Tropico 3
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VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Fri, 25th Sep 2009 01:20    Post subject:
@ Lakerfanalways
You're lucky, then, because this will be out for the 360, too.

P.S.: I hope you didn't mean the original Xbox, lol.
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ShadowB




Posts: 894

PostPosted: Fri, 25th Sep 2009 03:33    Post subject:
Curse absent dock workers and out-of-control bankers! Took me a while to realize the Slush Fund bank activities were the ones sucking my treasury dry at an alarming rate (growing by the minute given the bankers' constantly increasing skill).

And recovery wasn't exactly easy, either, as the dock worker closest to the port was getting a lap dance in the cabaret 10 km away while the empty freighter was waiting at the pier. A few missed shipments got me into the red several times.
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VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Fri, 25th Sep 2009 04:42    Post subject:
When a ship leaves without the cargo, does the cargo get lost or does it finally get off on the next ship ?

Also, when do the ships come ? And why are the notifications about the money too late ?

I hope several of the nuances get fixed with the 0-day patch they will surely release.

Also, I've decided to screw the official forum and registered at a fansite, no need for bullshit there :
http://www.tropico3.co.uk
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ShadowB




Posts: 894

PostPosted: Fri, 25th Sep 2009 05:05    Post subject:
You get the money instantly, as soon as a dock worker and his cart make it to the ship from the port warehouse. However, you only get the notification (on the total exports) once the freighter departs. This is fine, since goods may be coming in all the time, and the dock worker might need to transfer several loads to a single ship.

Unloaded cargo remains at the port, so nothing's lost. Nevertheless, freighters come every few months (my guess is 3 or 4), so missing the chance to ship goods and having to wait for the next vessel can get you in the red if you've big expenditures and/or your treasury isn't big enough to hold till then.
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Mister_s




Posts: 19863

PostPosted: Fri, 25th Sep 2009 10:35    Post subject:
Mister_s wrote:
lhzr wrote:
and banana republic means third world country

I realized that Smile . It was more a question of how to get rid of it. I only played and finished the first mission though, that might be it.
There was also too little space to build. Is this because it was the first misison?
Do I have to spread my schools, churches, clinics etc.? There aren't any coverage areas like in Simcity.

Any help with this?
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Fri, 25th Sep 2009 11:24    Post subject:
Mister_s wrote:
Mister_s wrote:
lhzr wrote:
and banana republic means third world country

I realized that Smile . It was more a question of how to get rid of it. I only played and finished the first mission though, that might be it.
There was also too little space to build. Is this because it was the first misison?
Do I have to spread my schools, churches, clinics etc.? There aren't any coverage areas like in Simcity.

Any help with this?
I believe Bananna Republic here means that your island's main income comes from selling crops and raw materials instead of produced goods (I encountered it while looking at the capitalist faction's respect-factors).

Just place a few factories that can use your raw materials and you'll most likely get rid of that negative label. Not to mention the neat profit you'll make from it. Most logical route from the beggining would be a two-farm/one-factory cigar chain. Not terribly expensive to build, but will give lots of money once the production kicks in.

As for service buildings, they don't operate on radiuses, they operate on the basis whether people can reach them or not. So placing a church on the border of the city might be fine, as long as people can get there, but don't expect them to go to half way accross the island just to get a confession.
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Mister_s




Posts: 19863

PostPosted: Fri, 25th Sep 2009 11:32    Post subject:
I don't understand the garage thing. Do people go from garage to garage, using them like bus stops? Or is it more like a car market, where people buy a car and that's it? So do I have to build garages all over the place for the best transport system?
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Fri, 25th Sep 2009 11:40    Post subject:
They don't really act as bus stops, they are just what the name implies, big parking garages. If the tropican need to get somehwere far away, they just go to the garage first, and get to their destination faster.

It speeds up the economy considerably. Teamsters will use trucks to get to the resource buildings faster (for some reason they go by foot from there), tropicans use it to get to their far away work places (especially good for plantations, mines), etc. So pretty much a must have right from the beggining as the whole island slows to a crawl without it.
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xxax
Banned



Posts: 2610

PostPosted: Fri, 25th Sep 2009 11:50    Post subject:
...a manual for this game would be very welcome....
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Fri, 25th Sep 2009 11:58    Post subject:
xxax wrote:
...a manual for this game would be very welcome....


You get one in the box Wink
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Immunity




Posts: 5628

PostPosted: Fri, 25th Sep 2009 13:07    Post subject:
Holy shit this game is addictive - started at 9pm, I look over and it's now 6am.

"The Great Game" campaign mission seems to be bugged - I selected Capitalists which tasked me with exporting $500k worth of goods, I exported well over $1.5 million by the time my term was up, yet the objective still read 0/500,000. Also, I didn't get any sort of pop-up when my term ended for some reason. It's a shame too - that mission was so difficult starting out, it felt like a real accomplishment when I finally got to where I was.


I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB


Last edited by Immunity on Sat, 26th Sep 2009 17:52; edited 3 times in total
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Fri, 25th Sep 2009 13:14    Post subject:
Did they just say goods or a specific kind of goods? The first mission for example only accepts agricultural exports. You could export a billion tonns of iron, it wouldn't finish the objective.


Last edited by zmed on Fri, 25th Sep 2009 13:15; edited 1 time in total
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wmadoss




Posts: 60

PostPosted: Fri, 25th Sep 2009 13:14    Post subject:
KGen wrote:
wmadoss wrote:
About the food.

Just go to almanac / people / food.

There you se meals supplied and meals skipped.

Meals skipped should be 0 otherwise it could be that you are not producing enough food or dont have a central marketplace.


Yes, but if people need to starve in order for me to realize I don't have enough food it is missing the point. The idea is to know before you initiate double rations. With the lazy construction workers, building a farm and then waiting until it begins to deliver food, it's not ideal.


True they are missing some stats in the almanac.
You could count manually I guess. 1 farm feeds about 30-40 people.
Same about marketplace it is missing some stats about how much food is currently has.
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Lyrics




Posts: 164

PostPosted: Fri, 25th Sep 2009 13:14    Post subject:
I chose the communist way on that mission. After I got enough housing for the 250 ppl I brainwashed them with the newly built tv station to like me - just like modern times!
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xxax
Banned



Posts: 2610

PostPosted: Fri, 25th Sep 2009 13:16    Post subject:
Immunity wrote:
Holy shit this game is addictive - started at 9pm, I look over and it's now 6am.

"The Great Game" campaign mission seems to be bugged - I selected Capitalists which tasked me with exporting $500k worth of goods, I exported well over $1.5 million by the time my term was up, yet the objective still read 0/500,000. Also, I didn't get any sort of pop-up when my term ended for some reason. It's a shame too - that mission was so difficult starting out, it felt like a real accomplishment when I finally got to where I was. Will post screen shots later!


Yeah it is bugged. I had the same problem. I luckily saved when the time came to choose which option you're going for, so i just reloaded and made the communist one. The export number just stays at 0$, the communist one works fine.

Also does anyone know why military coups happen? I had a large army, everyone was really happy and then a military coup happened... Was really pissed off and having Secret police didn't help. I reloaded and killed the faction leader, that helped. So is it connected to the faction leader or what?

Also does anyone know what the crossed sack is for that sometimes appears on buildings?


Last edited by xxax on Fri, 25th Sep 2009 13:27; edited 1 time in total
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Fri, 25th Sep 2009 13:26    Post subject:
Anyone else notice that only a few decorations place pavement around itself? None of the decorative trees and plants seem to do it, only the fountains and the big decors. It's also annoying, that the game places decorations around the palace all by itself in the beggining, but when I try to make it to my liking, I'm not allowed becasue I can't place them inside the palace's borders. Quite annoying.
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Immunity




Posts: 5628

PostPosted: Fri, 25th Sep 2009 13:26    Post subject:
xxax wrote:

Also does anyone know why military coups happen? I had a large army, everyone was really happy and then a military coup happened... Was really pissed off and having Secret police didn't help. I reloaded and killed the faction leader, that helped. So is it connected to the faction leader or what?


Even though everyone may look happy - chances are they aren't. How I fix the coups -

1. Up the wages for all soldiers and generals. Generals should be at $35-45, soldiers at $20 (at least temporarily). Loyalty doesn't come cheap.

2. Build a military base. It doesn't matter how much you are paying your army if they live in a shitty apartment or don't have access to a doctor or food. An army base fixes two of these issues (housing and medical).

3. Visit your armory and guard posts to award temporary medals to your men. This increases their respect towards you and makes it more likely that they are loyal should the coup happen.

Assuming you act fast enough, that should solve your problems.
Also, don't let your military presence get out of hand. By that I mean, if you have 2 or 3 rebels, you don't need 15 men - 9 is sufficient (3:1 ratio to be safe). Build them as you need them, keeping a close eye on insurrection.


I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
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KGen




Posts: 1081

PostPosted: Fri, 25th Sep 2009 13:30    Post subject:
wmadoss wrote:

True they are missing some stats in the almanac.
You could count manually I guess. 1 farm feeds about 30-40 people.
Same about marketplace it is missing some stats about how much food is currently has.


Well, just recently I had my first death from starvation because a hurricane destroyed one of the corn farms. I ordered construction of another farm and a fishing hut and since it was built fast enough people didn't die anymore. So I guess it's not critical you can't know beforehand since fixing the situation (either by building or canceling double rations) is easy.

What this game needs is an option to hurry construction by paying cash. Like in Civ games. On so many occasions I had a lot of money and was stuck waiting for the building queue to be finished.


i7 6700k @ 4.4 GHZ, 2060s, 16 GB RAM, SSD, Windows 10x64.
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xxax
Banned



Posts: 2610

PostPosted: Fri, 25th Sep 2009 14:27    Post subject:
Anyone know how to improve the environment rating? I did the edicts but it just won't go above 40...
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polosistealth




Posts: 3447

PostPosted: Fri, 25th Sep 2009 16:42    Post subject:
where are the saved games ? Neutral


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Mister_s




Posts: 19863

PostPosted: Fri, 25th Sep 2009 16:47    Post subject:
polosistealth wrote:
where are the saved games ? Neutral

In Vista: documents->appdata->roaming->tropico
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ShadowB




Posts: 894

PostPosted: Fri, 25th Sep 2009 16:53    Post subject:
In WinXP, I believe they're in:

Documents and Settings\<USERNAME>\Application Data\Tropico 3
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HoLyMaN




Posts: 1000
Location: With the survivors of a plane crash
PostPosted: Fri, 25th Sep 2009 18:47    Post subject:
Immunity wrote:
Holy shit this game is addictive - started at 9pm, I look over and it's now 6am.

"The Great Game" campaign mission seems to be bugged - I selected Capitalists which tasked me with exporting $500k worth of goods, I exported well over $1.5 million by the time my term was up, yet the objective still read 0/500,000. Also, I didn't get any sort of pop-up when my term ended for some reason. It's a shame too - that mission was so difficult starting out, it felt like a real accomplishment when I finally got to where I was. Will post screen shots later!

 Spoiler:
 


just did it with a communist way...when you choose them then you have to rise population to 250 and happiness to 60%...worked for me..ohh and the capitalist way is bugged for sure dont choose it!
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pauloco




Posts: 79

PostPosted: Sat, 26th Sep 2009 01:12    Post subject:
great game .windowed mode there´s a way ?
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ShadowB




Posts: 894

PostPosted: Sat, 26th Sep 2009 03:43    Post subject:
There really needs to be a way to track capacities. There's no way to know if you have too many teamster offices (above all), farms, factories or too few. I'm specially in the dark with the first, as I can never know whether goods transport could be more efficient or not.

Also, there seems to be a bug/wonky feature about shacks: some people decide to remain in the shacks even if there are available rooms in rent-free tenements. I've to go and manually search and demolish the shacks for the lazy bastards to move their asses.

And regarding tourists, I'm just getting started with that industry, and I've a simple question: do the wealthier visitors have cars? Slobs seem to like walking everywhere, despite the presence of garages (needlessly humongous buildings) pretty much everywhere.
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VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Sat, 26th Sep 2009 04:19    Post subject:
If a facility is filled and teamsters haven't taken the stuff, then there's a "trash" icon above it. That means production is stalled because there's no more room, I think, so otherwise you're good.

Also, buildings have rent, not everyone, especially unemployed ppl can afford them. And they don't like living away from their workplace, unless there's a garage. Also, it takes a few minutes for them to move their asses out of the fucking shacks.
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scaramonga




Posts: 9800

PostPosted: Sat, 26th Sep 2009 05:03    Post subject:
Great game!
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Immunity




Posts: 5628

PostPosted: Sat, 26th Sep 2009 05:09    Post subject:
Just completed the "Reforms" mission - that proved to be another all day affair.


I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB


Last edited by Immunity on Sat, 26th Sep 2009 17:51; edited 1 time in total
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ShadowB




Posts: 894

PostPosted: Sat, 26th Sep 2009 05:57    Post subject:
VGAdeadcafe wrote:
If a facility is filled and teamsters haven't taken the stuff, then there's a "trash" icon above it. That means production is stalled because there's no more room, I think, so otherwise you're good.

Also, buildings have rent, not everyone, especially unemployed ppl can afford them. And they don't like living away from their workplace, unless there's a garage. Also, it takes a few minutes for them to move their asses out of the fucking shacks.

Is the "trash" icon that of a bag within a forbidden sign? Or is that something else?

And I tend to keep tenements rent-free, so they cost the same as shacks but offer 30+ housing quality instead of 10. But I guess it's a distance to workplace thing. I guess I'll have to place a garage closer to the tenement neighbourhood. Damn, I hate their size: almost as big as the bloody palace!

PS: Two more damnations!
- Damn you, VGAdeadcafe, for your confusing avatar!
- Damn you, Immunity, for your eleventibillion gigantic screenshots! This page now takes a LOT longer to load.
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Immunity




Posts: 5628

PostPosted: Sat, 26th Sep 2009 06:12    Post subject:
ShadowB wrote:

- Damn you, Immunity, for your eleventibillion gigantic screenshots! This page now takes a LOT longer to load.


Is it really that bad? I can remove or thumbnail them if it is. Figured as long as I threw them in a spoiler tag so it doesn't mess up the page formatting nobody would care...

Edit - removed em - didn't realize they were that large.


I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB


Last edited by Immunity on Sat, 26th Sep 2009 17:53; edited 1 time in total
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