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Posts tonen met het label Blackgold. Alle posts tonen
Posts tonen met het label Blackgold. Alle posts tonen

donderdag 26 juli 2012

Anno 2070 Deep Sea expansion

Welcome to the ANNO-SONAR that will scan the deep sea for any information about ANNO 2070 – Deep Ocean until the release of the expansion pack. In the coming weeks it will bring up new pictures and information as well as other little things. First thing the SONAR brought up are some concept arts of the new population class – the Geniuses.
We have a few concept arts of the houses in which the geniuses are living.

How do you expect to be the life of a Genius in ANNO 2070 – Deep Ocean? Which wants and need will they have and what has to be done to fulfill them?


We’re happy to hear about your thoughts and ideas and want to hear how you like the pictures. Just write in the comments what the SONAR should search for in the future and we will try to calibrate it accordingly. Still, we cannot promise anything, since the ocean is vast beyond imagination.

The SONAR-Reconnaissance-Patrol!

donderdag 31 mei 2012

Anno 2070 Deep Sea

The new Expansion Some news about it

Dear researchers of the future and builder of worlds,
after a time that feels like aeons Karrenschieber alias Dirk Riegert is reporting back to you.
Some of you may remember me from 1404-times, when I was answering community questions regarding the progress of game development from time to time. Within Related Designs I am responsible for the Anno game series as a creative director. While I was not able to personally feed you with information during the development of 2070 due to time restrictions, I am very happy that I will be able to provide you with first-hand insights into the development of the Anno series again.

The whole Anno team is working at great pace and with lots of enthusiasm on the new AddOn, till "Anno 2070 - Deep Sea" will finally be released in autumn this year. This thread is supposed to work as a dev blog and offer you some exclusive details and background information on the AddOn.

So enough of the preambles, let's get started!


The secrets of the Ebashi trench
While ongoing world events shed light on a more than dangerous confrontation, in the shadows of that distressing development scientist Hiro Ebashi will make a trailblaizing breakthrough at the bottom of the trench named after himself that will alter the course of the Anno 2070 world for good.


Hiro Ebashi has a revolutionary breakthrough at the Ebashi trench.
All scenarios, features and events of the AddOn will be based on this discovery by Ebashi-san. The roles of the fractions will shift, tech organisation E.T.O ans S.A.A:T will gain significant importance and development of the deep sea will become an ever more important factor in the global strife for power and dominance. The latter will have strong influences on the basic game play of 2070, especially in long-lasting games.


To further max out the potential of the underwater world

During conception phase of the AddOn we soon realised that we wanted to do something different than in the expansions of 1701 and 1404. While "curse of the dragon" and "Venice" were most prominently focused on single gameplay modi like campaign or multiplayer, "deep sea" is taking a step further and will be the most extensive and most complex Anno AddOn up-to-date.

For the first time in the history of the Anno series a completely new civilisation class will be included in an AddOn- the tech geniuses. Innovations and production chains of the geniuses will be most prominantly located under water. With that, we follow the two most widely asked for community wishes from the online survey of Anno 2070; i.e. the wish for additional production chains and the demand for further under water features.

To add a new civilisation class to the game via an AddOn is not as trivial as it sounds. Even in 1404 we were considering an additional civilisation class, but if you do not include this extension of most basic game principles right from the first concept stages, it is really hard to implement it later on in a fitting manner. Therefore, right in the conceptional phase of 2070 we included the possibility to later extend the Tech fraction in a possible AddOn.

A seemingly understandable, but long-lasting result of the enhanced meaningfulness of the under water world for production chains and special buildings of the geniuses is the rising need for building space on under water plateaus. Where formerly only single production facilities were located, large indutrial complexes will now be situated. To meet this new challagnes, we redesigned all under water plateaus in a manner, so that they will provide more building space, but still not make it easy to simply fill them with buildings.


Underwater wolrd in the "deep sea" AddOn. on the left: new buildings, on the right: redesigned buildings from the basic game. überarbeitete Basisspiel-Gebäude.
Futher important optimisations of the underwater world affected the look of the underwater buildings. To get a believable and atmospheric look of the deep sea underwater effects limit the colours of the buildings. Everything is bathed in a mystic blue shading. This has side effects rendering it critically difficult to distinguish underwater buildings. As the AddOn will add numerous new production facilities, we optimised effects, animations and light settings for new and old production facilities to make them easier to distinguinsh and identify them as related production chains.


New underwater trade routes
With the exploitation of numerous important goods now being under water (e.g. lithium) scientists and engineers of S.A.A.T and E.T.O also took effort in evolving the transportation of those goods from the deep sea and developed prototypes of the new "sisyphos" class of submarines, dedicated to recover large amounts of goods from great depths.

To that end, the new underwater trade routes prove to be very helpful. By a mouse cklick every route and every route type can be classified as an underwater trade route. On normal trade routes, all ships (including submarines) will transport there goods above the water surface. If you mark a trade route as an underwater trade route, all submarines will maneuvre underwater as far as this is possible. If traderoute points only include underwater depots, the submarines will remain submerged continually. If they are approaching a depot on land they will only emerge from the sea in the harbour area. This new functionality has some strategic implications regarding disturbance of trade routes eg. in multiplayer (for example making patroling submarines necessary) or protection of the own fleet (from pirates or enemies).


Primary designs for transportation submarines of the new "sisyphos" class.
That's it for today. I hope something interesting was there for you and that your curiosity for "Anno 2070 - deep sea" has been improved. Maybe we will "read again" in the future, as there are yet plenty of secrets and details around the development of the AddOn to discover.

dinsdag 1 mei 2012

Conquest mode

Joined a Conquest mode wich is 43-5  for my team 43...

And made a own conquest mode wich is doing great  post pics/video soon...

zaterdag 31 maart 2012

What Ever it Takes

Last mission tommorow What Ever it Takes gonnan try and finish it tommorow

Today 1 April no JOKE

Started game at 11.31 in the morning Someone joins and we start game

Just afther 2 Seconds he leaves game and i win the Game All missions completed NOW Lucky me that he left...

donderdag 29 maart 2012

Patch 1.04

today is the new patch released Patch 1.4 that is coming with new free elements and a new world event and we also release our brand new DLC content.

Global Distrust – The great stock market crash
- World-Event:
The “Former” Technology brought great success to the Eden Initiative and raised their number of followers and investors. In the Background, Global Trust develops a plan to catch up with the Ecos and stop their rising profit and popularity. The Tycoons bethink themselves of their initial strength and expertise: The financial sector. Trading and expansion shall invert the obsolescence. To have an eye on the economy you generate access to the brand new statistic center by fulfilling the world event.

New free element:
Fountain „Waterfall“
Statue „Stock crash“
Flowerbed
Billboard
Autumn Tree


--------------------------------

DLC Content

"Central Statistical" Package:
Get direct access to the statistic center without fulfilling the world event upfront. You’d like to dress your brand new tool with an exclusive skin? The “Central Statistical” Package provides you with a glamorous look for this economy building.

"Crisis Response" Package:
Master two exclusive Tycoon missions to convince lost investors and attract new followers.
Mission 1: „ The long way there “
Mission 2: „ Final spurt “

"Distrust Series" Package
The financial boom and growing consumer behavior, taking place in the Tycoon cities, raises the desideratum to express this prosperity visually. A large variation of ornamental buildings brings variation to the city centers:

Security fence Section
Security fence Corner
Safety fence Gate
Covered city center
Searchlight
Carousel display
Shopping Mall Entrance
Shopping Mall Corridor
Shopping Mall Corner
Shopping Mall Intersection

Patch notes:

ANNO 2070 - Patch-Notes 1.04


The most important changes in overview:
  • Notepad function implemented
  • Rival Third Parties will got to war against one another
  • DLC-related awards will only be included in the overall count if the corresponding DLC has been activated
  • The "Dock" building is now much cheaper to both build and operate
  • The sawmill produces more slowly
  • Goods depots' Surface-to-air missiles do more damage
  • Tornadoes occur more rarely
  • Skylar Bane's World Council actions have been rearranged and significantly increased
  • Seamus Green's World Council actions have been rearranged, with some weakened and some strengthened
  • Underwater Oil fields have been significantly increased at all levels of difficulty
  • A bug was fixed which led to own games being flagged as „Other game” and therefore certain achievements not being unlocked.


Further changes and bug fixes:
  • NPC Ark Trading ships destroyed by tornadoes now respawn after some time, ensuring that the player still has a partner for passive trade
  • Fixed an exploit occurring during trading with third parties per Drag&Drop
  • The lumberjack now being correctly processes the "Summer Tree" decorative element
  • A bug which led to interface elements being shown in the main menu whenever the game was paused has been fixed
  • Ships on trading routes no longer automatically take on quest-related items such as the boarding crew
  • Sound effect for placing a Summer Tree was corrected
  • In the description of the ornamental building "Reflection", the statue is now properly referred to as an "ornamental building"
  • Collision detection has been optimized for ornamental buildings
  • The Keeper and Guardian buildings are now correctly referred to as "Ecobalance buildings" in the building interface
  • Quests in the "Friendly turn" category designed to support the player when at war with any other third party now count as failed as soon as the player makes peace with that third party (Applies to "Fleet expansion," "Reinforcements", "Cannon fodder" and "Asymmetrical warfare")
  • After a multi-player game had been lost, the button "Start new scenario" was mistakenly displayed, which led to subsequent errors. This has been fixed
  • An error in the loading screen which occurred when players joined a multiplayer game directly from another multi-player game has been resolved
  • A rare error was fixed where the mouse pointer was not displayed while loading certain scenarios and world events
  • Ark contents were sometimes lost when switching between online and offline mode, and when loading a saved game from the other mode. This bug has been corrected.
  • Contents unlocked using Tech Career points no longer bear the Eco Symbol in the "Bonus Content" menu
  • An error in the visualization of sequenced movement and attack commands has been fixed
  • A bug was fixed which could lead to the game looking as if it were accelerated when a player had enabled time acceleration while simultaneously inviting a co-op partner to their game
  • The volume of the Related Designs Jingles at the start of the game has been reduced
  • It is no longer possible to move the camera during the introductory sequence of the Bonus Mission "Return to C.O.R.E."
  • Animation of the damage to the pirate base when bombarded by a long-range missile has been improved
  • Diplomacy menu improved in co-op games
  • A rare error has been fixed which led to the population not consuming any more tea after a savegame loaded
  • Audio feedback revised for certain quests
  • Several small quest bugs were fixed
  • Several text errors have been corrected
  • Several improvements in chat and when adding contacts
  • And much more.

vrijdag 16 maart 2012

Black Gold multiplayer mission is next FINISHED

Gonna Try to get Black Gold finished 1st attempt failed...

1 guy started to attack me without seeing him comming in.


20-3-2012
Today with 3 players and I won in 1 hour and 45 minutes 1000 Oil delivered