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Can someone explain victory by "points"? What constitutes a point? EDIT: Made games with victory points, looks like it periodically gives you side quests that let you earn points, with random objectives. Seems like the best victory condition for aimless play. vvv seems like it'd be better for multiplayer though, due to those "first of" objectives. Arsonide fucked around with this message at 23:57 on May 28, 2014 |
# ? May 28, 2014 23:44 |
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# ? May 31, 2024 03:14 |
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Arsonide posted:Can someone explain victory by "points"? What constitutes a point? You get points for completing objectives that appear during the game. First to build a Library, or first to export x Bananas for example.
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# ? May 28, 2014 23:54 |
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I've run into a weird bug about halfway through the campaign: whenever I try to load Isla Rojo on the Through the Looking Glass mission, I just get stuck at the loading screen forever and it cycles through the same three or four dictator factoids. I've waited for it about ten minutes in my longest attempt, but the rest of the game has been loading in a matter of seconds for me.
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# ? May 28, 2014 23:57 |
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SubNat posted:Taking another round through, I'm pretty sure all the DLC buildings are in the files somewhere, although most of them don't have anything more than a placeholder. With the oyster farm i assume it is more productive if the ocean is polluted. After all the taste is with the chemicals. Creamery seems to be a t2 or t3 milk related structure. Ranger corps maybe be a military structure with faster troopers.
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# ? May 29, 2014 00:05 |
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Is there any way to change the multiplayer game speed? Just want to have a relaxing Tropico game with people without being stuck in mode.
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# ? May 29, 2014 00:12 |
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Is anyone who doesn't have the game already interested in going in on a 4-pack next week with a friend and I? Would save everyone $10 off the purchase.
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# ? May 29, 2014 00:58 |
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Catts posted:Is there any way to change the multiplayer game speed? Just want to have a relaxing Tropico game with people without being stuck in mode. yeah, jesus. I'd at least like a pause button. it's most noticeable in the colonial era where your deadline ticks down
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# ? May 29, 2014 01:06 |
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Is it just me, or has the Intellectuals faction ceased to exist? It's kind of weird because there's a place in the ideological system they would fit perfectly - namely, diametrically opposed to the Religious faction, like they were in previous games - but the Militarists are slotted in there instead.
Mister Bates fucked around with this message at 02:18 on May 29, 2014 |
# ? May 29, 2014 02:03 |
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Aircraft carriers: Useless $25k coastline ornaments during a running battle. However stack an invading force up against a wall of guard towers so they'll sit still? Absolute rapewagons. I'm stuck on the 'we'll invade the poo poo out of you till you impress the superpowers 5 times' mission and drat if my guard tower/carrier killing field isn't letting Tropico's military punch way above it's weight.
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# ? May 29, 2014 05:27 |
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So, has anyone figured out if there's a way to upgrade the stats of general managers? It's just really kinda frustrating to see only your dynasty members with more than one star.
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# ? May 29, 2014 05:49 |
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Mister Bates posted:Is it just me, or has the Intellectuals faction ceased to exist? It's kind of weird because there's a place in the ideological system they would fit perfectly - namely, diametrically opposed to the Religious faction, like they were in previous games - but the Militarists are slotted in there instead. They have gone to the Globalists faction. World peace and understanding
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# ? May 29, 2014 06:18 |
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Alkydere posted:So, has anyone figured out if there's a way to upgrade the stats of general managers? It's just really kinda frustrating to see only your dynasty members with more than one star. I saw a generic manager with two stars once. I have no idea how they got that way.
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# ? May 29, 2014 09:53 |
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I've seen some 3-star generic managers too but I've no idea what got them to that point.
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# ? May 29, 2014 10:11 |
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John Charity Spring posted:I've seen some 3-star generic managers too but I've no idea what got them to that point. Out of curiosity, did you run a census?
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# ? May 29, 2014 10:14 |
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Dirk the Average posted:Out of curiosity, did you run a census?
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# ? May 29, 2014 11:08 |
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Jintor posted:I saw a generic manager with two stars once. I have no idea how they got that way. When you fire a manager from building and hire him again elsewhere he gets second star. Maybe you can keep it up until he's 5-star. Or maybe he heeds to work for sometime in the building to get second star when he's fired.
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# ? May 29, 2014 11:10 |
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Dirk the Average posted:Out of curiosity, did you run a census? I did not. Didn't have any missions that mentioned managers as rewards either.
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# ? May 29, 2014 11:10 |
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John Charity Spring posted:I've seen some 3-star generic managers too but I've no idea what got them to that point. I get the feeling that if a manager works for you for a duration of a mission, he gets a star in the next one. I might be full of poo poo.
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# ? May 29, 2014 13:29 |
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The White Dragon posted:I've run into a weird bug about halfway through the campaign: whenever I try to load Isla Rojo on the Through the Looking Glass mission, I just get stuck at the loading screen forever and it cycles through the same three or four dictator factoids. I've waited for it about ten minutes in my longest attempt, but the rest of the game has been loading in a matter of seconds for me. Calypso posted a hotfix for this until they fix it in a patch. Load up a sandbox game using the island giving you problems and then return to the main menu, THEN load the mission. Should work then.
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# ? May 29, 2014 13:37 |
gyrobot posted:With the oyster farm i assume it is more productive if the ocean is polluted.
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# ? May 29, 2014 14:17 |
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jBrereton posted:This is the exact opposite of true, oysters are actually extremely sensitive to pollution of various kinds, and commercial shellfish farming has suffered a lot in the last few decades because of poor environmental management
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# ? May 29, 2014 14:28 |
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I find it really annoying how there's no jail or imprisonment system in this iteration. edit: also, does anyone know what buildings count as "colonial?" Also they could have done way more with military forts. Letting them be museums or dungeons or actual bases in the later eras seems like a natural move considering the last games.
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# ? May 30, 2014 00:57 |
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Perhaps we can interest you in this fine DLC? Alya posted:Interesting hint in lua files.
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# ? May 30, 2014 01:14 |
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RagnarokAngel posted:Calypso posted a hotfix for this until they fix it in a patch. Load up a sandbox game using the island giving you problems and then return to the main menu, THEN load the mission. Should work then. Got it, I'll try that next time I run into the problem (well, hopefully I won't). Yesterday, I tried saving at the mission select screen and loading said save, which also fixed it. Barracuda Bang! posted:edit: also, does anyone know what buildings count as "colonial?" Old school Plantations, Catholic Missions, maybe anything in the Lumber tree, and mmmmaaaaaaybe Military Forts? Not a whole lot. Fur20 fucked around with this message at 01:17 on May 30, 2014 |
# ? May 30, 2014 01:15 |
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Yeah, those DLC plans are rather heinous. Particularly if they turn out to be 1 buildings/1 outfit/1 skill, like the DLC for the last game in the series. On an unrelated topic, is there any index anywhere of the faction opinions of the various constitution choices? I halfway tried to take an accounting of it from the game itself, but there were too many factors to keep track of, particularly with the fact that changing the constitution gives bonuses/maluses based on the policies that were deactivated. It doesn't look like the deactivation opinions ever go away, either.
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# ? May 30, 2014 01:19 |
I wish the DLC was more like "hugely expand the Colonial stage, which is kind of the best bit of the game in terms of cash balance, aesthetics, and overall challenge" than "you can buy a really good computer to do your research if you feel like that's a really pressing thing ever, which it isn't".
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# ? May 30, 2014 01:36 |
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jBrereton posted:I wish the DLC was more like "hugely expand the Colonial stage, which is kind of the best bit of the game in terms of cash balance, aesthetics, and overall challenge" than "you can buy a really good computer to do your research if you feel like that's a really pressing thing ever, which it isn't". I wish I could stay in the colonial era forever, it's really fun but the mandate mechanic is terrible.
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# ? May 30, 2014 01:40 |
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Strudel Man posted:On an unrelated topic, is there any index anywhere of the faction opinions of the various constitution choices? I halfway tried to take an accounting of it from the game itself, but there were too many factors to keep track of, particularly with the fact that changing the constitution gives bonuses/maluses based on the policies that were deactivated. I'd love to know this too. Last game I managed to absolutely outrage the communists and the environmentalists, leading to constant rebellions even though average happiness was in the high seventies.
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# ? May 30, 2014 02:01 |
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How do you use the aircraft carrier? I get "Fire at will", but is there a way to tell them to bomb these guys or those guys? Just had a pretty bad uprising because... I banished too many criminals I guess?
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# ? May 30, 2014 02:24 |
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I think with aircraft carriers, it's all automatic.
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# ? May 30, 2014 04:23 |
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Tehan posted:I'd love to know this too. Last game I managed to absolutely outrage the communists and the environmentalists, leading to constant rebellions even though average happiness was in the high seventies.
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# ? May 30, 2014 04:32 |
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Speaking of Professional Military, does anyone know how much more effective it is than either option with uneducated soldiers? It's always a big drain on my industry, using up so many high school educated workers, but I can't shake my older Tropico habit of needed educated soldiers.
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# ? May 30, 2014 04:39 |
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I want to say 50->60? So, 20% more effective?
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# ? May 30, 2014 04:43 |
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Khisanth Magus posted:Is anyone who doesn't have the game already interested in going in on a 4-pack next week with a friend and I? Would save everyone $10 off the purchase. Hey I'm interested! I skipped over 4 but loved 3 (and 1!) so I'm down for some Tropico lovin.
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# ? May 30, 2014 04:49 |
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Barracuda Bang! posted:Speaking of Professional Military, does anyone know how much more effective it is than either option with uneducated soldiers? It's always a big drain on my industry, using up so many high school educated workers, but I can't shake my older Tropico habit of needed educated soldiers. Professional army is not even remotely worth it. Even if you absolutely need every bit of military power, you're still better off with conscription/militia because the greater industrial capacity will allow you to build more bases.
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# ? May 30, 2014 04:55 |
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Ehh, you can repel pretty much anything anyway. The only time I had trouble was with the pirates attacking before you are even able to build a proper army. I've noticed that enemy armies are just as dumb about pathing as yours are, so you can really stomp 'em once you realize you can encourage your entire army to descend upon a priority defense point.
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# ? May 30, 2014 04:58 |
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Plus once you hit modern times you just need some sort of uneducated workforce employment program.
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# ? May 30, 2014 05:11 |
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We really need a compulsory education edict.
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# ? May 30, 2014 05:27 |
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FrozenVent posted:Plus once you hit modern times you just need some sort of uneducated workforce employment program. This. Entirely.
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# ? May 30, 2014 06:03 |
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# ? May 31, 2024 03:14 |
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FrozenVent posted:Plus once you hit modern times you just need some sort of uneducated workforce employment program. Completely true. In my latest game, I've taken to flinging down 6-8 ranches whenever I start running out of uneducated jobs. Lots of llamas to feed wool into the cloth/clothing production chain, some pigs/goats/cattle for food variety. Keeps the dummies busy, and doesn't require corn as an input like factory farms do. That and dropping down blocks of new tourist development from time to time. I think I've probably got 10? high schools, all packed, have the Visa immigration option picked, and I still end up blowing stacks of cash to import more high school educated citizens to fill those jobs anyway. I think I'm up to 2700 or so population on that game using the population uncap mod, no issues so far. I did cap it at 5000, since I believe I read it really does start getting unstable above 6000 or so regardless of hardware.
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# ? May 30, 2014 06:23 |