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Coconut Kid
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« Reply #50 on: 01/13/05 at 10:56 AM »

Date of Email from BreakAway: 05/21/2002

Subject: your people starve...

From one of the programmers:
 
"All animals are excluded from the 'starvation' statistic. More correctly, it's called 'meals skipped'. Just to be complete, also excluded are all tourists, babies, boats, and any type of vehicle."
 
So the "your people starve" message has nothing to do with hungry Bessies and Billies. Too bad -- that would have been an easy fix.
 ...
Bob
 
<><><><><><><><><><><><><>
Bob McNamara
BreakAway Games, Ltd.

------------------------------------------

Brf and Rich Nagel have established clearly that the animals are in the 'meals skipped' statistic loop. Further, they are in the 'meals eaten' statistic loop and totally screw it up because they eat far more often than people.

http://dynamic3.gamespy.com/~tropico/cafe/index.php?topic=8011.25
« Last Edit: 01/29/05 at 11:26 AM by Coconut Kid » Report to moderator   Logged

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« Reply #51 on: 01/14/05 at 12:44 PM »

From Baron Francisco:

I was looking over one rebels info, and I noticed that rebels can learn to be better rebels. So, will my 'Literacy Program' edict also increase the learning rate of my rebels?

General_Zoat: I checked and and they do "learn" and become more experinced over time. Imagine what a fully trained rebel could do, take out the whole army on his own!

Above is from a thread of 02/02.

Brf: Rebels will  also learn faster with the Learning with Larry TV setting.
« Last Edit: 01/29/05 at 11:14 AM by Coconut Kid » Report to moderator   Logged

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« Reply #52 on: 01/14/05 at 01:31 PM »

From Jtha49:

I don't know what "rsrc" stands for in my factory info lists. I always have negative dollar figures in this category and because of it my factories lose money instead of making profits?  I can't figure it out except maybe resorces, but why am I taking such big loss because of RSRC?

Junta_Joe: Resource Supply Requirement Costs are the words to match the initials.

The cost of raw goods to make finished products. In a lumber mill, the RSRC would be the cost of logs brought in. RSRC will always be a large negative as will wages and maintenance.


Brf: I always thought RSRC stood for "Raw Source Resources Converted"

CK: The initials are probably an accounting standard phrase. The point is that the negative entry for the factory is counterbalanced by a positive sales entry for the raw goods producer. So, part of your economy gets the benefit of a "sale" before anything is shipped off the island. Unfortunately, it's a "wash" as far as the Treasury is concerned.
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« Reply #53 on: 01/14/05 at 09:46 PM »

Replying to the last two posts..... Edit my quotes in where they belong.


Rebals will  also learn faster with Learning with Larry TV setting.


I alway thought RSRC stood for "Raw Source Resources Converted"
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« Reply #54 on: 01/15/05 at 11:47 AM »

From Cafe Dave:

I noticed something last night I had never noticed before (probably because I normally have the sound turned off).  I was placing some buildings on a map with rapido cheat and the map zoomed way out.  And when I placed a building on the left side of the map, the construction sound came from the left speaker, when on the right side, from the right speaker.  And of course if in the middle, from both speakers.  How cool is that?

Eddy: That is why I always build the Prez Childhood Home on both sides of the island, so the soothing strains of the loudspeakers fill my speakers harmoniously no matter where I am.
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« Reply #55 on: 01/15/05 at 03:51 PM »

From Mr. P:

Well, the key to any strong military, is having the funds to back up your plans. By this I mean you need to ensure your industry, tourism and general revenue making facilities are progressing in pace with your military expansion.

In the first 15 years the size of my army is determined solely upon the minimum I need to undertake eliminate edicts, as anything too large at this stage will drain your treasury. Further, as you will be unlikely to have the funds to cater for the army in the way they consider fitting, you'll risk possible coup attempts. Never good when you cannot buy your way out of it.

After 20 years you should have enough steady funds to drop a few army bases and really boom the armed forces.

As for the tools of oppression, well soldiers are only part of it. A well developed prison system, with buildings set away from the general population will help you kill your opponents, with less impact on the people in general. ( A small collection of prisons, with a guard tower or two nearby, will mean they are dead as soon as you release them from jail) Gunning people down in the middle of the street is so messy.


Brf:

Make sure you get your soldiers all into nice houses...or better yet build military bases and keep using Military Modernization. With Military Modernization running, the housing quality of the military base is 90%, and it provides good medical care too. Housing is one of most important things for keeping your soldiers happy.

Junta Joe:

Military is not so much a strategy as really a style.

Malovane:

I have had some luck in making happy and productive military islands. I believe my highest happiness was 83, and highest average respect rating 92.  In order to do so, you just have to get involved with pretty much every aspect of the island. It takes the game to a whole new depth with the strategies involved, but it is not too difficult. You just have to focus on exerting control, building your militarist base, and keeping your own forces under control.

Exerting control is not too difficult with a Militarist character. Most people use a good number of soldiers to accomplish this. While this can be effective, it can be somewhat erratic as soldiers wander different ways, leaving spots unpatrolled. They also need to be managed well, so generally the fewer soldiers on the island, the better.

I find that the best way to establish authority on the island is to cover the island with statues. These perform the same duty as soldiers, by exerting control and reducing liberty, and do so to a good extent. They also increase the beauty of the area, further reducing crime and increasing housing quality. If you have good statue coverage, it can be as effective as martial law, without the negative productivity impact.

But the best way to secure your rule is to build your following. The advantage that a military leader has over the other types is respect. With the right character, you can achieve more than 60% faction boost with the militarists, which I believe is the largest boost you can get. Furthermore, those in the militarist faction have a much higher chance to have a heavy weight for respect in their needs. Generally, militarists will be extremely happy with your rule.

The trick is to remove the detractors from the island. These will typically be the intellectuals and the religious. The intellectuals of the island will typically have a high need for liberty. Seeing as you will most likely have a liberty rating of zero to twenty, these people will be the most unhappy, and consequentially the most likely to go rebel.

In order to remove the intellectuals and other liberty lovers, an immigration office must be set to "Love it or Leave it". They will gradually leave over time, and will be replaced by immigrants who may be militarist. Unfortunately, intellectuals are the most likely to either be educated or go get an education. If they leave, then it becomes difficult to get good factory workers or doctors. Military education will help quite a bit, but it might be wise to re-educate through the prison system. This will remove any need for liberty, and will eat away at whatever "bad" factions they have.

The religious should be booted as they rarely have any military leanings, and will hold back the happiness of the island. To get rid of them, just do not build a church. The love it or leave it setting on the immigration office will do the rest. Eventually your religious faction will dwindle away. This has the added benefit of more production, as workers will spend less time away from their jobs if they aren't going to church.

Through removing unwanted factions, you can increase the military faction to 70-80% of the island. Schools and colleges should be set for military training to get more strong supporters. Use Soldaldo de Fortuna, All Presidente All Day, and Your Government Your Friend to boost respect and military faction further.

If you give your people appropriate housing, food, jobs, entertainment, and medical care.... you should have no threat of rebellion. You do have to watch out for who comes into your stable of soldiers, however. Occasionally militarists do have high weights in liberty or religion, and/or low weights in respect. If any of these become a soldier, or god forbid a general, you are in danger of a coup attempt. Keep an eye on your men, and re-educate as needed. However, it should be noted that soldiers do lose their need for liberty after a while in service.

Edit:

Forgot to add that after you have things stabilized, and people are generally happy, then you build a cathedral and hold elections. It shouldn't be too hard to win. The result will be a big jump in happiness, and can push you into the 80's fairly easily.
« Last Edit: 01/15/05 at 05:04 PM by Mistah Kurtz » Report to moderator   Logged
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« Reply #56 on: 01/19/05 at 06:24 PM »

From "Guest":

I've gotten both heavy industy and a tourism with a 99 rating pretty consistently Some suggestions:

1. Plan in advance what goes where. Tourist area is near windward coast, industry along downwind coast. Tourism requires a lot of power. Beaches on the sides of your island can eventually become touristy, but if beaches are at the downwind side, forget about them.

2. The ideal tourist area has beaches right by the hotels and a hill separating it from the dirty part of the city. But you can get a rating in the high 90s (and hundreds of rich tourists) without these.

3. First 10-20 years is all industry. I start building an airport as early as I can because it takes so darned long. Put it on the flattest possible area close the tourist area (downwind of course). Build a couple of dedicated construction offices. Make it a high priority ... and wait. Once it's built, start with first class service and add all the improvements.

4. I use several dedicated construction offices and have some mixed entertainment -- gourmet restaurant, nightclub, casino -- before anything touristy goes up. You'll eventually want to build separate, lower-priced ones for the locals.

5. My aim is to attact only the rich tourists -- people who spend 50 pesos on just about EVERYTHING. Remember that cheap tourists also spend less at the beach, the pool, the bank, and so on. Rich tourists give you the most income per employee and per square foot by far. They're more than worth the extra upfront-cost.

6. Rich tourists want the best. Use only the highest level of everything -- luxuy hotels, linen table cloths, dress codes,  4-color brochures, baccarat in the casino, first class service. Develop the archeological site. Eventually you'll need at least one of every possible entertainment and tourist trap to get the highest rating.

7. I lose money at the start because I put in most of the other attractions before I build more than one or two hotels. Make sure you have a bankroll that can withstand it! But you'll need lots of luxury hotels to be really making the serious money. I Break even at maybe 2, really have the cash rolling in by 6.

8. Keep track of the total number of people who can fit in your attractions. I don't have it perfectly worked out, but most money seems to come in when attraction capacity is a bit more than hotel capacity. It shouldn't be less.

9. Put in fountains near the hotels. Put in lots of plantings to separate it from the rest of the island. Plant the scenery with the hotels -- don't give the ratings a chance to go down. Ratings depend a lot on site. Plantings and fountains can raise ratings and bring the tourists in even if there aren't any beaches on the windward side.

10. Beaches far from the tourist area can still make money if you put fountains and plantings near them and make sure there aren't any shacks visible. They just won't make as much money as ones close to the hotels. If there's no room for forest or plantings or they're right next to shacks, don't build until you've first done some urban renewal and solved the local housing problem.

11. Make sure that the tourist area is staffed!! It's important to have have housing near but not too near for your army of maids etc. Plant trees etc. to create an barrier between your housing and the tourist area. Make sure your hotels stay green when you build housing and put in extra plantings and fountains to keep it that way. Also, I make wages in the hotels slightly higher than anywhere else because unstaffed hotels not only can't hold tourists, they lower tourist rating. The peasants who take care of the tourists get the worst entertainment themselves because anything they can afford tends to be a ways away where the tourists don't go. They need extra pay to compensate.

12. You need to keep the tourist rating high to bring those rich 50-peso Yanquis in. Make sure you have extra power so loss of an engineer won't empty your hotels and ruin your tourist rating. If something happens (power problem, employee problems, etc.) solve it ASAP and use a Headliner and maybe an ad campaign to raise the rating back quickly and bring the rich tourists back.

13. Late in the game, population will be tight. Focus on profit per employee and per space. Beaches and scenic overlooks take up little of either and are very high profit, especially beaches. Build as many as you can.
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« Reply #57 on: 01/20/05 at 10:57 AM »

From Mastema:

I've been playing for about 70 (game)years and it keeps on rising. So will there come a time when it will reach, oh... $50? $500? If it doesn't stop rising, does anyone have a mod that puts a limit on it? or stops it from growing after 50/70 years?

Coconut Kid: The Caribbean Average Pay increases on a straight line projection. That is, you can put it on a piece of graph paper and it is a straight line always going up. I know of no modification to stop it, and I doubt very much that one would be possible.

The program was not designed to run a game forever. Mr.P has a long running game - 500 years or so. Perhaps he could resolve your worries.


Brf: The Caribbean Average goes up in a straight-line fashion based on the Economic Difficulty of the game.... In other words, the higher the difficulty -- the faster the climb in Caribbean Average.

Mr.P: The average Caribbean wage seems to stop at $23.00, although I cannot recall the exact point at which this happened. (Perhaps someday he will tell us that "magic" date.)

Note by CK: If this were a simulation rather than a game, this data bit could not be a straight line projection. From 1950 to ~ 1975, a straight line rise would be fair. However, after that the line should fall sharply for ~ 10 years and then run level. Of course, after 70 years, the line should reflect random changes intended to drive the player crazy.  Grin
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« Reply #58 on: 01/20/05 at 01:08 PM »

From MrManganese:

I've just conducted a test on my big island. Using the same TV/Radio stations and the same workers, during the same month of January (I kept loading my game to 6 months earlier) I tested each of the options.

For each month:
(Television)
Yanquee sitcoms generated $1572, with 795 viewers
Sumo wrestling generated $1549, with 259 viewers
Soap operas generated $1577, with 397 viewers

(Radio)
Mneudo's hits generated $868, with 295 listeners
Baja Bachata generated $572, with 330 listeners
Ossified Opera generated $830, with 122 listeners

(Newspaper)
Coupons generated $1781, with 864 readers!

Certainly the placement of the TV and radio stations has an impact, but I tried to place them toward the center of my island when I made them, so that they would reach as many people as possible. It'll probably make more sense for me to have radio stations at the center of each of my sectors, but that'll wait for later. Ossified Opera would probably make a lot more if I had it centered in the sector dedicated to power generation, since lots of people there are college educated.

These numbers are not to be taken at face value of course. Soap operas will not always come out ahead of sitcoms and wrestling. Particularly the ones related to education have a lot of potential to fluctuate.
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« Reply #59 on: 01/20/05 at 06:04 PM »

BreakAway Mac: You can always crank up the random events to make them (old/too easy scenarios) a little more challenging.

MadamPresident: Doesn't the player control that? When they run the scenarios?

BreakAwayBeachBum: Normally the player DOES control that.  And I think that's what BreakAway Mac is envisioning.  Though I'm not convinced that the new buildings and edicts make things that much easier.  They add a lot of alternate paths to victory, but I think the skill level required to win a scenario is roughly the same.

If you do want to put in random events without giving the player control, we put in a scripting variable that sets random event frequency.  So now, if they want, evil scenario designers can control random event frequency on the fly as the scenario unfolds (overriding the player).  Wouldn't help with copies of your scenarios that are already floating around the 'Net ... but you can add it in for players that haven't downloaded it yet.

"Ride em Caballero" is the one and ONLY scenario where we have taken control of the Random Event frequency.


artemais: Has anybody ever used the effect setrandomevents?

PI documentation has it as "SetRandomEvents" and then states that it evaluates 0 to 6, none to are you loco.

I've not been able to get it to work, though.  I've tried
generaleffect SetRandomEvents 3
generaleffect SetRandomEvents3
generaleffect Setto SetRandomEvents 3
generaleffect Setto SetRandomEvents3
and so on...

Does this really work?  Do I have crazy false documentation, or am I just a scripting loser?


Brf: It would be set like any other variable

generaleffect setto setrandomevents 3
« Last Edit: 02/22/05 at 12:16 PM by Coconut Kid » Report to moderator   Logged

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« Reply #60 on: 01/22/05 at 05:54 PM »

From el_malo:

There are five areas that edicts are divided into, with a maximum of ten edicts per area.

1) People:
a. Bribe
b. Arrest
c. Capture
d. Heretic
e. Eliminate
(May add five new edicts)

2) Foreign Policy:
a. Praise U.S.
b. Trade Delegation to the U.S.
c. U.S. Development Aid
d. Alliance with U.S.
e. Praise Russia
f. Trade delegation to Russia
g. Russian Development Aid
h. Alliance with Russia
(May add two new edicts)

3) Economic:
a. Industry Ad Campaign
b. Air Pollution Standards
c. Tourism Ad Campaign
d. The Headliner
e. Spring Break Package
f. Tax Cut
g. “Special” Building Permit
h. Pan-Caribbean Games
i. Mardi Gras
j. World Geographic Package
(Full… no new edicts)

4) Political/Religious:
a. Amnesty
b. Early Elections
c. Inquisition
d. Book BBQ
e. Military Modernization
f. Martial Law
g. Open the Jails
h. Papal Visit
i. Conscription
(May add one new edict)

5) Social:
a. Prohibition
b. Literacy Program
c. Contraception Ban
d. Social Security
e. Anti-Litter Ordinance
f. Sensitivity training
g. Food for the People
(May add three new edicts)
« Last Edit: 05/11/05 at 10:19 AM by Coconut Kid » Report to moderator   Logged

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« Reply #61 on: 01/22/05 at 06:20 PM »

From Breakaway Mac:

It's just the luck of the draw, folks. Each site has a simple 50% probability of appearing. So on average you'll get neither one 25% of the time, one or the other half the time, and both 25% of the time.
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« Reply #62 on: 01/22/05 at 06:35 PM »

From Breakaway Mac:

As I recall, the villa was originally intended to be restricted to within ten grid squares of the beach. However, we later changed our mind about it -- but never revised the manual.  Roll Eyes Sad
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« Reply #63 on: 01/22/05 at 06:48 PM »

From Breakaway Mac:

After the hoof & mouth disease random event, you don't have to change the animal type. Just select the same type again, and you'll be prompted to pay the $500 for a new breeding pair.
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« Reply #64 on: 01/26/05 at 05:47 PM »

From Breakaway Mac:

If I may, I'd like to explain a few things about the rotatable buildings.

First of all, each rotatable building requires 16 different views (four building rotations x four map rotations – otherwise the building’s shadow would rotate with it). Then there are the various zoom levels for each view. Moreover, each upgrade associated with the building requires another entire set (e.g., one building with two upgrades requires 48 separate views plus the zooms).

The airport we only made rotatable 90 degrees – but that’s because it comprises five separate structures.

Secondly, of the approximately 44 buildings from the original game that could be made rotatable w/o changing the UI, we did 17 – about 40% -- of them. (That’s right -- notwithstanding the claims of some that only a “few”, or “hardly any”, more buildings have been made rotatable.)

And please note too that of the thirteen new buildings, we made eight -- about 60% -- of them rotatable. And since the colonial fort has three possible upgrades, it was really four buildings’ worth of work, not one.

Thirdly, adding a rotatable building to the code is the equivalent of adding four new buildings. We had to leave the original in (otherwise it would have broken all of your existing user-made scenarios), and then add new code for each rotation. That’s why if you do a Shift-O in the editor and look for the bank, you now see it listed five times.

I can quite understand the desire to have all the buildings rotatable -- I’d certainly like that myself when I play; but I hope you can see now that doing it is far from a trivial matter, and that the amount of time, effort and expense involved is far beyond the scope of a $20 expansion pack.


And from ~ 05/23/01:

"I think I may have accidentally not replied to you before.  If that's the case, apologies and on the building rotation, it's a computer performance issue.  The buildings are prerendered sprites, not real-time 3D.  As a result, the game has to hold the sprite files in memory as you play.  If we had added a rotation ability to all of the buildings, the game would have to hold entirely too much in memory; it would have brought even a powerful gaming computer to its knees, much less the average consumer's computer.  Since the ability to rotate is a function of gameplay, it is not something we could allow for extreme high-end computers and not for the rest of the gaming world.  Therefore we decided to allow for rotation when it is critical, and otherwise focus on using those other computer cycles for game logic 'n' such.

I hope this helps.

Best wishes,

David Deen
PopTop Software"
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« Reply #65 on: 01/27/05 at 04:57 PM »

From Junta_Joe concerning slow and wandering Dockworkers:

Place a dock and run sand1 under gangplank (except under the cross bar). It is possible to run road under buildings. Run the road from the dock office to the end of the sand under the dock. Place road three squares deep all round the dock (like to where the teamsters drop off). Pave the whole area. You have never seen such efficient dock workers. One dock worker will completely load 40 units of goods in nothing flat. That and paying them 1 extra peso a month will solve all dock problems permanently. One big headache cured. Remember: dock, sand1, then road. Only works in that order.

1In the Editor Mode using the "Paint Terrain" tool with its smallest brush. You will probably also wish to have the green (small grid) on.
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« Reply #66 on: 01/29/05 at 10:03 AM »

From Che_Miguel: (see post #14 for latest edition)

http://dynamic3.gamespy.com/~tropico/cafe/index.php?board=7;action=display;threadid=4138


Don't know if I already posted the fixed version. So here it is.
Within the zip-file there is a file called HowToUse.txt. It explains the things you have to do if you want to play with the tyrannic score.
If you have any problems with it, post it here or send me an email. The scoring system can not damage anything on your PC or in Tropico gameplay. 

--------------------------------------------------------------------------------
 tyrannic.zip (2.23 KB - downloaded 1 times.)

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« Reply #67 on: 01/29/05 at 02:11 PM »

From MadamPresident:

Quoting Phil Steinmeyer:
---------------------------------------------------------------------------------------------

Unfortunately, most game ideas that people come up with are either too derivative (i.e. the game's like StarCraft, but better…), lack pizzazz (hey, since that railroad game did so well, how 'bout a bus system game…), or are disqualified on some other grounds, such as poor taste (you wouldn't believe how many people wanted our next game to be Drug Tycoon).
---------------------------------------------------------------------------------------------
There you have it. I think most game developers develop for mass market. There are a lot of parents buying the games. How many do you think would buy it if it had legitimate drug trade in it?


Che_Miguel: Sometimes I am really surprised...
The makers of a game in which you can burn books, steal money from your folks and send to Switzerland and even eliminate people per edict, declare that selling grass1 is of poor taste.
Don't misunderstand me, I don't use drugs and I don't want a game in which drugs are glorified, but what can be worse than killing ?


MadamPresident: But you don't exactly get rewarded for killing people in Tropico do you? You just piss people off.

CK: Sounds sort of old-fashioned now with Grand Theft Auto, etc. doesn't it? 1Grass may be just "poor taste," but the hard drugs are something else. Perhaps enslavement to a chemical is worse than death.

Haemimont has committed to "no illegal drugs" in T3.
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« Reply #68 on: 01/30/05 at 05:13 PM »

From Brf:

It appears that the IsImmigrant and IsHomeless flags are reversed.
When an immigrant arrives on the dock, the "IsHomeless" flag is set, rather than "IsImmigrant". The IsHomeless flag will remain set until they die or leave the island.

The IsImmigrant flag is set for anyone who has no home, including no shack.
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« Reply #69 on: 02/03/05 at 11:43 AM »

From Ep_Bag:

I read somewhere on this board someone who was having problems with the fact that if you call an event and give the player an option to buy something for money and they choose to do so, the game will simply subtract that sum regardless of how much is in the treasury - resulting in a negative balance for the player.

I didn't want that to happen. If you do not have the money you can't afford it. Along the way, I also found that I could use it over and over for different events. Here follows the rather simple but useful code.

The offer displayed;
Offer1.evt
-------
CheckFrequencyMonthBegin

Condition Year=1955
Condition Month=4

GeneralEffect SetTo GroupVariable1 0

MessageTypeDossier
MessageText "There is a new way to eliminate pollution from our mines, sir. At a cost of 50.000 we could reduce pollution by nearly 80%."

Choice1Text "$50.000??? Are you out of your mind? We can't afford that!"

Choice2Text "That sounds great. Lets put an end to the smelly pollution."
Choice2Effect CallEvent cMoney1
Choice2Effect CallEvent YesBuy1
Choice2Effect CallEvent NoBuy

The Money Checking process;
cMoney.evt

CheckFrequencyOnlyWhenCalled

Condition Money >= 50000

GeneralEffect SetTo GroupVariable1 1

The Money Is There - Purchase allowed;
YesBuy1.evt

CheckFrequencyOnlyWhenCalled

Condition GroupVariable1=1

GeneralEffect AddTo Money -50000
GeneralEffect CallEvent Less_Pol ;The Event to set the effects

MessageTypeDossier
MessageText "Excellent, Presidente. Our environment will benefit greatly from your decision."

Not enough money - Purchase cancelled;
NoBuy.evt

CheckFrequencyOnlyWhenCalled

Condition GroupVariable1=0

MessageTypeDossier
MessageText "Presidente, you do not have enough funds for this."

By setting the "GeneralEffect SetTo GroupVariable1 0" in the Offer1.evt you can do the same process with Offer2.evt, Offer3.evt and so on. However, unless the cost is the same you need to create more cMoney1.evt's (cMoney2, cMoney3 etc. etc.) with each specific amount of money you want checked.

This works like a charm, and doesn't require too much scripting. Hope it is of any use to you.


NOTE: Some useful scripts have been provided in attachments which were lost when the Cafe changed sites. So, obiviously, I can't high-light them here.
« Last Edit: 05/11/05 at 10:57 AM by Coconut Kid » Report to moderator   Logged

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« Reply #70 on: 02/03/05 at 12:03 PM »

From Railnut & MadamePresident to trigger a reward for buildings built:

You will need to evaluate each building type in a seperate event and use variables to count them. Then use the variables to call your Reward event. I'm sure you will need to add LoopThroughAllBuildings in there somewhere too while you're trying to count them. You may also need to reset the counter to zero each day so it doesn't count the same building more than once.

CheckFrequencyDayBegin
AlwaysTrue
GeneralEffect SetTo GroupVariable1 0
GeneralEffect SetTo GroupVariable2 0
GeneralEffect SetTo GroupVariable3 0

CheckFrequencyDayEnd
LoopThroughAllBuildings
Condition BldgType=BldgTypeHealthClinic
GeneralEffect AddTo GroupVariable1 1

CheckFrequencyDayEnd
LoopThroughAllBuildings
Condition BldgType=BldgTypeChurch
GeneralEffect AddTo GroupVariable2 1

CheckFrequencyDayEnd
LoopThroughAllBuildings
Condition BldgType=BldgTypeHighSchool
GeneralEffect AddTo GroupVariable3 1

CheckFrequencyDayEnd
ExecuteOnlyOnce
Condition GroupVariable1>2
Condition GroupVariable2>1
Condition GroupVariable3>0
GeneralEffect CallEvent Reward1a

~~~~~~~~~~~~~~~~~~~~~~~

That is the only way there is of counting things - looping thru them

The only potential problem I can foresee is that you can't really predict which of the 'dayend' scrips will execute in what order.

I would suggest you use checkfrequencydayend to total up the buildings and then checkfrequency weekend to check the total.

The events are executed in roughly this order:

yearbegin
monthbegin
weekbegin
daybegin
dayend
daybegin
....
.
weekend
monthend
monthbegin
...
..
monthend
...
year end.

Of course this means your player won't get the buildings instantly, he has to wait till the weekend, but that wont be too long anyway.
« Last Edit: 05/11/05 at 11:00 AM by Coconut Kid » Report to moderator   Logged

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« Reply #71 on: 02/03/05 at 12:14 PM »

From MadamPresident to reduce respect of all members of a faction to zero:

CheckFrequencyYearEnd
Condition Year = 1950
LoopThroughAllUnits

Condition UnitUIFactionSupportIntellectual >= 25 ; (ie the person has at least one + for intellectual faction)
GeneralEffect AddTo UnitUIRespect -100 ; (zeros out respect unit by unit.)

MessageTypeBottomRight
MessageText "OK"


Since units may support mulitple factions, this code will lose you "some" respect among other factions as well.
« Last Edit: 05/11/05 at 12:02 PM by Coconut Kid » Report to moderator   Logged

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« Reply #72 on: 02/03/05 at 12:46 PM »

From MadamePresident:

Event variables work ONLY within an EVENT!  That is, only one single event can modify them and use them. They are not accessible from other events.  Eventvariable1 in event1 is different from Eventvariable 1 in event2.

Group variables are common to the FOLDER. That is, every event in a folder can use a given group variable; say GROUPVARIABLE1 and they are all working with the same one.

As far as I know, there is no way to share data ACROSS folders. Anyway, folders are just for organization. I suggest you put everything1 in one folder and use Group Variables, unless you need more than the 4 alloted per  folder.


1Pertinent to what is being manipulated.
« Last Edit: 05/11/05 at 11:07 AM by Coconut Kid » Report to moderator   Logged

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« Reply #73 on: 02/04/05 at 11:12 AM »

From Olle_Petersson:

What determines in which order events are processed?

CafeDave: It seems that with Tropico, like in RRT2, there are a few built-in event priorities, which I think are as follows:
1. Month end will occur before year end and year begin before month begin.  Same for weeks and days.  This is how RRT2 worked anyway.
2. A called event will actually show its message before any message in the event that called it, even though the conditions and other settings would have been evaluated first in the calling event.  In my scenario I set up a briefing event with a message to appear after the briefing then called the actual intro event which appears first.
3. I think a choice event occurring at the same time as another event will show its message first.


Olle_Petersson: This much I guessed too, and it seems sensible.

Priority by CheckFrequency, from top to bottom:
  • OnlyWhenCalled
  • YearBegin
  • MonthBegin
  • WeekBegin
  • DayBegin
  • DayEnd
  • WeekEnd
  • MonthEnd
  • YearEnd
[/i]
« Last Edit: 05/11/05 at 11:23 AM by Coconut Kid » Report to moderator   Logged

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« Reply #74 on: 02/05/05 at 12:27 PM »

Scriptor's Hint from Mercator:

Once you compile (move your map file over the Eventadd.exe file) your scenario, do not rename it!  It messes up the events in the folders.  So when you first save your map, make sure you got the name you want, because changing it takes alot of effort.  In case you REALLY need to rename it, do this:

1) Move all your folders and subfolders for the scenerio to a temporary folder.
2) Rename the map file to what you want.
3) Drag the map file over 'EventGet.exe'.  This will create a new folder.
4) Delete all files within that folder.
5) Move your original files and folders BACK to this new folder.

If this doesn't make sense, then don't do it.  Just leave the file named as it is and live with it.


Lord_Corwin: I ran into this problem also.  The reason is, is because the EventAdd and EventGet files refer to the MP2 files using their DOS names.  That is why the folders you get have the cute little ~1 or ~2 after it.

If you are having problems with a particular MP2 file, right-click on it and select properties.  On the properties page it shows what is its DOS name (with the cute little tilde).  Make sure your folder is named the same and everything will work out.


Per: http://dynamic.gamespy.com/~tropico/cafe/index.php?topic=9134.msg186873#msg186873
Rich ¥Weeds¥ Nagel: Not necessarily. If you simply drag-and-drop a scenario onto the EVENTADD.EXE utility, then the short filenames will indeed be used (WinDoZe treats EVENTADD.EXE and EVENTGET.EXE as a DOS program, even though it's a 32-bit Windows command line program, which is the same way that Windows treats *true* DOS programs when dragging and dropping to them).

If you run the two utilities from a DOS command prompt shelled out of Windows (as I do), and enclose the long filename for the scenario in quotes, then the long filename is actually used.

i.e.

EVENTGET "Adam and Eve.mp2""

EVENTADD "Adam and Eve.mp2"

etc...

If you simply drag and drop, then the short filename is used (with those infernal ~tildes~). Note that a true long filename *also* has a short filename (which can be seen by right-clicking on the file), but using drag and drop the long filename is lost (the LFN and SFN will look the same... with the tildes).
« Last Edit: 08/23/05 at 08:40 AM by Coconut Kid » Report to moderator   Logged

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