Mission Improbable This was brought up a few pages ago, but I never saw any responses. Has anyone actually gotten the Mission Improbable achievement to work? That is the only achievement I have left and it sure seems like I have done a lot more than 50 missions. Yes, I have hit the refresh button on the achievement screen multiple times. If this is a bug, I don't want to keep wasting time pursuing it when I could be stockpiling utopium and coins for the next update. I'm hoping that since nobody responded to the earlier question that it isn't a bug and I am just mistaken about the number of missions I've completed.
I have asked the same question numerous times. I believe that most recently Ivan said the test team would have to check and get back to us.
It's good to know I'm not alone, but that doesn't sound promising. Hopefully if it is confirmed as a bug it's a simple fix that can make it into the next update.
Sorry, but I wasn't able to find a clear post about this: is an update in sight? If so, when was it submitted?? Getting bored... Thanks!
So I have been deleting non-astroglass decor, and I have two land being used still unaccounted for. Two questions: For TRB4: Your spreadsheet shows the Ministry of Love needing one land, even though it looks like astroglass. Is that a mistake in the spreadsheet, or a mistake in the game code? For everyone: The racecar driver land bug. I didn't specifically notice it when I was splicing that job, but is that something that as far as we know affects everyone? Or is there anyone here who didn't get that bug? I can keep looking for orphan decor behind buildings (I have no interest in calculating if my decor total matches my astroglass decor, that would be a huge headache), but if I'm missing a land from the Ministry of Love and a land from the racecar driver bug, that would mean all land is accounted for. Thanks! EDIT: Update! I found another reflecting pool, so only one land is still unaccounted for. Racecar driver bug? TRB4 spreadsheet issue? Further edit: It looks like maybe some recent games haven't had the racecar bug. I would have spliced the racecar driver when it was first available, I think right when 1.3 came out. Final edit: I had the brilliant (or obvious) idea of moving off to the side a few of the biggest buildings. I'm pretty well convinced it must be the racecar driver bug.
As part of my building moving, I found an interesting graphical glitch. When I moved a city square to be next to some astroglass housing, some but not all (and not always the same) tile under the city square looked like astroglass. The game still counted it as normal land though.
One thing that makes it hard(er) to spend all the coins I accumulate is that it takes FIVE clicks just to make one spin at the Casino. That seems like an awful lot for something that folks want to do dozens or more times per day. Another pet peeve is that most building eject you when you complete something. The Casino kicks you out when you complete a spin, and then you have to reenter. Same with Utopia HQ after finishing a mission and the Arrival Center after a clone is given his/her profession. For many of these, we would like to stay in that building so we can perform an action again (spin, mission, etc).
I can't remember if the Ministry of Love cost 1 land or not when I purchased it, although it would make sense that it was Astroglass and therefore a 0 land cost building. Unfortunately as far as I can tell, whether or not a building has a land cost isn't listed in the files that i can read. Perhaps someone who decides to purchase the Ministry of Love (An incredible value by the way - 100% up time on Farm and Carnival events + ~45 minutes of Chemical Plant event per day!) can monitor their land usage before and after purchasing. For the time being though, I have edited my spreadsheet to reflect a 0 land cost for the Ministry of Love.
I had a thought re: gold hearts. With a sufficiently large number of astroglass houses and a hotel, one could have one house with a gold heart making pair and the rest of the clones unpaired. This is likely only practical in the end game, and what does someone in the endgame really need? What happens when there are no houses with any pairs? (Forever a clone)
I am intrigued. I haven't experimented at all with hearts and am a long way from being able to double my housing to try this, but I am very interested in hearing what people say. It sounds like a very clever solution!!!
For a town without any duplicate buildings and enough clones to fill all existing buildings, you would need around 108 Glass Houses (or 162 Precarious Heights or 323 Manors of Speaking) PLUS 1 Precarious Heights with a gold heart couple and a red heart couple. You could of couse do this without Astroglass housing, but it would be very land expensive. This set up would force all hearts to appear on that 1 home, and when selecting that home you could (at least until the "bug" is fixed) select whether you want red hearts (for a chance at utopium or coins) or gold hearts (to fill depleted animals after missions). Theoretically it would be a pretty good set up.
I found a bug today that (very slightly) benefits the player. I built a couple more Taverns on my main game. I was upgrading all of them, and while clicking over and over very fast... I was able to do this!
I believe we caught this bug. Problem has to do with an unsaved variable. It's technically possible to get the achievement if you complete 50 missions WITHOUT quitting the game.
Challenge accepted... ... and FAIL! I completed 50 (actually 70) missions in a row without closing the game, and I was not given the achievement.