Image 1 — Today I build a 9 x 5 Floorless Twister exceeding 9 Excitement
Image 2 — Today I build a 9 x 5 Floorless Twister exceeding 9 Excitement
▲ 76 r/rct

Today I build a 9 x 5 Floorless Twister exceeding 9 Excitement

You can think of this as a more intense variant of this coaster I posted a while ago. It uses a simple exploit you can use in any RCT version (more below). You need tons of floating path and 2 floating (unused) entrances to reach stats this high, but it's a lot prettier than the old design. The corkscrew the Floorless Coaster version has allows for much better pathing and 4 (instead of 2) outside tiles that provide extra stats when occupied by stalls. The old Hyper Twister version has lower but more gentle stats. Both coasters are highly profitable and attract tons of guests so you need to optimize your pathing to prevent overcrowding.

You can download this design (or any other one I posted) from this Google Drive.

Read this if you're interested in how the exploit works in detail:

>!If you delete station pieces, the game automatically scales down the train count and/or size to the new maximum. But the same goes for the opposite. If you then add back those pieces, the game will automatically restore your original settings. This automatic setting rollback does not touch the lap count. So you can build a long station and set it to use 2 trains, then delete stations to force the game to make it only have 1 train, then set lap count to 2+ and then restore the station to its original length. This restores the extra train, but keeps the lap count intact. So you can have multi-lap coasters with more than 1 train. You can also use this method to use multiple laps with multiple stations. You just design a track with multiple stations, then delete all but the first, set the lap count, then rebuild the stations. The game hides the lap count in the UI, but it does not reset it. You can also use both to have multiple trains, multiple stations and multiple laps. Multiple stations with multiple laps have interesting interactions. If a track has 2 laps and 2 stations, it will drive through the 2nd station without stopping and double each inversion and drop for stat calculation.!<

u/Geta92 — 12 hours ago
▲ 28 r/rct

Today I build a 10 x 5 Micro Steeplechase

Ah yes, the Steeplechase. An early unlock for tons of parks yet something you rarely build because it is essentially a worse Junior Coaster. It took me some odd workarounds to be able to get all path bonuses, but this layout works out nicely. It also gets extra stats from 2 optional stalls underneath the final drop. Make sure to always use the tallest stalls you can fit to get the highest boosts for these. There are 2 more empty spaces in the plot you could place stalls in, but you won't get extra stats for those as they're (technically) not beneath the track.

You can download this design (or any other one I posted) from this Google Drive.

u/Geta92 — 2 days ago
▲ 61 r/rct

Today I build a 11 x 4 "racing" Mine Ride

I'm trying something a bit more spicy today. This coaster abuses a trick with the in-game editor in order to make it have 2 laps with 2 trains (works in vanilla RCT2, too). The result is a Mine Ride which gets quite a lot of stats for its size and price while still having a pretty short ride time of around 40 seconds. Having multiple trains with multiple laps makes it possible for the trains to get pretty close to each other which creates the illusion of them racing each other. Like always, you can add a stall into the purposefully empty space for a decent stat boost.

You can download this design (or any other one I posted) from this Google Drive.

u/Geta92 — 4 days ago
▲ 75 r/rct

Today I build a 10 x 5 Reverser Coaster

I'm honestly not the biggest fan of these. There are much better options for the same price. This design just barely hits all requirements without requiring block sections (which would make it slower and greatly nerf the train count). There are similar layouts with more stats but I simply went for this one because it's also not very tall and hits the minimum length requirement right on the dot. One outside spot for stalls awards extra stats when occupied. The waterlogged tiles can also be filled with two additional stalls, but these will not yield more stats.

You can download this design (or any other one I posted) from this Google Drive.

u/Geta92 — 5 days ago
▲ 85 r/rct

Today I build a 6 x 4 Micro Wild Mouse

To nobody's surprise, the one coaster type which is made for super compact designs actually makes for some great micro coasters. This layout just happens to also greatly benefit from path and stall bonuses without the need to extend the 6 x 4 grid. Add two stalls into the designated empty spots for extra stats. I'm fairly sure you could build this smaller but taller, but this hits my personally preferred sweet spot which also keeps the ride time short.

You can download this design (or any other one I posted) from this Google Drive.

u/Geta92 — 6 days ago
▲ 160 r/rct

Today I build a 8 x 5 Water Micro Coaster

I genuinely can't remember ever building one of these. Requirements are pretty chill for these. Just one 6m drop and one water tile. I placed the water tile at the very top of the lift hill so it does not slow down the boats. The rest is just the shortest track that fits into the space that allows me to run a photo section and 3 boats in block sectioned mode without them having to wait on the boat for longer than 1 second total. You can add 3 stalls to the unused tiles on the outside, though you won't get stats for any of them other than the one under the hill.

You can download this design (or any other one I posted) from this Google Drive.

u/Geta92 — 7 days ago
▲ 127 r/rct

Today I build a 7 x 5 Junior Micro Coaster

The name Junior Coaster sure fits here. Being able to use a curved sloped chain hill is quite useful to keep these coasters tiny. Getting high stats on these is quite difficult though. This design heavily relies on scenery, path bonuses and multiple strategically placed stalls to just barely scratch a high Excitement rating. It even looks somewhat normal.

You can download this design (or any other one I posted) from this Google Drive.

u/Geta92 — 13 days ago
▲ 96 r/rct

Today I build a compact 10 x 5 Mini Suspended Coaster

I really don't like these. Low stats, no steep track pieces and no way to change elevation during a turn is quite the handicap to build with. I elevated the station one level in order to be able to properly connect the entrance and exit to the outside without increasing the size of the building plot. This design barely reaches the required drop height and length of 200m. There was enough space for just one empty space to build a stall for the sweet stat bonus of having a stall directly underneath a straight track piece, so you better build one, too. Like always, any odd looking paths are just there to boost the stats. Just delete them if they're looking too weird.

You can download this design (or any other one I posted) from this Google Drive.

u/Geta92 — 15 days ago
▲ 83 r/rct

Today I build a compact 8 x 5 Giga Coaster

The Giga Coaster doesn't really make a good Micro Coaster though you can pull it off by mostly just making it a high drop, braking to slow down and then a second small drop. This setup just barely slows down enough to not get any penalties while getting plenty of extra excitement from paths. There was just enough space for one extra drop, too. This layout leaves 3 tiles underneath the track empty which you can fill with stalls for extra stats.

You can download this design (or any other one I posted) from this Google Drive.

u/Geta92 — 16 days ago
▲ 80 r/rct

Today I build a compact 7 x 4 Virginia Reel

This is a pretty straightforward design. No exploits were used. Just the minimum required length with as many stat bonuses as I could squeeze in the available rectangle. You can download it (or any other design I ever posted) from this Google Drive.

u/Geta92 — 17 days ago

This game is giving Skyrim's Giant Space Program ragdoll a run for its money

u/Geta92 — 1 month ago
▲ 18 r/OblivionRemaster+1 crossposts

This is a very simple trick that allows you to equip multiple shields. You can stack enchantments like this by simply enchanting a couple of light shields to your liking. And the best part is that you can simply unequip the extra shields at any time to undo it. The extra shields remain invisible.

All you need for this is some shields (enchanted or not) and the Bound Shield spell:

  1. Equip your 1st shield of choice
  2. Unequip your weapon
  3. Cast Bound Shield
  4. Equip your 2nd shield
  5. Wait for the spell to wear off (or wait an hour)

Once the spell wears off, you will have both shields equipped. You can repeat this infinitely to equip even more shields. The shields remain equipped as long as you don't manually remove them and even if you do, you can simply reequip them without repeating the setup. The extra shield slots you gain remain usable. You can change which shield to display by simply unequipping and reequipping the shield you want to see.

u/Geta92 — 2 months ago

I haven't been touching the game for a while and went back to it recently. While I'm still not loving the combat or story, I do quite enjoy the act of customizing my weapon and crafting custom spells that go along with it. I've been tweaking my weapons for ages and found a lot of useful cheap effects, even with low magnitudes or durations.

My favorite weapon enchantment so far is this one

+-------------------+-----------+----------+-------+------+
|   Spell Effect    | Magnitude | Duration | Range | Cost |
+-------------------+-----------+----------+-------+------+
| Drain Magicka     | 3 pts     | 27 s     | 0 ft  |    1 |
| Fortify Magicka   | 3 pts     | 27 s     | 0 ft  |    1 |
| Drain Fatigue     | 100 pts   | 1 s      | 0 ft  |    6 |
| Absorb Speed      | 18 pts    | 1 s      | 0 ft  |    3 |
| Drain Speed       | 13 pts    | 1 s      | 0 ft  |    1 |
| Rally             | 12        | 27 s     | 0 ft  |    1 |
| Weakness to Magic | 100 pts   | 3 s      | 0 ft  |   27 |
+-------------------+-----------+----------+-------+------+

This combination yields a minimum requirement of just a Common Soul Gem. It yields enough charge for 20 hits. This increases to 30 with a Greater Soul Gem and 40 with a Grand or Black Soul Gem. A lot of useful effects for a relatively low cost. Grabbing Azura's Star early helps a lot, too.

  • The combination of Drain and Fortify Magicka with the minimum magnitude and long duration makes it so that each strike ensures the enemy will have at least 3 Magicka. Even when an enemy has negative Magicka (only a thing in the Remaster), the drain effect will reset it to 0 and the fortification buff it to 3. This is useful because it allows you to cast spells that include Fortify Magicka and Absorb Magicka, so you can craft spells that absorb their entire cost back as long as you strike the enemy with the weapon once before. Absorb only fails if an enemy has 0 or less Magicka and this setups prevents this entirely.
  • Drain Fatigue will permanently paralyze an enemy if their maximum Fatigue is lower than the magnitude. A ton of enemies have less than 100 Fatigue, so just one strike will permanently disable them. And if it doesn't a 2nd or 3rd will eventually do as the effect is buffed by Weakness to Magic.
  • Reducing en enemies Speed Attribute to 0 will instantly disable their AI. This makes them stop entirely, cancel all their active summons and also stop combat for a second. But if this happened while they are permanently paralyzed, they remain pacified indefinitely, too. So the Absorb and Drain Speed effects work together with Drain Fatigue. The enemies paralyzed by you will not only be disabled, but also stop to aggro you, so you stop combat and regenerate faster. Most weak enemies (Flame Atronach, Wolves, Clannfear, etc.) have 30 or less Speed, so this combination of absorption and draining their Speed stat makes countless enemies hit 0 after just one attack. And you get the benefit of moving slightly faster while you hit enemies. Good for moving back or circle strafing. Combining both effects is cheaper than scaling up either one by itself. Blame math.
  • Rally ensures fleeing enemies (mostly summoners) will stop doing so after getting it. I'm playing on Master so my attacks almost deal no damage. So even just a magnitude of 12 is enough as this causes enemies to only flee starting from 88% health. I hate running after those suckers.
  • Finally, Weakness to Magic will amplify the effect of follow-up strikes or spells I use after attacking an enemy. This skyrockets the magnitude of everything. One strike to disable the weak, two and a spell to kill all regular enemies and 3 and a spell usually kills the rest unless they have a lot of magic resistance.

Am I overthinking this? Possibly. Was it fun? Hell yeah.

Would love to know what other effects you guys are using.

reddit.com
u/Geta92 — 2 months ago