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Screwballl

CXL 09 to 11 comparison

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I am curious; for those of you that do have the new CXL11, has it really changed much from the original version/open beta? I am curious because I was really excited for this game, until I saw Monte Cristo was trying to turn it into what they wanted, not what us the players wanted and refused to fix the glaring bugs that were still present at the end of open beta. I never purchased the original because of their, to say it nicely, stuffy attitudes towards us the players. This game had such great potential and I really hope Focus steps up and fixes/adds what MC refused to fix/add. I was one of the vocal members that stood up to them and told them off literally because they refused to listen to the players and completely screwed up the game.

The last time I played was a few days before the open beta closed down so my view of the game and company is still VERY poor, and I hope some of you can change my mind for me.

Any info would be appreciated.

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I don't know. but there ARE changes... but I can only remember one.

There is a new zoning type, which is the Linear zone. I might post an attachment with a screenshot that shows what is the Linear Mode zoning.


new account is hyperspace220

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I love it but there seems to be a limit of 2 institutions and 2 token offices per city.


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You want a perspective from the 2009 beta to CXL 2011? Well...

- Subways

- Bus lines

- Linear zoning

- Trade fixing

- No online

- Plenty of new buildings

- Achievements

- Almost 50 maps

- Mods supported

- More balanced simulation

- More road options

That's just off the top of my head. You've missed a lot, so you actually might not appreciate the changes and additions as much as someone whose been through every iteration of the game.

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I thought that mods weren't supported ... you can't load any of the mods from Cities XL can you? Like the cheat mods and roads textures can you?!!

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In general 2011 is as the solo part of 2009 should have been. So they implemented trading between own cities and added some public transport. For the rest it is pretty much the same.

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Yeah, there are a bunch of small details added, like the China pack and roundabouts, and there are also a number of tweaks and rebalancing, especially in the area of services.

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TO me yes it has, CXL 09 for me was a lil hard to play, a lil hard to figure, CXL 11 is so much easier to navigate and much to enjoyable!


565c.jpg

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  • Original Poster
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    Well I decided to take a shot and got the game. So far the game is polished quite nicely compared to the beta version although a few glaring bugs make it annoying.

    Overall it is nice to see the game actually working well, and the memory leak that in beta would surface within 20-30 minutes is delayed until 2-3 hours before it starts slowing things down. So far got a few cities over 1 Mil already

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  • Original Poster
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    Well I decided to take a shot and got the game. So far the game is polished quite nicely compared to the beta version although a few glaring bugs make it annoying.

    Overall it is nice to see the game actually working well, and the memory leak that in beta would surface within 20-30 minutes is delayed until 2-3 hours before it starts slowing things down. So far got a few cities over 1 Mil already

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    On this game more than others, make sure to make your own saves (now that we can) how ever spread apart to what you feel comfortable losing in time spent playing, (i.e. 50k population, or 100k population or 1,000,000 population etc), as there seems to be some problems with some player having their cities crash when trying to open them. I don't believe that it's known yet whether this is a problem of the users having this issue maybe not having enough 'hardware' to support reopening those high pop cities or if it's a problem with the game itself. Seems that more people would be experiencing it if it was directly a problem with the game itself, however better safe than sorry, and take that 15 seconds to create your own save points.

    I save my game about every 50,000 population as that's about all that I'm willing to lose at one time. You may never need to use the saves, but again, better safe than sorry.


    When you're tired of games of destruction - Visit www.citybuildergames.com for games of construction.

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    Posted:
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    On this game more than others, make sure to make your own saves (now that we can) how ever spread apart to what you feel comfortable losing in time spent playing, (i.e. 50k population, or 100k population or 1,000,000 population etc), as there seems to be some problems with some player having their cities crash when trying to open them. I don't believe that it's known yet whether this is a problem of the users having this issue maybe not having enough 'hardware' to support reopening those high pop cities or if it's a problem with the game itself. Seems that more people would be experiencing it if it was directly a problem with the game itself, however better safe than sorry, and take that 15 seconds to create your own save points.

    I save my game about every 50,000 population as that's about all that I'm willing to lose at one time. You may never need to use the saves, but again, better safe than sorry.


    When you're tired of games of destruction - Visit www.citybuildergames.com for games of construction.

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