Well, make sure you have a long weekend off, make your testgames, and as every playing-year in RCT2 takes about an hour, set your alarm till over 2 hours if you test for 2 years, ....
What is
"your alarm"? Is there a way to tell Winblows to run an app or process for a specified amount of time or does RCT2 have some sort of game option or is this alarm part of a trainer?
To me it seems a near-to impossible task to make nine cells and still make the park work well. With some tricks it could be working relatively fine during the first 2 gameyears, but then and certainly after the 3rd year, the big problems start. (before that they might get lost or want home, but it was not so much that it influenced the quality very much) So, it all depends a bit on how long the judges will take the time to judge the parks!!! Just 2 years?, then most parks will still work fine.
I'm sure that CS did not have a very sophisticated AI algorithm in RCT1/2 for the generation of peep "wants". Knowing what I know about the game play, I have observed some limited "pre-requisites" for some percentage of peeps in determining their particular "wants" as game play progresses.
I'm guessing here that a certain percentage of guests come into the park not having any "pre-requisites" and being all things mostly equal, a peep will have a 1-in-N chance of "wanting" to ride the coaster in cell 1 first (where "N" is the number of cells). Based on our findings so far, it sounds like these peeps desparately search for "that coaster in their head" and after a few years of exhaustingly searching, finally give up and start trashing the place.
Those other guests that need a "pre-requisite" in all likelyhood, propably start displaying similar behavior after being "satified" on the first coaster and begin demonstrating this behavior (desparately search for "that coaster in their head") in cell 2.
And
maybe just maybe CS
might have put in a tad bit more AI that you
might be able to delay this behavior until at most cell 3.
Given these likely assumptions and the fact that I could meet the guests' "pre-requisites", I could approximate the probability of guest "Joe B" riding all of my coasters as:
No pre-requisite: 1/N! (where "N!" is "N factorial" and "N" is the number of cells)
One pre-requisite: 1/(N-1)!
Two pre-requisites: 1/(N-2)!
Now if I simplify this even further and say that 50% of my guests will have either no or one pre-requisite and 50% will have two pre-requisites, then I could further approximate "Joe B" riding all the coasters as say: 1/(2*(N-2)!), so
Number of Cells......Probability of "Joe B" riding all the rides
------------------......----------------------------------------------
.........4......................................1/4
.........5......................................1/12
.........6......................................1/48
.........7......................................1/240
.........8......................................1/1440
.........9......................................1/10080
And these probabilities are most likely on the high side ("high" here meaning higher probability than what will actually be observed; I never added in the affect of "special" flat rides and escape paths).
So, last night I bulldozed two cells and now have 7. Which means that if I can get say 2400 guest in my park by end of year three (the year of the riot), I'll have a whopping 10 guests ride all 7 coasters!
Good thing I bulldozed two cells, otherwise I'd be looking at only 2 guests even making it to cell 9.
Once I figure out how to set this alarm, I'll be able to better confirm these assumptions.
Who knows, I could be way off? CS could have coded a much more sophisticated AI algorithm.
Written in x86 assembly for pre-'99 hw, I doubt it!
Anyway, it's going to be interesting to find out......