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Cafe Tropico  |  Tropico 2: Pirate Cove  |  Pirate Cove Discussion/Questions/News (Moderator: CafeDave)  |  Topic: Horse And Trap
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paradise-man
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« on: 05/16/03 at 02:20 PM »

 ::)I had an idea that haulers could use a horse and cart to carry large/heavy loads, do you think this would be possible in the expansion Tongue Tongue Huh Huh Roll Eyes Roll Eyes
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« Reply #1 on: 05/16/03 at 09:31 PM »

Ahhh, a 17th-century semi-trailer!  Grin
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« Reply #2 on: 05/17/03 at 12:33 AM »

That would be a cool idea. Some sort of upgrade for the building or something?
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« Reply #3 on: 05/17/03 at 01:12 PM »

On some of my roads especially near the entertainment/dock district the roads get pretty congested and people sometimes have trouble moving around other people.  I like the idea of the horse and trap and one side of me would like to see it in the game but the other half thinks that is a waste of time and will rocket congestion.  If it was a building upgrade where you could select which buildings used it then it could possibily be incorporated; it would be useful for those entertainment buildings (brothel, inn etc. which demand pastries etc) and the smuggler's cove.
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« Reply #4 on: 05/17/03 at 01:15 PM »

Yeah. I would also want the option to downgrade when we had skeleton haulers...

Maybe to relieve the congestion have a trolly or some form of transportation for the pirates?
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« Reply #5 on: 05/17/03 at 01:22 PM »

No, the game has to remain sympathetic to the era in which it is placed
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« Reply #6 on: 05/17/03 at 05:31 PM »

That would be a cool idea. Some sort of upgrade for the building or something?
...hmmm

Weren't there building upgrades in Tropico 1?  I seem to remember adding some capabilities to existing buildings.

What could we jump up and down and hold our breath for in the way of building upgrades? Smiley

How about something on the cannon foundry.  I'm sure there were more types than the basic cannon turned out by our foundry.
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« Reply #7 on: 05/17/03 at 06:37 PM »

Yeah. There were upgrades such as the smokehouse, and all sorts of things like skylights etc...
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« Reply #8 on: 05/19/03 at 06:44 AM »

I like to make all my main roadway's 2 tiles wide instead of one. This has greatly reduced congestion in my high traffic area's, and sped up production.
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« Reply #9 on: 05/19/03 at 02:09 PM »

hmm, you use horse and trap in title then use horse and cart in the message.  i guess where you're from they're interchangeable, but i've never heard horse and trap...
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roadway's 2 tiles wide
since frog city is US based, i take it they observe US pedestrian custom and pass on the right? (i guess skeletons can do what they want Grin).  it's a good idea though bligh, i guess so obvious i didn't think of it...
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« Reply #10 on: 05/27/03 at 05:25 AM »

I recall when the guys at PopTop were developing the original Tropico they had wanted to incorporate some form of road vehicles.

However on examining this in more detail the AI and pathfinding, along with the need for a higher spec machine meant this plan came to nothing.

Given Tropico 2 is based on the same engine, I would guess this is the reason why a horse and trap would not be added. Pity, as I always fancied seeing a man in black, riding a cart, shouting "Bring out ya' dead!" in Tropico 2.
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« Reply #11 on: 07/26/11 at 11:05 AM »

I recall when the guys at PopTop were developing the original Tropico they had wanted to incorporate some form of road vehicles. ... Given Tropico 2 is based on the same engine, ...

I'm not sure that is true. I think somewhere "Frog City" said they used one of their engines rather than the modified RRT2 engine.

In any case, I'm sure that one of them posted here that the game will run even without roads because there is a movement "default" that activates teletransport if the walking animation is blocked.
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