Ubi-Thorlof

Ubi-Thorlof



08 Nov

Comment

Love it, looks amazing!

Hope you don't mind us sharing this on Twitter :)

https://twitter.com/ANNO\_EN/status/1457666970741059584


03 Nov

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Hey BigJim35,

while we understand the wish for a map editor, right now there are no plans to create/release such a tool. We're using several 3rd party tools for the creation of our worlds this time around, while for some older Anno titles, the tools were entirely self-developed - and could therefore be released to the public.

Cheers,
Thorlof


02 Nov

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We've seen a few comments mentioning the skin is not available for them and are investigating at the moment :)

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Hey, just to avoid any confusion:
In the developer video with two of our UI Designers one of them expresses the hope for more VR games or generally a stronger focus on VR in the future. Right now we do not have any plans to release a VR version or add VR support to Anno.


28 Oct

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Originally posted by Kaankaan7

Give us a victorian style skin for hotel please

Right now we're not planning to add any skin variations for hotels.


27 Oct

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Originally posted by Rooonaldooo99

Hahaha brilliant! I didn't expect anything to really come from my (admittedly very sloppy) work I just put together in a hurry, but this is why I love your community engagement. Please never change :)

Indeed, we expect less sloppy quests in the future


26 Oct


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 😉

Comment
    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.

Comment
    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