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Author Topic: New Scenario & Sandbox Replacement: Random Adventures  (Read 3498 times)
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TJ
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« on: 04/24/03 at 11:58 PM »

I thread in the scripting forum gave me an idea for these scripts. The thread was about a script that would randomly select captains. Jon Edwards was nice enough to write that script. I decided to tackle the project of randomizing everything else. Here are the features:

Random Adventures:
- The location of your island is choosen at random.
- Randomly hires a captain for the start and selects additional captains that can be recruited
- The number of starting captives and pirates are random within a range.
- You start with one fully loaded ship. It could be a Snow or a Galleon or anything in between.
- The starting treasury is varied depending on the starting ship. If you start with a Snow, you start with a large treasury. A Galleon at the start means a small starting treasury
- The starting commodities (lumber, corn, etc.) are random within a range of values.
- Trade routes and settlements are random choosen.
- Shipwrecks occur very occasionally (less often than in other scenarios).
 - You start with no patron, but if you acquire one, you will start receiving some prisoners.
- You can hire a master spy to find out about shipping routes.
- Interrogation of captives can reveal the location of settlements.
-  Wars may end up starting between the countries.

In the scenario version:
- Bronze, Silver & Gold wins require progressively longer games to achieve win.

I have spent a lot of time writing and testing this, but I don't guarantee that it is 100% bug free. Please let me know if there are problems.

I hope everyone has fun with these. It was fun and challenging writing them.

See following two messages for attachments for each version.
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« Reply #1 on: 04/25/03 at 12:01 AM »

Does it start out like sandbox does placing building down for you?
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« Reply #2 on: 04/25/03 at 12:05 AM »

Scenario version

See previous post for description. Unzip the files into the Tropico2\Maps folder.

Note: Attachment was created with Winzip. I have been told that is does not work with Windows XP's decompression utility.

* Random_Adventures.zip (108.58 KB - downloaded 170 times.)
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« Reply #3 on: 04/25/03 at 12:07 AM »

Sandbox version

See previous post for description. Unzip the files into the Tropico2\Maps folder. Then look in the file "Random Adventures Sandbox.txt" for further instructions.

Note: Attachment was created with Winzip. I have been told that is does not work with Windows XP's decompression utility.

* Random_Adventures_Sandbox.zip (6.05 KB - downloaded 150 times.)
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« Reply #4 on: 04/25/03 at 12:07 AM »

Note: Attachment was created with Winzip. I have been told that is does not work with Windows XP's decompression utility.

Actually, it did this time.
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« Reply #5 on: 04/25/03 at 12:10 AM »

Does it start out like sandbox does placing building down for you?

Geez, you didn't even let me get the posts in... Smiley

The scenario version has a map I created with it. The sandbox version works just like the other sandbox games with a random map each time.
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« Reply #6 on: 04/25/03 at 12:10 AM »

Note: Attachment was created with Winzip. I have been told that is does not work with Windows XP's decompression utility.

Actually, it did this time.

Go figure....
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« Reply #7 on: 04/25/03 at 12:11 AM »

That's what you get for posting them while I'm stalking the board.  Wink
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« Reply #8 on: 04/25/03 at 12:11 PM »

Very cool, TJ. I'll take a look at it.

By the way, I've written the framework for a random event system. I only have a few simple events right now, but I have ideas for a lot of fun ones. My plan has been to release the random event script after the patch  because there are some scripting language bugs I discovered while writing it. I would send you the current version to play with if you are interested.
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« Reply #9 on: 04/25/03 at 12:25 PM »

Jon,

I hope you like it. I've already started on my next scenario. I would like to look at what you have as far as the random event system
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« Reply #10 on: 04/26/03 at 10:38 PM »

Update for the scenario version.

I just noticed that the description lists the wrong goal amounts. Only the script is updated.

* Random_Adventures.txt (31.25 KB - downloaded 118 times.)
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« Reply #11 on: 07/19/03 at 05:22 AM »

Is it possible in this scenario for my patron NOT to send prisoners even though they're at war? I've been going a couple of years now with a patron and need workers! Huh
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« Reply #12 on: 06/19/04 at 04:33 AM »

I thought I would have a go on this scenario and post my thoughts and screenshots every 6 months.  What better way to say thank you to TJ for one of his several scenarios.  The zip file worked fine on my XP system.

The random elements mean its not likely that what I say here will spoil your surpises if you havnt played it yourself...and if you havnt maybe this will encourage you to have a go.

Before I started I tweaked the scenario win conditions. I took out the mimimum time condition so that I can win Gold as soon as, if, I achieve the hoard requirement.  Im going to scam and micromanage as usual and complete as fast as possible.  I dont want to play for years of game time.

Wonder what starting ship I would get...I havnt cruised with anything bigger than a Sloop for 4 months+ (real time). A Galleon would be cool.  If I get a big ship and changed my mind I could always scuttle it and use the resulting equipment to provision a fleet of small ships. What did I get...a Snow !  Loads of money though.

Jan 1695 Start. My first observation is how far the two docks are from the map edge. Sure enough - it takes an age to complete each mission. 10 or 11 days to sail to/from the dock to the map edge. Each raid for captives or specialists takes 26days.  Learnt something though - a Snow still only uses the same 2 rations despite the duration being 3 times the length of a raid that starts from a dock right near the map edge.  Also this consumption doesnt change with the crew numbers.

So I started.
- Make peace all round (for now).
- Close out all inactive captive jobs and at the palace.
- Women to the fields, Men to the timber camps.
- 2nd sawmill built as soon as possible plus wood supply established.
- Strategic decision: Shift docks and town to far shore of island. Will cut down cruise/raid times which are sure to be important later.
- One pirate house and scam gold from pirates.
- Specialists:Farmer, Wench, Bird Handler, Server. Got these for unlocking buildings as the Industruious nature of pirate queen means all the unskilled workers are soon at respectable skill level 4.

Tactical Decision May:
- Im short of workers. Will raid for captives now or should I go cruising instead ?  My Snow is fully armed and first cruises are often safer because foreign powers wont deploy naval forces yet. Yet if I do this with a weak Snow, gain a handful of gold, it will draw naval forces to my zone making it dangerous later when i expect to be ready for all out cruising.  Yet if I raid for captives I risk losing weapons.  Because of my cash I decide to raid for unskilled. I can buy or make weapons later. Regrets it. First raid returns with +3 Capitives, -2 KIA, -2 Cutlass, -2 Cannon, -2 Muskets! That was expensive - and whats more Im not equipped enough to go cruising until I get some weapons.

July1695 (6 months into game)
Heres the island now.  

The mini map in the left hand cornor shows how far the two starting docks were from the map edge.  By contrast I cant get my new dock any closer to the edge.  My new town next to my new dock is now viable with all entertainment set up.  Original town (near the two docks) is now a ghost town - all buildings empty. I will set up a tent to demolish them later.

The refugees from the old town are on the long treck to the new town. Many are those ants on the road in the foreground.  All the captives are hungry - the single slop tent is busy and i will be micromanaging like mad to ensure those that are treking or eating are doing something productive during that time.

I have one issue though. My new dock has no rations. So my Snow wont use it. Instead its heading to the old dock where the initial stock of 33 rations were delivered.  For the last  6 weeks my new dock has stood idle whilst my Snow made the long path to the old dock where the rations are.   I have no Black Market to buy rations and no corn to make new rations.   First corn crop gathered in late May and rations produced since June. As you see it now in July a hauler with 6 rations is on the long path to the new dock but wont be there for ages.

Ive had an idea.  Each raid takes 2 rations. If the Snow takes on 2 more as it docks now it will have 5. I send it off then demolish/hold the demolish of the dock with rations.  The Snow must then return to the new dock which has no rations.  Snow will still have 3 rations left - enough to send it out immediately.  I then open up the old dock so the Snow will be able to pick up 4 rations as it returns from its 2nd next raid.  Repeat until I secure adequate supplies.

Building plans: Short of workers I wont build next anything that needs loads. Parrot shop near the slop tent (next to mine) seems best. Workers coming out of slop tent can be managed into the construction tent nearby and build a parrot shop fast. Then Black Market then Blast Furnace should be viable. Meanwhile back in new town - a second dock (mothballed) will use those construction workers who are throwing up wench houses at the moment. Also want a 3rd sawmill.

Next raids: more captives. Unless a load come in on this raid about to dock then its a skilled Cook and Trader (if required to unlock black Market..will have to check).

Anyone else played this scenario recently?  Any suggestions or questions ?  It will be some time before my next installment. Smiley


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« Reply #13 on: 06/20/04 at 02:17 AM »

What I have after 22 years. I passed the $50k mark for the gold medal a few years back but haven't done much micro-managing or any scamming. I didn't change the victory conditions either so I have about 8 years remaining to try different cruise combos. The last cruise I only lost a couple of crew but I don't know whether it was luck or possibly the notoriety of the ordinary seamen is beginning to have an effect on the outcome. This time I didn't bother with swordsmanship schools and rely instead on musketry. I have a patron who is dumping more captives on me than I can use so I built the industries at the top of the screen to feed a pirates cove which is out of the picture. I picked up a courtesan on a cruise and demolished one of the captain's houses to build a courtesan house but by the time the house was built the courtesan disappeared. Very strange.


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« Reply #14 on: 06/20/04 at 03:57 AM »

Thanks Sea Scourge

A few observations if I may:

- Not a beliver in Casino's?
- I give up. I cant find the 4th captains house.
- Graveyard. Better in the middle to use its fear radius to the full?
- Rip out plants and rocks in the farm radius. Farmers  go around those and they never die of old age(plants..or farmers  Smiley )  Looks nice though.
- You seem to have everything including loads of lumber - how many sawmills/timber camps?
- Total number of pirates to ships suggests you might not have enough for overseers in all buildings?
- Gridlines. Ive already seen your posts with these 'on'. Is that how you play ?
- You have ripped out the Gallows. Think I will do the same to save maintenance..when, if, I have some spare workers. Its not very effective in the corner..like your graveyard  Wink
- How many ships lost ?  How many KIAs so far ?
- Thats a well trained crew! Cool

Mine are scurvy dogs the lot of em. Thats gonna change in year 2 though. Grin

Edit: Heres mine 6 months on. 12 months into the game now.  Everything going OK except for my second ever game crash in October so I had to restore back to may last save in May !  Sad.  Rebuilt the same as my above post them played on saving monthly.

Have set up the Mine/Blast Furnace/Cutlass maker production line. The Black Market will fill gaps in equipment/rations. At the Sea Rations factory the Expert Cook and her skill 4 assistant will churn out 12 rations a month which should keep two small ships constantly sailing.

Captain Rock in his Snow is at sea on his first combat cruise and has bagged $900 and a cannon in 14 days of patrolling. De Graff and crew are about to embark on their maiden voyage in the new Schooner. They should be at sea inside 5 days as all crew are in town and have been kicked out of the dives etc.

Looking ahead - im now in the hands of fortune. Will my small ships survive and bring in the now desperately needed cash for me to scam off them? I am short of personnel to oversee buildings so need loads of scum.

My land based operations will add two new docks and add Snow and Schooners as floating hotels/reserve ships. Will add a 4th Sawmill and move the single pirate house close to town.  The old town is nearly demolished.  One of the old docks is empty and will go. The other has 16 rations.

Incidentally. It took 32 days for the new Schooner to sail from the boatyard to the dock its at now.


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« Reply #15 on: 06/21/04 at 02:16 AM »

A few observations if I may:
- Not a beliver in Casino's?
Not particularly. If I had more room in the dock area I would but I have plenty cash so I just rig gambling for. Gambling satisfaction is currently at 75%.
Quote
- I give up. I cant find the 4th captains house.
That's because I demolished it to make room for the now useless courtesan's house. I suppose I should demolish the courtesans house and rebuild the captains house. Now that I've passed the requirement for gold I'm mostly just piddling.
Quote
Graveyard. Better in the middle to use its fear radius to the full?
It was handy to where I wanted the skeleton haulers to be. I have plenty of scary decor all over the island and fear is right at 100% already. I have all the skeleton haulers I'll ever need so I probably really should demolish it now/
Quote
- Rip out plants and rocks in the farm radius. Farmers  go around those and they never die of old age(plants..or farmers  Smiley )  Looks nice though.
Yeah, I been meaning to clean that mess up one of these days.
Quote
- You seem to have everything including loads of lumber - how many sawmills/timber camps?
I think there's another sawmill you can't see. I have over 1100 units of lumber now and nothing left to build so I don't much care.
Quote
- Total number of pirates to ships suggests you might not have enough for overseers in all buildings?
I have 20 landlubbers. Most are fully trained but some are still in school. I want my landlubbers in jobs near the docks so if I need replacements they don't walk all the way across the island and back to report for duty.
Quote
- Gridlines. Ive already seen your posts with these 'on'. Is that how you play ?
Yes. It makes planning a lot easier.
Quote
- You have ripped out the Gallows. Think I will do the same to save maintenance..when, if, I have some spare workers. Its not very effective in the corner..like your graveyard  Wink
It was taking up a lot of space and a little scary decor makes up for it.
Quote
- How many ships lost ?  How many KIAs so far ?
Lost ships? Surely you jest. Actually I haven't had a ship sunk in a looong time now. I don't know how many KIAs there are but it's a bunch.
Quote
- Thats a well trained crew! Cool
Yep, all crewman on my ships are at level 5 in seamanship, gunnery and marksmanship. As per Charlemagne's advice there is no point in having a level 5 in both marksmanship and swordsmanship so I don't bother with swordsmanship school. The officers are also level 5 navigators. I press all new crew selecting for bravery and then bring them up to level 5 in all skills before I allow them on a ship. I believe the least brave of my crew is level 4 now. That would be a level 3+parrot. After issuing parrots to captains and officers I issue them to the least brave pirates first. Naturally all captains and officers also have hats and peglegs too.
As I've said before cruising is the my main objective and all the rest is purely secondary. So long as the factories are pumping out rations fast enough to keep me at sea and the crews are happy I don't much care whether the farms are operating at the absolute optimum.

That's quite a daring move you made switching the dock area to the other side of the island. I'm sure it will pay off eventually though.
« Last Edit: 06/21/04 at 02:36 AM by Sea Scourge » Report to moderator   Logged

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« Reply #16 on: 06/26/04 at 04:46 AM »

18 months into the game now.

Have been crusing. home waters were poor, Atlantic was devoid of targets, then home waters picked up with Spanish only now falling victims each cruise. Naval presence picking up so may need to switch.  However - with a fleet of 3 ships and a 4th soon to be operational I should be safe enough for a few more goes (cannons up to 4 in home sea zone)

Island now has loads of scum for those jobs I need doing...unless that is I keep expanding the fleet.  Wealthy captives filling up the town ...thats ok for a while.  

Looking ahead.  Need more workers again.  Want more corn for rations, mines for iron, bigger town...


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« Reply #17 on: 06/27/04 at 05:09 PM »

2 years into the scenario.

Continuing to grow the island.  

A second mine came on line just as the blast furnace used up and caught up the 1st mines output.  Two mines should keep the furace going flat out.

Cutlass production has meet needs...just.  Ive captured a gunsmith with the intention to switch iron there.  A few muskets to give the crew a choice of their best weapon in board em rounds should be a worthwhile investment.

Corn and Sea Rations are my weak spot..or the one I recognize at the moment.  The last lot of rations cost me $33 each on the Black Market.  Whats worse the factory has just ground to halt due to no corn on hand.

Wood and lumber. Plenty of that. Although 4 sawmills are catching up the 4 timber camps.  Still, big ships need loads of lumber and I'm planning on some for a change.

Looking ahead. More manpower, more corn/rations, more entertainment, muskets. Take on those Spanish naval sloops with my new Sloop.  Will have to ransom wealthy captives soon - just no room in town and pirates getting mighty thirsty.




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« Reply #18 on: 07/03/04 at 07:48 AM »

2.5 years into this random scenario.

Well it pretty much went as planned the last six months. Built 3 more corn farms which will have harvests next month so another sea ration factory being built to up rations production.

A handful of muskets produced and first small load will be on the Sloop once its repairs are completed and it replenishes supplies.

Life is now cheap after sucessful raids and cruises bump up the captive count and seriously inflate pirate numbers.

Pirates continued to loose out on the entertainment to the floods of wealthy captives being landed. I was expecting the result - disgruntled pirates because they couldnt find entertainment.  When the first occasion of a seriously mad pirate occurred I marked him out as an example by ordering an assasination.  There are no positive or negative impacts of such an action - just $100 paid to try and get rid of a pirate who might otherwise kill captives (worse case a hauler with a vital load).  I employed a guard just for the purpose.  Didnt work out too well.  Red lines show the pirate path -walking to the sea ration factory then back to town for a drink.  Green marks the guard who never caught up to the pirate for months. When he did - the pirate was no longer mad as had just had a drink and a banana. Pirate won the fight. Lousy guard.  On the bright side - the mad pirate never killed any captive that I saw. Smiley

At Sea. Captain Hook lost my only Snow last month. My mistake.  The newly appointed Hook cruised in the default sea zone - home waters. These are dangerous due to past cruising having drawn naval responses. Whats more the other 4 ships in my fleet were working another sea zone. I should have sent him to the other sea zone.  Snow was sunk a few days into Hooks mission.

With a Galleon under construction its going to be a while before I can replace that Snow....not that its going to matter.

Looking ahead...im soon going to have enough cash and accumulated ransoms to switch to the houseing scam.  This will shift cash to the hoard to run it up to the 50k required for Gold.  In the meantime I will continue to cruise hard with all ships buying supplies as needed on the Black Market. (Rations seem to have peaked at $52 each..about 10 times the original Black Market price)


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« Reply #19 on: 07/06/04 at 05:27 PM »

This was meant to be the last post in my AAR.

Thought I had finished.  Hoard is over 50,000. I have  removed the rule that means I 'must play 30 years'.  But no win - the game didnt end.  Huh

Checking the script (thanks Sea Scourge for confirming on an instant message) shows us we need 80,000 in the hoard to win Gold.  Looking back over this thread I now see that TJ makes that clear... 80,000 in the hoard not 50,000 ...doh!

So I need more in the hoard.  The cash will take about 3 months to scam via housing from cash into the hoard. But there isnt enough cash in the Treasury.  The pirates have about 2,000 between them which I can get - still I'm short. All the wealthy captives were ransomed last month!

No alternative - going to have to cruise again.  All ships are docked and the crews enjoying shore leave...some their first ever  Grin  So thats a bit of a novalty...having to muster the crew onboard again.  I usually dont let them off unless theres major repairs to the ship.  

Theres a festival, the gamblings rigged and the supply chains were allowed to go to pot. Going to have to check on my captives. Got to see if any great power knows where my island is after I ransomed all the wealthy captives. Need to do......lots of things to get my island properly 'Severous functional' again for a couple more months.  

Hope the Black Market spending to get those ships out is not too dear.

Revised Objective: finish no later than Feb 28th - ie the games 38th month

PS.  Wonder how much i'd get ransoming all my skilled workers? 3-4k..nearly enough..maybe.


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« Last Edit: 07/06/04 at 05:31 PM by Severous » Report to moderator   Logged

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« Reply #20 on: 07/10/04 at 09:42 AM »

Finished.

3 Cruises made the difference. Only these three had enough supplies on hand so I didnt need to buy anything on the Black Market.

- Morgan on his Schooner single handed sunk a Spanish Naval Sloop for $300 (well he did have a crew) . I promoted him to captain the Galleon upon his return. Hook took over Morgans previous command 'Sooner Chance it'.

- Teach on his Schooner Randomizer continued to do well. $2700 from 3 prizes within 8 days.

- De Graf finally finished his Sloop repairs and Seamanship lessons to net a total of $1200 from one of the few English prizes and yet another Spanish Naval Sloop.

Scaming this cash, ransoming all Wealthy Captives as they landed, micromanaging the entertainment and $100 gifts, gave me enough cash to scam via the housing to reach $80,000 in the personal hoard and GOLD.

Heres my island little changed in the last 3 months except for 5 new Wench Houses, Tavern, Bunkhouse, 9 fear/defence decors and a replacement for my lost Snow (plus 6th Captain). This view is from the south. Shadows from this direction makes it feel like evening.

Thats another scenario ive enjoyed.  Thats the most cruising in any scenario ive played so far.


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« Reply #21 on: 07/10/04 at 10:03 AM »

Some of the numbers gleaned from the Ships Logs tracked throughout the game.

Sloop didnt get to sea much...too many repairs...and when it did it it soon needed more repairs and replacement crew.  27 KIA from 6 cruises is expensive - just as well I didnt train any of the crew...or could that be because I didnt train any of them.  Smiley

Now off to find another scenario.

Edit: P.S. the sunk ships table has rounding errors.


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« Last Edit: 07/10/04 at 10:06 AM by Severous » Report to moderator   Logged

Regards

Last Played Tropico2 in Oct2004...after 9 months of playing it.  Not bad value for a £10 purchase.
sharjin
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« Reply #22 on: 08/22/08 at 10:21 PM »

i know this is old and such but maybe ill get lucky i cant seem to get the sandbox replacement to work and i follow the instructions to the letter even used bare bones as the one to replace any help or reason why it wont work
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