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Update 5.0 discussion

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Haven't hit any gridlocks yet but, I did notice that all "red" roads were 60% or more Sims leaving the city (why, I have no idea). If this weren't the case, I would have a city of almost 400K and almost no traffic. I also followed a few and they go to the next city and dissapear on the highway. That city has roads and nothing else (no zones or buildings), guess he started and forgot about it.

Feeling%20happy.png

its because they can't find a residence with enough space to accept their happiness. they leave the town to 'die' and a new sim inherits his city spot as far as population goes. But as a new sim has zero happiness tokens so can fit into a home.  A bug? no. Stupid design ! yes.

 

 

It's a bug that should be fixed in the next simulation update.

 

Can you guys also cover that weird behavior where a:

 

- Sim goes to work, halfway to their destination it will change saying its going home because he's fired.

- A neighbor mayor visits your city hall, halfway to their destination it will change saying its leaving the city because he already met the mayor of the city

 

There's probably more of that behavior taking place but those are the two that could best recall of and have seen by myself.

 

I might be reading it wrong, but I think the Sim should complete its travel to the destination before the outcome of its action could be decided and NOT while heading there.

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you;re d3 residence have a max capacity on happiness, once filled they cant take more. leads to sims having no available sink to return to. i can replicate this with any density / wealth building. w1d1 will and do exodus the city if i cap their happiness cap lower then their density expansion threshold(as all d3 is now by design as there is no d4 obviously), d3 simply has no were to expand and no capacity left to take the population returning. city wide = exodus.

 

 

buildings need to be able to accept excess happiness but discard any over cap.

 

 

Exactly -- the solution is just to have a secondary sink that accepts shoppers based on population in the building rather than happiness.

 

I play with no mods.

Uh, huh? So you're saying that it is possible to make 300K+ sims too happy. If that is the case, it is definitely a bug - period.

 

 

Its not a bug!!! the game is designed so that a sink does not accept agents that are carrying any excess happiness tokens that go over the sinks capacity and it does that perfectly!! oversight in design leading to undesired behavior and failure of QA to do what QA are meant to do and spot the abnormal is not a bug ;)

 

The game does exactly what the code says to do. A bug would be if the building DID take the extra tokens despite the design saying not to.

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anyone else had an issue with adding modules since the 5.0 patch?

 

Can only add one storage lot to the trading post now and only 2 of the 4 ambulances allowed to the clinic. Am i the only one?

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Currently: Viewing STEX Restoration Tracker
 

Clean up...

 

Folks, let's keep this on the topic intended - the 5.0 update. Personal opinions related to the over all game or other features do not belong in this thread. And insulting comments do not belong anywhere at all. Thanks..


A wise man once said, "I am not yet a wise man..."

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you;re d3 residence have a max capacity on happiness, once filled they cant take more. leads to sims having no available sink to return to. i can replicate this with any density / wealth building. w1d1 will and do exodus the city if i cap their happiness cap lower then their density expansion threshold(as all d3 is now by design as there is no d4 obviously), d3 simply has no were to expand and no capacity left to take the population returning. city wide = exodus.

 

 

buildings need to be able to accept excess happiness but discard any over cap.

 

 

Exactly -- the solution is just to have a secondary sink that accepts shoppers based on population in the building rather than happiness.

 

been having a nightmare trying to get buildings to have increased d3 caps on happiness. maybe because server checks, and partly figuring out numbers!

 

there is a real easy ready to rock solution (i think)

 

kPropHappiness_DefaultHappinessTokens needs to be higher than the kPropHappiness_HappinessTokenCapacity of the tier below yet kPropHappiness_HappinessTokensThresholdForDensityUpgrade can be lower than its own tiers capactiy.

 

so as long as kPropHappiness_HappinessTokenCapacity is greater than its own kPropHappiness_HappinessTokensThresholdForDensityUpgrade

and higher than the tier belows kPropHappiness_DefaultHappinessTokens everything is all fine and sorted for all tiers at all densities forever more ;)

 

just need to have a purge on excess stored happiness when stored_happiness > kPropHappiness_HappinessTokensThresholdForDensityUpgrade

 

UI bar range on data map and rollover gauge are  tied to kPropHappiness_HappinessTokensThresholdForDensityUpgrade i think anyway

Clean up...

 

Folks, let's keep this on the topic intended - the 5.0 update. Personal opinions related to the over all game or other features do not belong in this thread. And insulting comments do not belong anywhere at all. Thanks..

soz would have emailed the above post but as likely to be read here than anywhere ? ;)

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Currently: Viewing STEX Restoration Tracker
 

Clean up...

 

Folks, let's keep this on the topic intended - the 5.0 update. Personal opinions related to the over all game or other features do not belong in this thread. And insulting comments do not belong anywhere at all. Thanks..

soz would have emailed the above post but as likely to be read here than anywhere ? ;)

 

 

Issues resulting from the update are fine for discussion here. The reminder post was referring to some that were off-topic and removed.


A wise man once said, "I am not yet a wise man..."

Endless Road 4.jpg

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Not liking the 5.0 update.  My once nice city is burning down and is plagued with crime.  The slightest hint of traffic ruins the whole simulation.

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Ok, so I'm not playing any of my cities until the new agent bugs are fixed.

 

- Delivery trucks refuse to deliver more than once per hour

- Streetcars are virtually useless now that nobody will ride

- Mass transit bug causes city killing traffic

- Fires are out of control

 

I was ok playing thru some of the earlier bugs but now, all my efforts are being trashed.

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Simoleon gifts don't seem to be working either.

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What about freight trucks.... Is this new?

My city grinds to a halt because of freight trucks from other cities.....

Does this mean i HAVE to have industry in my city?

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I'm glad i did not update my game. I'm not even gonna try with what i have seen and heard.

And how are you going to avoid the update? The only way is to not play the game since it is automatic...

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I'm glad i did not update my game. I'm not even gonna try with what i have seen and heard.

And how are you going to avoid the update? The only way is to not play the game since it is automatic...

Samething I was thinking. LOL

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I hope update 6.0 (or whatever they call it) fixes the crazy traffic related issues.

 

I'd hate to think that the only way to fix this problem is to slap down $9 for the airship dlc.

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I hope update 6.0 (or whatever they call it) fixes the crazy traffic related issues.

 

I'd hate to think that the only way to fix this problem is to slap down $9 for the airship dlc.

The airship will only transport a few thousand residents and tourists. It in no way has any ability to fix the problems we now have from the v5 update.

 

I can pull more cars off the streets with 10 park and ride lots.  

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I'm glad i did not update my game. I'm not even gonna try with what i have seen and heard.

And how are you going to avoid the update? The only way is to not play the game since it is automatic...

Samething I was thinking. LOL

 

I will be waiting for Update 6. If it is any better


This is me and not you. My awesome youtube Account www.youtube.com/user/craptasticjack

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To be fair since the latest update Ive built 3 cities, a redidential / commercial city (over 200k pop), a mining town (15k pop) and a small toursist city that hasnt really got started yet....

 

Im not having any city killer problems at all...

 

I have noticed many more industrial freight trucks coming from the region though..... (other peoples industrial cities)

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To be fair since the latest update Ive built 3 cities, a redidential / commercial city (over 200k pop), a mining town (15k pop) and a small toursist city that hasnt really got started yet....

 

Im not having any city killer problems at all...

 

I have noticed many more industrial freight trucks coming from the region though..... (other peoples industrial cities)

You must not use mass transit. Any town with 15k will be fine no matter what bugs this game has.  Little no effort towns is not where the problems are.

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To be fair since the latest update Ive built 3 cities, a redidential / commercial city (over 200k pop), a mining town (15k pop) and a small toursist city that hasnt really got started yet....

 

Im not having any city killer problems at all...

 

I have noticed many more industrial freight trucks coming from the region though..... (other peoples industrial cities)

 

You must not use mass transit. Any town with 15k will be fine no matter what bugs this game has.  Little no effort towns is not where the problems are.

 

I think you mis read....... Where did I say that my cities were having problems.....

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To be fair since the latest update Ive built 3 cities, a redidential / commercial city (over 200k pop), a mining town (15k pop) and a small toursist city that hasnt really got started yet....

 

Im not having any city killer problems at all...

 

I have noticed many more industrial freight trucks coming from the region though..... (other peoples industrial cities)

 

You must not use mass transit. Any town with 15k will be fine no matter what bugs this game has.  Little no effort towns is not where the problems are.

 

I think you mis read....... Where did I say that my cities were having problems.....

 

 

Uh, Yeah. Right. I didn't say you had problems in your cities.

 

I said you must not use mass transit because if you did and you played for more than 20 minutes, you would have a problem.

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anyone else had an issue with adding modules since the 5.0 patch?

 

Can only add one storage lot to the trading post now and only 2 of the 4 ambulances allowed to the clinic. Am i the only one?

 

I have the same problem.  Anyone else thinking that maybe they are having a traffic bug so people will spend $9 on the airship?  I know you guys said it only transports tourist, but i bet more people are buying it trying to get this bug riddled game to work.

 

The problem is actually any module with units count as 2 modules.  example power plant you can normally have 16 panels, but with update 5.0 you can only have 8.  Bus stations you can normally have 8, you can only have 4.  schools go from 4 to 2.  this makes this game almost unplayable.  I have disputed payment of this game through paypal because when i buy something i expect to be able to play it.   Especially after 5 UPDATES.   WTF EA, this is why people say you suck.

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I was able to fix some of the traffic issues. I built a beltway all around my city and plopped down some park and rides where the beltway connects to the inner part of the city. 

 

It got rid of most of my gridlock traffic issues. 

 

I'm still having a lot of fires though.  Trucks are able to get to fires faster, but it seems that one fire after another starts. 

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After 5.0, my first firetruck in my fire station ALWAYS goes missing. Only when I add another garage do fires actually get put out - where did my first firetruck go? Is there any way to resolve this? I only have ~20k citizens and they are all educated so there isn't much fire risk, but when there is a fire, it spreads everywhere and without a truck, you can obviously see where that leaves me. I don't want to keep adding garages (adding to my cost/hr.) Is this happening to anyone else after 5.0?

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After 5.0, my first firetruck in my fire station ALWAYS goes missing. Only when I add another garage do fires actually get put out - where did my first firetruck go? Is there any way to resolve this? I only have ~20k citizens and they are all educated so there isn't much fire risk, but when there is a fire, it spreads everywhere and without a truck, you can obviously see where that leaves me. I don't want to keep adding garages (adding to my cost/hr.) Is this happening to anyone else after 5.0?

 

You aren't sharing your truck with the region are you?

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No sir. And it doesn't happen automatically either -- maybe after 2 or 3 in game days, then all of a sudden the garage is open and the station says "Out responding to fires" but no truck is there. It's similar to the bug that was "fixed" in an earlier patch.

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