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#31 rcthelp

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Posted 01 December 2005 - 10:07 PM

It's beginning to look as though I may win this scenario while still retaining the airfield and its buildings (in the main).

At the beginning of year 3 I have oodles of cash, no loan, a healthy monthly profit, decent park rating, and I am 130 guests ahead of schedule.

Attached File  SCR2.png   58.89KB   33 downloads

#32 Qgirl

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Posted 02 December 2005 - 12:03 AM

Actually, no.  A coaster will add as many "trains" that the design can handle. If you made a brake run that can handle a few full length "trains", then you might end up with a number of trains.

But lets say you end up with a station that gives you two full length trains. So what you might end up with is eight cars with a capacity of four seats each, 8 (cars) X 4 (seats) = 32 seats X 2 (trains) = 64 total seats.

But say you can subtract a car from each train and this gives you the ability to add another train to the track. Now you have 7 (cars) x 4 (seats) = 28 seats X 3 (trains) = 84 seats. That means the capacity of the coaster has increased by almost half as many MORE seats, than when you had 2 trains of 8 cars each.

See how that works? B)
If this is causing some grief, wander over to my Track Designs at: Wolf Tracks I have a number of smaller track designs in RCT1 you can steal borrow or copy via screen shots. :D

I think someone mentioned park capacity with a ratio of available attractions. This sounds like a decent explaination, but I would still focus on the food stalls as well.

If the advice in this thread, (not necissarilly mine, but all the advice) doesn't pan out, I'd get that trainer to win it for you. (won't a trainer program fit onto a diskette so you can bring it to work??) There's no shame in admitting defeat. If there was, you wouldn't be looking for help here, huh? ;)

<{POST_SNAPBACK}>


Make him stop!!! The number of cars explanation took me right back to 8th grade Algebra - I never could quite grasp what was going on. Some people have math brains, some more creative - I'm creative. Absolutely no head for math. Still, I've written this down and will ad it to my notes at work. Thanks, and I hope I can make some sense of it.
I will definitely look at your track designs. AND, guess who is probably the only person on earth with a computer that doesn't use a diskette? It uses CDs, but we don't have a CD burner, so I'm still on my own at work, I'm afraid. If everyone hasn't figured out already, I'm pretty ignorant about computers. BUT, I almost always get an award for the scenery in my parks!

#33 Qgirl

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Posted 02 December 2005 - 12:11 AM

It's beginning to look as though I may win this scenario while still retaining the airfield and its buildings (in the main).

At the beginning of year 3 I have oodles of cash, no loan, a healthy monthly profit, decent park rating, and I am 130 guests ahead of schedule.

Attached File  SCR2.png   58.89KB   33 downloads

<{POST_SNAPBACK}>


Just when you thought it was safe to go back into the water. After winning another scenario today, I was beginning to think I was ready to try the monster again. I can come up with oodles of cash almost everywhere, but am miserably poor on this one. The guests seem to sense this and stay away from the poverty-stricken amusement park. Maybe I'll wait a bit to try again. I'd feel better to think everyone was struggling through it as much as I am. Should I ever conquer it, you will all know it.

#34 rcthelp

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Posted 02 December 2005 - 02:43 AM

Thanks QGirl for the inspiration to tackle this scenario. After a couple of false starts, I have achieved my objective of winning it, while keeping the airfield and buildings almost completely intact.

Attached File  SCR4.png   53.78KB   29 downloads

I charged £45 from day 1. That meant that 25% peeps entered the park with no money! I inflated the price of all food/drink & souvenirs. I even charged £0.50 for the bathroom! The peeps with no money left as soon as they became very hungry or thirsty, so this meant that the game replaced them and I had a steady admission money of around £8,000 every month.

The other thing I did on day 1 was max out the research budget. I researched ONLY thrill rides until there were no more to research, then ONLY Gentle rides, finally switching to ONLY coasters. The last coaster was invented at the end of year 2, at which point I switched off research completely. The idea of this was to build many different cheap flat rides early on to bring in a lot of guests, allowing me to raise money quickly to build small coasters. I wanted to avoid borrowing too heavily, the interest rate is high in this scenario.

After a blitz of building (mainly flat) rides at the beginning, I tried to make sure that I built at least one ride a month. Going into year 3, I was making about £8,000 per month, and each month I'd build a flat ride, then every 3rd month a big coaster. In nearly every case I built pre-designed rides that come with the game.

By the end of the scenario I had 3 of nearly all the different types of flat rides.

I targetted trying to make sure that I had around 100 new peeps per month, and I was well ahead until the end of year 3, but about May year 4, I started to worry. Park Rating took a dive because I opened up a lot of the paths all at once and the handymen just couldn't keep up with the litter and vomit. This seemed to slow down the number of people coming. At this point, I continuously made 6 weeks marketing campaigns with free tickets. As soon as one campaign ended, I began another, right until mid-August.

In September year 4, I built 5 ATMs. I didn't want my cashless peeps to leave at that point.

I limited peeps to which parts of the airfield they could reach by using No Entry signs, fences, and by deleting the odd footpath tile here and there. I slowly opened up new parts of the airfield to peeps when I wanted to build a new coaster.

The airfield runway is 4 tiles wide. I dug up only the central 2 tiles and built gardens and food/drink stalls with lots of seating. I left the runway taxi zones pretty untouched, but on the airfield 'apron' near the tower, I built some flat rides by making 'holes' in the tarmac. I fenced off the really large expanse.

This WAS difficult, but I'm really pleased I tackled it the way I wanted, by keeping as much of the airfield as possible. I thought my food stalls in 2 of the hangars, and a Motion Sim in another were particularly nice touches.

#35 spunknit

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Posted 02 December 2005 - 12:01 PM

QUOTE(spunknit @ Nov 30 2005, 01:20 PM)
Hmm...unless my post was invisible for some reason, check out Fossil's Dig Site. You will find tips on how to win this scenario & many others without using a trainer. This is the way I like to play.


Quote(Qgirl)I just want you to know - NO ONE's posts to this have gone unnoticed and I appreciate the help very much. One of the best things I got from Fossil's Dig Site was what helped me from here, that being that it said Amity Airfield was rather difficult. I had checked so many places before I found y'all here, and everything I read said it was pretty easy to win. Because of what I've read on this forum, I've tried some of the others in that group and have won them all pretty easily. I don't know if you read where I wrote that I usually play this at work, and can't use a trainer (no internet), so I have to find a way to win it. Again, thanks for your input.

:blink: I don't know if you READ what I wrote. If you had, you would see that Fossil's Site gives you tips on how to win scenarios WITHOUT a trainer. There is other great information on strategies, plus some great track packs that will help you to win successfully. I've tried to help you in the easiest way possible without using a trainer...the rest is up to you.

#36 rcthelp

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Posted 02 December 2005 - 03:55 PM

You must admit though, it's rather difficult to find the Amity Airfield tips.

#37 Qgirl

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Posted 03 December 2005 - 09:15 AM

Thanks QGirl for the inspiration to tackle this scenario. After a couple of false starts, I have achieved my objective of winning it, while keeping the airfield and buildings almost completely intact.

Attached File  SCR4.png   53.78KB   29 downloads

I charged £45 from day 1. That meant that 25% peeps entered the park with no money! I inflated the price of all food/drink & souvenirs. I even charged £0.50 for the bathroom! The peeps with no money left as soon as they became very hungry or thirsty, so this meant that the game replaced them and I had a steady admission money of around £8,000 every month.

The other thing I did on day 1 was max out the research budget. I researched ONLY thrill rides until there were no more to research, then ONLY Gentle rides, finally switching to ONLY coasters. The last coaster was invented at the end of year 2, at which point I switched off research completely. The idea of this was to build many different cheap flat rides early on to bring in a lot of guests, allowing me to raise money quickly to build small coasters. I wanted to avoid borrowing too heavily, the interest rate is high in this scenario.

After a blitz of building (mainly flat) rides at the beginning, I tried to make sure that I built at least one ride a month. Going into year 3, I was making about £8,000 per month, and each month I'd build a flat ride, then every 3rd month a big coaster. In nearly every case I built pre-designed rides that come with the game.

By the end of the scenario I had 3 of nearly all the different types of flat rides.

I targetted trying to make sure that I had around 100 new peeps per month, and I was well ahead until the end of year 3, but about May year 4, I started to worry. Park Rating took a dive because I opened up a lot of the paths all at once and the handymen just couldn't keep up with the litter and vomit. This seemed to slow down the number of people coming. At this point, I continuously made 6 weeks marketing campaigns with free tickets. As soon as one campaign ended, I began another, right until mid-August.

In September year 4, I built 5 ATMs. I didn't want my cashless peeps to leave at that point.

I limited peeps to which parts of the airfield they could reach by using No Entry signs, fences, and by deleting the odd footpath tile here and there. I slowly opened up new parts of the airfield to peeps when I wanted to build a new coaster.

The airfield runway is 4 tiles wide. I dug up only the central 2 tiles and built gardens and food/drink stalls with lots of seating. I left the runway taxi zones pretty untouched, but on the airfield 'apron' near the tower, I built some flat rides by making 'holes' in the tarmac. I fenced off the really large expanse.

This WAS difficult, but I'm really pleased I tackled it the way I wanted, by keeping as much of the airfield as possible. I thought my food stalls in 2 of the hangars, and a Motion Sim in another were particularly nice touches.

<{POST_SNAPBACK}>


Good job! It's funny that you posted this when you did - I was working on one today that started reminding me of Amity. I was running out of money and had that feeling of losing the battle before it was finished. I started over, and charged more admission than I had been, and had a lot more food and charged more for it than I had the first time. When I left it, I was doing great with money and the guests were really happy. I've based admission partly on the number of big coasters I have, thinking quality as well as quantity contributed. Would guests pay for a park that had a lot of small coasters and flat rides? Whenever things like this occur to me, I think I'll go back and try it after I've won a scenario, but I never do it.

I tried once to put food into a couple of the Amity buildings - hangars, I think. It didn't go well. There were too many people just wandering through, so I opened up the back and put a ride behind the hangars, but that didn't help the situation much.

I watch the thoughts of the guests pretty closely and am wondering about a couple of them. The two main ones generally are (and they strike me as complaints!) that they feel sick and need to go to the restroom. I don't know what I can do about them feeling sick. When I started over the park I'm working on now, I put restrooms just about everywhere - I got a "Best Restrooms" award. That's still about 3rd on the list of thoughts. Why do they sit right outside a restroom and get mad because they have to go to the restroom? They often will get up and head to one that's a good distance away, walking right past others.

Congratulations, again. I hope to one day at least say I've won it. I don't expect to be able to save much of the original, but at this point, I'll take what I can get. Maybe the day will come when that will be an attainable goal.

#38 spunknit

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Posted 03 December 2005 - 02:23 PM

You must admit though, it's rather difficult to find the Amity Airfield tips.

<{POST_SNAPBACK}>


Fossil's Guide to Paid Admission Parks

Hope that helps!

#39 Qgirl

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Posted 03 December 2005 - 07:01 PM

Fossil's Guide to Paid Admission Parks

Hope that helps!

<{POST_SNAPBACK}>



I may be catching on. I always wondered why some of the goals had that about keeping a park rating of at least 600. That was never a problem. In order to win some, you have to be creative enough to do things that might lower the park rating and then catch it in time to get the rating back up. Am I on the right track?
It has finally clicked, after reading the last few posts and some of the Fossil's Guide, that I've got to get people out. I just assumed that once people were in there, it didn't matter if they left or not, unless they left mad, in which case you didn't want that to happen. I get tender-hearted when I see those little guys saying they can't afford to eat or ride something. In a RCT 1 scenario, I even made a section of the park where everything was free, and if I saw someone who couldn't afford to eat, put them there. It was heartbreaking to think some little fellow wanted a hamburger and couldn't afford it. So, you need to think in economic terms rather than emotionally to be a true tycoon. I still won with my free section, but I'm sure that won't work on too many of them.




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