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Peef
Posts: 388
Location: Belgium
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Posted: Sun, 21st Aug 2011 19:03 Post subject: |
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anyone havind lots of crashes during the game?
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zmed
Posts: 9234
Location: Orbanistan
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LMLM
Posts: 825
Location: Meta Cortechs
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zmed
Posts: 9234
Location: Orbanistan
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Posted: Sun, 21st Aug 2011 20:27 Post subject: |
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Just tried and it's selectable for me (2nd campaign mission). No special requirements seem to be met (no ministry, or edicts issued, etc).
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LMLM
Posts: 825
Location: Meta Cortechs
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Posted: Sun, 21st Aug 2011 20:43 Post subject: |
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zmed wrote: | Just tried and it's selectable for me (2nd campaign mission). No special requirements seem to be met (no ministry, or edicts issued, etc). |
Did the game ask you for a serial? Mine didn't. Maybe that's it? I'm not playing campaign here..
Edit: playing sandbox. I'll try the campaign to see if it's enabled.
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zmed
Posts: 9234
Location: Orbanistan
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Posted: Sun, 21st Aug 2011 21:26 Post subject: |
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It asked for a serial at the first start, then it came up with the login screen, so I quit, blocked it and never bothered me ever since.
If you're playing sandbox maybe you enabled the no-immigrants option.
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LMLM
Posts: 825
Location: Meta Cortechs
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Posted: Sun, 21st Aug 2011 21:36 Post subject: |
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zmed wrote: | It asked for a serial at the first start, then it came up with the login screen, so I quit, blocked it and never bothered me ever since.
If you're playing sandbox maybe you enabled the no-immigrants option. |
Yeah I think that was it, thanks. Started a campaign and I can set open doors there. Must be no immigration policy (at start) because none ever came from the ships.
Seems like there's no DRM with the game, except for online stuff. Very nice of them. Graphics performance seems improved over T3. T3 was a great attempt and first achievement for Hemimont but games like this need lots of improving and tweaking so I see T4 as that. Hope there will be a T5 too.
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mtj
Posts: 2315
Location: Austria / Finland
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Posted: Sun, 21st Aug 2011 22:51 Post subject: |
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LMLM wrote: | zmed wrote: | It asked for a serial at the first start, then it came up with the login screen, so I quit, blocked it and never bothered me ever since.
If you're playing sandbox maybe you enabled the no-immigrants option. |
Yeah I think that was it, thanks. Started a campaign and I can set open doors there. Must be no immigration policy (at start) because none ever came from the ships.
Seems like there's no DRM with the game, except for online stuff. Very nice of them. Graphics performance seems improved over T3. T3 was a great attempt and first achievement for Hemimont but games like this need lots of improving and tweaking so I see T4 as that. Hope there will be a T5 too. |
You can get immigrants even without office. And for me, open doors have worked both in campaign and sandbox.
As for T5, I hope they'll alternate to the pirate setting of T2.
It would be boring if they just recreate T4/3 again, but with new engine this time.
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LMLM
Posts: 825
Location: Meta Cortechs
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Posted: Mon, 22nd Aug 2011 03:44 Post subject: |
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Well after playing it for a few hours I think T4 is a nice improvement. Lots of tweaks and improvements. If you liked T3 or are new to the series, then it's a welcome addition to the series. If you didn't like T3, then you probably won't like this one either. Unless that is, you were missing just one or two things that T4 brings. Great game.
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-=Cartoon=-
VIP Member
Posts: 8823
Location: South Pacific Ocean
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Posted: Mon, 22nd Aug 2011 07:27 Post subject: |
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I wish there was a way to control how much of each resource you imported, rather than just a general slider.
On mission #4 I was importing tobacco, sugar, and iron, and I could never get the right balance. I had about 4 factories, 6 teamster offices, and 3 garages - the problem I ran into was traffic and the teamsters not being able to distribute the imports between the factories fast enough, much less transport the exports to the docks.
Any ideas on how to remedy this besides more roads (no space)?
Also, why does the limo leave my avatar after it arrives at a destination? It should fucking wait for him. Not to mention, why isn't my secret service/bodyguard contingent with me at all times?
2 pretty big oversights in an otherwise great game.
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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-=Cartoon=-
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Peef
Posts: 388
Location: Belgium
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Posted: Mon, 22nd Aug 2011 09:49 Post subject: |
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Immunity wrote: | the problem I ran into was traffic and the teamsters not being able to distribute the imports between the factories fast enough, much less transport the exports to the docks. |
thats was a big problem for me as well. In anno for example the game lets you know how close of each other and how many buildings you need to build.. but not in this game.. you just gotta assume and test and play over and over until you "feel" you got the right combination. like say.. you build 2 tabacco farms and 1 tabacco factory.. do you build the factory next to the farms or next to the port? again, do you build the teamsters next to the factory or next to the port? or in-between? do you need to build teamsters for each and every factory you have? info on things like that is completely missing..
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-=Cartoon=-
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Posts: 8823
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Posted: Mon, 22nd Aug 2011 10:44 Post subject: |
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It also gives it a certain non uniform charm thou imho
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LMLM
Posts: 825
Location: Meta Cortechs
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LMLM
Posts: 825
Location: Meta Cortechs
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Posted: Mon, 22nd Aug 2011 12:00 Post subject: |
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Vikerness wrote: | Immunity wrote: | the problem I ran into was traffic and the teamsters not being able to distribute the imports between the factories fast enough, much less transport the exports to the docks. |
thats was a big problem for me as well. In anno for example the game lets you know how close of each other and how many buildings you need to build.. but not in this game.. you just gotta assume and test and play over and over until you "feel" you got the right combination. like say.. you build 2 tabacco farms and 1 tabacco factory.. do you build the factory next to the farms or next to the port? again, do you build the teamsters next to the factory or next to the port? or in-between? do you need to build teamsters for each and every factory you have? info on things like that is completely missing.. |
If your farms aren't being serviced enough by your teamsters, build more teamster buildings. Teamsters don't have to be close to factories or farms, but it helps. They do have to be on a road. Suggest you have them near garages, or the farms/factories or near residential areas so they can get back & forth to work from home. I find that having them near residential areas is wise.
I suggest you build the Cigar Factory in between the farm and the port, but it's not required. The teamster will deliver the tobacco from the farm to the factory and you want him to have a more direct route to save him time so he can go on to the next delivery.
You don't need to build teamsters for each and every factory. Keep an eye on the output storage for your farms and factories. If there aren't enough teamsters, then many of them will continuously have goods waiting for pickup but not being picked up fast enough to keep the farm/factory/mine/etc in full utilization.
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LMLM
Posts: 825
Location: Meta Cortechs
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Posted: Mon, 22nd Aug 2011 12:26 Post subject: |
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Peef wrote: | been playing the campaign, in the 3 island now, I'm liking the game a lot, although it crashes very often :/ |
No crashes for me so far, thankfully, after about five hours of playing.
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LMLM
Posts: 825
Location: Meta Cortechs
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Posted: Mon, 22nd Aug 2011 12:32 Post subject: |
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Immunity wrote: | On mission #4 I was importing tobacco, sugar, and iron, and I could never get the right balance. I had about 4 factories, 6 teamster offices, and 3 garages - the problem I ran into was traffic and the teamsters not being able to distribute the imports between the factories fast enough, much less transport the exports to the docks.
Any ideas on how to remedy this besides more roads (no space)? |
Try to design your roads so that you don't have one big intersection (bottleneck) where every vehicle must go through. The islands often have two ways to get to the beaches so that you can make loops that offer two ways to the port from your downtown. Make a road on the perimeter that offers an alternative route if congestion is a problem. Don't be afraid to make roads through remote areas so you can offer an alternative route.
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-=Cartoon=-
VIP Member
Posts: 8823
Location: South Pacific Ocean
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LMLM
Posts: 825
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Posted: Mon, 22nd Aug 2011 14:06 Post subject: |
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LMLM
Posts: 825
Location: Meta Cortechs
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Posted: Mon, 22nd Aug 2011 14:15 Post subject: |
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Update on teamsters. It seems like if the teamster office is very far away, it might not visit often enough. It will some, but not much. For example if you have a farm or ranch rather far out in the wilderness, keep an eye on it. If you see the black trash bag rotating above it then it isn't being serviced enough. Now if the bag stays on it for only a little while that's fine but if it's there for a whole year then you need a closer teamster office.
I had a request for 500 beef for the Chinese and had to put some cattle ranches way far away where the only good soil was. I had plenty of teamsters. It seems like the office will only pickup/deliver from far locations on a low priority, when everything else is taken care of. Over building teamster offices isn't necessary but if your crops are selling for high prices, adding extra offices are a good idea close to production.
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mtj
Posts: 2315
Location: Austria / Finland
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Posted: Mon, 22nd Aug 2011 14:57 Post subject: |
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LMLM
Posts: 825
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Posted: Mon, 22nd Aug 2011 15:44 Post subject: |
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Immunity wrote: | Even if you put the mine on top of the area, they'll be digging them all out. I've managed to exhaust my mines totally, and I always build them over the ores. |
Yeah as long as the resource is being exhausted and the mine is producing it doesn't matter if it's on top of the highlighted area.
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Peef
Posts: 388
Location: Belgium
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Posted: Tue, 23rd Aug 2011 08:51 Post subject: |
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LMLM wrote: | If your farms aren't being serviced enough by your teamsters, build more teamster buildings. Teamsters don't have to be close to factories or farms, but it helps. They do have to be on a road. Suggest you have them near garages, or the farms/factories or near residential areas so they can get back & forth to work from home. I find that having them near residential areas is wise.
I suggest you build the Cigar Factory in between the farm and the port, but it's not required. The teamster will deliver the tobacco from the farm to the factory and you want him to have a more direct route to save him time so he can go on to the next delivery.
You don't need to build teamsters for each and every factory. Keep an eye on the output storage for your farms and factories. If there aren't enough teamsters, then many of them will continuously have goods waiting for pickup but not being picked up fast enough to keep the farm/factory/mine/etc in full utilization. |
Thanks for the tips, i think i got it now.. you are right.. teamsters dont have to be near the factories or farms, they just have to be near the garage. The only building that has to be build twice (one near the town and another one near the farms/mines) is the ... garage
Edit: Just finished mission 4 on my second try, was kinda hard. i've (this time properly) build a few logging camps (with high wages, a garage and 2 appartaments next to them) and a lumber mill and that kept me alive until the first economic crash that happens when you jump over 200 population or so. At that point i've lowered all the wages and raised all the rents and somehow managed to recover slowly. Ive not yet understand all the parts of the game but will keep playing; few more missions and ill get the hang of it^
Edit2: i think i found a bug on mission 5, cant build the road to the mines =D
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Posted: Tue, 23rd Aug 2011 09:23 Post subject: |
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spent all weekend beating this game , won at all campaign missions , bring on tropico 5 =p
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-=Cartoon=-
VIP Member
Posts: 8823
Location: South Pacific Ocean
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Posted: Wed, 7th Sep 2011 12:17 Post subject: |
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Still playing ... I wish we had more games like this..
instead of "DERP LETS SHOOT EVERYTHING" fps games
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Posted: Tue, 13th Sep 2011 18:38 Post subject: |
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It has stupid limits, like population limit but worse: a limited road budget, you cannot build more then a certain ammount of roads, that sucks if your sandboxing....
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