Ubi-Thorlof

Ubi-Thorlof



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!

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    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.


24 Sep

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Originally posted by PatateLover

Couldn't it be implemented as an upgraded road so both pedestrians and tramways can use it, rather than its own independent track? If you look at old pictures (or even recent ones), tramway tracks are often imbedded in the roads themselves and people often cross them/ride on them.

Thank you for the answer and love the game!

The problems here are a bit deeper, since this still brings several challenges:

We need to keep in mind every single kind of situation, where this type of road interacts with something else. Be it other types of roads, railways, canals, bridges, buildings, ... Not only from a visual point of view but also regarding the game logic (considering when talking trams, people usually expect a gameplay element connected to it).

Having two types of transport with their own logic share a system would most likely make it worse and not better ;)

Generally, the topic of new street types etc. is something we will have another look at regarding technical feasibility, but there are certain challenges connected to it which makes it tricky to implement in the current system.

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Originally posted by Kingmarc568

Will it be possible for the canals to blend into the sea or will they be an enclosed system like in Enbesa?

The latter, yeah, no connections to rivers/lakes or the ocean.

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They will have nice things again from Tuesday onwards


23 Sep

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Originally posted by blokzeil1

It would be nice if canals have a real function for houses or industrie or even a, farm bonus!

Then it wouldn't be a Cosmetic DLC anymore ;)

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Originally posted by vanticus

Those canal landscapes look really good- it’s quite impressive what the art team have managed to put together! Does anyone know what the ‘groundplane’ ornament is?

I know!

You can see them in two of the screenshots: They are used for pedestrian path in the very first one and to create the circles in the 2nd one.