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#1 |
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Join Date: Sep 2011
Reputation: 0
Posts: 5
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3 Buildings not in the Build Menu
I found 3 unique buildings in the hot key menu...
![]() A Cement Factory...it works says it speeds up building A Colonial Museum...Can't build it A Plantation...[Sugar, Tobacco and Coffee]...it works, has more workers and plants more. These are nowhere in the main build menu and they weren't offered to me at anytime as a mission or task. It says you can export the cement but couldn't find it in the trade listings. You can assign a hot key to the Colonial Museum but ya can't build it. The plantation is awesome. don't build farms for Sugar, Tobacco and Coffee...build plantations. Happy Building ![]() Link to plantation and Cement Factory pics...http://steamcommunity.com/profiles/7...747?tab=public Last edited by semicrazy: 09-07-2011 at 10:22 AM. Reason: Add pics |
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#2 |
![]() Join Date: Apr 2006
Reputation: 125
Posts: 947
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You can build a colonial museum (or a dungeon) in some old ruins.
But I didn't know about the other buildings, thanks for sharing! |
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#3 |
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Join Date: Jan 2011
Reputation: 0
Posts: 7
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I'm being told you can assign a hotkey to them to build them
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#4 |
![]() Join Date: Jun 2010
Reputation: 3
Posts: 93
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Do you still get money from exporting cement, then? It is not listed in the export goods, I believe.
If yes, then this is a second factory that produces something out of thin air. Hm-m. UPDATE: Having played with both, I can say that cement factory is useless (because cement is dirt cheap - literally), but plantations are AWESOME. Not only do they look pretty, they also produce way more than your average, tin-roof-and-old-tires-everywhere-one-step-away-from-shacks farm. Last edited by Hound_Archon: 09-11-2011 at 08:44 AM. |
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#5 |
![]() Join Date: Aug 2010
Reputation: 2
Posts: 168
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plantation is awesome.. why did they hide it?? wierd..
from what I'm seeing, when all else is equal, it seems to produce about 20% more than a regular farm, but they go out into the field further in search of good plots, so depending on your location, ymmv. also the building itself seems less vulnerable to destruction by hurricanes. unfortunately it doesn't count as a "farm", which is only important if you're trying to do one of the mini-missions. |
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#6 |
![]() Join Date: Apr 2011
Reputation: 0
Posts: 10
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I agree plantaions are awsome.
The cement factory claims it improves the construction speed of buildings, but I haven't noticed any improvemnt and cement doesn't generate any profit. The colonial building is technically in-game depending on the map (they're already pre-placed). One building not mentioned here that is also hotkeyable is the Bunker. Its bascally a larger guard house, with it supporting 6 soilders instead of 3. Plus you can place them without any restrictions (having enough generals), though you'll still get a negitve modifer if you have a high soilder to general ratio. Last edited by Meethos: 09-12-2011 at 06:58 PM. |
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#7 |
![]() Join Date: Jun 2010
Reputation: 0
Posts: 27
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That's odd. I can't find the plantation in the hotkey menu (colonial museum is there, though). Either you folks are messing with me, or they just removed them in that patch earlier today.
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#8 | |
![]() Join Date: Nov 2009
Reputation: 164
Posts: 755
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Quote:
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#9 |
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Guest
Posts: n/a
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Shame, really liked the plantations
![]() I got a savegame where I built 3 plantations (Were building more, but I guess I wont be able to now). Heres there save: http://www.4shared.com/file/xBoDMXlo/plantations.html Copy it to User/AppData/Roaming/Tropico 4/users/user1/ExSaves ^Just for the curious
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#10 | |
![]() Join Date: Jan 2011
Reputation: 13
Posts: 70
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Quote:
Well Kalypso, looks like this will be the last time I get shafted by purchasing one of your games. http://forums.steampowered.com/forum....php?t=2100163 |
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#11 |
![]() Join Date: Nov 2009
Reputation: 164
Posts: 755
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They never added them -- they were left as upcoming DLC, untested, incomplete, etc.. Timo was clear about them not being official buildings in the patch.
They were meant to be tied to traits that weren't available, and so the three buildings caused horrible imbalance. |
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#12 | |
![]() Join Date: Jan 2011
Reputation: 13
Posts: 70
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Quote:
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#13 |
![]() Join Date: Nov 2009
Reputation: 164
Posts: 755
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They weren't announced in the release (they weren't part of the 20 buildings), they weren't actually "visible", other than through the binds (which were a glitch or mistake, I'm not sure which as I updated before I looked thoroughly).
Besides, if it helps them develop Tropico 5, I'm all for it. The point is that they weren't in the game, at least not as far as we should be concerned. The data exists in the same way TF2 has weird data that's never been used -- they didn't take it out, they just never enabled it. Kalypso/Haemimont left it a bit too exposed, people found it, but they never announced it or told us we could use them. Frankly you should be happy that they didn't delay shipping to remove them thoroughly, rather than complaining that they're considering DLC. It's not like we're SURE that it's going to be "sold" DLC either, I would assume so, but either way it's up to you if you want it. I, personally, doubt that they'll charge over-the-odds for them, and have no problem with the game, or the DLC, and I've played every Tropico to date, to death. |
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#14 | |
![]() Join Date: Jun 2009
Reputation: 34
Posts: 273
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Quote:
You can claim its not an "official" building or that it was "not finished" but it seemed finished enough to be programmed into the game already AND work well enough to have a function and not crash the game when they were placed... and attaching them to traits "not in the game yet" wouldn't of been that hard if they were planning on releasing the traits in the first place. Its just text and variable(s). In short - the work was already done, it was apart of the primary game, it was cut and they accidentally forgot to remove it entirely. The fact that it HAD A HOTKEY FOR THE BUILDING shows that it was indeed intended to be in the game. You don't make a hotkey for something that isn't even finished yet or have no plans to finish before release (what would be the point?), especially for a game like this. I don't really have anything against the move, aside from its somewhat annoying and it lowers the overall value of the product that you already bought and are already playing. Its their product to devalue as they wish, so its really pointless to complain... BUT! Its like having a dinner prepared by a chef, then as it reaches you the person serving you the dinner removes a component that was intended to be served as a whole dinner and asks (after you're half way through your dinner) if you want to buy it back to make the dinner more enjoyable. It would of been nice to have the full meal to begin with, so that you could enjoy it from start to finish - like you thought you were going to do when you originally purchased the meal. Instead you get half-way through and THEN they offer to make it better? That not only devalues the original product, but it devalues the DLC as well because you will only get half effect from it unless you intend on starting your dinner all over again... course I dunno about you, but im usually full after one dinner. I understand why they do it (hidden "optional" price increase), but I don't have to like it. I miss regular expansions... a lot
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#15 |
![]() Join Date: Nov 2009
Reputation: 164
Posts: 755
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It really wasn't complete. The 1.03 patch added something to them, and even then the interaction with the chemical plant wasn't implemented (and still isn't).
It's not like they were complete by any means; the fact that they were there when they weren't part of the 20 buildings suggests that they were more like eastereggs. It'd be nice if they patched them back in, but who knows. Meanwhile, I'm going back to modding this game ... |
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