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Cafe Tropico  |  Tropico 2: Pirate Cove  |  Pirate Cove Discussion/Questions/News (Moderator: CafeDave)  |  Topic: can Game continue on after 30 years?
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game limit
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« on: 08/17/05 at 12:44 PM »

I've only found a few clues here in the forum on this subject. I tried the game for the first time today in the Sandbox mode and at normal speed 2 years seemed to go by quite fast. It's a real drag to think that after creating a great working island it suddenly all ends at 30 years.

Tell me what settings to select in Sandbox to start an endless game.

From the looks of it. The trees don't regrow enough so there is apparently is a cap of 50 years or whatever on timber supplies for heavy vegetation large islands

...is there a way around that besides the cheat code for 100 timber?

...it looks like the strategy to employ is to strip all tress as fast as possible and store them before they die, while using the black market to avoid trees being used up producing cannons or whatever.

...comments are appreciated
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« Reply #1 on: 08/17/05 at 03:08 PM »

  My most recent scenario "Buccaneer" lasts for 40 years (gold 20 years).  Get it at

http://homepage.ntlworld.com/n.dean4/Downloads/T2maps/T2mapsidx.html  Wink

  To make a game longer,  change the victory conditions in the script file;  or you can remove the time limit altogether.
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...unless I am wrong.

My current T2 webpages are at:

http://home.btconnect.com/worldsonscreens/Downloads/T2maps/T2mapsidx.html
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« Reply #2 on: 08/18/05 at 03:17 AM »

Having been a "fixer" of so many lame games in the past to make them better - i can understand alot of editing procedures. Tropico 2 is a very attractive game that can be given a peg leg and work just fine. harharhar

I'll use the "Buccanneer scenario - thanks alot. I'll edit it but just for my own use. The concept of the game ticks looks easy to understand. Not sure just how to go about omitting time limits entirely. So i'll just add a zero on the end of each time limit and stay in the game ten times longer. That's plenty.

Request:

A tough sandbox scenario with the following things

1] Random starting on everything and selection of custom P-King. Like the Random Adventures Sandbox mod.

2] the best parts of Buccanneer mod

3] largest island selectable with lots of trees and minerals

4] good set up of pirate and captain dynamics so there are a variety and they advance ok in skills

5] dynamic Nations and challenging dynamic World

/////////////////////////////////////////////////////////////////////////

Not sure how much game depth there is yet, but anything that can increase that game depth without making the game EASIER like a cheat mode is best i think.

I can see a couple areas where the game really could have been more successful in sales.

Sea battles and a full game of combat. The best pirate game would be a combination of Tropico city building with the sea battling of Sid Meiers Pirates and the land battles of a better RTS game. Not so many units like Rome Total War. Just some good pirate and other units in squads and decent fortresses and fighting anywhere it happens to be.
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« Reply #3 on: 08/18/05 at 03:34 AM »

i forgot to mention i really like Sid Meiers Pirates sea travel mode. Very well done environmental feel. There were alot of things in that games that stinked, like the dancing and the land battles and the "one ship at a time" sea battle, but they sure got the ocean environment perfect. Off scale but a more expansive map could cure that.

There's talk of either an addon or sequal to that game that includes city building and much more realism all the way around. I believe the full reality of being a caribbean sailing ship pirate is the goal. Should be able to colonize new towns and anything else. Including a full trade system. With dynamic environment that's real like. I enjoyed Port Royale 2's trading system but there was no good sea or land battle depth to the game. The cities were to boxed in.
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« Reply #4 on: 08/18/05 at 09:30 AM »

Quote
anything that can increase that game depth without making the game EASIER like a cheat mode is best i think

  I agree,  that is what my scenarios are intended to do.

Quote
Port Royale 2's trading system but there was no good sea or land battle depth to the game. The cities were to boxed in.

  I agree too.  Have you played Anno 1503?  Trading,  colonizing,  land and sea battles very detailed.

  I like the idea of colonizing new towns --- as a Tropico 2 update.  Then there will be more than 1 economy to manage.
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...unless I am wrong.

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http://home.btconnect.com/worldsonscreens/Downloads/T2maps/T2mapsidx.html
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« Reply #5 on: 08/18/05 at 09:26 PM »

Quote
anything that can increase that game depth without making the game EASIER like a cheat mode is best i think

  I agree,  that is what my scenarios are intended to do.

Quote
Port Royale 2's trading system but there was no good sea or land battle depth to the game. The cities were to boxed in.

  I agree too.  Have you played Anno 1503?  Trading,  colonizing,  land and sea battles very detailed.

  I like the idea of colonizing new towns --- as a Tropico 2 update.  Then there will be more than 1 economy to manage.

Oh yes I have played Anno 1503, I have the game, I love it!
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« Reply #6 on: 08/20/05 at 04:14 PM »

a good retro game as colonization, plays like the old civilizations in combat, but trade is more importaint, and you have a nice Rebel/Tory twist and revolutionary war too. I like it Smiley
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« Reply #7 on: 09/05/05 at 06:04 PM »

Quote
Tell me what settings to select in Sandbox to start an endless game.

  The easiest way is to insert the gameOver parameter in a win action,  for example:

action win_game
{
level: WIN_LEVEL_GOLD;
gameOver: false;
summary: "Score table message here.";
}

  then you have the "continue playing" option in the endgame score table (the same option as in the campaign scenarios).


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...unless I am wrong.

My current T2 webpages are at:

http://home.btconnect.com/worldsonscreens/Downloads/T2maps/T2mapsidx.html
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« Reply #8 on: 07/17/12 at 10:59 AM »

... I can see a couple areas where the game really could have been more successful in sales.

Sea battles and a full game of combat. The best pirate game would be a combination of Tropico city building with the sea battling of Sid Meiers Pirates and the land battles of a better RTS game. Not so many units like Rome Total War. Just some good pirate and other units in squads and decent fortresses and fighting anywhere it happens to be.

What is proposed is a "god" game with the player hovering in the sky and moving anywhere on the earth. Omnipresent and Omniscient - but unable to control the free will of the NPCs..

Pirates did very few "land battles" other than raids on ports. Given the scale of the game, one or two ships crews would be all that would be involved. The main feature would be house-to-house street fighting. Unfortunately, the code to coordinate the animations of the units and the results would be gigantic.

Watching the sea battles would require the player to leave the island to run on auto pilot. That is dangerous. Pirates were not very good at fleet actions.

It's so easy to "like" pieces of lots of games. It's hard actually to do the logic of putting  them together while keeping the necessary suspension of disbelief and some verisimilitude.
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« Reply #9 on: 07/17/12 at 11:23 AM »

As nearly as I can understand Clever Duck's comments, you have to add a scripted event to extend the game. Apparently the Campaign Games may be continued from the "Score Table" which automatically appears. So you have to add that to a sand box game because they do not give you a score.

A more practical way to get an endless game would be simply to start off writing your own scenario rather than with a sand box game.
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