Best posts made by Acidello
These are not bugs, just a couple of inconsistencies in text labels describing "foreign" production chains. I am talking about the small infotips which appear when hovering on productions, from the chain overview (bottom bar). As a general rule, I see all productions which don't belong to the region in which are displayed (= "foreign") contain this text, highlighted in red: "Construction only in Region". However there are a few exceptions:
1) in the Scholars tab, all enbesan productions show "Constructable only in Enbesa". Here is a composed screenshot from Tailored Suits' production chain:
This happens for all enbesan productions in the Scholars tab (Sanga Cow, Indigo... and so on). Productions from New World (like Rum, Tobacco...) show the "usual" text "Construction only in ...". Perhaps, all infotips could have the same word ("Construction")?
3) in the Old World, when hovering the pointer on "Gas Mine", from Gas Power Plant's production chain, the text is again different, saying "Only available in the Arctic":
this text is unique, no other "foreign" production from any region shows this, and also Gas Power Plant's infotip in the Arctic seems consistent with all the rest:
Here it is for what concerns "incongruencies report"
Then, I have a couple of suggestions, a bit more "redundant":
In Enbesa - Fuel production chain, Oil Refinery shows 2 text labels, making clear that it can be produced both in Old World and New World.
This makes sense, considering that Cape Trelawney is Old World biome, it doesn't need specification imho, but for Wood (Illuminated Scripts chain) there is a text label only for Old World, despite the good being available also in New World and the Arctic (even with the same production cycle of 0:15).
Illuminated Scripts is the only production chain including wood which doesn't have that resource in the region, while it can be produced in more than one region. Same as Fuel in Enbesa, requiring a resource which can't be produced there, but can come from more than one region. Perhaps, wood from Illuminated Scripts production chain could show 3 different texts for all regions (or a single one summoning all regions)? Like: "Construction only in Old World, New World and Arctic" ?
Last but not least, here is what I see when I hover on Clay, from Clay Pipes' chain in the Scholars tab:
I am not sure if this makes sense, but from my point of view Clay Collector could be substituted with Clay Pit only in that spot. I know that the "original" production chain (as shown in Enbesa) has Clay Collector, but opening that chain overview in the Old World could benefit from that quick information "you can produce clay also here", like as a reminder?
Thanks for your time and efforts, this was just some suggestion, nothing really urgent!
As always, I can produce a savegame if needed
Latest posts made by Acidello
[GLITCH] [Seeds of Change] Plantation Farms' animation mixes up between fertiliser and tractor activity
I'm here to share a small visual glitch in the Plantation Farms' animation. These buildings have now (since "Seeds of Change") a separate animation for when the fertiliser silo's bonus is active, but the tractor barn "piston" animation can also be triggered by the fertiliser silo's effect.
See video attached for more detail:
As you can see, when the farm is running without bonuses no animation is active (correct), but as soon as I activate the fertiliser's silo the piston animation is also triggered, even though the tractor barn is paused.
I verified game files multiple times and experienced the same issue. Also (not sure how much importance this has) I have received confirmation by other players who have experienced the same issue.
I'm available to provide any other info/material to help you track the problem.
Thanks for your amazing job!
@ubi-viral Thanks for your answer, my apologies for not being able to answer before (I've been travelling abroad).
I'm sorry for the redundant report: I didn't have Hugo in my match when I noticed the item not appearing, and I didn't know that this setting had been changed, so I imagined all items would have appeared if I owned the DLC.
I just tested it again starting a new game with Hugo Mercier in my match and I can say that the item is now appearing as it should be, so I guess the whole case can be closed.
Thanks for your kindness and availability!
Hey Anno Team!
I found a strange common item appearing in the category "Affects All Production Buildings".
The item has no name nor icon, but from the Asset Viewer it seems that it has ID number 769.
Here are a few screenshots:
The "Sources" tab indicates the Research Institute as source, however the bottom text (which I foolishly cropped off in my first screenshot) says that it cannot be researched.
I was able to reproduce the issue after verifying files. Let me know if I can share other info/materials.
Thanks for all your help, and keep up the good work!
Hey Anno Team!
Same Trade Union items affecting Hacienda (main building) and Hacienda Storeroom, are also affecting Hacienda Jornalero and Obrera Quarters, not producing any effect as the bonuses don't apply to residences. Follows a screenshot of the item set. As I mentioned, these same items are also the only ones affecting Hacienda and Hacienda Storeroom, although the three "Forktun8" Nate items increase productivity, which doesn't bring any benefit to either Hacienda nor Hacienda Storeroom:
Let me know if you need other info/data. I was able to encounter the issue also after verifying files again.
"Drunken Dave's Distillery Dive Leaflet" item affecting Hacienda Brewery, not specified in description
Hey Anno Team!
As the title says, the item "Drunken Dave's Distillery Dive Leaflet", which is now affecting also Hacienda Beer Brewery, does not mention this new building in its description, which appears as before Seeds of Change DLC: "Affects All Old World alcohol production buildings".
Here is a screenshot showing the item description, while the item appears among items affecting Hacienda Beer Brewery:
Thanks for your help,
Hey Anno Team!
After verifying game files I have been going through items to check new affections and I found out a few bugs, here's one: the uncommon rarity Town Hall item "Poster of the Leader" has disappeared from the Statistics screen. I remember it being mentioned a few times over the past Release Notes: in GU 4, GU 9.1 and last time in GU 10: "Added sources for “Poster of the Leader” in the item overview". Not sure if that's related with the issue I'm experiencing, but it makes it clear that it has been object of multiple corrections already.
Here is a screenshot of what I see when searching the item name among all items ("Poster of the Leader" is none of those 5 items shown):
As always, I'm ready to provide other material if needed, just let me know!
@ubi-mushy Thanks for the quick answer!
I followed your instructions:
- deleted all "Seasons of Silver" scenario savegames;
- verified files;
- restarted game;
- checked there were no savegames (no "cloud downloaded" savegames neither);
- checked that that the "reset scenario" key was greyed out;
- started a new "Seasons of Silver" game: the buffs were still there (Hacienda already rebuilt and both Trading Posts placed);
So far, the only way I could reset my scenario progress was by having scenario savegame and clicking on the (not anymore greyed out) "reset scenario" key.
So, if no savegames are present, I just need to start a new save, reset the scenario and delete the savegame to start a new one with no previous progress unlocked, but that sounds too complicated to be meant to work like that, so in my opinion it must be a bug of some kind.
I'm sending a few screenshots for clarity, feel free to ask me if you need other stuff.
"reset scenario" key greyed out:
Scenario progress from previous (unexisting) savegames:
Thank you again for your patience and support!
Let me know if I can help you in other ways, or make other attempts,
Hi Anno Team!
In "Seasons of Silver" scenario, Fishery (probably modeled after "Fish Oil Factory") and Charcoal Kiln give negative Attractiveness, despite that mechanic not being present in the scenario.
Here are a couple of screenshots:
Thank you again for your patience in keeping track of all our reports!
In "Seasons of Silver" scenario, warehouses show "upgrade" key to "Large Warehouse", but the last upgrade requires Steel Beams, as in the main game, although this good is not available in the Scenario.
Here is a screenshot:
Thank you again for your help and patience!
Hi eveyone in the developers team!
As the title says, "Pearls" are listed as good in the Warehouse/Trading Post in "Seasons of Silver" scenario, despite they aren't used in any production chain.
In the following screenshot I'm hovering the mouse on the Pearls icon:
Thanks again fo your help!