Ubi-Thorlof

Ubi-Thorlof


15 Oct

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Originally posted by Takarazuka012

It says West... What you on about this time Oliver? 🤔😜

Keeping an eye on you...🧐

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Originally posted by Takarazuka012

Well yes, but it's a heavily inspired build... not exact 1:1. But also, Mainz in the 19th century was mostly on the east side of the Rhein, so does allow for building it on the coast!

West side!

Cool project - you should play in German for full immersion


12 Oct

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Originally posted by Japnzy

Anno 40,000. Making giant imperial cities and running your own fleets.

They tend to do more destroying than building in that age, tbh...


08 Oct

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Hey baraterek, I like the idea and we'll have a look if we have the do something like this. Worse than not having such an overview, though, is having one but not updating it on a regular basis cause of lack of time.

So, for the time being we continue to check the reactions (likes, views, comments) on individual threads to see how the rest of our forum community is thinking about it.
Additionally, we know of the "faces" in our community by now, so if a "SirHarryPierce" is posting something, we e.g. know it's coming more from a veteran and record building direction 😉

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    Ubi-Thorlof on Support Forums - Thread - Direct

Another suggestion @Andromeda_2205
If you're using any kind of mods, the "City Ornaments" mod seems to cause a very similar problem. Please disable/remove it and test again.


07 Oct

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    Ubi-Thorlof on Support Forums - Thread - Direct

Heyho, just to confirm this is working as designed 🙂

Same-level Engineer and Investor residences are an exception to the usual rule: They can still positively affect each other.

When it's the same building/population type, having the same height does have a negative impact.

We're planning to adjust the info tips in-game to make this clearer.


06 Oct

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Hey all,

thank you very much for the list of various quality of life requests. I agree there are some rather useful improvement suggestions in this thread.

We'll be adding those to our list of potential changes for future Game Updates and will discuss them in the team.
Please be aware we cannot say if and when any of these points might make it into the game.

Thanks a lot!
Thorlof

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Check the "lighting quality" setting in the options menu. It has to be at least "High" for the lamps to illuminate their surroundings.

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    Ubi-Thorlof on Support Forums - Thread - Direct

Check the "lighting quality" setting in the options menu. It has to be at least "High" for the lamps to illuminate their surroundings.


01 Oct

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    Ubi-Thorlof on Support Forums - Thread - Direct

Just to confirm: No further information required, we're investigating the issue right now.

Thank you 🙂

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    Ubi-Thorlof on Support Forums - Thread - Direct
@jbboding
Read anno-union release notes - it had to e done like this because of game engine limitation. Now there is no way to plant trees near roads/buildings. Maybe in the future we'll get more tree ornaments.

Yes, what baraterek said.

Here's the full quote from our ...

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Originally posted by driscan

Not specifically addressing this issue, but I get the feeling that the devs are getting lazy since the High Life DLC. I mean just look at the buildings and items introduced in that DLC, they just made one model for multifactories and just changed colors for each variation! Same for toy factories, violin etc. That also use the same model. Same for the orchard items.

Ubisoft needs to end this "quick and dirty money" nonsense. Do it right, or just don't and accept that Anno 1800 is reaching end of life and start developing the next game!

Let's look at it from a different angle: The number of different goods introduced with The High Life would not have been possible if each had received its very own, unique building. The requirements for the Art team would have gone through the roof. And that would've affected development time and price of the DLC (the Season 3 Pass is cheaper than the Season 1 or Season 2 Pass).

Calling the contents of that DLC "lazy" is, in my humble opinion, extremely unfair towards the team that has spent several months working on the Design, the Art assets, texts and dialogues and programming of the new mechanics. Or our QA teams, who spent significant amounts of time on testing and providing feedback on the new mechanics.

So, while I can understand that it would have been great to have even more: more details, more buildings, more variants, etc., this is a far cry from "quick and dirty money".


29 Sep

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    Ubi-Thorlof on Support Forums - Thread - Direct

That surprises me, but it's a nice surprise! Glad these issues are resolved for you


28 Sep

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Originally posted by ChMalfet

The devs released 20-30 min video where they mostly spoke about the Gothic pack and how cool it could be... And still most people didn't vote for it! :P

Our next propaganda campaign will be more elaborate

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    Ubi-Thorlof on Support Forums - Thread - Direct

If it's not mentioned in the Release Notes, it's not part of the Game Update.

Regarding your two points specifically:
Neutral Traders/Kahina - We were unable to reproduce this issue so far. To further investigate, we would need a savegame that is affected by the issue.
Fertilities - Same here, we are not able to reproduce this and would also need a savegame.

Do these issues only appear on your existing savegames (all of them?) or also on newly created ones?

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Originally posted by Com_Raven

No teaser, just typo :(

I really can't leave you on Reddit without supervision anymore :|

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    Ubi-Thorlof on Support Forums - Thread - Direct

The issue should be fixed with today's Game Update 12.1

After the update, please verify your game files and let us know if you still encounter the issue.
Thank you!

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    Ubi-Thorlof on Support Forums - Thread - Direct

The issue should be fixed with today's Game Update 12.1

After the update, please verify your game files and let us know if you still encounter the issue.
Thank you!

Comment
    Ubi-Thorlof on Support Forums - Thread - Direct

Some context:
As stated in the Release Notes, trees cannot be placed next to roads and buildings anymore (i.e. the places where they would disappear from after loading).
The reason for this automatic removal is, that the game automatically removes trees etc. close to buildings to make sure they’re not going inside the building model itself. You can already see that when you place a building or a road somewhere.
Upon loading, the game does this check again and removes vegetation that is too close to a building.
So, to avoid that you can place trees in these spots from which they would be removed anyway, these spots are now...

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27 Sep

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Love this thread :D

Glad to see you're still around, u/videki_man, and enjoying your Victorian-era Anno game.