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Mechanics won't stay in area

#1
Hi, I recently re-installed rct3 from an original cd I had bought when it first came out.

Whenever I place my mechanics, and then highlight their "patrol" area, they still walk outside of their patrol area! lol.

It's causing mechanics on a completely different side of the park to get called to rides on the other side and causing huge delays when my rides break down. Am I missing a setting or something? How do i make my mechanics stay in their highlighted areas?
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#2
If you dont want to deal with this, Type the cheat Frontier. It makes your rides never break down.
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#3
Thx RCTcoasterbuilder but I actually do want to deal with it. It's an aspect of the game that keeps it challenging. I was just wondering if it was a bug or something?

They're still disobeying their patrol areas Frown
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#4
^ It sounds like a bug, like when water rides don't speed up on drops as well.
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#5
Darn. Well, I wonder if there is a patch or something that might be able to fix it. I'm gonna look to see if they ever rolled out some patches for the game.

I'm using a custom scenario, which I basically made exactly like sandbox mode except with financial limits. I wonder if it has to do with the playmode or not.
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#6
Here is the patch: ftp://ftp.infogrames.net/patches/rct3/RC...E1_USA.EXE
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#7
I don’t know if the patch worked for you and I know this thread is old. Here’s my solution to help others who have this problem.

In my old park I had hundreds of staff with no patrol areas roving around the park while I was under the assumption they would get all the work done. It turned out they always ended up congregating in certain areas while ignoring most other areas of the park. After this, in an effort to rectify this problem I created patrol areas by simply selecting huge blocks of terrain that that included paths after placing individual staff. In doing this many of the patrol areas were overlapping. Also if you’ve got multi-level paths in your park, paths which double back or go off at angles as they ascend or descend, this method of setting patrol areas ensures the staff can’t get to all parts of the paths.

I’ve read somewhere that park staff will stray outside their patrol area if they are bored and there is nothing for them to do but I have found this isn’t true. The solution that worked for me is to set patrol areas carefully and precisely.

In my current park each staff member has a particular patrol area, it was set as the time I placed each staff and I have taken care to be sure none of the same category of staff patrol areas overlap (no entertainer patrol areas overlap, no janitor patrol areas overlap, etc.), and that patrol areas only cover paths. This has ensured work gets done promptly and has eliminated staff suddenly appearing lost knee deep in a fountain or out in the middle of nowhere at the base of ride supports because they followed their patrol area off the paths onto terrain, presumably to find something to do.

While constructing my park I have run it for years in game time with the park closed and no guests in it. During this time, while the mechanics and keepers would still be busy, this leaves the entertainers, janitors and security staff with nothing to do. Although at these times many staff are idle I have yet to find anyone outside his patrol area, and strangely, they’re all listed as very happy.

I have observed that overlapping patrol areas or no patrol areas at all do not mean there is more than one staff dealing with the work; it means no staff will deal with it as the game continually assigns and reassigns different staff in the same category to do the same task.

It’s extremely time consuming to set up patrol areas like this but it works.
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