Entrances - Part 4 ~Moving Entrances (DragonsIOAŠ) in Mega Parks~ by Charlene |
If you
use the beta 6.2 version of the trainer, you can start with a park
from a new game or modify an existing megapark. It also allows you
to put 2 working entrances on the same edge of the map. The most important concept to learn about building entrances with this trainer is the final ownership of the land (i.e. owned vs not owned). In order for the entrances to work properly: 1) The land under the entrance pathway and the land under the entrance booths (one each to the right and left of the entrance square) are on land that is NOT OWNED. 2) The squares beyond the entrance and all of the park where you plan to build must be OWNED. The newest DragonsIOA trainer makes it very easy to make this happen since you are now able to change the ownership of all types of land based on the type of "dirt" used. The process for moving entrances if the you already own all the land is very similar to that of starting from a scenario, except you may begin building the new entrance without first inverting the land. This method assumes that when you are done you will want to own all of the land except for the entrance and the pathway from the edge of the park to the entrance buildings. |
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![]() First choose the land type under the new pathway, select option "not own", then "Change Ownership". Select the type of land of the remainder of the park (this can be done for several types of land in a complex park). Select "own", then "change ownership". Here I changed the snow to "not own" and the grass to "own". This will cause the pathway to extend to the edge of the map so peeps can enter. |
If there are any peeps wandering the old pathway,
you can use the TRG trainer to nuke them (Ctrl+F1). You can
go back and invert the land and re-color the land and pathways of
the new entrance, then re-invert to normal. DragonsIOA includes a function which can be used instead of the step above to connect the pathway to the edge of the map. The function is "Rebuild Map", and it is located in the Land Tools menus. The function causes the program to start at a random corner and work its way across the entire edge of the park map. It will convert the first 2 path tiles at the edge of the map into places where peeps may enter from the abyss. I normally do not to use this function because it is random. If you are changing entrances in a partially built park, and you have pathways anywhere else in the park that extend to the edge of the map, it is possible that they might be converted to the entrance tiles instead of the tile at the entrance. I prefer to use land ownership to selectively force the creation of the paths that enter/exit the abyss, and then re-color the land once the entrance is established. |
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Tips:
Tutorial Copyright © by Charlene (CJK). Not to be reproduced without permission. |