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
As the title says, Elevators don't appear in the "Construction Materials" tab, in Docklands, while they appear in the same section on the Trading Post / Warehouse:
I just thought it was perhaps not intended to add them to the Construction Materials category only in one place, I hope this is not redundant
Thanks for this amazing DLC!!
Latest posts made by Acidello
An even better QoL feature would be if the "drop excess cargo" feature -which is now activated by default at all stops where mail is being unloaded- was activated only at the last stop, also preventing unload mail in the same island in which it was loaded, allowing a single route to unload mail on different islands from the same slot. This would avoid mail waste and would in my opinio still fulfill the initial design choice, to have mail treated differently than other goods and not allowing "recycling" mail between the same session (unloading mail on the same island to transform it into regional).
Sorry for creating a new post on this topic: the forum advised me to do so since other posts are quite old.
I wanted to ask if you planned to allow setting minimum stock for Local Mail, or if the lack of this feature is intended and won't be changed.
As many players, I think it would be an extremely convenient quality of life change, especially considering that excess Mail at the destionation port is always dropped and lost, and it would make airmail planning much much much easier
I am aware that mail is being stored differently than other goods, hence implementing "minimum stock" option isn't perhaps immediate, but it could be done (for example) in the Airship Trading Post - Mail Module UI, by clicking on the relative Local Mail icon. Arctic and New World Science Reports could allow that too, since both goods can be withdrawed from the island (unlike Regional and Overseas Mail).
Hoping that this feature will be included or at least that it will be stated on the WNF/NAD tab of the "Known Issues List" Trello Board
@Ubi-SleepyGoat Thanks for your answer, sorry for the delay in my answer: I haven't been playing in the last weeks and I'm not able to use my computer with Ubisoft Connect at the moment. Also since I haven't tested the game since the Update 16.1 (which could have fixed the issue) I think I will keep posting on this thread as soon as I have more into = time to put my hands back on my laptop thanks again
@Bnsto Hey! I have the same issue here: the game is launching and loading fine, but a few minutes after playing everything freezes, I can move around the map but assets and simulation are all "static" (= frozen). It happened already a few days ago but I thought it was an overload of assets and I diminished my ships, as it happened while I was going to war against Hugo with a thousand ships. THat helped to prevent a few crashes, but now I am facing the same issue, and it doesn't matter how much stuff I get rid of (I tried deleting all my residences and almost all my ships) I still get a crash at a specific time after loading. Also: I thought it could be related to auto saving so I set it to "once every 60 minutes", but that doesn't seem to help.
Any help would be appreciated, as I'd prefer to avoid having to load a much older savegame, and risk facing the same issue after a few hours of gameplay. I can provide the "incriminated savegame" if needed
Here is a link to a shared folder (on my google profile) with three savegames, one for each scenario. The issue I refer to can be seen by clicking on the profile icon on the top-left corner. I hope the sharing method is fine, I didn't know how else to upload them:
Let me know if I can help more.
@Ubi-Ciel I am sorry I wasn't clear: there is no option to disable Influence in Scenarios, as it is disabled by default. All Administration Buidlings and Ships/Airships don't require Influence, which is also not shown in the top-left bar of User Interface. What probably happened is that these few points I posted above were left out when removing Influence references from the Scenario game mode when it was implemented.
Hi Anno Team!
As title says, some helium airships show incomplete "Helium Gas Cells" infotip upon hovering on the relative icon, as the following screenshot shows.
Among the airship classes there are mainly new airships, such as Pegasus, Manticore (Armed & unarmed), Harpy (Armed & unarmed).
while the expected infotip would look like this:
As always, I am available to provide any additional info/material upon request. I verified game filews before reproducing the issue.
Hi Anno Dev Team!
I noticed that on a few occasions the top-left bar of the UI can overlap, on its right side, with the central body of the interface, especially if numbers to show are too large.
Here is a screenshot of the issue, taken after verifying game files:
Hi Anno Team!
This is another minor annoyance rather than a bug: I noticed that Plantains, when becoming a Basic Need in both "Eden Burning" and "Clash of Couriers" scenarios, isn't classified as basic need (= doesn't appear in the relative needs tabs) in the trading post window and in the Marketplace needs overview, as the following screenshots show.
I verified files before reproducing the behaviour.