Ubi-Thorlof

Ubi-Thorlof



28 Sep

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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!

Comment
    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...

Read more

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.


22 Sep

Comment
    Ubi-Thorlof on Support Forums - Thread - Direct

@baraterek That's mixing up two things here. For several games, including Anno 1800, all challenges and rewards were completed/unlocked last year with the switch from Uplay to Ubisoft Connect. This was intended behaviour and the Reddit thread you linked is showing those challenges (even if talking about achievements).

The issue from the beginning of September was a different matter, which unlocked the achievements for some players. That was of course not intended and we're currently investigating if and how we can resolve this.

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Originally posted by ItimNaEmperador

NO D: . Reworking again T_T >_< 0_0

But that's part of the fun, right? Right? :P

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Originally posted by ReformedSlate

Well I am still stoked.

Will this be DLC be available for the New World like the previous?

Yes! You will also be able to build the canals in the New World

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Originally posted by fluffytom82

The developers agree, they won't do it for two reasons:

  • it will be hard to implement; it would be impossible to mix it with thd existing train system because it's different mechanics so it would have to be a totally separate system, which means a lot of work and a lot of game resources making it heavier to load

  • players already find the current railway tracks somewhat cumbersome; they take up quite some space, and disturb the continuity of the layouts. They don't want to add a second set of tracks on top of it. That's why they chose to use busses and not trams for tourist season.

It's really nice if I have to work less cause someone else already posts the answer! Thank you! ;)

(we addressed this topic in the DevBlog about the Bus System, 2nd half: https://anno-union.com/devblog-tourist-season-the-bus-system/)

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It's one of those well-kept secrets of the Anno universe...


21 Sep

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Thank you for pointing this out, the problem should get fixed with next week's Game Update 🙂

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Originally posted by cjnewson88

I know this is a modders issue, but any chance, while you're looking at trade routes, at fixing the issue where ships are waiting waaaaay off the coast to dock instead of closer in? Or the issue where the ship gets to the location where it should be assigned a pier to dock at, and it skips docking and goes onto the next leg of the trade route? I know these are caused by mods but I'm sure there is a tweet you guys can do to fix it :-)

If it's caused by a specific mod (do you know which one?) maybe that's something the modder can look into themselves?

The chance for us to investigate and fix an issue that only appears when using a certain mod is rather low. That would mean taking resources from a bug fix for the main game and all players to fix something specifically that "breaks" when using mods. And as you can see by the meme here, our normal workflow is already causing "complaints".

(no offence, I understand it's a meme and not 100% serious)

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Originally posted by MateuszC1

Thank you for the explanation. I hope that you can still appreciate a decent meme. ;-)

We always appreciate memes :P