imlegos Posted April 22, 2016 Posted April 22, 2016 Don't be such a downer to yourself Zis. I'll be taking my turn in around an hour.
ziscor Posted April 22, 2016 Posted April 22, 2016 I'll try to build something later, but this moment is just not doing it for me...
Broxzier Posted April 22, 2016 Author Posted April 22, 2016 You can keep your claim and continue the work tomorrow. What I did wasn't made in just a few minutes, so don't compare your work with the end result. By the way, I just noticed that the King Snake coaster that I made now has two smaller trains, but that doesn't fit its name. Was there an issue with it?
imlegos Posted April 22, 2016 Posted April 22, 2016 And saved rotation doesn't work... Claimed: imlegosQueue: Dan, jensj12, Wuis, BroxzierMissed: ziscor
imlegos Posted April 22, 2016 Posted April 22, 2016 (edited) Removed the Fantasy Walls & Fences pack, Added DLP vines (no scenery group) Would have done more, but I can't rotate rides, so i have to wait to replace the coaster. Claimed:Queue: @Dan, jensj12, Wuis, Broxzier, imlegosMissed: ziscor The OpenRCT Group Park 3.21.sv6 Edited April 22, 2016 by imlegos
Philmon11 Posted April 23, 2016 Posted April 23, 2016 Working, can't claim. (Hehe, this is turning into Park 2 all over again.) Claimed: -Queue: @Dan, jensj12, Wuis, BroxzierMissed: imlegos, ziscor Phil
ziscor Posted April 23, 2016 Posted April 23, 2016 (edited) Done! Here's the build log: Added a custom ride (AE's Motocross), then built it near Jensj12's tower; called it Ivy Cup. After that, built a railway circuit around the hill that the Motocross cuts through; called it Trilby Railways. Okay, so the hill is basically a walking garden, so there's a lot of paths that loop back around with no special things at the terminals. I know this conflicts with the peep AI, but it shouldn't be that bad, right? Inside the hill, made a path with stalls on one side (all this is underground). Hired some staff to keep this section clean and vandal free. I promise this is the last CC I'll add to the park, since this save file is gonna get very big over time. In fact, if you see any problem with the Motocross, let me know and I'll replace the track with the default Go-Karts. [EDIT: Wanted to make some slight changes so I re-uploaded the park; park rating back to 999! ] The OpenRCT Group Park 3.22.sv6 Claimed: -Queue: @Dan, jensj12, Wuis, Broxzier, imlegos, ziscorMissed: Philmon11 Edited April 23, 2016 by ziscor
jensj12 Posted April 23, 2016 Posted April 23, 2016 (edited) 12 hours ago, Broxzier said: By the way, I just noticed that the King Snake coaster that I made now has two smaller trains, but that doesn't fit its name. Was there an issue with it? It may or may not be the cause of my crashes, changing it to two smaller trains was an accident I noticed after uploading the park. On 20-4-2016 at 14:13, jensj12 said: It seems King of Darungo Mountain changed to 2 trains with 7 cars when I reopened it (without changing anything =/ ). Either Treetop Bouncers or King of Darungo Mountain caused my crashes. Note: dark matter is still stuck, please reset the entire ride. Edited April 23, 2016 by jensj12
Broxzier Posted April 23, 2016 Author Posted April 23, 2016 I set the car length to 16, which should even run fine on vanilla RCT2. More than that is not supported by default.
X7123M3-256 Posted April 23, 2016 Posted April 23, 2016 Do be aware that the limit of 16 includes zero cars and invisible cars, whereas the count shown in game does not.
ziscor Posted April 24, 2016 Posted April 24, 2016 Claimed: -Queue: @jensj12, Wuis, Broxzier, imlegos, ziscorMissed: Philmon11, Dan
jensj12 Posted April 24, 2016 Posted April 24, 2016 (edited) Claiming... It seems mechanics have some trouble fixing rides, I'll see what I can do against that. Guests heading for the sky tower somehow prefer to go to the upper station (they won't enter the lower queue even when walking in front of it) and end up walking endlessly at the bottom of the tower. Any idea how to fix that? Edited April 24, 2016 by jensj12
ziscor Posted April 24, 2016 Posted April 24, 2016 Can't help you there. I never liked the concept of elevators in RCT2. I'd always make only 2 or 3 rides at the 1st Floor, and since some guests don't like going through the elevator to get there, I'd make stairs. That makes the elevator almost a useless part of my parks. But you could go for the obvious things, like making the Upper Floor more desirable to go to, so that the Peep AI chooses to go on the elevator. This is only taking into consideration that the AI is capable of sensing these things, and I'm not too sure about that.
Broxzier Posted April 24, 2016 Author Posted April 24, 2016 They are indeed pretty useless, guests don't use them as a form of transport, but as a ride instead. Them only going to the top floor could be a bug, does this happen for all guests, or just for the ones heading there?
jensj12 Posted April 24, 2016 Posted April 24, 2016 (edited) Claimed: -Queue: @Wuis, Broxzier, imlegos, ziscor, jensj12Missed: Philmon11, Dan Tried to continue the area T'chaka River started with an extra coaster (didn't build one last time) If it doesn't look as nice as the river area next to it, feel free to improve. Built a path through my new rock Added a new food area (food/drink/toilet): 'monofood' near Rusty Road (yes, that's a 3-wide sign) Added a proper name reference to an attraction I built earlier Added mechanics/handyman and improved/added patrol areas Improved pathing towards burger bar 2 (guests stuck near observation tower) and Ivy Cup (mechanics couldn't reach it) Reset Dark Matter, cable lift hill was still stuck Do not adjust the timing on Rusty Road, the blocks are freed the second before another train enters. The OpenRCT Group Park 3.23.sv6 Edited April 24, 2016 by jensj12 1
jensj12 Posted April 24, 2016 Posted April 24, 2016 @ziscor I most likely didn't include your latest adjustments. Please change the version (22a) when re-uploading a version, otherwise I won't notice.
Broxzier Posted April 24, 2016 Author Posted April 24, 2016 That coaster looks nice, and good that there's a path going through.
Dan Posted April 24, 2016 Posted April 24, 2016 (edited) Ooh, looks great! If @Wuis isn't ready to claim then I'll take my go? Edited April 24, 2016 by Dan
Wuis Posted April 24, 2016 Posted April 24, 2016 (edited) @Dan You can claim it, I claim it whenever you are ready. Wasn't expecting to get a new turn this quickly anyway. Edited April 24, 2016 by Wuis
Dan Posted April 24, 2016 Posted April 24, 2016 Claimed: DanQueue: Wuis, Broxzier, imlegos, ziscor, jensj12Missed: Philmon11
Dan Posted April 25, 2016 Posted April 25, 2016 Will be finished and have the file uploaded at some point tomorrow. :)
jensj12 Posted April 26, 2016 Posted April 26, 2016 On 24-4-2016 at 17:31, Broxzier said: They are indeed pretty useless, guests don't use them as a form of transport, but as a ride instead. Them only going to the top floor could be a bug, does this happen for all guests, or just for the ones heading there? Just the ones heading for sky tower refuse to enter below. Guests that randomly stumble upon the lower entrance enter there like expected.
Wuis Posted April 26, 2016 Posted April 26, 2016 You could make it so that they would first stumble upon the entrance at the bottom.
Broxzier Posted April 26, 2016 Author Posted April 26, 2016 1 hour ago, jensj12 said: Just the ones heading for sky tower refuse to enter below. Guests that randomly stumble upon the lower entrance enter there like expected. Thought so, the entrance they want to go to is probably 'closer' over just X and Y axis (Manhattan distance), but not over the actual paths. The Manhatten formula is not a good heuristic in this case.
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