• SimCity V: EU, USA? Nope, Antarctica!
    1,001 replies, posted
Well... that's really worrying
There are too many "solve all" layouts. This game is really depressing now.
[url]http://www.pcgamer.com/2012/03/08/simcity-is-built-to-be-moddable-say-maxis/[/url] Found this article from last year. Is it bullshit?
You guys all be depressed I'm still going to enjoy how fun and addictive the game is.
[QUOTE=PieClock;39899773]You guys all be depressed I'm still going to enjoy how fun and addictive the game is.[/QUOTE] The game needs a really good fucking overhaul with some proper patching, IF THAT WILL EVER HAPPEN EA™, but despite that the major flaws, i still like the whole idea of it all.
[QUOTE=Twistshock;39897264]Found a perfect little video over on reddit demonstrating the problem with the ai and the "pathfinding" in this game. [video=youtube;fDeSRdHvefw]http://www.youtube.com/watch?v=fDeSRdHvefw[/video][/QUOTE] Its such an easy obvious fix too Pre-determine locations before sending people there Okay so your agent system doesn't care who lives where. Honestly this isn't a huge issue if it is what lets it run good on performance, as long as people are properly heading to homes/work/etc so the city works like it actually would. The problem is the traffic agents have no pre-determined locations so they just waste so much time (and likely, computational energy) trying to figure out where to go and suddenly change direction when the spot they were going gets filled. ALL they have to do is assign a home for each agent that leaves work (even if its random) for the apropreate wealth level of that agent so all agents try and reach their own location that will never get filled by another agent. AKA it's still doing the "fake sims" thing by making it so X specific sim doesn't actually belong to X specific house or buisiness, but now their traffic and pathing pre-determines locations it needs to go to before they leave the house/work/shopping/etc, that way they actually drive to a specific location instead of trying to get to the nearest X and then turning around when it that X gets filled.
I hope they release a major update. Maybe in the form of a Rush Hour-esque expansion. With a fixed glass box and way bigger map sizes and a bunch of other small details fixed. A man can dream.
[QUOTE=harryh11;39899770][url]http://www.pcgamer.com/2012/03/08/simcity-is-built-to-be-moddable-say-maxis/[/url] Found this article from last year. Is it bullshit?[/QUOTE] Probably.
[QUOTE=KorJax;39899894]Its such an easy obvious fix too Pre-determine locations before sending people there Okay so your agent system doesn't care who lives where. Honestly this isn't a huge issue if it is what lets it run good on performance, as long as people are properly heading to homes/work/etc so the city works like it actually would. The problem is the traffic agents have no pre-determined locations so they just waste so much time (and likely, computational energy) trying to figure out where to go and suddenly change direction when the spot they were going gets filled. ALL they have to do is assign a home for each agent that leaves work (even if its random) for the apropreate wealth level of that agent so all agents try and reach their own location that will never get filled by another agent. AKA it's still doing the "fake sims" thing by making it so X specific sim doesn't actually belong to X specific house or buisiness, but now their traffic and pathing pre-determines locations it needs to go to before they leave the house/work/shopping/etc, that way they actually drive to a specific location instead of trying to get to the nearest X and then turning around when it that X gets filled.[/QUOTE] Houses/workplaces should be filed on a first come basis but then that house/workplace is set to that sim and their family only. Then they will have a point A and B. [editline]13th March 2013[/editline] Except workplaces can be set to multiple individuals obviously.
I like that origin freezes my computer for about 10-15 seconds every time it launches :v:
[QUOTE=KorJax;39899894]Its such an easy obvious fix too Pre-determine locations before sending people there Okay so your agent system doesn't care who lives where. Honestly this isn't a huge issue if it is what lets it run good on performance, as long as people are properly heading to homes/work/etc so the city works like it actually would. The problem is the traffic agents have no pre-determined locations so they just waste so much time (and likely, computational energy) trying to figure out where to go and suddenly change direction when the spot they were going gets filled. ALL they have to do is assign a home for each agent that leaves work (even if its random) for the apropreate wealth level of that agent so all agents try and reach their own location that will never get filled by another agent. AKA it's still doing the "fake sims" thing by making it so X specific sim doesn't actually belong to X specific house or buisiness, but now their traffic and pathing pre-determines locations it needs to go to before they leave the house/work/shopping/etc, that way they actually drive to a specific location instead of trying to get to the nearest X and then turning around when it that X gets filled.[/QUOTE] Exactly, when a agent has a destination decided, detract the amount of available spots at the destination, making other agents unable to plot a path towards it when theres no free spots.
[QUOTE=OvB;39899941]Houses/workplaces should be filed on a first come basis but then that house/workplace is set to that sim and their family only. Then they will have a point A and B. [editline]13th March 2013[/editline] Except workplaces can be set to multiple individuals obviously.[/QUOTE] That would take up so much memory/performance though because you have to keep that sim in that memory state for the entire duration of the game It's simpler and better on perfovrmance and fixes 99% of the problems if you just keep it like it is now (where the sims are for the most part randomly generated, though they SHOULD at least take the name of wherever home they head to or leave from), but then make it so the sims choose their specific destination [I]before[/I] they leave instead of just trying to find the nearest home. I.E. 200 sims at a factory, all 200 are given homes (starting with how many are close and fit that sim's income level), THEN the agents are sent out to those homes they are assigned to instead of it becoming first come first serve after the sims already left work. AND because you assign a name to that sim depending on which home they are assigned to, you make it look as if the same person left that actually belongs to that home. The traffic as such works much more realistic and better, and the sims appear to actually belong to that residence. Sure it's not a true sim but hey - now it looks/works like one (instead of now), and didn't cost a ton of performance to do, and you don't have to keep a massive population in memory either to keep track of each and every sim and where they live/work/shop/etc. Also doesn't require you to completely recode the system I bet either. AND you have a neat little advantage where some people that leave for work might actually work really far away if thats where their agent sent them as the next avalable place before the others. Or people willl shop at shops that are far away. ETC. This gets people actually commutting to other cities too. Which is kind of realistic - some people live really far away from work, some people like to shop at a specific place instead of their closest place. This will "fake" that same effect if the person gets assigned to go to a specific shop/industry/home that isn't close.
Neat. [IMG]http://i.imgur.com/GyCr1Im.jpg[/IMG]
[QUOTE=laserguided;39900085]Neat. [IMG]http://i.imgur.com/GyCr1Im.jpg[/IMG][/QUOTE] There all on benefits
The game inflates your population the higher it goes. I.E. a house normally might hold 6 sims at low pop but at higher pops that same house now counts as 20 sims living there even if only six physical agents are there I don't think this is a big deal TBH The problem is the workers/industry/etc. expect AGENTS to show up, and the worker panel shows AGENTS working even though your total population says something else. They need to just make it so everything is on the same level, so late game when you have a big population 1 agent will actually represent 10 workers so industry demands aren't always super high and everyone isn't always without jobs, and the zoning guy doesn't constantly say you need workers.
So now that it's been leaked that the game doesn't actually need the always online thing, do you think EA will backpedal and take it out? I'm interested to hear what BS they'll be spewing to try and explain it.
[QUOTE=Ghost101;39900410]So now that it's been leaked that the game doesn't actually need the always online thing, do you think EA will backpedal and take it out? I'm interested to hear what BS they'll be spewing to try and explain it.[/QUOTE] if it explodes in their face it could
[QUOTE=Ghost101;39900410]So now that it's been leaked that the game doesn't actually need the always online thing, do you think EA will backpedal and take it out? I'm interested to hear what BS they'll be spewing to try and explain it.[/QUOTE] But it does need it (for regional things) Sure they could code region stuff to work locally but it seems like they built it into the engine in such a way where it wouldn't be easy to take out
[QUOTE=total_noob;39900315]There all on benefits[/QUOTE] Well no wonder I'm going bankrupt. I blame immigrants.
Hickory Ridge is this games hardmode.
Hopefully, if Maxis decides to go fuck all and never release a patch for these AI oversights, a group of modders can release a nice patch that fixes it all. Much like NAM fixed the stupid traffic in SC4. My worries is that by fixing it, the gameplay will change so much that it will be incompatible with the rest of the game aspects. [editline]13th March 2013[/editline] [QUOTE=KorJax;39899894]Its such an easy obvious fix too Pre-determine locations before sending people there Okay so your agent system doesn't care who lives where. Honestly this isn't a huge issue if it is what lets it run good on performance, as long as people are properly heading to homes/work/etc so the city works like it actually would. The problem is the traffic agents have no pre-determined locations so they just waste so much time (and likely, computational energy) trying to figure out where to go and suddenly change direction when the spot they were going gets filled. ALL they have to do is assign a home for each agent that leaves work (even if its random) for the apropreate wealth level of that agent so all agents try and reach their own location that will never get filled by another agent. AKA it's still doing the "fake sims" thing by making it so X specific sim doesn't actually belong to X specific house or buisiness, but now their traffic and pathing pre-determines locations it needs to go to before they leave the house/work/shopping/etc, that way they actually drive to a specific location instead of trying to get to the nearest X and then turning around when it that X gets filled.[/QUOTE] Yeah, thinking about it, having the sims randomly occupy the nearest job and then go to the nearest house is a smart design choice because it saves a lot of memory/processing power and as long as you keep the sims working, shopping and living in their respective wealth tiers, it really makes no difference to keeping track of every single one and have them have set jobs and houses. But Alas, they didn't optimize the agents AI to handle sims properly and so they're like lemmings wandering about the city trying to find a place to stay.
GPS manufacturing plant DLC only $2.99
Is there any space left in Antarctica's region? If so, could somebody invite me, kristhegameguy.
[QUOTE=barttool;39900756]Smart words here[/QUOTE] At least we can finally say without a doubt why they released a buggy game, it's so people like you can come up with solutions to problems they obviously couldn't. This game looks so goddamned fun, if only.
No point in playing, the game is so broken.. Population inflation bug, right turn exiting buildings only, u-turn every intersection, the worker sewage line.,. .......................................Sewage lines.
[QUOTE=Worldwaker;39901063]At least we can finally say without a doubt why they released a buggy game, it's so people like you can come up with solutions to problems they obviously couldn't. This game looks so goddamned fun, if only.[/QUOTE] At times it makes me think that for some reason this game was rushed out. Because the oversights are so obvious that I find it hard to believe not one developer at Maxis pointed them out. Anyways, rev up dat modding.
How do you people end up with like 20,000 an hour? I never get any higher than 3,000 because I keep having to upgrade my infastructure to support more people, to get more taxes which I end up having to spend on more infastructure again and taking on all these expenses on fire, police etc
Trading, probably.
I've typically been in the red because I overspend on high tech, but still profit 1 million a day.
I export ridiculous amounts of Oil everyday but I don't seem to make a return on it. And even the money I do supposedly make doesn't show up on the bottom as +XXXX /hourly. That's only taxes.
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