Build when you can as peeps will run out of money for the coaster. When you have enough money, build The Cube ![]() This means you can build Bumping Derby straight away, starting off with three rides By removing Radius, you get about $4000 in the bank There are tweaks you can make to the above - I finished mine in Year 1, August. When have money build Bumper Car price 9 USD Shops: Max all extras and raise the price with 1 USD Move Kick-Flip next to the entrance price 16 USD Make sure that all rides has 100% scenery! Remove Radius and all path which is not used Originally posted by Carlos:Hi, for the second try i was succesful under a year, here are my tips: This is one of the worst simulation scenarios in one of the best simulation games ever. It is utter BS that it takes your peeps 20 days to actually enter the park. Without you, this is an unbeatable scenario.Įdit: P.S. Thanks to the people who posted pro tips. I wish I could close my business, kick everyone out, and be rewarded with 20k when I re-opened. I run my own business and love simulation games, it sharpens my skills, all this level did was reward me for exploiting buggy code. Once I exploited the game, I won, so that's not fun. Even the scenario in RCT2 where you had to have I think 3500 or 4500 guests by year 4 was not this hard, and that was the most difficult of that game. ![]() This is a simulation, why do I have to exploit gameplay quirks to win, and why is this scenario still broken. I've exploited several mechanics of several games to win, and that's fine. I can't find one scenario from the rct1, 2 or 3 that is this difficult, and infuriating. ![]() Railing on Ground Path - determines whether or not railing is added to paths on the ground level.I don't care what you say about a challenge, or this or that.Railing On Elevated - determines whether or not railing is added to elevated paths.Railing On Ground Queue - determines whether or not railing is added to Queue paths for sections on ground level.Curb On Ground Path - Determines whether or not curbs are used at ground level.Other options allow the camera to follow the path while it is being placed. A free camera will require the player to move the view on the field themselves while placing paths. Camera - This option determines how the camera view reacts to path being placed.Optionally a grid can be placed under a section of existing path. Align to Grid - A building grid can be select to align paths too.Rotating junctions or straightening joints can be done with the Z + arrow keys. Supports will automatically be placed in relation to the height of the path if Path Supports is enabled in the Advanced Settings. If the path turns red during this, it means that there is an obstruction in that immediate area that will not allow the path to be placed. Adjust the height using the Shift + arrow keys (Up or Down) and use the Shift key alone to reset the height back to zero. To lower the next section (provided no objects or terrain is in the way), use 'J'or simply pull the mouse away from the path with the LMB held down. To raise a path, use 'U' or simply move the mouse with the path attached and the left mouse button held down - back onto itself. Use delete or 'undo' to remove the last piece of path placed. ![]() The length and width can be adjusted in the Path interface, or by using minus and equals ( - or = ) to decrease or increase length, and use the bracket keys ( ) to increase or decrease width. Left click to place it, then use the mouse to move and add the next pieces. When clicking on the path the player wants to use, then moving the mouse cursor to the ground a circle (or square if that option is checked) of path will appear. Make sure the queue is appropriate for the ride it is attached to. If the queue is too short, a guest will move on if there is not room and could become unhappy. More exciting rides often need longer queue lines, so winding them in a snake-like fashion before connecting them to a ride will allow more guests to wait in line at a time. They will connect to the other two types of path and guests will automatically use them to queue for a ride. Queue paths are required as an entrance to all rides. Parallel to the path is either curb markers or curb railings. Natural has the same effect as Path, except the textures are painted with either grass or a light grass/dirt mix. The majority of pathing will be done with this type. They are used to connect the park together allowing access to all areas for guests. These are used to create the main walkways between buildings such as Food Shops, Drink Shops and Gift Shops as well as other buildings including ATMs and Information. The first option Path consists of 16 different surfaces ranging from stone, to asphalt, to wood. There are three types of paths in Planet Coaster. Paths are used to connect buildings, locations, rides, and direct guests.
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