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Showing most liked content on 06/19/2012 in Posts
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4 pointsI just felt like voicing my opinion - I hope no one minds! Maxis is doing a new SimCity - that's great! I'm sure we can all agree, regardless of what we personally think of the new game, that we're all excited about it. Some of us have loved what we have seen so far - others, not so much. Personally, I've starting fearing their press releases, screen shots, and new videos. Instead of making me want the game more, its like with every release, we get told what's NOT going to be in the game. Am I the only one that feels like this? My issue is not that they are making a new SimCity game in their vision. Any game developer has a right to do so - they are, afterall, putting their own money up to design a game that reflects their image for it. I have no place to sit here and be mad or angry, simply because its not my money or effort that has been put into it. As an owner of several businesses, I can tell you that while setting them up, in the end, they were finalized in the image I wanted. At the same time, however, my ear was ALWAYS listening to my core client base, because at the end of the day, I am catering to them. Every game, like a business, has a risk of failing. SimCity Societies was an epic failure. It was also a representative of taking the SimCity franchise away from its roots and giving it us a more casual, user friendly (etc.) in hopes of attracting the "casual" fanbase. As we all know, it was a miserable attempt, and accomplished absolutely none of its goals. Having been through that experience, why do I get the feeling that its a slow repeat of what happened the first time around, with every new press release seemingly taking us further and further away from previous SimCity titles? Anyway, again, since its not my money, I can personally be frustrated with the direction they have taken, but I have no place to get mad and shake my fist at Maxis - It is my choice, afterall, to pay or not to pay for the game. No, my issue is this: Why claim, over and over again, in countless interviews, blogs, etc, that you've really "listened to your core fanbase?" This, I have a problem with - I AM your core fan base, and you have NOT listened to me. I wanted more, not less. More freedom, bigger city tiles, more data, a more realistic feel, an intricite (Is that how its spelt?) transportation system, more God-Mode terraforming options. I wanted realistic rivers and waterways, realistic airport construction, different tilesets, more control over my budget. I wanted seaport construction, billboards/advertising ploppables, smoother region terraforming. These are things I, and hundred of thousands of other loyal SimCity players from its "core fanbase" wanted. Multiplayer? Could be a nice touch, but a neccessity - I dont think Ive spoken to anyone who would take that over some of the things I listed above. To me, and I assume to most other players (I could be wrong here), multiplayer could add another dimension to the game, but in no way would I consider it as a core of it. If you listened to your "core fanbase", the very people that will either cause this game to succeed or fail, you would know that. You would know that we don't want to build Cityville type of towns where my downtown area is going to be half my city, surrounded by three cartoony residential neighborhoods with 10 houses in them. I read somewhere that terraforming was a no-go...seriously? If Maxis were paying attention AT ALL, they would realize that quite a few of us spend hours upon hours terraforming and plopping, making the perfect rural/forest areas. I read somewhere that there won't be any modding? Are you kidding me? As its core fanbase will tell you, the only REASON must of us still play this game is because of the modding that has been done by the SimCity community. I personally do not care how many achievements I get to unlock. Again, however, its not my place to tell Maxis how to develop their game. I do take offense, however, when you tell me you're listening to me, but everytime you say something about the game, its to tell me what I won't get to do. As far as I'm concerned, Glassbox can be the greatest innovation ever, but its not going to mean anything if you implement it in a glorified Simcity Societies. You have not listened to me, and dont tell me that you have. Release whatever game you like, in the end, it is Maxis that will feel the reward or failure from it, not me. Just dont rub it in my face, having waited 10 years for this, and tell me this is the game I wanted when it wasnt. As an ending to this incredibly long rant, I hope it does end up being the game we all want. These are all based on first impressions - I want it to succeed. I really do. I want to enjoy it. The release date is still a reasonably long way from now. Here's hoping that the final product will be worth it.
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2 points@colco2121: Oooh, good guess - you are on the right track. As for JBSimio, I do plan to use some of his great BATs, but most of them won't be showing up until later in the 19th or early 20th century. @MamaLuigi: Oh no indeed. @Fox: Thanks! @City_Master: I can see that... but not quite... Here's the next update. Hope you enjoy it. Update 12: WAR! The Battle of New SorGun February 1856 The Puget Sound War has spread to the SorGun region. A number of Indian tribes in the area, including the Nisqually, Muckelshoot, and Puyallup have decided to fight, rather than give up their lands in accordance with the poorly negotiated Treaty of Medicine Creek. The previous month, in January, a raid was conducted against the small town of Seattle. The local militias were able to repulse the attack on Seattle with the help from the USS Decatur and a detachment of US Marines. Unfortunately the Indian war party has set their sight on the town of New SorGun and the surrounding area. In February of 1856, the Indian war party began to make their way down the Rannug River, putting the town of Junction directly in their path. The Wapato tribe became aware of the danger and warned their friends in New SorGun. It was quickly determined that the town of Junction was indefensible. Orders were given and everybody in the area was to pack what they could and head north towards New SorGun. (click for full size) Early in the morning of February 17, the Indian raiders prepared to attack the town of Junction. Homes outside of town were put to the torch as the sun began to rise. With no resistance to be seen, the Indian warriors quickly set fire to the main town of Junction. The main crossroads in town were ablaze in no time. By the evening, most of the structures in the immediate vicinity of the town were on fire, or already smoldering. By nighfall, even homes outside of town were set ablaze and burned throughout the night. For most settlers, years of hard work and a lifetime of savings disappeared in a day. The Indian party wasted little time and continued their war path. Fortunately for Farmer Ben, the Indians crossed the Rannug River further upstream, leaving his home and farm untouched. All he could do was watch on the opposite bank. The next day they came across the Wapato village. Because the Wapato were widely known as friends of the New SorGun settlers, their village was not spared. Like Junction, the village had been evacuated. The Wapato tribe was safe, but their village was no more. The war party was on the move again, and New SorGun was the last stop. Old man Nug climbed to the highest point on his hill. Smoke rose in the west where the Wapato village had once been. Would the town of New SorGun be next? (click for full size) The Indians made camp in preparation for the big raid. Less than a mile of dense forest separated the two groups – The townsfolk could see the smoke of their campfires rising to the west. For the first time, the fate of New SorGun was in question… Note: Most of my images are rarely touched using Photoshop, but this update is an exception. I'm still very new to photo editing, so I would like to hear your feedback. Thanks for stopping by!
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2 points
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2 pointsI suppose you would have to have been here during the whole Simcity Societies and Cities XL fiasco's to really get why this is an issue. During both occasions we had masses of people all around the net verbalize they didn't want what was in those, they wanted Simcity as what had been established by Simcity 1-4 and that they wouldn't buy and didn't. Granted SC2013 is more Simcity than Societies or Cities XL, but it's not a logical progression in the Simcity line. How much that gives or takes away is up for debate but it's not what I nor many people would expect for a game called Simcity 5. But that's a big part of it. EA is not listening to the people who said they wouldn't buy and didn't. And it was substantial as both games failed to be profitable. Instead of talking specifics, let me be more general. One thing I've really heard from the community is to make the game more mayor like. More real. One of the magic elements of Simcity 4 is after I've been playing it for a few hours I get Simcity vision. And if I've been in a binge session, the Simcity vision will last for days. What I mean is when I drive around in real life I "get it". I "get" why the planners put a road here or allowed commercial property there. I "get" why a highway is needed and I "get" why City Council has to make decisions. In SC4 you get the feeling you are a mayor and when I look at pics of people's cities from SC4, I see real Cities. In SC2013, I don't. In fact they've intentionally made the game to not be like that. Read the interviews, they say it. They're trying for whole different perspective, one that is a lot less mayor like and a lot more playing-with-blocks-like. That doesn't bother me as much but I can see why something like this would cause so many to voice their opinion against. Because this game is going to be online and tied to the online economy, others see the difficulty EA has in allowing modding. If EA allowed modding that would mean people might be able to influence the economy and how can EA allow that? How can EA have mods and cheats when the region is connected to the online economy? What's to stop someone from making a house hold 1,000 sims? Or 1,000,000 sims? That alone would throw a region way out of whack and I could see a group of griefers or trolls teaming up and doing something like this to influence the global economy. And considering to date in every interview I've read when the topic of modding comes up they put it off and that's pretty telling. Also modding means people can change the game to meet their desires. I think a lot of people see their tweaking being taken away. And what about user generated buildings? Especially since EA's current business model is really push that kind of content out as paid-for-add-ons? This is a sore spot with the community because EA promised Societies was going to be the most moddable Simcity to date but they didn't allow new 3D models to be imported so that killed the game. And is EA also going to pony up the resources it takes to vet all those mods and original content so they're compatible with the service? Let's just say I don't have faith they would if they do allow modding and that stuff. And this directly ties in with the problem of being forced to be tied with the online economy. I could go deeper but changing the Mayor aspect and the mod/cheat aspects alone drastically changes the game and how it feels. But for someone like me, mostly comes down to the points you have already identified. Plus I work on this computer so I have to consider my client's confidentiality which is a huge reason why I don't want EA on my computer. One last thing, the zone density change is part of the overall de-Mayorization of SC2013 and might seem small but actually is pretty significant. I really controlled cities in SC4 with that aspect and it's been replaced with an extremely clumsy and unrealistic method of tying zone density to road type. I'm pretty excited by the base game but I have to say that was definitely a let down. I can already tell with out having played the game that SC4 will be far superior in that regard. It's a proverbial one step forward and five steps back situation.
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2 pointsThe Government of Schulmania and the Royal Protectorate of Harar have signed an agreement with the Bureau of Feline Affairs to coordinate international postal standards and collaborate on transit and delivery of letters and packages to, through and from the feline zone. Toward this end, the multiple postal agencies of Schulmania, the Royal Harar Post, the BFA Postal Service have all signed a compact to form the Universal Feline Postal Union (UFPU). This will allow for the establishment of international delivery service and increase trade and communication in the feline zone and beyond. The UFPU will be administered by the Bureau of Feline Affairs in The Wirdleplex and have regional offices in participating nations. The UFPU will not result in any changes to established postal rates in participating states. Postage Specifications Each region and national organization may issue stamps denominated as follows: 1 purr: postcard or small letter rate 2 purrs: large letter or small package rate 3 purrs: large package rate http://www.youtube.com/watch?v=JryrosDK1Qw 7 purrs: shipment rate or international letter Thus far, each region has issued several stamps. The Bureau of Feline Affairs has also issued several stamps. There are both definitive and commemorative issues. Most commemorative issues are associated with the Supreme Wirdle’s Coronation Day. Others include holidays such as Schulman Day or special events like the signing of the Coronation Accord. All stamps remain valid as postage until cancelled by the postal services. Postal rates are the same regardless of whether the parcel remains in one region or travels across the country. See the UFPU homepage... Here's the latest issues from UFPU member Schulmania... And, remember us for all of your postal needs...
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2 pointsAdditional 'levels' of RHW are planned for the next release, so you'll definitely be able to make more 'stacked' creations with the next release. However, interchanges like the Dallas High Five are some of the most complex junctions in the world, so I'm not sure how well it could be recreated at this point. Perhaps later releases will enable interchanges like this to be possible. In the way it interacts with zones, it is a highway-type network. Among transit modders, that's typically what we mean when we say "highway-type". Now, as far as the Dallas High Five goes, that's one of the "holy grail" interchanges we've used as inspiration. Part of the reason we're allowing for 5-level functionality as part of the multi-height expansion on the RHW is because of the High Five. You probably won't be able to do an exact replica, but somewhere in the ballpark isn't out of the question. Going to require a lot of stability code and probably some further expansions on flyover ramp capability. -Tarkus Oh I understand how complex it would be. As long as I can build stacks then I'm satisfied (BIG FAN of you both btw... I loved the RHW though I sucked at first I've gotten pretty good with interchanges thanks to the RHW guide, I just modify some to make them a little more compact... only thing I need to find now is some eye candy to make my highways look more urban) look forward to your future work. and thanks
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2 pointsIt is available at SC4 Devotion. Be sure to read the listing. You will need Gmax installed first.
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1 pointThere are some really good photos on here! Sanyok, yours looks incredibly ambitious, and Ion_Cannon, your suburban hillside is coming along quite nicely--I love the train that swerves around it, because it reminds me of one here in my hometown that curves around a housing development. Very nice! I have a few pictures to share of my own. These are all old, so you may have seen them all already, and for that I apologize: A commercial area on a hillside. This one's an older one, before RHW really began coming into its own and way before soft-curved roads (showing my age ). Most of everything else I've ever built on hills have been suburbs: Click through on this one to see a huge horizontal mosaic: ...Then, I have a couple with a nice little blurring effect to try and show depth: ...I hope you enjoyed these!
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1 pointThis is not the only way to do it, but here is a suggestion on how to create varied cities: In the downtown/CBD, have a grid of city blocks, let's say, around 6x8 or 8x8 tiles in size. This will leave you plenty of room to add parking, plazas, alleys, and different sized zones for variety in buildings. Don't worry; you can break this grid in certain places, but you don't want to have roads in random directions in a CBD. You generally want an organized pattern, and might consider using OWR. (One-way roads) Also consider using mass transit (GLR, Tram-in-road, El-rail in the CBD, etc) to connect your CBD with the surrounding areas of your city. As you move out from the CBD, have different sized/shaped city blocks. Try to transition from high-density and a strict grid to suburbs with sprawling streets. Remember to have a mix of avenues, roads, and streets, moving from high capacity in busy areas to low capacity in suburbs. Add parks, plazas, civics, and MMP's if you want to in areas that feel right. Use different zone sizes of medium/low density commercial and residential to transition to sprawling suburbs, which generally consist of large areas of low-density res. and small clusters of low-density commercial to create sub-communities within the city. You can make your suburbs in whatever way you want. Some people make long rows, not very deep, and zone them with small 1x2 res. zones; others make bigger rows/grids with 2x2 or 3x3 zones and spaces for parks/trees between; and others make random roads. Remember, in suburbs, trees make a big difference, both visually and simulation-wise. I find using the same sized zones for your CBD work for industrial zones. This allows for large industrial factories (can be downloaded from STEX and LEX) to grow, which adds realism. Add eyecandy such as alleys and other lots to make industrial areas look more realistic. You can also make your industrial areas near ocean or river and add seaports. Try to organize the sections of your city in to wealth levels. By placing civics and parks in certain areas and none in others, you can influence where your rich and poor districts will be. NAM, NWM, and RHW make all the difference in transportation, in both realism and functionality. However, the RHW can be a pain in the butt to learn how to use. RHW tutorials can help with the process. MMP's add realism in rural areas and open space. *Here is a tutorial on MMP's and how to use them effectively, written by me. Download lots of custom content! The larger your Plugins, the more variety you'll have in your cities. And on creating unique parks, use the **BSC Parks Base Set and its many addons. They allow you to create large custom parks. *Link **Link These are just some suggestions. Do what you want to; SC4 is a game, so have fun! ~ Charles/Evan
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1 pointTry https://community.simtropolis.com/sc4-maxis-files/. Ok. Also, welcome to Simtropolis! Try out the NAM mod, the RHW, the SAM, and creators ILL Tonkso, Simgoober, and the entire BSC. Many things await! Best, colco2121
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1 point
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1 pointFirst trading cards, now stamps! I can't wait to see what will be next. EDIT: PS - 272 pages! Simply amazing.
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1 pointWelcome to Simtropolis... First question would be did you unzip/extract the files? Downloads from most exchanges are in the form of "zip" files. These will not function if placed directly into the Plugins folder. They must be extracted first. Check for installation procedures and other important information. Second question would be what type of files have you downloaded? Depending on the type, they may or may not appear in the game menus.
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1 point
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1 pointIn SC4, you feel like a mayor and you see real cities? Visually maybe (it doesn't even look real actually). But feel? After seeing the new game, every time I play SC4 it feels more like a static board game now than a real city. Well, people get to feel and see whatever they like, so its unfair to judge what another player feels or sees when playing the game. I dont think he was saying everything about SC4 is realistic. He was not even saying SC4 was what SC5 needs to be like. He was stating, from his impressions, his disappointment in the direction SC5 seems to be taking. Typical SC4 mindset? You get to enjoy the game of SC4 because of this mindset to continuously make it better, and I highly doubt that the people expressing their opinions and disappointment are doing so out "hate" or general "negativity." They are doing so because they WANT to see the SimCity franchise stay alive and get better, and they want to continue to enjoy playing a game they obviously love. Dont put down someone just because they dont automatically accept a game given to us just because we had to wait 10 years for it. It is his opinion, and he is entitled to feel however he wants towards the game.
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1 point
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1 pointIn SC4, you feel like a mayor and you see real cities? Visually maybe (it doesn't even look real actually). But feel? After seeing the new game, every time I play SC4 it feels more like a static board game now than a real city. "Typical SC4 mindset" First of all let me tell you where that came from; it redefined not only gaming but entertainment for a lot of creative people alike; from model train set builders to meant to be city planners / architects. They found a way of expressing themselves. The more I play my virual cities in Simcity 4 the more I feel like they are real cities mayored by me. I don't care that I have a checkered grid because I have all that backs me up doing so.
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1 point(Mod tried to edit out the most important part of this post. Very telling.) In SC4, you feel like a mayor and you see real cities? Visually maybe (it doesn't even look real actually). But feel? After seeing the new game, every time I play SC4 it feels more like a static board game now than a real city. Not everything about SC4 is realistic. Typical SC4 mindset.
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1 point
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1 pointI'm going to call it "utterly useless". I never make my bed and I can't for the life of me understand why anyone ever does. Nothing is gained by doing so.
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1 pointSo, I've been busy... And that's all the baby pictures you'll get from me, Simtropolis!
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1 pointI heard somewhere that the realism is half way between the Sims 3 and true tilt shift photography at this point.
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1 pointWell, this isn't the real end to part one, but I would consider the article to end something like: Now that you have the line in place, put an Edit Spline Modifier on the "Windows - Frame" and attach your line (just like we did when we attached the window and door openings to the walls). It will now become one object. Don't forget to add an Edit Mesh Modifier to your complete window frame, or else it won't show in the render. Make sure you do that now because you'll kick yourself if you don't. This building is only going to have 28 windows, but a medium-sized office building could have hundreds - meaning a lot of tedious work for you later if you don't take care of that now. Just warning you (trying to save everybody some of the heartache and pain I've gone through). Ok, ok, enough of the preaching. The next thing you'll need to do is snap another rectangle (again, hiding the window frame can be useful) in the same opening, uncheck the "Generate Mapping Coord." and "Display Mesh" boxes after the new rectangle is snapped, apply a UVW Map to it, and rename the object "Windows - Glass. Then, use a array to fill the rest of the windows. You may want to clone both objects, and rotate 90 degrees for the left and right wall, making sure they fit in to the window. Again, use the array function to fill all the windows. You may want to check that the windows look identical on each side before using array. For the left windows the x coordinate needs to be -8, right is 8. The back windows needs a y coordinate of -32. As I have already said, this is just a ending to the page I've just thought of on 5 minutes, but it should help you generally.
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1 pointYes I had this exact same problem about 2 weeks ago when I was going through the tutorial. I looked to see if it was anywhere else but couldn't find it. Basically you have to fill in the blank yourself unfortunately, it seems daunting but really all you seem to have to do is put window frames on all the windows using array and rotate and create glass panes in the windows the same way you did with door, again using array to get them to all the windows (and add a UVW map - you also add transparency to them in the materials editor when texturing, but I think that comes later). That's a bit brief but I hope it helps a bit, I was quite worried that at some point in parts 2, 3 or 4 he would refer to something we should have done in the missing part, which obviously I wouldn't have done, but that never happened. Also I think he mentioned, at some other point in the tutorial, filling the gap on the right hand side of the building between the farthest back window and the back wall (on the left hand side this is filled by an electrical box), so I made a ladder - but that's not so important.
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1 pointI always saw Apple as the underdog, but since Itunes has been manipulating my PC for the last year because I haven't been updating their tracking devices and 3 of my Ipod's broke for no reason.... I cannot think less of Apple.
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1 pointI have this feeling SC2013 will be more "DLC" driven than community mod driven.... EA will make sure of that.
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1 point
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1 pointIndeed, the Maxis 2x3's like Modde, Curtin, and Fancey are on my list to make some competition. I'm used to 1x1 and 1x2 and 2x2 buildings, so wrapping my head around something larger takes me a little time; I have some stabs at them currently in the works but nothing worth showing yet. In the meantime, here's a dumpy little building that's been sitting in my "work on this" folder for ages... It's horrid, isn't it? I think it's going to be some accounting firm of sorts with a name TBD.
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1 pointOk, to install the BAT after you've downloaded gmax and the BAT installer: Install gmax. Activate gmax by starting it up and going to Turbosquid to register and get a password (license number). Install the BAT, which should now go in like silk. It did on XP when I installed it. Open the BAT from the shortcut. And awaay you go. For openers follow the BAT tutorial on the Omnibus. This eases the shock and helps with the learning curve. Enjoy.
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1 pointWell if it weren't for that forced online only and having to use that horrid Origin service, I'd buy it on release day. I'm not over looking the new features, and the graphics don't bother me one way or the other. Although I will admit I like a very in depth game, I can enjoy games that aren't so in depth just fine. The regional economy stuff just means I have to clean up other peoples messes...that can be fun...and adds the depth I would enjoy. But then it all comes back to Origin again, and I'm gonna have to pass due to that.
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1 pointFor more information about B.A.T. you can register in SC4Devotion going to the link below: https://www.sc4devotion.com/forums/index.php?action=register After registration you can see several other tutorials on this link: https://www.sc4devotion.com/forums/index.php?board=39.0 Good luck!
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1 pointFrom Turbosquid. There's a link on the BAT page through the link in the above post.
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1 pointSimilar road signs made by a friend of mine. Maybe they'll be useful for BATters? Files are PNGs for easy sign making. Anyways, have a look. Some are pretty large, so click for full size.
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1 pointTo be all honest here, dropping "zone density" and having medium size SC4 maps as biggest maps in SC2013 are a major bummer for me. I thought the maps in CitiesXL were even too small, and they're 10 by 10 km. I mean the maps were large, but there were no regions. These days cities are all spread out, heck the city I live in is more than 60km north to south and 50km west to east, imaging how many SC2013 maps that would be! You'd think that a new Sim City after 10 years would support such size, at least that is what I was hoping for.
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1 pointBesides what you have mentioned above like Origin, DRM, Graphics etc. 1.Map sizes are way too small. 2.Building scales look awful. 3.Game is way overpriced. Especially if you want the European tile sets. 4.To much focus on green issues. 5.Forced multiplayer. How small are the maps? I haven't read anything about it, in the demo it looked awfully small indeed. Any proof? They have said that the largest city size will be equivalent to a SC4 medium city tile. It's smaller than would be hoped for, but not tiny. I fully agree this is something that I wish could be changed, but the limit is probably there because of technical limitations. So to respond to Brynhyfryd: 1) Technical reasons for not making larger. Not because Maxis wasn't listening to fans. 2) Disagreed. Sounds like a graphical complaint, which I already have said has nothing to do with Maxis not listening to fans. 3) Price has nothing to do with Maxis listening to its fans. All games come out at $60 now a days. 4) Many, many, many fans have asked for a responsive city environment in SimCity. The majority of "core" fans have asked for a long time that your cities impact the environment, so I think this is actually supporting the claim that Maxis is listening. 5) Forced Multiplayer... you ran out of things to complain with against Maxis so you went straight back to the multiplayer issue. I think this kinda proves my point ^^ that people are saying Maxis isn't listening simply because of multiplayer, online-only, and graphics. I have only found one feature that I think Maxis went the opposite direction of "core fans" in... and thats zoning density.
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1 pointIn my opinion, and please don't take this as a slight to anybody, but the only real complaints I see from SC4 "core" fans is multiplayer, online-only, graphics... over and over and over again. All the while, it seems that all of the fantastic new features and simulations that SimCity 2013 will have is being ignored. I consider myself to be a "core" fan, and I'm quite happy with how the game is turning out. You consider yourselves to be "core" fans also, and yet you are very unhappy. Even going so far as to say you will never buy SimCity 2013. So besides multiplayer, online-only, and graphics... what is it exactly that people feel is such a big failure in the new Simcity? What is it exactly that Maxis has done to slight the Simtropolis community? Because it's EA behind the multiplayer and online-only decisions, and graphic style will ALWAYS be in dispute for any game. I look over all the new features that SimCity 2013 will have, and I'm impressed. But thats just me.
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1 pointI think the mistake people are making in this thread, is that the core audience consists of what they think the core audience is. I have been a Simcity fan since forever, yet not a single mod has touched any game of simcity that I've played. I just play the game and enjoy it. According to some here, that simple fact means I'm not part of the core audience as I'm not part of their "group". There are probably millions around the world just like me who have not been part of modding communities, but love the Sim City franchise all the same. Long story short, people always assume that games are being, or should be made for them and when it doesn't care to their specific needs, they get in a tizz. As has been highlighted many times in this thread, declaring yourself THE people Maxis must absolutely mean when they say the words "core audience" and dismissing the fact that they could also be aiming the game at other types of people with different interests, play styles or needs than yourself, is only setting yourself up for disappointment.
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1 pointWhy not give you the option? Why not have an easy setting where the zones get defined for you and a hard (core) setting for us that understand SC4. I'm sick and tired of developers forcing dumbed down trash on us.
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1 pointThanks Amthaak, I actually had lights in the water however as the scene is really heavy I decided to remove them, however it might be a good idea to add them back. I will indeed add some more noise to the water even that I think that in a pool so small water shouldn't show much movement it would probably would look better in game. Some more progress, beside some missing roof junk I think finished the first building si I started with the second. By the way this corner is the opposite from "El museo del estanquillo" or "Joyeria La Esmeralda" a BAT released by Debussyman many years ago...Once I finish this one I will start releasing the rest of my finished models...
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1 pointThe question is what is the "core base"? The core base they speak of is the people who consitantly spend money on the product. It's pretty much that simple although there is the romantic, but somewhat childish, vision of the loyal user of said products. That said, I am without a doubt a core base fan. I have purchased this product from day one, from the first version on the Amiga and every subsequent version on the PC and a couple of other versions like the NES one. This is not including having to replace SC3000 and SC4's discs from accidental destruction. I have also bought this game and gave them away as presents. I can think off the top of my head four times but there might have been a fifth time I've bought and given the game away. Not to mention I'm not a fan of Free-to-play or paid-for-DLC. I don't like the EA business model of selling broken or incomplete games to add valuation later. But regardless of this, I was still willing to be soaked by EA when it comes to Simcity and I would have bought every and anything they released for the PC, Simcity wise. If this is not what the core base is then EA has a weird perspective on "core base". That being said I don't feel like EA is or has been listening to me. I was here during the Societies screwup. And apparently they weren't paying attention when Monte Cristo went from being massively supported by the community at large to only being supported by the community who wanted online play. But for all this empirical education, EA decides to take both these lessons even farther? It's like they never were ever listening to the people who said they won't buy the game and didn't. I don't know if this game will be successful or not. I do know it won't be as successful as it could have been. Take me for example, where I would have been "HERE, TAKE MY MONEY!!!" immediately. Now I'm at least a "wait and see" and I'm expecting that will be a few months at least (it's more complicated than that but that's for another topic). So right off the bat I won't be in the maximum profit category. And I'm definitely not the only one. Going from someone who has a history of buying the game without hesitation to where I'm at now really smacks of EA behaving like they didn't listen to their "core base". At least the whole core base. More like they just listened only to the part that agreed with the business model they wanted to institute. Upon meditating on it, I think that's the thing that bugs, annoys, and irritates me the most about this. It's when I'm reading and they say they're listening to their "core base" and giving them what they want. I would rather EA not say things like that because it's kind of a smack to the face for all of my loyalty, dollar wise, in the past. Just say it's a new game for a new audience and if you're part of that new audience, then welcome aboard, if not then see ya later. They don't want to say that because people will leave and it's better to string them along, bottom line wise. Thinking about it, I can see that the reality is there is no core base for SC2013 but this really is an attempt to graph on an existing community onto a new business model of game rental.
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1 pointI think this is the whole point of the OP's frustration. If that's the case then they should stop mentioning the "core fans". The core fans cannot be any other than those of us who been playing SC4 for the past 10 years. Let's not kid ourselves.
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1 pointSo here is the third model from my UNAM series, I think I will try to make one or two more to have a small campus at least. Give me your thoughts on this one as I am planning to export this this week, however I want to be sure is right as it takes forever to export, even in my new computer takes like 15 hrs.. I noticed and already fixed the light leaking problem at the bottom right and added some more "furniture"
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1 pointwell said. I certainly agree that there's no way that everything that everyone wants can be added to the game (and I also think that some of what people want is unimportant and nit-picky). But for god's sake...don't take options AWAY.
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1 pointnedal2001, I agree with you excellent observations. I have pre-ordered the game. However, after the latest interview I saw about the game and the video of actual game play, I am seriously considering cancelling my order. It is NOT what I wanted a new SimCity to be. The most importatant point I think they are missing is my, and obviously many other's love of architecture.
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1 pointOkay, then I don't get the big deal. It says that the code doesn't count for pre-orders. This isn't a mistake people, the code just doesn't work for SimCity and any other game that can be pre ordered.. Nothing will get "fixed" nor changed.
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1 pointdon't buy it. the only way that you are going to be able to stop this trend is to vote with your feet. If you buy it anyway they have no reason to question their business model.
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1 pointIf you are skeptical of trusting Origin, just buy the hard copy. I'm sure game stores will offer sales and stuff.
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1 pointWell I always wanted to show my region project :} But sadly I may not finish in time, since Simcity 5 may be released in 2013 , However I would try my best to finish it Lets continue.... This is Carson Oceaside Metropolitanian Area as many of you haved seem. and this are some other pictures from a close up view of my region Oh well this is it, and awesome regions by the way!
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1 pointIn a thousand years the dusts of his bones will be dissapeared, but his name will live forever - The Illias by Homer
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1 pointI just got into simcity and saw his cerations and all i can say is that the man was full of tallent and a fanstaic contributar with his work, he had made simcity a piece of gold with his magestic bats and this is why such a man of great should and will never be forgottn.May you be the best were you are.
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