Good cheat table you made there. But the efficiency make the harbor bring in too many ship and people. Can we do it like...Increase efficiency by increasing building budget? That way the harbor can bring normal ship and people in tropico.
Hi, Try Workplace/Residence Data Editor.
Under P->T6Building, there is an EfficiencyBonusFactor variable that affects each building.
But some buildings, such as the Ministry and Wonders are Unique, can only build one.
We want to build more for creating beautiful scenery.
(The old table can help us do this while unlocking the building.)
Replace the code in Unlock All Buildings with the following code.
We need the "- Unlock All Buildings [Including Wonders]" function, please help us!
Unlocks all buildings, including wonders, and removes the blueprint needs from them.
Hi, updated to Edit 1. Unlock All Buildings includes Wonders.
Thank you very much, but I also have a request. Unlock all research
Thank you very much, but I also have a request. Unlock all research
I already tried to make it, but gave up due to various problems.
Incidentally, if you use other unlock scripts, there is no need to research at all.
Old:
Good cheat table you made there. But the efficiency make the harbor bring in too many ship and people. Can we do it like...Increase efficiency by increasing building budget? That way the harbor can bring normal ship and people in tropico.
Hi, Try Workplace/Residence Data Editor.
Under P->T6Building, there is an EfficiencyBonusFactor variable that affects each building.
But some buildings, such as the Ministry and Wonders are Unique, can only build one.
We want to build more for creating beautiful scenery.
(The old table can help us do this while unlocking the building.)
Replace the code in Unlock All Buildings with the following code.
We need the "- Unlock All Buildings [Including Wonders]" function, please help us!
Unlocks all buildings, including wonders, and removes the blueprint needs from them.
Hi, updated to Edit 1. Unlock All Buildings includes Wonders.
Excellent.
1. the quality of the houses is not immediately and automatically calculated like in the workplace when using the Efficiency Bonus Factor , it is not updated until I open the Efficiency tab, can this be improved?
2. I don't fully understand this yet, but if I want to use the Efficiency Bonus Factor and at the same time keep the efficiency of a particular building at a "normal" value, do I just enter a negative value for the "EfficiencyBonusFactor"(P->T6Building )?
I can't manually enter anything in "Efficiency" one level up, and it appears to be immediately overwritten.
Efficiency Bonus Factor rewrites the opcode that references all EfficiencyBonusFactor variables.
So if you want to change them individually, adjust them on the Editor, not on the Efficiency Bonus Factor.
Um, sorry, but I am not sure.
If I want to increase the Efficiency of almost all buildings and need only a few exceptions (e.g. exclusion of ports), can I still not use the Efficiency Bonus Factor at all and the only way is to adjust all buildings individually in the Editor?
This is a nightmare in missions where there are already numerous buildings on the island.
If I want to increase the Efficiency of almost all buildings and need only a few exceptions (e.g. exclusion of ports), can I still not use the Efficiency Bonus Factor at all and the only way is to adjust all buildings individually in the Editor?
This is a nightmare in missions where there are already numerous buildings on the island.
After viewing any building in the editor, set the factor value and press the checkbox to freeze the value.
In that state, continue switching the building information you wish to change. Nightmares will be alleviated somewhat.
Old:
A new script targeting Residence's EfficiencyBonusFactor must be added.
But I can't help you now cuz I left the game.
Efficiency Bonus Factor rewrites the opcode that references all EfficiencyBonusFactor variables.
So if you want to change them individually, adjust them on the Editor, not on the Efficiency Bonus Factor.
OK, I understand.
It takes a lot of work, but the most important thing is that I can actually achieve what I want to do. Definitely your Table is helpful.
It's like opening the Efficiency tab to apply housing quality, it's not "impossible".
Done with the monster for now.. **v20 (974)** Tropico Arde Eternamente
I changed a lot and fixed a lot. Info is in the table for each script.. There still may be bugs/crashes as I don't have time for fully test everything with this MASSIVE beast I may nor may not be able to fix problems with this one as I am sure there may be a few bugs but Im going to go ahead and release it for now as for the time Im sicking of lucking at it UPDATED SCREENSHOT on First Post!
Done with the monster for now.. **v20 (974)** Tropico Arde Eternamente
I changed a lot and fixed a lot. Info is in the table for each script.. There still may be bugs/crashes as I don't have time for fully test everything with this MASSIVE beast I may nor may not be able to fix problems with this one as I am sure there may be a few bugs but Im going to go ahead and release it for now as for the time Im sicking of lucking at it UPDATED SCREENSHOT on First Post!
Some scripts are not working for me.
Residence capacity is an example.
When trying to deactivate and activate the game crashes.
Done with the monster for now.. **v20 (974)** Tropico Arde Eternamente
I changed a lot and fixed a lot. Info is in the table for each script.. There still may be bugs/crashes as I don't have time for fully test everything with this MASSIVE beast I may nor may not be able to fix problems with this one as I am sure there may be a few bugs but Im going to go ahead and release it for now as for the time Im sicking of lucking at it UPDATED SCREENSHOT on First Post!
Some scripts are not working for me.
Residence capacity is an example.
When trying to deactivate and activate the game crashes.
Done with the monster for now.. **v20 (974)** Tropico Arde Eternamente
I changed a lot and fixed a lot. Info is in the table for each script.. There still may be bugs/crashes as I don't have time for fully test everything with this MASSIVE beast I may nor may not be able to fix problems with this one as I am sure there may be a few bugs but Im going to go ahead and release it for now as for the time Im sicking of lucking at it UPDATED SCREENSHOT on First Post!
Some scripts are not working for me.
Residence capacity is an example.
When trying to deactivate and activate the game crashes.