112 Operator

112 Operator

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PeTTs0n Nov 27, 2023 @ 5:01pm
Water operations thoroughly bugged - any advice?
I've had 112 Operator for quite a while but never got around to playing it (didn't feel I needed a sequel to 911 Operator just yet), but now that I did it was a mixed bag.

The campaign was good, but I was disappointed to see that every city had the same progression and scripted events.

Tried free play, and I went for Gothenburg, Sweden. (City of ~500k people on the west coast.) Took 15min or so to generate the map on the largest setting, and sadly it's broken beyond playability.

1) There are lots of small lakes in the area, and units (and calls) are generated in pretty much every pond, which is just ridiculous. Amphibious units are versatile, but it'd be even more nice if regular ambulances or technical fire trucks had at least some way to handle smaller lakes and/or incidents close to shore. Like, you know... swimming, or a dinghy, or using/commandeering boats that are nearby. Far more realistic, and much less a pain in an area with a bunch of lakes. (I can only imagine how Minnesota or Finland is...)

2) Much of the water off the coast is completely impassable to boats and amphibious units - 90% of my boats got completely stuck and couldn't move an inch, and they were spread out all across the coast. Seeing it's an archipelago with a long coastline, I had a bunch of incidents that were in practice *only* reachable by air. My boats could be just a few miles away from the naval incident, but still be unable to move. Amphibious units were stuck on the mainland and unable to get to the incidents in the water either. Seeing weather conditions may disable air units and the high cost/low capacity they have, this really breaks the game.

Some islands were impossible to place units on as well, even if they're inhabited, have roads and IRL harbor facilities.

Tried removing the city and regenerate the map data, but that didn't help. The water is still impassable pretty much everywhere to both naval and amphibious units. Anyone have any advice? :/
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Sede Vacante Dec 27, 2023 @ 6:00pm 
I've written the devs about this before. They gave 0 f's.
Water ops literally ruined the game, also the game tends to create random fictional harbours, mostly at places that make no sense.
I don't think they will ever do anything about it and I think they've abandoned developing improvements to the game.
PeTTs0n Jan 25, 2024 @ 7:28pm 
Originally posted by Super Sonic Lesma:
I've written the devs about this before. They gave 0 f's.
Water ops literally ruined the game, also the game tends to create random fictional harbours, mostly at places that make no sense.
I don't think they will ever do anything about it and I think they've abandoned developing improvements to the game.

Damn, that sucks. :( Guess I'll have to turn off that DLC when playing in the future. (Also, screw Steam for not giving me a notification about this reply so I only saw it now.) Thanks for the headsup.
Romulus Jun 22, 2024 @ 3:09am 
Reviving dead thread, but now playing with water DLC and it's ehh. First of all, it gives you too many water incidents, far from shore. Bro, let the coast guard deal with that. But it will start you with 3 boats or so per type.. .and give you more incidents than those boats can handle.

I also don't know how it decides whether a lake will have incidents or not. There's one lake on my map that I guarantee in real life has no fire, police, or medic boats on it. But in this game there's a fire or drowning or something multiple times a day there.

Finally... You have to buy and/or maintain all these new vehicles and employees... but your district income doesn't change. So you now have to run things earning LESS money than before, despite having MORE incidents to deal with.
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