Honestly, the whole "people swapping houses every day" doesn't bother me. Their destination should be predetermined when they leave work,however , so as to avoid traffic jams.
For anyone having that "people go to other towns for schooling/tourism/shopping instead of mine" problem:
People in other forums ran tests and the game completely ignores the length of the highways that connect the cities when it searches for the nearest school/casino/whatever.
This means you gotta build your casino for example as close as you can to the road and as far as you can from bus stations.
[QUOTE=Atlascore;39905105]We shouldn't have to do these things to get a functioning city.[/QUOTE]
TBH intersections are gridlock magnets in real cities too
The problem is in SimCity is 2X as bad because all traffic will only ever take one route while in real life if people anticipate a gridlock they won't take that route, which makes traffic not as bad.
Also the agent system completley borks with this, by making people constantly drive around on the roads forever until they find a job/house/shopping that isn't fufilled, wasting insane amounts of time and being a clog in traffic.
If they pre-assigned destinations for agents (so they don't drive around forever, they go directly to their destination) and they made it so if there's an open route nearby that is faster than waiting through gridlock they there will be a 50/50 chance a car will take it (to make it more realistic, as people don't always take the most efficent routes either), that would solve almost all the "sim" issues the game has right now. It might even make commuting, etc also work, because now Sims have a reason to actually physically leave a city if there are no jobs for them there.
Another idea I had in mind for optimizing cities:
Instead of having whole sections dedicated to residential, commercial, and industrial, mix them together. For example, place a small section of R (enough to fit a high density later on), and then a section of C. Alternate this, and the people who live next to the C won't have to travel far and clog traffic. You could do the same with industry if you don't mind some germs, or put them on the opposite side of a street with the wind blowing away from them.
2 Spots open still in our region on the Antarctica server.
Add me on origin to get invited: captnkeegs
[QUOTE=Keegs;39905820]2 Spots open still in our region on the Antarctica server.
Add me on origin to get invited: captnkeegs[/QUOTE]
Couldnt find you when i searched, can you add "clareb1" so i can join?
Spots are filled
(sent you an invite chickens!)
So, my sims now want medium wealth residential... how do I give them what they desire?
[QUOTE=meppers;39903767]the tronorail was the best one
[IMG]http://zannaland.com/wp-content/uploads/2010/04/tronorailag.jpg[/IMG][/QUOTE]
nah the mark7s are the best
[img]http://www.monorails.org/webpix%202/MVII02k.jpg[/img]
[QUOTE=Chickens!;39905853]Couldnt find you when i searched, can you add "clareb1" so i can join?[/QUOTE]
Due to a joke gone terribly wrong this is now my origin name for the next week.
[IMG]http://i.imgur.com/xyAPfvP.png[/IMG]
GTA random GFWL username gone wrong.
[editline]14th March 2013[/editline]
[IMG]http://i.imgur.com/wHvdkyb.png[/IMG]
What the fuck?
[QUOTE=Keegs;39905887]Spots are filled
(sent you an invite chickens!)[/QUOTE]
Damnit! So close!
[QUOTE=JakeAM;39905935]So, my sims now want medium wealth residential... how do I give them what they desire?[/QUOTE]
Disregard the zoning advisor, acquire efficiency.
I think for civil service vehicles, they should have simple point A to point B logic, a queue/rotation for each type of vehicle, and should completely ignore regular traffic.
Anybody have an opening? Doesn't matter what server.
Origin name same as my forum name.
"cannot load city"
fucking hell the game came out 8 days ago i thought we were done with this shit
[QUOTE=minilandstan;39906375][img] http://filesmelt.com/dl/Welcome_to_detroit.jpg[/img][/QUOTE]
Ugh, with that many vehicles it's no wonder none of them get anywhere. Sometimes less is more.
I love monorails... One of the greatest things about the Walt Disney theme parks, in my opinion.
I got a refund for my game, I had fun the first 2 days, then got bored.
Anyone else looking to start a region? my id is barttool2
I love how raping the environment can offset any financial troubles your city has. If they included those values in city revenue, it would be ridiculous.
I made a city today between two of my friends. The objective was to make a casino city, make a lot of cash and send my occasional crime to them for laughs but it ended up being a Post-Apocalyptic city of death.
After 30,000 people moved into trailer parks as intended, half made medium density apartments next to the commercial area (this will be known as the inner city) and since I neglected to buy any police station crime skyrocketted to 400+ crimes committed a day. There were over 300 deaths a day as well. The city began to burn down as my failing casino industry caused me to shut down the fire station and only have volunteers from my neighbors for help. Buildings grew abandoned, turned to ruble, caught fire. I raised taxes 20% across the board. Homeless roamed the streets in hordes, scavenging the uncollected and sewage soaked garbage for food. I had a 14% approval rating.
People with vehicles grid-locked the tiny streets and dirt roads looking for food, baby formula, alcohol. Murder and Arson became a pass time as my land value dropped into the negatives. Business all moved out after having to deal with 40 robberies PER DAY. If you zoomed into ground level it was a constant hellish chorus of screams, sirens, gunshots and sickness.
In the end the nuclear power plant was hit with an earthquake and collapsed, radiation further sent my city into depression. They fled by foot and in car, the three mile wide/long trailer park fields began to empty out. My neighbors saw a massive increase in crime as these refugees began to burn, murder and steal from them, overwhelming their police forces.
Everyone left in the city were homeless and slept in the shut-down parks until finally the population dropped to 400. Of those 400 there were 280 criminals and approximately 200 deaths a day at that point.
Needless to say it was a ghost down as murders, disease and injury took the few wretched survivors.
[t] http://filesmelt.com/dl/Shit11.png[/t]
[T]http://i.imgur.com/BhE4AAJ.jpg[/T] [T]http://i.imgur.com/cHEQPxx.jpg[/T]
[T]http://i.imgur.com/G3fO2cg.jpg[/T] [T]http://i.imgur.com/xz0Ords.jpg[/T]
[T]http://i.imgur.com/bRUVgog.jpg[/T] [T]http://i.imgur.com/R0MDUBn.jpg[/T]
Most laughs since i started playing by making these, It's quite difficult.
As soon as you connect to a rail road, put down an Expo center and casino, you instantly win the game.
Then you can do whatever and still roll in cash.
[QUOTE=Shortyish;39905780]Another idea I had in mind for optimizing cities:
Instead of having whole sections dedicated to residential, commercial, and industrial, mix them together. For example, place a small section of R (enough to fit a high density later on), and then a section of C. Alternate this, and the people who live next to the C won't have to travel far and clog traffic. You could do the same with industry if you don't mind some germs, or put them on the opposite side of a street with the wind blowing away from them.[/QUOTE]
Much can be learned from the great Magnasanti..
[video=youtube;NTJQTc-TqpU]http://www.youtube.com/watch?v=NTJQTc-TqpU[/video]
I want an invite to any new regions one might start. As long as they are active.
[QUOTE=Zoo;39908214]Much can be learned from the great Magnasanti..
[video=youtube;NTJQTc-TqpU]http://www.youtube.com/watch?v=NTJQTc-TqpU[/video][/QUOTE]
I wonder what this guy would be able to pull off in SimCity 5.
Probably a lot less, considering the size constraints, but I still wonder.
SimCity 5 - Edit freeway anywhere even outside boundary, still saves and syncs!
[QUOTE=UKAzzer!;39908099]So with a little bit of package editing within SimCity, and a little playing about in the code, it's possible to enable debug mode. I linked the activation to the "Help Center" button in the main menu for ease. Most debug features are disabled without having an actual developer's build (they have terraforming tools etc. available in the full developer build!), but a few things do still work - including editing the main highways.
Not only that - but you can edit the highways ANYWHERE - even outside of your city boundary... and even if you quit the game and log back in later, it's all saved safely on the server.
This shows that highway editing will be easily possible, AND that editing outside of the artificially small city boundaries should be very viable too.
Other things I have modded out with a quick change: Unlimited time to remain disconnected (won't get booted at 20 minutes, can now be disconnected "forever"). Population count now shows REAL figure, not the "artificially inflated" figure. My large cities have a population of about 15k now, not 100k :P[/QUOTE]
[media]http://www.youtube.com/watch?v=Bmce9oIxJag[/media]
[QUOTE=firstblood;39908860]SimCity 5 - Edit freeway anywhere even outside boundary, still saves and syncs!
[/QUOTE]
And destroying people's cities!
[video=youtube;ROy6VE5ZsZw]http://www.youtube.com/watch?v=ROy6VE5ZsZw[/video]
[quote]And yes I also modded out the disconnect timer (can now play "offline" indefinitely - but no saves/syncs or region related stuff, not yet anyway... but the simulation can carry on with no connection indefinitely). And I modded out the "fluffed population count", just shows the real population count now. Both very minor/easy tweaks.[/quote]
[quote]
//simcity.kBtnHelpCenter = 246384586;
simcity.kBtnHelpCenter = 219260675;
In the largest json file in the "game" package. 246384586 = help center. 219260675 = debug menu.
You can attach it to other buttons, I just picked help center :P[/quote]
[quote]The way I did it involved taking a hex editor to SimCity_Game.package and replacing every instance of DEBUG=!1 with DEBUG=!0.[/quote]
You can find all of this on reddit's /r/simcity
So wait how can I use this/!?!
Sorry, you need to Log In to post a reply to this thread.