3/19/2023 0 Comments Anno 1800 mods![]() ![]() Anno Toolkit - a webapp to identify fitting items & specialists for guildhouse, townhall and harbourmaster office (supported DLCs: up to Land of Lions).Calculate how many residents you can supply by exploiting docklands (also known as arbitrage - for advanced users).Maximize the number of depots in a harbour area.Find the best combination of level 4 and level 5 skyscrapers to maximize population + comparison tool to check that the built skyscrapers match the computed solution.Optimization Tools - finds the optimal solution to various problems:.Savegame Visualizer - turns islands from savegames into Anno Designer layouts.Rerollbot: Automatically buy the items you want (more robust than Auto Clicker.Statistics Extractor: Automatically refresh values in the calculator.Anno 1800 Collection Tracker - A program that allows you to track your gained cultural items one has across several islands.Asset Viewer - a program to search for items using a lot of filters to display item pools (expeditions, tourism, harbour).Anno Designer - a program to design building layouts for Anno games.Use Ctrl+Q to get there or select the Statistics button on any production building. Be aware that this functionality is now in-game via the Production tab in the Statistics Screen as of Patch 6.0. Needs Calculators - programs or websites which let you calculate the needs of your population: how much they consume, how many production buildings you need to satisfy their needs etc. If you want to learn more about modding the game itself to add things such as new buildings, ornaments, or even make adjustments to game mechanics, check out the modding page. Here you can find a list of such tools created by Anno fans for other players. See python implementation of reading these values in list_of_buildings.py.Many players create their own tools for Anno 1800, including calculators, layout designers, autokey commands, and other useful tools. Ifo_file = open ifo_path from data2.rda + patches Ifo_path = cfg_path.replace("cfg", "ifo").lower() ifo files using this pseudo-algorithm:Ĭfg_path = assets.xml -> /Values/Object/Variations/Item/Filename ProductPrices/ /BaseGoldPrice).īuilding size in game tiles can be calculated from. Time ( Values/WareProduction/ProductionTime) is stored in miliseconds.ĭefault passive trading prices can be calculated as int(2.5 * properties.xml >. Ingame_maintenance = datafile_maintenance / 4096 # or divide by 2**12Īmounts of goods ( Values/BuildCost/ProductCost/Tools) are stored in kilograms (1000 kg in data file = 1 ton ingame). Ingame_maintenance = datafile_maintenance > 12 # use binary right shift ![]() Non-credit maintenance cost like power and ecobalance ( Values/MaintenanceCost/ActiveEcoEffect, ActiveEnerg圜ost, ActiveEnergyProduction + Inactive.) are stored as binary fixed point numers: Values/BuildCost/ResourceCost/Credits and Values/MaintenanceCost/ActiveCost and InactiveCost) are stored in the same unit as in-game credits. and then enough categories to give you an headacheĬredits (e.g. is stored in patch0.rda/data/config/export/main/asset/assets.xml and superceded by the assets.xml files of subsequent patches. ![]() Such values as building cost, power output/consumation, maintenance cost, ecobalance effect, etc. The principle of modding involves modifying in-games values (Ships maintenance costs for instance) to make the game harder, easier or more balanced. data4: Blacklisted words in every language and fonts for the gameĮn_us0.rda Localization Sound.data2: Icons and images used in the basegame.The RDA files can be opened by RDA Explorer RDA file organization data0 The games data is stored in the installation directory, in the "maindata" folder. GitHub Mod Collection - GitHub collection of various mods. ![]()
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