• Moose

Frode789

Member
  • Content Count

    124
  • Joined

  • Last Visited

Community Reputation

69 Legitimate

About Frode789

  • Rank
    Backpacker
  1. I don't see balancing as a problem. Let those who want to mod use off-line version (it wont affect others). Thus more "drastic" mods can be allowed too. Also, you can use mods that are approved by Maxis on the online version. (for balancing).
  2. Sigh, guess it will be tomorrow.. (for most of us)
  3. Within 2 weeks. All we know.
  4. I am thinking that is a huge reason why larger cities might not work. The syncing and connection between different cities will be taxing. But then why not many small cities attached to each other making a single huge Metropolis? This. Get rid of the useless space between the tiles and I'd be very happy.
  5. So this looks like the best update so far. Just read the traffic tuning blog, which brings some well needed path tuning. (http://www.simcity.com/en_US/blog/article/simcity-traffic-tuning) --> Awesome. No more everyone running like headless chickens to the first job, then everyone for next free job, and so on.. --------------------------------------------------------------------------------------------------------------------- Update 7 Changes Currently in Testing New: Brand new tool to create bridges, overpasses, and tunnels when you draw your roads. When building your road, pressing the , key or . key will lower or raise the road accordingly creating overpasses, bridges and tunnels. Note: Existing road layouts cannot be raised or lowered New: Improvements for Traffic behavior to make it smarter. This should reduce the number of lines formed by all available vehicles converging on a single spot. This affects all vehicles including Police, Fire Trucks, Moving Trucks, Garbage Trucks, Recycling Trucks, Resource Trucks, Buses, Ambulances, and Civilian vehicles going home, to work, or shopping. New: Tree tools – Place individual trees around your city. These tools are located at the end of the Nature Parks palette. Terrain: Fixes an issue some player’s see where terrain covers sections of roads while the camera is zoomed out. Fixed an issue where the fire animation would sometimes continue when fire was extinguished. Parks: Sports parks are now accepting Sims 24 hours a day. Airship: The number of Airship passenger trips should now be correct over multiple days. Vehicles: Vehicles now accelerate and decelerate faster, allowing them to leave buildings and go through intersections more efficiently. Freight: Freight trucks now only leave factories if they have a valid delivery destination. Gifting: Money gifting should be more reliable.
  6. Don't use buses, they are dumb as heck. (as simcity AI is..)
  7. Road design is tricky because simcity AI is stupid and nothing like in real life.
  8. https://pay.reddit.com/r/Games/comments/1a9t0e/simcity_modder_removes_always_online_forced/ Great find
  9. Exactly. Bad design, and really kills any chance of making a realistic city/traffic network.
  10. The tile size is the biggest problem with this game. It is very limited what you can do on such a small map, regardless of how good other things may be.
  11. Who was the smart guy who came up with the idea that the people go to the first house/work/shop etc available, and they all rush to the same house.. Idiot step 1) Find the closest house/job/shop/etc of the desired type that is not currently full. 2. Go there. 3. When they get there; 3A. Free spot? Ok cool.. 3B. Full? Go back to idiot step 1. So watch all the muppets run towards the closest house, then the 98 remaining percentage go to the next one, and so it goes on until they are all gotten there. Ineffective and horrible system? Yes, very. And it really screws the traffic over, when they behave like this. Great post about this on SC official forum (http://forum.ea.com/eaforum/posts/list/9369635.page)
  12. We need train stations with double-railtracks. Will increase the amount of trains that can arrive to the station.