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Cafe Tropico  |  Tropico 2: Pirate Cove  |  Pirate Cove Bugs/Troubleshooting (Moderator: CafeDave)  |  Topic: Game improvements/corrections
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Tekkor
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« Reply #50 on: 04/30/03 at 12:44 PM »

Quote
I know there is a Pirate Festival but I think there should be like a "Captiive Holiday" edict.

While I do like this idea, I think it being a holiday doesn't exactly fit with the theme.  The captive bar measures resignation, not happiness.  Somehow I don't think giving them a holiday would make them more resigned, but that could just be me.  Perhaps if it's something else, like a "Congratulations, you're all doomed day," it would fit better for me.

Yeah good point. Maybe like a "Lashings for Everyone Block Party" to whip them all into shape.

I guess the basic idea was just some sort of edict to improve the captive resignation at the cost of them not working for a short period of time. I think it would be a good thing to have in an emergency perhaps.


To the other poster...good point on the cannon handling. I was just using 50 gold as an example. In truth the easiest way they could fix it is to have the cannons just go into the dock inventory upon docking.

Then create an edist that or something that allows you to transfer cannons from one dock to another. Hell even make it cost something if they need to. I wouldnt mind paying $500 to move 6 extra cannons from one dock to another so I could get both my ships outfitted.
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Peregwyn
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« Reply #51 on: 04/30/03 at 04:15 PM »

The clickable area of buildings seems small to me.  I have to click 3-4 times for buildings to register, especially the larger buildings like the sawmill.  I would like to see the clickable area enlarged.

Also, the smaller buildings like the chuck wagon or construction tent get lost behind trees and I can't click through the trees to get them to register.  I have to remove the trees with the T key and then click on the buildings.  I would like to see the trees as invisible to the mouse (unless you are trying to remove trees).  It may be too difficult to differentiate though, I don't know.

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« Reply #52 on: 05/03/03 at 08:17 AM »

I agree with you Peregwyn.  The problem with many buildings like the sawmill or iron mine is that there are too many see-through areas where you just click the ground behind instead of the building.  I think the whole zone covered by a building should register as clicking the building so it would be easier to click on.
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Captain Blueballs
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« Reply #53 on: 05/03/03 at 05:48 PM »

Number one request would be a way to shuttle supplies between docks there is *nothing* as irritating as waiting for hours to get a ship to resupply when another dock has a surplus of the item in question - I view this a as a bug rather a than feature request.  Closely related to this I would appreciate the ability to 'assign ship to dock' to stop ship returning to random docks.  An 'auto crusie when supplied + rested' option woudl be great.
Secondly I think ti would be a great time saver to have a shortcut for *any and all* applicable edicts (assasinate, free captive etc) on any character's status bar (as 'ransom' already is for wealthies, 'donate gold' is for pirates and 'pressgang' is for peons). I'd also appreciate the ability to navigate a characters properties when I click on them in the almanac, without closing the almanac.

Anyway - great, stable game over all, very few real 'issues' (as opposed to requests for tweaks) except the dock bug.
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« Reply #54 on: 05/03/03 at 09:54 PM »

I have another suggestion re the campaign.  When you quit a game in the campaign I feel it should take you back to the main campaign screen, not the main menu.  Also when you are defeated in a camppaign episode, so you can try again without having to select the campaign and load it up again.
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mancini
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« Reply #55 on: 05/05/03 at 07:39 PM »

My first and biggest request is that a road stop block building (like in pharaoh) is added that stops captives from wandering into pirate roads/neighbourhoods where there is anarchy
it should be as big as one cluster of road and be able to be placed over the road at roads where you will want captives to not wander (making them turn back) but only let pirates trough

As a sideline i need a way to be able to remove road even if it is not a loose end , imagine for example this:
==[]==  .. and that i have to remove the circled road in the middle and turn it into a regular segment like the ones surounding it ?!

My second request is that a page in the almanach  that has a shortcut and that shows curent amount of ore , corn , beer , parots  etc be added ( maybe a graph for their usage on the same page too)

My third request is  some kind of grouping for schooling pirates that would not require to send every pirate to schol by hand to each school

Being able to click on things in the game while the almanac is open is my wanting too

Also i would love it if houses were hidden when showing the grub , drink etc. overlay because it is so difficult to see all people
(just like trees are hidden when crating roads)

However i believe ship grouping  be a really detrimental ideea for the gameplay and autocruise dont sound too good either

Edict request : 1 edict that distributes all peglegs , parotts ans hats in stock randomly amongst pirates

Map Scripting documentation request : more extensive documentation on the variables and rules and everyting in it

this be all mateys
sorry for my bad english
congratulations for a great game
« Last Edit: 05/05/03 at 08:55 PM by mancini » Report to moderator   Logged
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« Reply #56 on: 07/08/12 at 10:09 AM »

Edit: if you wish to read the original thread on this topic [building rotation], it can be found here: http://dynamic3.gamespy.com/~tropico/cafe/index.php?board=18;action=display;threadid=6377

Updated link:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=6377.0
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