[QUOTE=Chickens!;39903055]
I really want subway systems.[/QUOTE]
Fuck subways, I want monorails.
I want skytrains.
I want to log in.
I kinda want this game
[QUOTE=UnknownDude;39903317]Fuck subways, I want monorails.[/QUOTE]
I hear those things are awfully loud.
[QUOTE=Maurice;39903389]I hear those things are awfully loud.[/QUOTE]
They glide as softly as a cloud!
[QUOTE=Maurice;39903389]I hear those things are awfully loud.[/QUOTE]
But they look cool!
[img]http://www.wdwlive.com/photos/epcot/future-world/other/black-monorail-epcot-1-12.jpg[/img]
They sound okay if they're new. Its like a low pitch hum on rails, which gradually gets louder as it nears the station.
Fucking hell I've had four meteor strikes within today's period of playing the game why don't they just release a Bruce Willis DLC and get it fucking done with
[QUOTE=UnknownDude;39903439]But they look cool!
[img]http://www.wdwlive.com/photos/epcot/future-world/other/black-monorail-epcot-1-12.jpg[/img][/QUOTE]
the tronorail was the best one
[IMG]http://zannaland.com/wp-content/uploads/2010/04/tronorailag.jpg[/IMG]
So what do you guys think the chances are that Maxis will balance out the game better in a free update?
[QUOTE=Maurice;39903389]I hear those things are awfully loud.[/QUOTE]
I live less than 100 meters from one and I've never heard any sound from it.
[QUOTE=HyperVyper;39904208]So what do you guys think the chances are that Maxis will balance out the game better in a free update?[/QUOTE]
likely.
[QUOTE=dafour;39897991]Why is this game so broken :(
[URL]http://www.reddit.com/r/SimCity/comments/1a6oeo/proof_that_the_game_is_misleading_regarding/[/URL][/QUOTE]I want my money back, kinda disappointed.
I've been experimenting.
[quote]
3 citizen classes - student, worker, shopper. Students travel to the nearest school. Upon returning home they increase the education level of the house. Workers find work that meets their wealth range
traffic tricks{
immediately divide entrance traffic with intersecting avenues
at city entrance build park and rides on each side, but not a bus terminal or station, and then a streetcar stop
to prevent delivery trucks getting caught in city highway entrance traffic, build multiple rail and ferry transports
at busy intersections, use avenues for both roads. T intersections have quicker lights than 4 ways. "the first two blocks an avenue intersects with the incoming road at a 90-degree angle; half the traffic turns right (which takes almost no time since you can turn right on reds) and half continues straight."
design undesirable routes with smaller roads
}
zoning and road layout{
neighborhood quadrant for each building type (residential, commercial, industrial, services)
quadrant - 3x3 bound by avenue. quadrants are connected to avenues at their corners using the busy intersection trick.
[/quote]
Results are satisfactory.
[IMG]http://i.imgur.com/VrE6WQG.jpg[/IMG]
[IMG]http://i.imgur.com/syULoN6.jpg[/IMG]
Lovely city highway entrance
[IMG]http://i.imgur.com/UzMX0WG.jpg[/IMG]
Small traffic jam going out from the commercial area
[IMG]http://i.imgur.com/uT2UYAA.jpg[/IMG]
Looking down the main commercial quadrant road. As you can see the traffic jam was not extended far
[IMG]http://i.imgur.com/PrDL3RZ.jpg[/IMG]
Rest of album [URL]http://imgur.com/a/4KyNZ[/URL]
I've never zoned or built roads like this before and I can say that this method is much better. Creating small zoning areas will leave you with a lot of spare room. So instead of cramming the entire map with roads everywhere, I dedicated small areas for certain zones and worked on increasing their density. I even had space to add an airport, as you can see in the album. I know this city is not perfect at all, in fact it's pretty ridden with problems. I don't know why hardly anyone is using public transportation, but even so the road system is able to handle all those people driving separately. Usually at this population count my roads get so jammed up that service and trade vehicles can't get through and the city is unable to make money or take care of itself, even with adequate mass transportation. Take a look at how I am exporting electronics using several transportation methods. But the most effective method for exporting trade globally via ground transportation is to connect the road leading from the trade area right at the city highway entrance, and on the right side so that they can turn right on red and not have to wait as long.
My game won't open anymore, it says it's not activated.. Are you fucking kidding me, i paid 60 euros for this nonsense!
[QUOTE=Senna_vh;39904427]My game won't open anymore, it says it's not activated.. Are you fucking kidding me, i paid 60 euros for this nonsense![/QUOTE]
You have to purchase it again from the Origin store.
[editline]13th March 2013[/editline]
Also there you have it, simple JS edit reveals my around 250,000 pop city is actually just 35,000 pop.
[t]http://i.imgur.com/M6UksiT.jpg[/t]
[QUOTE=laserguided;39904451]You have to purchase it again from the Origin store.
[editline]13th March 2013[/editline]
Also there you have it, simple JS edit reveals my around 250,000 pop city is actually just 35,000 pop.
[t]http://i.imgur.com/M6UksiT.jpg[/t][/QUOTE]
So they make it look like you have a larger city population than you do to account for the effects of high-density housing, while still using the same population models?
Interesting. Good to see that's editable, however. Does it fix the ROI issues when changed?
[QUOTE=laserguided;39904451]You have to purchase it again from the Origin store.
[editline]13th March 2013[/editline]
Also there you have it, simple JS edit reveals my around 250,000 pop city is actually just 35,000 pop.
[t]http://i.imgur.com/M6UksiT.jpg[/t][/QUOTE]What the hell is that.
[IMG]http://filesmelt.com/dl/wat21.JPG[/IMG]
oh god what happened to your guy?
[QUOTE=Killer900;39904575]What the hell is that.
[img]http://filesmelt.com/dl/wat21.JPG[/img][/QUOTE]
Captain Marvel?
[QUOTE=Killer900;39904575]What the hell is that.
[img]http://filesmelt.com/dl/wat21.JPG[/img][/QUOTE]
Maxis Man.
[QUOTE=woolio1;39904548]So they make it look like you have a larger city population than you do to account for the effects of high-density housing, while still using the same population models?
Interesting. Good to see that's editable, however. Does it fix the ROI issues when changed?[/QUOTE]
What does ROI stand for?
Anyways here is their function:
[code]simcity.GetFudgedPopulation = function (a) {
a = "undefined" !== typeof a ? a : simcity.gGlobalUIHandler.mLastPopulation;
if (500 >= a) return a;
if (40845 < a) return Math.floor(8.25 * a);
a = Math.pow(a - 500, 1.2) + 500;
return Math.floor(a)
};
[/code]
[QUOTE=SweFox*;39904583]Maxis Man.[/QUOTE]Jesus he looks horrifying, I never bothered with that crap.
I noticed in Sandbox mode there is cheat to disable homeless people. I didn't even know the game simulated that.
[QUOTE=laserguided;39904588]What does ROI stand for?
Anyways here is their function:
[code]simcity.GetFudgedPopulation = function (a) {
a = "undefined" !== typeof a ? a : simcity.gGlobalUIHandler.mLastPopulation;
if (500 >= a) return a;
if (40845 < a) return Math.floor(8.25 * a);
a = Math.pow(a - 500, 1.2) + 500;
return Math.floor(a)
};
[/code][/QUOTE]
RCI, I mean. Something about a worker-work balance, I think.
Not sure if it's just me but with the size of city we get, it's feeling a little bit repetitive now. I need something to change up my game style but not sure what.
[QUOTE=woolio1;39904613]RCI, I mean. Something about a worker-work balance, I think.[/QUOTE]
Well it makes whatever uses the fudged population use the actual population. It makes statistics make sense.
[editline]13th March 2013[/editline]
I'm going to learn more JS and see if I can make a button or something.
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