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Jurassic Park Manager 1.25

Welcome to Jurassic Park Manager !

In this thrilling strategy management game, you’re in charge of a bustling dinosaur park. Your mission is to raise dinosaur in enclosures, ensure the safety and satisfaction of your tourists, and fend off external threats. Here's a breakdown of how to thrive as the park’s manager.

1. Objective

As the park’s manager, you must build and expand your park by placing various dinosaur species into controlled enclosures. Keep the dinosaurs appeased, prevent their escape, and ensure your park is a successful tourist destination. But it’s not just about dinosaurs. Eco-terrorists lurk in the shadows, threatening the safety of your park. You also need to prepare your defenses against various attacks.

2. Dinosaur Management

The heart of your park revolves around your dinosaurs:
  • Types of Dinosaurs: You can select from herbivores, carnivores, maritime or flying dinosaurs. Each has unique needs for space, environment, and food.
  • Tranquilizers and Gas: Use these tools when dinosaurs show signs of aggression or try to break free.
  • Doodads and Tiles: Add, trees, grasses or other natural elements to keep the creatures calm.

3. Tourist Satisfaction

Happy tourists mean good business. To keep visitors coming back and spreading the word:
  • Shops: Build Snacks, bars, and cinemas to provide your guests with entertainment and items to purchase.
  • Amenities: Place restrooms and roads to enhance their experience.
  • Check their mana: Keep their manas high, by hiring activity leaders and exposing big dinosaurs.

4. Defend Against Eco-Terrorists

Not everyone is excited about your dinosaur park. Eco-terrorist groups may attempt to sabotage your operations by:
  • Sabotaging Enclosures: Spies can hack or disable your fences, causing potential dino breakouts.
  • Upgrading Defenses: Build emergency shelters and power backups to ensure minimal disruptions during attacks.
  • Turrets and Soldiers: Local security forces will be needed to repeal any eco-terrorist attack.

5. Video

Jurassic Park Manager - Video 1

Jurassic Park Manager - Video 2

6. Images


full
full


full
full


7. Credits

  • Models:
GeneralFrank
Asssssvi
Fingolfin
ILH
darkdeathknight
loktar
NFWar
8512590215848
PrinceYaser
eubz
supertoinkz
HappyCockroach
Kitabatake
Mechanical Man
inhuman89
GolluM_KoMe
Dentothor
Mike
Aldeia
Sunchips
Pinachet
Ket
Grey Knight
Hueter
Uncle Fester
Tranquil
Illidan(Evil)X
DEAD FiSH
Lord_T
Explobomb
  • Icons:
CRAZYRUSSIAN
olofmoleman
Hybred
HappyTauren
The_Silent
mikeisman2
graystuff111
Captain_Rufar


Can you create the ultimate Jurassic Park, where dinosaurs and humans coexist in harmony? Dive in and find out in Jurassic Park Manager!
Contents

Jurassic Park Manager 1.25 (Map)

Reviews
deepstrasz
It's a very slow paced game but we rarely see building simulator type maps and this one comes with fighting as well. Learning curve is a bit steep, however. Approved. If you want more reviews, you should participate in the The Grand Review Exchange...

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,265
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by Jurassic Park Manager 1.00
You can also upload your map here to generate a list: Asset scanner

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,265
It's a very slow paced game but we rarely see building simulator type maps and this one comes with fighting as well. Learning curve is a bit steep, however.
Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 

ILH

ILH

Model Reviewer
Level 34
Joined
May 8, 2012
Messages
1,579
It's pretty fun, but we countered a few possible bugs during our session:
  • Sedating the dinosaur as a vet removes the dinosaur but leaves the enclosure empty. It still attracts tourists but can't be destroyed.
  • A dinosaur (triceratops) that broke from the enclosure can't be sedated or killed by any means. Probably because the dinosaur is still an "ally" to the player, but not the other way around.
 
It's pretty fun, but we countered a few possible bugs during our session:
  • Sedating the dinosaur as a vet removes the dinosaur but leaves the enclosure empty. It still attracts tourists but can't be destroyed.
  • A dinosaur (triceratops) that broke from the enclosure can't be sedated or killed by any means. Probably because the dinosaur is still an "ally" to the player, but not the other way around.
Thanks for the feedbacks. I really appreciate it. I'm going to work on a fix.

Did you see anything else ? How can the map could be improved ?
 
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Messages about other players show up when the tutorial is running.

Putting a bathroom next to another doesn't seem to work, the tourists will cluster around the first one and ignore the other one, and sometimes leave unhappy.

How do you stop people (spies presumably) from throwing rocks at dinosaurs (I put a guard but it didn't help, does it need a camera)?

Vets don't react to stressed dinosaurs? I had a tri end up breaking free since the vets weren't keeping him happy (admittedly some asshole was throwing rocks at him).

Wages should be all paid at the same time, and have a scoreboard timer instead of having to check on a unit.

Feeding should be autocastable once researched (why does it say it stresses the dinos?)

Building shaped roads sometimes results in one tile being off by a square. Maybe have the pathing requirements let you put them down even when tourists are on it.

Initial dino prices seem kind of high for the early game. A triceratops costing as a giant dragonfly?

Do entertainers replenish soldier mana as well?

Had a moment where the game froze up shortly after a thief was caught, fortunately it didn't crash. Also, maybe remove thief corpses before they decay.


Suggestions:

  • Guard dinos you can release to deal with the terrorists and/or feeding rock throwers to dinosaurs.
  • Upgrades for park staff (mana, regen, radius etc.) and buildings (faster restrooms, better cameras, etc.)
  • Free-roaming tiny dinos.


Awesome models by the way.
 
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If you manage to send troops to the SE/very northern edge of an enemy park, they can shoot at tourists before they even reach the gate.

If your troops go in the park, they can be affected by tourism orders.

I played with all AI, and I suspect I got all the eco-terrorists intended for them, because several dozen drones started popping up with every attack wave. I ended up having to wyd every wave to avoid getting submerged. Is one of the defenders meant to be anti-air? In the attackers it seems to be the armored car.

No way to heal dinosaurs (apart from manually ordering a Medic)? They keep getting hit by rocks and attacking the cages and the vets don't seem to do anything about it.

Spy can't be given items, it just says the unit needs an inventory (the building doesn't have a Select Patron ability).

Spies' thrown firecracker doesn't affect rival parks since they can't target friendlies.

There should be an option to toggle the Locust ability on roads, with so many healthbars it can be hard to find the unit you're looking for.

The music that plays during the game (not the introduction or the end) isn't loud enough.
 
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Thanks you your tips. I've released a new version. It aims to fix most of the bugs and to add quality of life content. I'm planning to add some content in the next version. Here is the patchnote:

Version 1.09:
-Drones nerfed
-Road can be built on top of tourists
-Add a healing dinos spell for Vet
-Fix pathing for toilets
-Wages timer added on the multitable
-Fix attacks abuse on the side of Parks
-Roads invisibility option added on the Park Entrance spell list
 
Level 30
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Messages
3,219
Oh yeah, roads work a lot better now. Sometimes a newly-built road has healthbars but that's easily fixable.

Toilets work, even at max booze two auto-toilets are enough for one bar (for now at least).

I'm not sure the vets are set to heal dinos even with autocast, is it like with the mana refill where it only happens at a certain percentage?
* Speaking of mana refill, is it supposed to be so low? It seems like a vet can give all his mana to a dino but the actual amount transferred is only a fraction.

Either howitzer towers can attack air while still dealing splash damage to ground targets, or the drones are able to take out half the towers (that is, between six and twelve) in one wave.

Tower damage upgrade only gives 1 point of damage to all towers including howitzers?
 
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Oh yeah, much better, now I only lose one or two towers when drones first show up. Maybe give anti-airs the Gargoyle's "target air first" ability?

Technical corpses take too long to dissipate.

Nope, vets just won't auto-target dinos for healing. They'll do it if ordered, but otherwise they'll cheerfully see a dino at 10 health and leave it to die.

Do fiscal upgrades reduce the starting cost of staff or their wages? If it's the latter the tooltip should say that, if it's the former staff still costs $200.

Medics ordered to follow a unit will go to them but won't follow.

Suggestions:
  • An upgrade to reduce terrorist spawns (by percentage, once there's 75-100 attackers you can't really micro anything) or redirect some of them to another park.
  • Better walls, right now I'm using road blocks and shelters to try to break up the attackers.
  • Upgrades to increase guard reaction radius, four guards per cage is a bit much to make sure everything's covered (and even then...).
  • Guards target all criminals, several times I see them let criminals walk past without arresting them.
  • Dinosaur cage fights: makes tourists very happy (the sick bastards), charges very high prices, but you lose one of the dinos and it gets a lot more terrorists in the next wave.
 
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Oh yeah, much better, now I only lose one or two towers when drones first show up. Maybe give anti-airs the Gargoyle's "target air first" ability?

-Good one. I'll do that.

Technical corpses take too long to dissipate.

-Easy fix.

Nope, vets just won't auto-target dinos for healing. They'll do it if ordered, but otherwise they'll cheerfully see a dino at 10 health and leave it to die.

-My bad. I copy paste the mana trigger from the Vet and forgot to switch the mana detection for the life one. Easy fix.

Do fiscal upgrades reduce the starting cost of staff or their wages? If it's the latter the tooltip should say that, if it's the former staff still costs $200.

-I need to update the tooltip for that. However, you can check the wages on the multitable and on the unit itself.
 
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Messages
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Camera Jammer says it needs to be clicked but nothing happens, maybe say it activates passively.

If you put a computer player instead of leaving an open slot, they become immune to attack since their park never opens.

AI (well, empty slot) dinos don't attack their cages when their mana runs out (which it does naturally).

Killing the cages for AI dinos is weird. Sometimes they attack other buildings, sometimes they attack other dinos even if still in cages (regardless of being a herbivore/carnivore), sometimes they go to attack the turrets and get killed. Killing another dino's cage often leads to the newly-freed dino staying neutral and letting the other dinos kill it.

The -$500 floating text from a captured spy never dissipates.

There should be a refund/teleport mechanic for spies and terrorists so you can reuse/re-equip them, especially once the park they're in is destroyed.
 
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Version 1.11:
-fix 500$ floating text bug
-camera jammer tooltip fixed
-adding computer works
-fix automatic healing for vet
-wages are updated on the multitable
-fix a bug where dinosaurs will kill other dinosaurs instead of the enclosure
-taser added to the spy agency
-add description on the spy mission
-AI will manage happiness of their own dinosaurs
 
Level 30
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Messages
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Computer players still don't open their parks.

Vets still don't auto-target wounded dinosaurs for healing. Or at least mine don't.

For open-slot parks:
  • Several times I sent spies in the park to find groups of soldiers standing around, a lot of damaged buildings and no dinos. I think what happens is that some dinos run out of mana and attack, at which point it trains soldiers and sends them to kill the dinos. All well and good, but it doesn't lower the park's market share when they have no dinos whatsoever.
    • EDIT: OK, apparently market share is calculated with amount of buildings or at least cages instead of dinos.
  • Some dinos are at 0 mana (the ones closest to the gate) yet don't attack.
  • Parks are marked as having negative wages when the guard is killed.
  • Freed dinos still attack captive dinos.


Spies don't keep items when sent back to the center.

Spy center doesn't have the Select Patron ability.

... Building towers adds to the number of terrorists?

Guard shield icon lingers too long after they die.

T-rex and Allosaurus cages have omnivore rank (wut), but T-rex only has the Feed Boar ability which doesn't do anything. Other feeding seems to work, dino attacks food and regains mana afterwards.

Dino Feeding should be automatic or at least autocast.
 
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Level 30
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Diana- Diano- Donut- Dragonfly enclosure has an ability with no tooltip and Brilliance aura icon.

Mososaur has no feeding ability.

Feeding seems completely haphazard on T3s, sometimes it works and the food shows up, sometimes nothing happens. The tooltips also mention that it stresses the dino out.

The minigame to sedate a dinosaur should use different hotkeys as it moves the camera.

Cage breaking is weird, sometimes a dino will attack the cage and randomly stop. And why would sleeping gas not work when they're already breaking the cage?

How do you get 100% happiness? I had one of every dino, merch at lowest prices and it still wouldn't go above 80.
 
Level 30
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Haven't played a full game yet, but:

Spy center needs a "select patron" ability, often when there are several spies around it it refuses to sell anything.

If the AI sends spies I haven't seen them, just the usual thieves and rock-throwers (then again I have four guards per cage and cameras everywhere).

AI dinosaurs can be reduced to 0 mana and not do anything, in one case I sent 10 firecrackers at one dinosaur and a different one with more than half mana started attacking its cage.

AI army response attacks a dinosaur (and sometimes those in the cages) and then stops reacting, letting themselves get killed by the dinosaur. Dinosaurs also tend to attack the helpless soldiers rather than the ones attacking them.

Dinosaurs outside their cages sometimes stop attacking.

AI cages don't get fixed as far as I can tell, only replaced.

Autocast feeding turns itself off after use.
  • Feeding sometimes doesn't create the food at all. It usually works in T1 cages.
  • Feeding sometimes creates the food but the dinosaur doesn't attack it.
 
Haven't played a full game yet, but:

Spy center needs a "select patron" ability, often when there are several spies around it it refuses to sell anything.
Right. I forgot that one. I'll add it.
If the AI sends spies I haven't seen them, just the usual thieves and rock-throwers (then again I have four guards per cage and cameras everywhere).
Actually they only send them if you attack their parks with your own spies right now.
AI dinosaurs can be reduced to 0 mana and not do anything, in one case I sent 10 firecrackers at one dinosaur and a different one with more than half mana started attacking its cage.
Oh it could the respwaning dinos. I forgot to trigger them.
AI army response attacks a dinosaur (and sometimes those in the cages) and then stops reacting, letting themselves get killed by the dinosaur. Dinosaurs also tend to attack the helpless soldiers rather than the ones attacking them.
That is odd. I need to check.
AI cages don't get fixed as far as I can tell, only replaced.
True I'll add some repairmen for ia to handle destruction.
Autocast feeding turns itself off after use.
Even it is off after use, it will cast itself. I just didnt find a way to activate an autocast by default. But the trigger is there.
  • Feeding sometimes doesn't create the food at all. It usually works in T1 cages.
Everytime I do its ok. I'm surprise
  • Feeding sometimes creates the food but the dinosaur doesn't attack it.
Ok feeding seems very buggy
 
Level 30
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Medics should not be melee, they keep getting themselves killed instead of staying in the back.

Souvenir shop model doesn't dissipate when killed.

Guards and entertainers should show their radius when placing them, like with cameras.

There doesn't seem to be a way to replace a dead dinosaur in a cage, only destroying the cage and putting down a new one.

OK vets now sometimes target dinos even when not set to autocast healing, but not always.

Sedative dart doesn't work on enraged dinos beating on their cage.

Still not seeing spies from computer slots when I'm blowing up cages left and right, do they need their own spy building first?

Guard (and possibly other staff units) overhead symbol doesn't dissipate when the unit dies.

-

In single player, computer-slot players should vote the same way as the player to turn off terrorists.

Can you make feeding available from the start, and the upgrade is the automatic version?

Since the computer respawns defenders anyway, can you have them affected by ecoterrorists as well, regaining their towers and defenders at the beginning of each wave based on the park's amount of terrorists?
 
Thanks. The main issue is to balance the ia reaction to tourists in a normal setting. It would need a lot of balance.

Version 1.13:
-ennemi spies can attack more often your base as your Park Value increases
-death animation for the costume shop added
-staff buff disappears when the unit dies
-janitor added on the staff
-select patron ability added to the spy center
-staff with radius appear when about to be built
-guards and entertainers have their radius shower when hiring them
 
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AI spies work now, but they should definitely get auto-snared like regular thieves and Guards should auto-disable bombs (since with all the tourists and trash it's entirely possible for the bombs to be invisible/to keep clicking the bomb only for the game to think you're targeting tourists/the cage/staff).

Destroying the starting turrets (to rebuild them) doesn't reduce the amount of enemies (e.g. I was at 11 enemies, removed the two middle turrets and the count didn't change, rebuilt them and it went up to 13 enemies despite still being at 6 turrets).

Janitors and trash cans seem to work in terms of clearing up trash, but never seem to empty the trash cans if not ordered to so there's still trash everywhere (those tourists are animals). They definitely need a mana regen upgrade.

Pre-building staff radius works. Is it possible to have the radius show up on all same-type units when selecting several of them? Guards, cameras, entertainers, trash cans...
 
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Version 1.14:
-incinerator added to the janitor build list
-new janitor upgrade available at the reasearch center
-selecting cameras, guards, activity leaders or trash bins show the the radius of all of them
-janitor cleaning priority changed (they empty trash first)
-guards will arrest spies if they get caught
-guards will disarm bombs if it is seen
-a warning will pop up if a bomb is set up
-ennemi spies will also use stinky bombs
 
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Janitors don't empty trash cans or stink bombs, even at full mana (thanks to the incinerators picking up trash for them they just sit there).

Do incinerators work automatically at full mana? It seems like it and it's a good idea.

Guards do seem to target AI spies (once they start happening there's too many people to see precisely what's happening), but still don't disarm bombs.

One bomb exploded, letting the dinosaur loose, and then I kept getting messages that I can only target trash cans. I think the janitors were trying to do something about it.

There's a floating double-arrow icon that appears above destroyed AI buildings.
 
Thank I've reworked a bit the janitor system. I was wondering if the map was balanced well enough, with prices, cost and ennemis.

Version 1.15:
-guards are more efficient at disarming bombs
-janitor are more efficient at cleaning stinky bombs
-improved janitor pathfinding
-janitor can manually clean toilets
-remove the arrow model when a bomb explodes
-fix a bug where a janitor would try to empty a destroyed trash bin
-cleaning ability cost reduced from 30 to 20 mana
-trash bin cost reduced from 50 to 30
-IA Parks also replace staff who got killed
 
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Balance-wise, I can pretty much maintain a park against the AI with only 1 dino now that I've figured out building towers will only increase the amount of terrorists until they always have the advantage.

However, I think dino prices and stats could use some reworking.

For each tier, you could have each dinosaur be at a different price but also give different amounts of tourist happiness. So for T1 they could cost 200, 350, 500 and give 1, 1.5, 2 happiness.

Maybe some kind of "feedback" system to show how to make tourists happier (lower prices, more dino variety, more decorations, too much trash, etc.).

A bribe system that reduces terrorist numbers and possibly sends them to competitors.

-


Janitors still don't auto-target trashcans. They also have a tendency to ignore orders to go pick up trash on the other side of the park.

Incinerators function automatically until they just stop (possibly because it triggered at a moment when I didn't have enough money), and then stop working at all, even manually except as a way to literally burn money and stay at full mana.

Not sure if guards take care of bombs properly now (the AI's certainly do) since I didn't get a single one on that playthrough.

Explosive tooltip should say it destroys all non-security buildings.

AI guards can respawn two at a time.
 
Last edited:
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OK, disarming bombs works as far as I can tell (maybe put a "success" message).

Minor issue: The guard who reacts to a thief isn't always the closest one, so it's possible for them to go after a thief and then stay where they are, leaving their normal area unguarded.

Dino stress sometimes doesn't go down even with vets, feeding and sleeping gas, I've had playthroughs where they go nuts even with vets and feeding and after getting dosed with gas. And one where it did go down, where (because?) I built towers next to it just in case.

Some incomplete tooltips on the tips hero (mediocre security gives 10 XP but this isn't stated).

Eco-terrorism bribing works.

While attacking an AI park, vision is granted of that entire park seemingly at random.

AI parks appear to be functionally invincible in Annihilation since their buildings and troops and staff constantly respawn.

Anti-tanks and Armored Cars don't get weapon upgrades.

Machine Gun has mana but nothing to use it on.

Attack troops should be refunded and removed when they get sent to the park exit.

Sedative minigame: I've never managed to get it to work since if a dinosaur escapes there's a lot going on onscreen, and the camera jerking around doesn't help. Maybe make it the "'entertain crowd" ability instead? Locking the camera to the dino, and for every successful arrow tourists get a little mana with a larger bonus for completing it (like the elephant training in the Rome map).

-

If a cage gets destroyed when there's a bush/tree/food in it, there's no way to remove the food and put a new cage there (can't use units or towers to kill it).

Tips hero should have an ability like the staff's Pay Day that shows when its experience is going to go up, it doesn't use the game clock's minutes.

In Capitalism mode with terrorists disabled and only empty player slots, the tips hero said I had excellent army value at first, even after removing the pre-built turrets. Then for some reason it went down to "very bad" even after building a handful of turrets and a helicopter.

T-rex feeding is still bugged and doesn't produce a pig.
 
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OK, disarming bombs works as far as I can tell (maybe put a "success" message).
I'll do it
Minor issue: The guard who reacts to a thief isn't always the closest one, so it's possible for them to go after a thief and then stay where they are, leaving their normal area unguarded.
Easy fix
Dino stress sometimes doesn't go down even with vets, feeding and sleeping gas, I've had playthroughs where they go nuts even with vets and feeding and after getting dosed with gas. And one where it did go down, where (because?) I built towers next to it just in case.
The order was messed up with Vets. It should be better now.
Some incomplete tooltips on the tips hero (mediocre security gives 10 XP but this isn't stated).
Gonna fix it
Eco-terrorism bribing works.
Nice
While attacking an AI park, vision is granted of that entire park seemingly at random.
Weird one. I'll check
AI parks appear to be functionally invincible in Annihilation since their buildings and troops and staff constantly respawn.
True. I should add a longer timer and check if units are around
Anti-tanks and Armored Cars don't get weapon upgrades.
Ok I'll fix it
Machine Gun has mana but nothing to use it on.
Going to fit it
Attack troops should be refunded and removed when they get sent to the park exit.
Nice idea. I'll do it
Sedative minigame: I've never managed to get it to work since if a dinosaur escapes there's a lot going on onscreen, and the camera jerking around doesn't help. Maybe make it the "'entertain crowd" ability instead? Locking the camera to the dino, and for every successful arrow tourists get a little mana with a larger bonus for completing it (like the elephant training in the Rome map).
I'll do a region boud camera system to make it work
If a cage gets destroyed when there's a bush/tree/food in it, there's no way to remove the food and put a new cage there (can't use units or towers to kill it).
Oh I forgot that bit. Imma fix this.
Tips hero should have an ability like the staff's Pay Day that shows when its experience is going to go up, it doesn't use the game clock's minutes.
True. I'll do that
In Capitalism mode with terrorists disabled and only empty player slots, the tips hero said I had excellent army value at first, even after removing the pre-built turrets. Then for some reason it went down to "very bad" even after building a handful of turrets and a helicopter.
Ok I'll see to that
T-rex feeding is still bugged and doesn't produce a pig.
Ok I'll check

Thanks for all your advices.

Version 1.17:
-reduce staff prices from 200 to 100
-increase mana regen of vets from 2.0 to 3.0
-vets have full mana when hired
-anastesic dart available from start but less potent
-bullies and spies are escorted outside the Park if caught
-reduced penalty from dead tourist in your park from 100 to 40
-sleeping gas price reduced from 500 to 300
-dinosaur healing spell range improved
-tourists orders are no longer given to staff
 
Last edited:
Level 30
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Man those vet changes are something, didn't get a single angry dino in over an hour.

Feeding sometimes just stops working (possibly the same "out of money" issue as the incinerators). Maybe have a warning, "an incinerator/enclosure isn't working".

Research center: several upgrades have the same hotkey.

Jeep taking away undesirables is an excellent idea. They sometimes get caught in the SE corner of the park.

If you catch a spy, do you get the $500? Doesn't seem like it.
* If multiple guards target a spy (such as one manual one auto) and one ensnares him while already ensnared, the "-$500" appears twice.

Did the costume shop's model change?

Costume shop: Cap price starts out at 10 instead of 15.

Leaving tourists sometimes have an order (visit dinosaur, buy stuff, etc.).

When an electric cage upgrade is bought, it has both the "turn on" and "turn off" abilities.

Endgame problem: the more tourists there are, the more they just stop moving and then start back up, losing mana all the while. When there's a very large amount they can drop to 0 mana and still just sit there instead of leaving.

Also endgame: Even with a full-time vet and gas, dinos still getting angry (after playing at least 1h30). Oddly, this was only the dinos I'd built after the initial one.

Is there any benefit to building more than one T1 dino (since only T2 and 3 mention they increase tourist starting mana)?
 
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Version 1.18:
-add a new dinosaur variety indicator at the command center
-add a visible timer at the command center for xp gain
-add periodic check ups to avoid tourist cluttering
-eco terrorists can be refunded if they leave the Park
-disarming a bomb shows a message
-a message appears if the automatic feeding stops
-price of the cap item is properly displayed
-research center hotkeys redone
-IA parks will only repair Parks if they are not under attack
-armored cars and anti tanks get their upgrades
-sedative mini game now locks the camera in region
-mana regen from vet reduced from 4 to 3.5
-add proper text to the entrance and exit of the Park
-security cars no longer get stucked inside the Park
-the same spy can no longer get captured twice
 
Level 30
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3,219
Tips hero stopped gaining mana after maybe two experience gains, and randomly started gaining exp again after at least half an hour (I think it might have to do with gaining exp from attacking rival parks). The tourist happiness was also permanently at lowest level despite multiple entertainers and the park being at 8/10 happiness.

Caught a spy, but there wasn't a +$500 like with thieves so I'm not sure if I got the fine from catching him.

Tourists greatly speed up when entering the park, but the speed buff on built roads is barely noticeable.
 
Version 1.19:
-add a new dinosaur excavation site mechanic
-fix the tourist cluttering end game issue
-add a command to the security guard to move tourists away
-the destroy button no longer dissapears after a dino crisis
-starting dinosaurs provide 1 extra mana for visitors
-happier tourist spell mana bonus reduced from 5 to 2
-Affluent Tourists spell changed for Athletic Tourists for bonus speed
-random terrain generation at first
 
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3,219
Excavation building is in all build menus (no more bars, we dig now) and still has the spy center tooltip.
Archeologist can only build a Scout Tower (which can attack). It mentions sending him to mine for fossils, but as far as I can tell fossils are produced automatically.

A suggestion: building more defenses should reduce market share instead of increasing it, representing tourists not wanting to go to a war zone (building walls of towers seems to be what was causing 12+ drones to show up, so building more towers is only a good way to lose the game without turning off NH attacks in capitalism and makes it unwinnable in annihilation mode). So you'd need a balance between turtling and making money.
 
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Level 30
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Apr 6, 2010
Messages
3,219
Model for dig site is invisible so you can't directly tell archeologists to go dig.
  • Current workaround is to tell an archeologist to gather by clicking on a mining archeologist (ally or enemy), which causes him to target an empty dig site.
  • However, this only works if the empty dig site is close enough, otherwise he just sits there.
Dig sites should be better distributed, I saw four or five around one excavation and another with just one.

Sometimes archeologists mine 10 fossils instead of 9. Maybe that could be an upgrade.

Given how fast fossils accumulate, maybe have an auto-sell ability that triggers whenever you have more than 2000 fossils.

Dinosaur genome research should cost fossils instead/in addition to money (like $250, 250 fossils instead of $500).

Lawyer... appears to work? I used one on an empty-slot player, it told me the correct counter had been used and I lost the lawsuit.

-

Shelters should get masonry upgrades.

Technical corpses take too long to dissipate.

Destroyed an empty-slot park in Annihilation, but they didn't show up as destroyed (and had negative wages).

Had a game where purple's troops somehow ended up in the border area between their park and the terrorist zone (on the cliff with the trees).

Got a game crash after a rival park went bankrupt without my even having to do anything (I hadn't even sent a spy there).
 
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Level 30
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Apr 6, 2010
Messages
3,219
I'm seeing only shadows (I only have SD graphics), so the doodad is there but invisible and unselectable. It's probably related to that bug where units go invisible when loading a game.

OK, tried opening it in the editor and testing the map, didn't work (it won't even show me what fossil.mdl is supposed to look like), tried changing the model to the Boneyard and that didn't work either.

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Yeah, the dino lab works. Maybe you can build on that later like giving them a very weak Brilliance Aura for tourists.
 
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Apr 6, 2010
Messages
3,219
Doing so makes it shows up in the editor and can be placed, but still not visible ingame.

I also tried resetting it to the default model and it said the model couldn't be found.

Tried a bunch of other regular doodad models, but each time it's visible in the editor, but not ingame.

As a workaround, replaced the excavation site with normal trees in the appropriate trigger section. Looking for a looooooot of amber-fossilized mosquitoes.

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Souvenir and Costume shops have missing textures on top (the dinosaur and the logo).

Tips hero experience gain sometimes just doesn't happen.
  • According to the happiness one I haven't opened the park yet, all others reporting correctly.
  • Experience gain started up after I sent troops to other parks.

Buying fossils tooltip is wrong, it's $500 for 200 fossils.

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OK, don't know what happened but I. rex heads can be swapped now and I have all four looking as innocent as they can while tromping around the park.
  • Why does the ranged variation have the most armor?
  • They don't have Devour? My enjoyment is ruined! Ruined I say!
 
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