I was looking through some of the menus and I noticed that vendors have a significantly high laziness.
Does this affect how any of the rides or shops run and does training them/giving them discipline do anything to affect the productivity of the rides or shops (like when you train mechanics or janitors)?
In the real world, when there is a thunderstorm at an amusement park, all rides except for flat rides close down for safety, to prevent anyone from getting hurt in a freak lightning strike, and also to prevent the ride from breaking down in the rain, simply because most amusement rides were not designed to run in the rain. Do these weather concerns hold true in Roller Coaster Tycoon 2 as well, or is a temporary decrease in popularity the only effect of weather?
In light of Raven Dreamer's answer to Why can I sometimes take half of a shops items while the oher half is considered stealing?, how does one get people to like the player-character? In other words, get their disposition higher (towards the player-character) and get them to allow the player-character to take their stuff? Edit: While rereading kotekzot's answer, I wondered how (easy it is) to affect a relationship negatively. Edit 2: Then I realized that I was focusing solely on take vs. steal when I could be asking about what else that trustworthiness (as I'll call it instead of relationship
Whenever I build two identical rides with queues, peeps will favor one of the rides over the other. This can cause problems with synchronized coasters. I only have RollerCoaster Tycoon 3, but the problem seems to be common to the series. Why do peeps behave like this and how can I balance the visitor numbers of the rides?
In Riften I dropped some old armour on the floor by mistake on the outside of the low wall around the market and the beggar Edda came round and asked if I didn’t want it could she have it. I said she could have it, but she didn’t take it. I came back after entering some shops and it was still there and she was back in her sitting position so I picked it up again. Is she supposed to take the item has anyone seen this I then tried again by dropping the armour right in front of her and all hell broke loose with vendors fighting each other with shouts of I saw it first, with knives flashing
events -- getting to level 50 and a very nice stable of rides -- in the event list.) I wrapped up season 1, then went to read about Forza 4. This morning, I'm sick at home, and decide to make myself feel better by knocking out some of season 2. Then I notice my little message indicator. Gift cars. Lots of them. I've lost count, to be honest, but I'm still downloading them. Some were cars I'm sure I never saw in the game yet, like a Shelby GT500KR. Others I already owned. Many were R-series or higher. Most are decked out in sweet race livery, including several branded as Turn 10 or Forza
So, I play a lot of Guild Wars, and I generally load it through texmod to get certain UI enhancements that make the screen a bit prettier. This works generally well, but it annoys me a bit that each time I load texmod, I need to select about five different .tpf files from a drop down list before I can run the game through the program with the enhancements I like. Is there some way to combine .tpf files into one file to reduce the amount of times I need to click the screen? I ask this out of sheer laziness.
How does wielded weapon affect running speed? Will I run significantly faster for example with pistol than with RPG?
A small section of my city in the corner has been affected by radiation. All the buildings (including shops and houses) now show signs of radioactivity. When I bulldoze them, the radiation disappears, but when the buildings are rebuilt, they are still affected. I have an Oil Factory right smack in the middle from where the radioactivity is coming from. But even when I bulldoze the Oil factory, the radiation is still there. How do I get rid the radioactivity?
. The description is almost, but not quite, self-explanatory. How, exactly, does this work? I get the infinite experience glitch here. That part makes sense. What doesn't make sense is how an infinite experience glitch turns into something which is "almost like having a perk every level like in Fallout 3." So how does that part play out? (And again, I probably won't actually do this. Well, maybe...OK, we've established prior that I'm not above using certain exploits (notably the caps exploit for weapon/armor shops) when I play. This, however, is an exploit I'm not sure I would use, because