklands is available shows. I have also installed the mods, which have been updated on nexus. Please help. I want to play the new dlc so bad. [link] [comments] | ||
First thing you did with the new DLC? Go! Posted: 23 Feb 2021 09:41 AM PST | ||
Audio Crackling/Stuttering still not fixed Posted: 23 Feb 2021 11:55 AM PST Hey everyone, i just downloaded the newes patch/harbour DLC and the promised fix for the audio crackling/stuttering problem caused by the prior patch is still not fixed on my end :( Just like before, after about an hour of playtime, the music and several audio effects start to crackle and stutter nonstop. Makes the game quite unpleasend to play to be onest. *EDIT* Seems like the performance problems are also not fixed as the game just startet to stutter like hell after about 2 hours of playing. Even on a new save-file with little to no islands settled... bummer :-/
Is anyone else having this issue? [link] [comments] | ||
fire stations disabled in update? Posted: 23 Feb 2021 12:01 PM PST is anyone else having problems with fire-stations in GU10? fire says it's at max level and when a fire happens no firefighters appear! and the option to deploy just keeps saying waiting to be deployed. disabled all mods and issue persists? [link] [comments] | ||
How to use the new Quay street in Docklands dlc? Posted: 23 Feb 2021 11:20 AM PST I'm just playing the new Docklands dlc on the season 3 pass and had a question. If you build a brick street in the harbour area it turns into a new Quay street. It also carries power lines? I want to build a beautiful pier for my people to walk down, do people walk down the quay anyway? Or should I build a street? [link] [comments] | ||
Small update for a sandbox - huge jump for players Posted: 23 Feb 2021 12:29 AM PST Hi guys, First of all, let me to express my thanks for such a great game that you developed. I am eager to play DLC 3! I love especially sandbox game, but I miss one functionality: there is no in-game overview of the victory conditions and the progress. It's annoying, when you realize it after hundreds of hours playing. Especially when it has to be somewhare on the game "backend" and it shouldn't take much effort to lift it to a visible interface. Do you plan to remedy this ommission? Thank you! [link] [comments] | ||
Posted: 23 Feb 2021 08:30 AM PST Hi. I purchased season 3 pass a few days ago. Today (23 Feb), the first dlc has been released. When I opened my game, there was no "update" to the game. I have read that a number of things in the game will be updated. Also, I noticed that in the Store, my purchased season pass 3 doesn't show as owned. Even the separate docklands DLC doesn't show as owned. How do I check that within the game? [link] [comments] | ||
Posted: 23 Feb 2021 10:17 AM PST
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Posted: 23 Feb 2021 10:06 AM PST although as usual Ubisoft shop is bugged, so it's not available for me :( [link] [comments] | ||
Season pass not working for compete edition? Posted: 23 Feb 2021 12:45 PM PST I own the complete edition to ANNO 1800 with all the season passes. I opened the game this morning and saw that Docklands is locked. It says "You don't own this content yet" How can I fix this when I own the Complete edition? So far I've uninstalled, reinstalled. Verified files. Restarted Ubisoft connect. [link] [comments] | ||
Posted: 23 Feb 2021 11:51 AM PST I want to unlock New World goods from the docklands DLC, but they require importing bananas. However I don't see a way to import that. How do I do that? [link] [comments] | ||
Settling new islands in campaign mode Posted: 23 Feb 2021 10:32 AM PST When settling new islands in campaign mode, you need 10 planks and 8 steel plus some money. So I buy then from Archi or pick them up at Ditchwater. But if I carry for example 20 planks and 16 steel in order to settle 2 new islands in one trip, settling the first islands consumes all of my materials. Is there something I can do so that it becomes possible? Thanks. [link] [comments] | ||
Posted: 23 Feb 2021 09:45 AM PST
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