Monkey Business (CA09) Campaign Scenario

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Re: Monkey Business (CA09) Campaign Scenario

Unread postby El Moichi » Fri Jan 08, 2010 6:23 pm

So, this is my „certificate of employment“ for Monkey Business. I have been playing on expert level, but I disabled the train crashes at the start of the game. (Now I think that shouldn´t have been necessary, for I always used electric trains only).

Monkey Business.JPG


I let my common trains running simply scheduled from a to b, using custom consist cargo select and by using the Rail Yard Structures. I used special trains with high priority to supply the industry buildings which manufactured the necessary goods for the freight goals.

To match the goals for troops, autos and missiles, I used my well-improved “ping pong system”. :idea:

I like this map very much, but I think it´s too easy as long as you can buy the Gold Coast Ports.

Anyway, the golden age of Trainmaster is rising, good bye to the “old” RRT3 version…….. :-D :mrgreen:

Thanks to edbangor for this GREAT map! !$th_u$!
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Re: Monkey Business (CA09) Campaign Scenario

Unread postby edbangor » Sat Jan 09, 2010 7:06 am

El Moichi wrote:To match the goals for troops, autos and missiles, I used my well-improved “ping pong system”. :idea:

I like this map very much, but I think it´s too easy as long as you can buy the Gold Coast Ports.

Anyway, the golden age of Trainmaster is rising, good bye to the “old” RRT3 version…….. :-D :mrgreen:

Thanks to edbangor for this GREAT map! !$th_u$!


You're welcome and I'm glad you enjoyed it.
Interested to hear more about the "Ping-pong" system though as I can't find anywhere to put the net... ^**lylgh

And yes, I aguee, Trainmaster is so much more fun than old RRT3, there is so much more that can be done, with all the improvemnts Ned as put in.

Anyway, once Ned is free from the real world issues that are cutting into his train time !*th_dwn*! - I'll have another look at the Gold Coast Port issue as I wouldn't want the map to be "too" easy.
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Re: Monkey Business (CA09) Campaign Scenario

Unread postby edbangor » Tue Jan 19, 2010 10:55 am

The Gold Coast Port issue has been solved, and an updated version of the map submitted to Ned to post whenever he's ready.
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Re: Monkey Business (CA09) Campaign Scenario

Unread postby Grandma Ruth » Mon Mar 01, 2010 4:50 am

::!**! ::!**! Finally I've got the time and I've got TM working and I'm playing this scenario! It's great, I'm enjoying it tremendously. Thanks,Ed.
I've got a ghost town! I don't know how it's happened. I connected to Chimdocks and the station called itself "Chimdocks Junction" which they sometimes do if the scenario writer created a station whilst making it. So I ignored it and carried on. Now I notice there's a station called "Chimdocks" which isn't mine but it isn't anybody else's either, in fact it doesn't exist! I'll try and route a train to it and see what happens. [later - train wouldn't go there - it doesn't exist!]
Ned, I don't imagine these things, they do happen to me, honest! ^**lylgh

Edit: I've found it, it looks like a port on Sanctuary Island. Maybe a Gwizz port? An experiment that got left over in the final version? Anyway I'm pleased it does exist and I'm not completely losing my marbles!
Last edited by Grandma Ruth on Mon Mar 01, 2010 9:04 am, edited 1 time in total.
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Re: Monkey Business (CA09) Campaign Scenario

Unread postby Grandma Ruth » Mon Mar 01, 2010 8:50 am

Hawk mentioned before about the "fine" for not having electric. Ed, did you really mean it to be up to $10,000? That doesn't seem very much, $100,000 would be more like it? Just my !#2bits#!
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Re: Monkey Business (CA09) Campaign Scenario

Unread postby edbangor » Mon Mar 01, 2010 12:34 pm

Grandma Ruth wrote:Edit: I've found it, it looks like a port on Sanctuary Island. Maybe a Gwizz port? An experiment that got left over in the final version? Anyway I'm pleased it does exist and I'm not completely losing my marbles!


It was placed there along with Gold Coast Port to entice people over to Sanctuary Island as a sort of trap but I had to remove the Gold Coast Port as it placing it meant I couldn't turn it off from being built by the player which, as you'll see from further back in this thread, made the map too easy.
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Re: Monkey Business (CA09) Campaign Scenario

Unread postby Grandma Ruth » Tue Mar 02, 2010 2:11 am

Well, I've just stranded myself on Sanctuary Island all by myself with no need for encouragement! Going to start my fourth attempt now. I do love the newspaper headlines, by the way! ^**lylgh
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Re: Monkey Business (CA09) Campaign Scenario

Unread postby edbangor » Tue Mar 02, 2010 7:34 am

Grandma Ruth wrote:Well, I've just stranded myself on Sanctuary Island all by myself with no need for encouragement! Going to start my fourth attempt now. I do love the newspaper headlines, by the way!


If you're finding this one a bit tough to start with, why not try "Monkey Motors" first my other campaign scenario, as it's a sort of prequel to this one, with the same characters, but only one cargo chain to worry and with all the industries you'll need already placed.

As for amusing newspapers, I take it you've not played all three "thehub" scenarios yet... ^**lylgh :oops: ;-)
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Re: Monkey Business (CA09) Campaign Scenario

Unread postby Grandma Ruth » Thu Mar 11, 2010 1:13 am

It's OK, I persevered and got Trainmaster in 1986!! ::!**!
This is a smashing scenario - I enjoyed it so much my husband is accusing me of being addicted! !$th_u$!
I like the way you can do different things, I didn't even look at some of the other possibilities - I might go back and try a different win. Very impressive. Must take a break though or the old man will be calling the doctor!
I don't like to cheat - as I define it - so I didn't do the re-cycling cargo thing, it was all genuine. The troops weren't so bad once you get all the bases linked up and get troop trains bouncing around between them. It took me a while to realise that you can ship freight cargo at a loss in TM, once I'd got that straight it was plain sailing.
Only thing I didn't like so much was a big build-up of cash - maybe it could have done with a financial goal as well?
Anyway, well done Ed, grand scenario. !!clap!!
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Re: Monkey Business (CA09) Campaign Scenario

Unread postby edbangor » Thu Mar 11, 2010 5:44 am

Thanks Ruth.

I did think about putting in something to cut the vast ammounts of money that can build up, as you own all the industry but didn't want to over complicate thing... well not anymore.

Just don't tell your old man, that it's my fault he's a Railway widower!
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Re: Monkey Business (CA09) Campaign Scenario

Unread postby Grandma Ruth » Thu Mar 11, 2010 8:17 am

No, you're a bit too close to home! :lol:
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Re: Monkey Business (CA09) Campaign Scenario

Unread postby edbangor » Thu Mar 11, 2010 10:27 am

Grandma Ruth wrote:No, you're a bit too close to home! :lol:


Erm... well... Ned is a long way away... ^**lylgh
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Re: Monkey Business (CA09) Campaign Scenario

Unread postby Grandma Ruth » Thu Mar 11, 2010 12:35 pm

^**lylgh
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Re: Monkey Business (CA09) Campaign Scenario

Unread postby nedfumpkin » Thu Mar 11, 2010 4:30 pm

Uh...Blame Canada is a US trait...now the Brits are doing it too? ^**lylgh
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Re: Monkey Business (CA09) Campaign Scenario

Unread postby Blackhawk » Thu Mar 18, 2010 11:33 pm

I finally got around to playing this map from the campaign file download and was reading some of the past comments. The ability to build the Golden Coast does indeed make some things easy at times. They are nice for their profitability, and saved me the time of having to ship coal into Port West? with its dual steel mills. I see your comment that said they should no longer be buildable? I'm assuming the campaign files don't have the most up to date version of this map then?

Other things I came across (Which may be fixed is this was an old version of the map):
- The Corn Biomass farm in ChimDocks had no fields (minor detail) just made it more difficult to see it was a farm
- The Sanctuary Events in the editor refer to penUlties, when it should be penAlties
- AccessGor event - Gorillaville opens its Boarders, should be Borders.
- Access Orang - Again Boarders should be Boarders
- Access Military - "The military are impressed that you've connected..." Military is singular so it would be "The military is impressed"
- ChimpCity2 Lake - Missing space between of and "Chimptopia"
- ChimpCity 2 openape - Missing space again between of and Chimptopia, Misspelled Orangaland
- "Sancturary" Island is misspelled with its label/tag on the island
- The required Weapons to Military Centre: Ledge/Briefing say bring in 20 loads. But the event to trigger a TM win requires 25 loads.
- Chimpcity2docks event - Legislature is misspelled.


Overall it was a nice scenario. I think I've got my fix of monkeys/apes for awhile. It seems like there were several different ways to go about this scenario. At first I was thinking of starting on the east side of Chimp City, but instead I started up in ApeGate by some Golden Coast Ports. Towards the end I ended up with a large build up of cash, but from the TM maps I've played so far, towards the end after you buy a lot of industries it's fairly easy to have a large build up of cash and just wait for some cargoes to be shipped for the win. I enjoyed when I finally got to Gorrillaville as I was finally able to get to some pre-build industries. I like knowing where an industry is and having to connect to it more than having to plan out my entire rail network and where it would be best to put an industry, and hope a shopping mall or something else doesn't "eat up" a limited resource like recently built electronics. But that's just likely general comfort zone as that's how most RT3 maps are, and having to build most, if not all, of the supply chain slows my already somewhat slow and careful game play down, particularly when I had to keep pulling up the Supply Chain Guide to see what was required for each industry.

I also thought it seemed different than the StationMaster cargoes required were completely different than the Trainmaster. It seems like an interesting concept that might require the player to determine early on what kind of victory they want to go after. Although in my case, I completely negected any of the stationmaster cargoes and focused only on the Trainmaster required cargoes.

Overall well done and creative. !$th_u$!


MESSAGE FOR NED:
- I was reviewing the supply guide to play this map and noticed the manual says steel, lumber, and explosives are required to build ammunition; however, the actual building itself in game says only steel and explosives.
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