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Cafe Tropico  |  Tropico 2: Pirate Cove  |  Pirate Cove Bugs/Troubleshooting (Moderator: CafeDave)  |  Topic: starting to get angry...feeling cheated....
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spongeking
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« on: 06/21/03 at 08:05 PM »

Hi.
I have read the manual and Brady games guides to this game. I have played the scenarios(twice) without being able to finish because of game errors. I messed a bit with the sandbox games also. I have mastered the districting technique with good results early in the scenarios.
I have followed all available instruction and tips yet
when I get a Mine indistry going,I cannot find people to work them, I always have to use black market for cutlasses/muskets whether I have enough skilled captives/haulers or not. can they be placed too close together? why would it turn green if the spot was no good for actually getting Iron out? I have lots of fear and order also.
Now Im  in the turncoat pirate scenario and my ships will not acknowledge orders to go out. i am scuttling my ships in the first 6 months because they wont leave the docks... what gives here?HuhHuh??
I LOVE tha games tropico/tropico 2. It is very frustrating when you spend HOURS getting to a certian point, and the game craps out. PLease help.
« Last Edit: 06/21/03 at 08:12 PM by spongeking » Report to moderator   Logged
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« Reply #1 on: 06/22/03 at 07:14 AM »

It is frustrating when things go wrong.
What is exactly happening with your iron industry? Are you getting any iron ore at your mines? Any captive will work there or you can kidnap skilled miners. The mine needs to be placed next to the green area rather than on top of it. The miners don't mine under the building. You may know all this but it's difficult to help without more specific information.
Ships won't go out without enough food rations or crew or a captain for any mission and for cruises they need the right weapons. Are your pirates disgruntled?
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« Reply #2 on: 06/22/03 at 02:49 PM »

A couple of things from your description may be causing your problems.  First, for iron mines, as Coffeebean says, you must place the mine near to but not on top of an iron area indicated by a green patch on the ground.  The building itself will turn green regardless of location as long as it can be built.

To send out ships, they must first have enough rations and also enough pirates to man the rigging.  To go on a cruise mission, it must also have enough cutlasses or other weapons.  When the ship will not acknowledge orders, are the rations full?  Is it fully manned?  Are you trying to cruise without weapons?  Will the ship go on a kidnap or raid settlement mission but not a cruise?
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« Reply #3 on: 06/22/03 at 03:28 PM »

To get a ship to leave, in addition to rations, you need a crew of about half the max size to work the sails. I think that when you place your cursor over the embark button, you should be told any reaons that the ship can't leave.

And of course even if it CAN leave, it won't actually depart until you click on the embark button and wait for the crew to report in.

Hope that helps. Post again with more details and I am sure that I, and others, will try to talk you through what is confusing right now.
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Bill Spieth
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spongeking
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« Reply #4 on: 06/22/03 at 10:05 PM »

Hi all. I am impressed with the level of feedback I have received judging by who has tried to help.
thank you.
OK. The scenario which seems to behave most  improperly is the turncoat pirate.
The point I am at is very early on, before the timber camps are up to speed. I have a skilled trader and have outfitted my shipd with rations and cutlasses. There are NO red icons suggesting something else is missing. It is as if the button were not being pressed, but I am hovering over the "set sail: Icon and nothing happens. All crew is abord, no one is disgruntled....once again it is early in the scenario-less than a year.
I notice the Iron mine is WAY far from the docks and other captive work areas. I have been laying  efficient road systems initially to create my districts. pirate neighborhoods/entertainment one side of town, captive city the other side, so fear and order are not being disparaged by anarchy.
I will be playing again monday, I took a break to re-read the brady games guide.
I had tried the 'placing next to, not on top of Iron mine" placement but, I saw no difference in some scenarios.
Once agin, I am indebted to you, ya re all some fine sea fearin' scum... ARGHHHH
spongeking
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« Reply #5 on: 06/23/03 at 10:44 AM »

Spongeking--

Can you tell us what the hint text says when you hover the mouse cursor over the disabled set sail button? This text appears at the bottom of the screen.
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« Reply #6 on: 06/23/03 at 09:15 PM »

spongeking, I did notice this happen to me yesterday when I was playing.  It was as if the button was not reacting to the mouse.  I don't recall this ever happening before so hopefully it's not a bug in the patch.  To clear it, I clicked on the ship orders, i.e. cruise/raid/kidnap and clicked cruise again and it seemed to reset.  Give that a try if it happens again.
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spongeking
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« Reply #7 on: 06/25/03 at 12:16 PM »

 Cheesy
well hardy har slimy sea dogs!!!!! I decided to restart the level and things are working fine. I did not recall a brigantine taking months to resupply, but i think that was the message. charlotte deberry is a terrible captain, she has lost me 2 brigantines just this episode.
Now on an related subject, I only have 2 captains, no recruits are available...I have been using a sloop for skilled capives aquisition. then i close the dock, fire the crews and shunt them to my frigate and or brigantine. things seem to be going well.
I love this game
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