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[MOD] Removing The Population and Limits
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cccp72 Offline
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Post: #31
RE: [MOD] Removing The Population and Limits
I have give a try to this mod.
My saved game keep`t running just 15 min. &then it crash.
Anyhow then it "infect" the saved game and by start (without the Mod)no more playable.

I think that this game is very sensitive "code" to be raped Smile

Anyway Keep trying Swixel !
Chapeau!
30-10-2011 11:58 PM
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Swixel Offline
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Post: #32
RE: [MOD] Removing The Population and Limits
(30-10-2011 10:19 PM)hchsiao Wrote:  I am sure that I put in right place since I have mod the game base on your mod tutorial and as matter of fact I tried unpack your hpk file and merge with the mod I made for myself. (I tried remove my mod and use no-limited only and game still crash right off bat.)

Don't bother repacking it. Just try it with the HPK I supplied and see if it works. I don't know what your mod does, so I can't comment on conflicts (but I doubt it's a conflict). If it's still crashing, I honestly can't comment on the reason without knowing more.

(30-10-2011 11:58 PM)cccp72 Wrote:  I have give a try to this mod.
My saved game keep`t running just 15 min. &then it crash.
Anyhow then it "infect" the saved game and by start (without the Mod)no more playable.

To be completely honest, I think you've got bigger issues based on other threads -- even if you've resolved them all, I suspect something is underlyingly problematic.

If it runs for 15 minutes then crashes, do you have numbers or a savegame you can send me? If it's deleting the save game, you've passed the safe limit on your system, so knowing the number will be helpful later.

(30-10-2011 11:58 PM)cccp72 Wrote:  I think that this game is very sensitive "code" to be raped Smile
That's an understatement Wink The limits were installed by Haemimont to promote stability. Removing them removes stability.

Once I get UI work done, it should be easier to manipulate things.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
31-10-2011 12:27 AM
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cccp72 Offline
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Post: #33
Cool RE: [MOD] Removing The Population and Limits
Really dont know where to finde the folder with saved games>

lama?:]
31-10-2011 01:27 AM
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Swixel Offline
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Post: #34
RE: [MOD] Removing The Population and Limits
Generally it's:
%APPDATA%\Tropico 4\users\user1\ExSaves\

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
31-10-2011 01:30 AM
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hchsiao Offline
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Post: #35
RE: [MOD] Removing The Population and Limits
(31-10-2011 12:27 AM)Swixel Wrote:  
(30-10-2011 10:19 PM)hchsiao Wrote:  I am sure that I put in right place since I have mod the game base on your mod tutorial and as matter of fact I tried unpack your hpk file and merge with the mod I made for myself. (I tried remove my mod and use no-limited only and game still crash right off bat.)

Don't bother repacking it. Just try it with the HPK I supplied and see if it works. I don't know what your mod does, so I can't comment on conflicts (but I doubt it's a conflict). If it's still crashing, I honestly can't comment on the reason without knowing more.


I didn't edit much other than upkeep, numbers of worker and number of family for apartment. I agree it shouldn't create the conflict as well besides I did tried your mod without mod i created. No matter what Tropico 4 just crash right off bat as long as the nolimites.hpk is inside steam/steamapps/common/tropico 4/packs/boot/persist . It is standard steam version of tropico 4 and nothing more. I do know my Tropico 4 always crash 2 or 3 min after i open challenge editor.

It is hard to ping down what went wrong as everyone has different system. How much memory do you have on your system? could it be that I don't have enough system memory? I have 4G with 3.25G usable due to limitation 32 bit windows 7. Maybe it is AMD fault since my system is Phenom II x6 1090T, 4G kingston DDR3-1600, Asus Crosshair IV mb.
31-10-2011 04:21 AM
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Swixel Offline
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Post: #36
RE: [MOD] Removing The Population and Limits
I tried to run T4 on a Phenom recently and got some seriously weird results (crashes, etc., with no mods), but it wasn't my system so I didn't get much into it. What I'm modifying are core configuration options, so I suspect what's happening is that the number is being configured prior to what's normally happening (or them being called too early), and it leading to issues on systems that can't really handle them.

I'd try to do more, but at present I'm limited by my test hardware (which, personally speaking, consists of systems I or my family own -- including extended family), of which the only AMD system I have contains multiple older-generation Opterons Wink

If you're running crossfire, it might be worth seeing what happens if you disable it.

EDIT: Removing evidence of my brain not working when I wrote this.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
(This post was last modified: 31-10-2011 11:57 AM by Swixel.)
31-10-2011 04:36 AM
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StewPit Offline
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Post: #37
RE: [MOD] Removing The Population and Limits
I just wanted to give some feedback. This mod is awesome.I am in year 1980 now and I have 2000 ppl on my island and everything is running smooth. I can see that the number of free jobs is later influencing the number of immigrants. Less free jobs = less immigrants. But somehow it is not possible to avoid immigration. I have had 3 docks on my island. One ship per year brought immigrants even though I forbid immigration. But if there are only 10 free jobs, there will only be 3-6 immigrants coming. If you have 100 free jobs, there will be around 90-110 immigrants. The immigration office does not allow immigraton though. That is weird. However, I see this as a new part of the game since in reality, you can't stop immigration just if you tell an office to do so. There'll always be 'illegal' immigrants (although my personal oppinion is that no human is illegal).
The game has become a bigger challenge now.

Technically, the mod runs perfect on my system:
ATI HD5770 1024MB
AMD X4 965 (4x 3,4 GHz)
4GB RAM 1066MHz

No crashes, no glitches and no freezes. Thanks again.

By the way, you didnt include your mod in your signature! Wink

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(This post was last modified: 31-10-2011 06:02 PM by StewPit.)
31-10-2011 06:00 PM
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CCCP Offline
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Post: #38
RE: [MOD] Removing The Population and Limits
(31-10-2011 04:21 AM)hchsiao Wrote:  
(31-10-2011 12:27 AM)Swixel Wrote:  
(30-10-2011 10:19 PM)hchsiao Wrote:  I am sure that I put in right place since I have mod the game base on your mod tutorial and as matter of fact I tried unpack your hpk file and merge with the mod I made for myself. (I tried remove my mod and use no-limited only and game still crash right off bat.)

Don't bother repacking it. Just try it with the HPK I supplied and see if it works. I don't know what your mod does, so I can't comment on conflicts (but I doubt it's a conflict). If it's still crashing, I honestly can't comment on the reason without knowing more.


I didn't edit much other than upkeep, numbers of worker and number of family for apartment. I agree it shouldn't create the conflict as well besides I did tried your mod without mod i created. No matter what Tropico 4 just crash right off bat as long as the nolimites.hpk is inside steam/steamapps/common/tropico 4/packs/boot/persist . It is standard steam version of tropico 4 and nothing more. I do know my Tropico 4 always crash 2 or 3 min after i open challenge editor.

It is hard to ping down what went wrong as everyone has different system. How much memory do you have on your system? could it be that I don't have enough system memory? I have 4G with 3.25G usable due to limitation 32 bit windows 7. Maybe it is AMD fault since my system is Phenom II x6 1090T, 4G kingston DDR3-1600, Asus Crosshair IV mb.

Actually you make an interesting point - if there was some way to scale up the capacity of houses that would be interesting too (to save lots of effort in housing these 6000 people!) Maybe similar for schools/workplaces/leisure (subject to increasing costs to scale)

This is probably overly complicated but I can dream Smile
31-10-2011 09:21 PM
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CoconutKid Offline
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Post: #39
Question RE: [MOD] Removing The Population and Limits
(31-10-2011 06:00 PM)StewPit Wrote:  I just wanted to give some feedback. ... But somehow it is not possible to avoid immigration. ... The immigration office does not allow immigraton though. ...

Please pardon my question. I guess you have set your immigration office to the "Tropico First" option to close the door to immigrants.

Is it possible that any optional setting on that building (or any other) is dependent on the efficiency of the employees? For example, they may be new to the Bureaucrat occupation and\or there may have been some vacant jobs for short periods due to female pregnancies.

The MOD may accentuate that feature of "inefficency" by pushing the the numbers as you do not expect them to be pushed.

Wink
31-10-2011 09:28 PM
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hchsiao Offline
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Post: #40
RE: [MOD] Removing The Population and Limits
(31-10-2011 09:21 PM)CCCP Wrote:  Actually you make an interesting point - if there was some way to scale up the capacity of houses that would be interesting too (to save lots of effort in housing these 6000 people!) Maybe similar for schools/workplaces/leisure (subject to increasing costs to scale)

This is probably overly complicated but I can dream Smile


If you only want to increase worker number or family number, it is not hard to do at all.

Swixel has nice tutorial link is below.
http://forum.kalypsomedia.com/showthread.php?tid=11201

Whatever I done are base on that plus building property.

http://forum.kalypsomedia.com/showthread.php?tid=11497

Since I mostly play sandbox mode and I have no desire to compete for score/achievement. I mod a lot of build to my like.

Example 1. I rise family number form 6 to 20 with apartment like what Swixel teach in his post.

Example 2: I increased worker of ranch because i found sometimes ranch doesn't produce stuff due to worker wander around the island to satisfy their needs. (Ai doens't necessay visit closest service location.)

Example 3: I increase how many visitor shopping mall can handle at once. Shopping mall end up generate money instead lose money.

There are a lot of possibility you just need to play around.

I still haven't figure out how to have more than 5 tvstation/radio station/newpaper.
(31-10-2011 04:36 AM)Swixel Wrote:  I tried to run T4 on a Phenom recently and got some seriously weird results (crashes, etc., with no mods), but it wasn't my system so I didn't get much into it. What I'm modifying are core configuration options, so I suspect what's happening is that the number is being configured prior to what's normally happening (or them being called too early), and it leading to issues on systems that can't really handle them.

I'd try to do more, but at present I'm limited by my test hardware (which, personally speaking, consists of systems I or my family own -- including extended family), of which the only AMD system I have contains multiple older-generation Opterons Wink

If you're running crossfire, it might be worth seeing what happens if you disable it.

EDIT: Removing evidence of my brain not working when I wrote this.

Tropico 4 runs well on my Phenom ii x6 1090t expect when I use challenge editor.

Back to your mod.

If your modifying are core configuration options than i can see why tropico 4 crash right at bat with your mod becuase Phenom II x6 is 6 core system. I assume you use quad core system.
(This post was last modified: 31-10-2011 11:26 PM by hchsiao.)
31-10-2011 11:23 PM
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Swixel Offline
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Post: #41
RE: [MOD] Removing The Population and Limits
(31-10-2011 11:23 PM)hchsiao Wrote:  Example 2: I increased worker of ranch because i found sometimes ranch doesn't produce stuff due to worker wander around the island to satisfy their needs. (Ai doens't necessay visit closest service location.)

That also lowers output per person I think. I honestly can't remember though, but I hit a wall early on with that when I was trying to make the Pub With No Beer (though that may have been something else Wink).

(31-10-2011 11:23 PM)hchsiao Wrote:  I still haven't figure out how to have more than 5 tvstation/radio station/newpaper.

Unique = X. At the moment they're set to 5. Change it to whatever. 0 is unlimited I believe.

(31-10-2011 11:23 PM)hchsiao Wrote:  Tropico 4 runs well on my Phenom ii x6 1090t expect when I use challenge editor.

There are issues with the mod being loaded on the challenge editor, and on the random maps. You'll probably have serious issues if I'm remembering a bit of the code right.

(31-10-2011 11:23 PM)hchsiao Wrote:  If your modifying are core configuration options than i can see why tropico 4 crash right at bat with your mod becuase Phenom II x6 is 6 core system. I assume you use quad core system.

I meant core to the game. Limitations on threading are down to Windows, which experience tells me does a poor job of anything beyond 4 (my biggest box here has 16 cores, I was forced to move it to Linux to take advantage of various elements). The 5+ core Intels also see issues with the game. Note the crashes we're seeing are largely on below specs or on the 2600/K or Phenom x6s. Pushing beyond 4 cores look like it could be an issue -- Lua can do it, but can the OS?

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
31-10-2011 11:58 PM
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hchsiao Offline
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Post: #42
RE: [MOD] Removing The Population and Limits
(31-10-2011 11:58 PM)Swixel Wrote:  
(31-10-2011 11:23 PM)hchsiao Wrote:  I still haven't figure out how to have more than 5 tvstation/radio station/newpaper.

Unique = X. At the moment they're set to 5. Change it to whatever. 0 is unlimited I believe.

I tried that but It doesn't work. I think it may have something to each only have 5 unique broadcast options.

(31-10-2011 11:58 PM)Swixel Wrote:  
(31-10-2011 11:23 PM)hchsiao Wrote:  If your modifying are core configuration options than i can see why tropico 4 crash right at bat with your mod becuase Phenom II x6 is 6 core system. I assume you use quad core system.

I meant core to the game. Limitations on threading are down to Windows, which experience tells me does a poor job of anything beyond 4 (my biggest box here has 16 cores, I was forced to move it to Linux to take advantage of various elements). The 5+ core Intels also see issues with the game. Note the crashes we're seeing are largely on below specs or on the 2600/K or Phenom x6s. Pushing beyond 4 cores look like it could be an issue -- Lua can do it, but can the OS?

I tried turn off core 5 and 6 in bios and game still crash right off. (I can see the menu background thou.)

You mean windows? I think it is possible consider windows didn't really take advance of multi-core system. For example AMD is blaming Windows for poor performance of bulldozer.

However Some of games aren't really build for multi-core system as well. Fallout is famous example. The engine was old and has serious issue with cpu than more than 2 cores. Games build for multi - platform or port between platforms seem have more issue as well. As matter of fact Xbox360 and PS3 hardware are years behind low end PC in current era.

In General hardware Technology has advanced greatly past few years but software is lagging behind.
01-11-2011 02:00 AM
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Swixel Offline
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Post: #43
RE: [MOD] Removing The Population and Limits
(01-11-2011 02:00 AM)hchsiao Wrote:  I tried that but It doesn't work. I think it may have something to each only have 5 unique broadcast options.

That probably makes more sense for those things.

(31-10-2011 11:23 PM)hchsiao Wrote:  I tried turn off core 5 and 6 in bios and game still crash right off. (I can see the menu background thou.)

Sounds like the game isn't a fan of your CPU, at least with the mod on.

(01-11-2011 02:00 AM)hchsiao Wrote:  You mean windows? I think it is possible consider windows didn't really take advance of multi-core system. For example AMD is blaming Windows for poor performance of bulldozer.

From the reviews I've seen, Bulldozer's performance is fairly uninspiring across platforms. Though Windows is certainly a factor (Linux, for instance, being a server OS has a different take).

(01-11-2011 02:00 AM)hchsiao Wrote:  However Some of games aren't really build for multi-core system as well. Fallout is famous example. The engine was old and has serious issue with cpu than more than 2 cores. Games build for multi - platform or port between platforms seem have more issue as well. As matter of fact Xbox360 and PS3 hardware are years behind low end PC in current era.

A lot of software has issues with more than 2 cores, a lot are emerging with issues with more than 4 cores. I'm working on my own indie stuff, and I have a workaround, but it's not pretty.

(01-11-2011 02:00 AM)hchsiao Wrote:  In General hardware Technology has advanced greatly past few years but software is lagging behind.

The T4 engine is actually fairly new. It's not the T3 engine, like many enjoy claiming, and the internals only look similar because the game itself is. Windows 7 is what, 3 years old now? It came about back when dual core was fairly new, quad wasn't terribly common and we still, really, don't need much more than the two for every day works. However, our desire to use more pushes things faster than we can easily handle it as developers.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
01-11-2011 02:17 AM
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hchsiao Offline
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Post: #44
RE: [MOD] Removing The Population and Limits
(01-11-2011 02:17 AM)Swixel Wrote:  
(31-10-2011 11:23 PM)hchsiao Wrote:  I tried turn off core 5 and 6 in bios and game still crash right off. (I can see the menu background thou.)

Sounds like the game isn't a fan of your CPU, at least with the mod on.

Ya.. I will just play it normal. I can always spend money to hire foreign exporter. I don't think they produce kid once population is over 1500.

(01-11-2011 02:17 AM)Swixel Wrote:  
(01-11-2011 02:00 AM)hchsiao Wrote:  You mean windows? I think it is possible consider windows didn't really take advance of multi-core system. For example AMD is blaming Windows for poor performance of bulldozer.

AMD's PR might have over hyped the CPU before it even release. I can't decide if i want to buy it. In one hand most review suggest it can't beat Phenom II x6 series. However in the other hand it is 8 core CPU, since I am doing 3D rendering, 8 Core is always better than 6 core.

(01-11-2011 02:17 AM)Swixel Wrote:  
(01-11-2011 02:00 AM)hchsiao Wrote:  However Some of games aren't really build for multi-core system as well. Fallout is famous example. The engine was old and has serious issue with cpu than more than 2 cores. Games build for multi - platform or port between platforms seem have more issue as well. As matter of fact Xbox360 and PS3 hardware are years behind low end PC in current era.

A lot of software has issues with more than 2 cores, a lot are emerging with issues with more than 4 cores. I'm working on my own indie stuff, and I have a workaround, but it's not pretty.

Hehe.. I am modeler not programer I don't have any issue. More core = less rendering time to me =P

(01-11-2011 02:17 AM)Swixel Wrote:  
(01-11-2011 02:00 AM)hchsiao Wrote:  In General hardware Technology has advanced greatly past few years but software is lagging behind.

The T4 engine is actually fairly new. It's not the T3 engine, like many enjoy claiming, and the internals only look similar because the game itself is. Windows 7 is what, 3 years old now? It came about back when dual core was fairly new, quad wasn't terribly common and we still, really, don't need much more than the two for every day works. However, our desire to use more pushes things faster than we can easily handle it as developers.

it is probably Microsoft's fault as software developer are building their product on windows. Windows XP is 10 years old and still running strong for some people. Windows Vista was a failure while Windows 7 is what Windows Vista suppose to be. I also don't think Microsoft try transform software development from 32 bit to 64 bit system like windows 95 did to dos and 3.1s (16 bit to 32 bit.)

I know majority part of Microsoft customer are business user and they aren't early adopter like us. However AMD/Intel has released 64 bit cpu since 2003? (AMD's Athlon 64 and Intel's 64 bit P4 series.) AMD and Intel also release first generation of Quad Core system in 2007. (Intel C2Q Q6600, AMD Phenom 9500/9600.) Yet most software are still build as 32 bit and single core. I don't think software utilize the hardware like it should be.
01-11-2011 04:45 AM
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TurtleShroom Offline
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Post: #45
RE: [MOD] Removing The Population and Limits
(30-10-2011 12:38 PM)StewPit Wrote:  
(30-10-2011 12:33 PM)CCCP Wrote:  I haven't tried this mod yet, but thanks - definitely seems really useful. Only thing I was wondering - you mention that slodown occurs at around 6,000. Would it be possible therefore to have a version of this with a population limit of say 5,000 or 5,500, so we can play to the maximum population that the game supports?

I toally support your request. This would be another failsafe.

I agree. I don't want to harm my grandparent's computer, so raising the population cap to five thousand (a limit the game and average computer can take) is good. I don't want an unlimited population, but rather, a higher cap. I've never actually broken through to one thousand five hundred, but the chances are obscenely high that I will, one day.

I agree with the calls for setting the cap at a high, but reasonable, extension. Indeed, that'd be very pleasing to me and a lot of us who want excitement without all of the risk and danger involved.

It seems your only reason that isn' t happening is because you can't make some freakin' sweet GUI interface to go with it.
Boy, you think our expectations are that high? We're already bowing prostrate to the floor and kissing your feet for modding Tropico at all, and we are humbled by your brilliance.

If I could mod, I'd create a giant statue- bigger and more effective than the Golden Statue, but not animated/spinny -of you. It'd be a Washington Monument-style obelisk with a giant car on top. Carved on the obelisk would be "SWIXEL".

What the Swixel Statue would do would combine the extreme effects of the Golden Statue with the visitation effect of the Eternal Flame. People who visit it have a twenty percent chance of becoming Loyalists. (I think Loyalists. Hmm....)
It'd cost a boatload, of course, and maybe it should increase the Capacity of your Garages...

Is that even feasible to code?

-and if I wanted to make an entirely new building for Tropico, would that be possible? Would would I design the model with? Maybe I can design the model and then partner with a coder to make it work...

Big Grin

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04-11-2011 08:55 PM
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Swixel Offline
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Post: #46
RE: [MOD] Removing The Population and Limits
Added unlimited roads and 5,000 (hardcoded) population limit to the first post. It's untested due to my gaming system bugging out and me not having time to rebuild it (or game, for that matter), but should be fine.

Sorry for the delay, it has been a fairly strange week, and the coming one will be stranger still -- gotten very little stuff done in my personal time due to trying to solve work problems Smile

EDIT: Will answer general modding questions later, probably in the modding thread, or I'll start something about "What's Possible" or something, I don't know, but at the moment I'm a bit snowed under in real life and Tropico modding is fairly low on the list of priorities as the system I play it on went down.

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"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
(This post was last modified: 05-11-2011 11:34 PM by Swixel.)
05-11-2011 11:32 PM
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leijskg Offline
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Post: #47
RE: [MOD] Removing The Population and Limits
这个怎么下载不了啊?
06-11-2011 08:00 PM
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Little Dragon Offline
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Post: #48
RE: [MOD] Removing The Population and Limits
I don't understand why some guys are sticking to the huge population. That makes the gameplay better or you need a Chinaco than a Tropico ?

Quality is better than the quantity men. Happiness index and efficiency are things the Tropican people look forward to.

This mod is useless for me.
(This post was last modified: 15-12-2011 06:35 PM by Little Dragon.)
15-12-2011 05:57 PM
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Swixel Offline
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Post: #49
RE: [MOD] Removing The Population and Limits
(15-12-2011 05:57 PM)Little Dragon Wrote:  I don't understand why some guys are sticking to the huge population. That makes the gameplay better or you need a Chinaco than a Tropico ?

Quality is better than the quantity men. Happiness index and efficiency are things the Tropican people look forward to.

I hear you.

(15-12-2011 05:57 PM)Little Dragon Wrote:  This mod is useless for me.

Not really. It allows people who really want to go beyond the limit to do it without the developers having to patch it in, so if you ever change your mind and decide to play a 1,000 year sandbox game, you might find it useful.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
15-12-2011 10:54 PM
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Timo Offline
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Post: #50
RE: [MOD] Removing The Population and Limits
I know this is an endless discussion, but coming back to the numerous demands for removal of population caps, there is something interesting to derive from Steam's achievement progress indicator:

http://steamcommunity.com/stats/tropico4/achievements

Take a look at "Megalopolis" and the percentage of players worldwide who were able to achieve a population of 1000 citizens or more: A staggering 0.8%!

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20-12-2011 10:11 PM
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UsF Offline
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Post: #51
RE: [MOD] Removing The Population and Limits
Does this mod also remove the tourist limit? This is the thing I am hitting the most. No road limit will also be nice to get the population to grow, since they mostly die in traffic jams, due to starvation, illness or boredom.

I don't have the game on Steam, so I am not part of the stats.
20-12-2011 10:40 PM
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Swixel Offline
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Post: #52
RE: [MOD] Removing The Population and Limits
No, I haven't yet worked out how to best do the tourist limit safely.

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20-12-2011 10:52 PM
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UsF Offline
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Post: #53
RE: [MOD] Removing The Population and Limits
(20-12-2011 10:11 PM)Timo Wrote:  Take a look at "Megalopolis" and the percentage of players worldwide who were able to achieve a population of 1000 citizens or more: A staggering 0.8%!

People on the Steam forums are talking about the Steam Achievement not working, as in they get the ingame message that they have over 1000 people, but it does not unlock the achievement at that time.
21-12-2011 03:43 AM
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Swixel Offline
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Post: #54
RE: [MOD] Removing The Population and Limits
(21-12-2011 03:43 AM)UsF Wrote:  
(20-12-2011 10:11 PM)Timo Wrote:  Take a look at "Megalopolis" and the percentage of players worldwide who were able to achieve a population of 1000 citizens or more: A staggering 0.8%!

People on the Steam forums are talking about the Steam Achievement not working, as in they get the ingame message that they have over 1000 people, but it does not unlock the achievement at that time.

It works fine. What they're complaining about is the Steam Achievement Backend not unlocking the coal/coupon/game/gift.

Also, that achievement only become available a few days ago. I need to update my documentation to cover the Steam additions (now that I have it).

There's no difference in datafiles other than the changes to the achievements (at least from what I've seen so far). Time to put my other copy on another computer to rescue my desktop from the family.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
21-12-2011 03:47 AM
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Timo Offline
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Post: #55
RE: [MOD] Removing The Population and Limits
(21-12-2011 03:43 AM)UsF Wrote:  People on the Steam forums are talking about the Steam Achievement not working, as in they get the ingame message that they have over 1000 people, but it does not unlock the achievement at that time.

I don't see anyone complaining about that. Steam may take some time to register the achievement, but it's working fine both in the game and the Steam backend.

I was referring to this particular achievement more like an example that shows how the overwhelming majority of players never even reach a population of 1000 Tropicans, but I see now that's a moot point with the achievement being introduced only recently and now used for the Steam Holiday Sale achievement hunting event, which should considerably boost the stats for Megalopolis.

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21-12-2011 09:30 AM
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UsF Offline
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Post: #56
RE: [MOD] Removing The Population and Limits
It is almost 8% now. Big Grin

I still vote for easily editable limitations outside the game in a text-file...or some obscure "no file ending but still a text file"-file.
22-12-2011 01:54 AM
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Swixel Offline
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Post: #57
RE: [MOD] Removing The Population and Limits
(22-12-2011 01:54 AM)UsF Wrote:  It is almost 8% now. Big Grin

Yes, but what percentage of that 8% just used my save file? Tongue I'm just glad they bought it to support Kalypso and Haemimont Smile

(22-12-2011 01:54 AM)UsF Wrote:  I still vote for easily editable limitations outside the game in a text-file...or some obscure "no file ending but still a text file"-file.

Now this is possible, but it was in SMK before I nerfed the project.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
22-12-2011 02:08 AM
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The Dictator Offline
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Post: #58
RE: [MOD] Removing The Population and Limits
Where do I place the 5,000 population cap mod? I understand you placed that info in your original post, but I can't seem to find the correct folder.

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31-12-2011 11:58 PM
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Swixel Offline
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Post: #59
RE: [MOD] Removing The Population and Limits
I'll update the first post, and Tyrannus, but this should help ...

For Retail and Other "Generic" Digital Retail:
For x64: C:\Program Files\Kalypso Media\Tropico 4\Packs\boot\persist
For x86: C:\Program Files\Kalypso Media\Tropico 4\Packs\boot\persist

For GreenManGaming:
For x64: C:\Program Files (x86)\CapsuleGames\Tropico 4 - PC\Packs\boot\persist
For x87: C:\Program Files\CapsuleGames\Tropico 4 - PC\Packs\boot\persist

For Steam users:
For x64: C:\Program Files (x86)\Steam\steamapps\common\tropico 4\Packs\boot\persist
For x86: C:\Program Files\Steam\steamapps\common\tropico 4\Packs\boot\persist

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
01-01-2012 12:10 AM
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The Dictator Offline
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Post: #60
RE: [MOD] Removing The Population and Limits
Oddly for me, the said files can't be found.

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01-01-2012 05:57 AM
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