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matteosister
08-11-2004, 14:07
I don't have any "crash" problem...but something going wrong in the gameplay...
does anyone have problems with queue???

It happens on several type of attraction. The peeps enter the queue and wait for their turn. When it's time to load the attraction the doors do not open, and from that moment on the attraction continue to run without anyone on...
Please note that it's not my fault (I think) in the project of the queue line, 'cause for the first 3 or 4 ride (I don't know what is the thing that trigger the problem) everything is ok...
I have this problem on the 6th scenery (the one with the big castle in the middle). But I've have experienced It also in some other level before this...but with the difficulty level increasing this problem get more important

It's a bug or I'm doing something wrong?
If it's necessary I'll post a picture...

Thank you to everybody who wants to help...

and anyway...this game rule!!!!

Fluxx
08-11-2004, 15:02
I dont know if this helps your problem but.....


RCT3 does not play exactly the same as RCT 1 or 2, so you should not assume that strategies you have used successfully in the past will work as well in this new game. Here are a few possible reasons / things to try if you find peeps are ignoring your rides:

1) Testing a Ride. If you have not tested your ride, it has not yet been rated and information on it is not available to the peeps. This means that all but the most courageous peeps will not want to ride it until it is tested and rated.

2) Intensity of Ride. Your ride (especially custom designed coasters) may be rated as having very high intensity values, which will put off all but the most courageous peeps. If so, you need to change your ride to be less intense (for example use banks to minimize lateral G forces, brakes to slow it down etc.).

3) Price of Ride. The price you are charging for your ride may be too high.

4) Hunger of Peeps. If many of your peeps are allowed to get hungry they will go in search of food – if you haven’t got adequate provision for them you can experience problems, they will want to eat rather than ride. Sample the status of a few of the peeps who are walking by your ride entrances - if they are hungry and / or have low energy and you don’t ‘have any / many food stalls in your park, try adding some.

5) Age of Ride. If a ride in your park is old, peeps will lose interest in it. You need to consider keeping the roster of your rides fresh, just like a real-world park.

6) Queue path placement. Try and connect your queue to a busy path in the park.

7) Maps. Depending on where your ride is in your park, peeps may take a long time to ‘discover’ your ride. By selling maps you can make all those peeps who buy maps immediately aware of all the rides in the park. Otherwise, as in a real park, peeps will only know of the rides in their immediate vicinity. UPDATE 1a contains code that increases the distance over which peeps who don’t have maps will be aware of rides, and so makes them discover rides quicker compared to the retail game.

8) Queue path arrangement. In the retail game if there are two or more queues connected to the same grid square, peeps will only go down the first queue they see, so only one of the rides connected to the grid square will get any traffic. In UPDATE 1a this is fixed so if there are two or more queues connected to the same tile, people will make an informed decision as to which ride to queue for, rather than going down the first queue they see.

9) Peeps re-visiting rides. In the retail game, peeps can enjoy a ride and have the thought that they want to ride it again, but not do so immediately. This is by design, and is a piece of defensive coding to prevent loops occurring. There was a consensus of early feedback that this behavior should be altered, so UPDATE 1a contains code to make peeps more likely (N.B. not 100% of the time) to revisit rides that they enjoyed before going on other rides.


Good luck.....
:tup:

matteosister
08-11-2004, 15:18
thank you...this clues are really useful...but I think that this is a bug...not my fault...let's see if somebody else experience the same problem...

matteosister
08-11-2004, 15:26
ok, maybe a photo will help...
the coaster is about to restart...but the doors are closed...and they stay closed!!!!

Maybe I've understand what is the trigger of this problem...the ALT+TAB key!!!
I use it often, and I see that if I save and reload it works fine!!! Maybe the problem is solved...but I'd like to have to have a patch that allow to return momentarely to windows without reload the level? Is it possible??

wicked6666
08-11-2004, 21:53
I can confirm this is a problem, i have the same problems

matteosister
08-11-2004, 23:47
yes, and the trigger is not the ALT-TAB key...tonight the problem happen also without using it...waiting news from atari!:confused:

Th3Eagle
10-11-2004, 08:11
Its a bug and it will be fixed with the first patch :D

One of them making it impossible to make a prefet bug seeing that the que line will get filled, people getting ****ed, benches suddenly drop in peaces etc.