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45 Rising StarAbout RRtexasranger
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Traffic Disproportionate?
RRtexasranger replied to Audevourahn's topic in Cities: Skylines General Discussion
It is important to keep in mind that a city of 30k in the game actually looks more like a city of 300k real life. The game has high rises which house like 20 people. That isn't realistic at all. -
So now that the offline patch is live, are you modders making bigger maps?
RRtexasranger replied to nafeasonto's topic in SimCity (2013) Modding - Open Discussion
Have a source for this, because I'm calling BS? The closest thing I can find to your supposed statement is this: http://www.simcity.com/en_US/blog/article/state-of-simcity That is completely, different than the story you are describing. First of all, the mere act of expanding maps would magically make your computer come to a crawl. What if you just moved each side out 1m? You probably wouldn't even tell the difference. So maps CAN be expanded at little cost to performance, the question is how much? Secondly, he didn't specify "intensive rigs running at 2FPS," he said that it would hamper the "vast majority" of the players. For a med-high end computer could run expanding maps, but seeing as how the minimum requirements for the game is a 2.0Ghz C2D processor and an Nvidia 7800, they don't exactly have much to work with. (Not to mention that it would likely have to run on a lot of laptops too, which would be a huge chunk of PC market.) Quite frankly, I think EA/Maxis should just enable the moddability of map sizes. That way, those that want to compromise game performance at the sake bigger maps, or those that think they have the rig to run it can try it out. I also wouldn't mind seeing a Simcity 4/5 hybrid mod for the sake of making expanded maps more practical. That is, expanded map sizes, but with the agent system removed for just about everything except regular city traffic. (So you'd no longer have to waste processing on the water/power/sewage/ect. agents. It'd be like SC4 where X building costs X power, and Y power plant provides Y power.) -
New Expansion Pack in November - Cities of Tomorrow
RRtexasranger replied to macscfan's topic in SimCity (2013) General Discussion
I totally agree. No point in adding additional content if I have nowhere to put it! -
600k RCI City: No Traffic, No Homeless
RRtexasranger replied to kgpurrs's topic in SimCity (2013) General Discussion
To me its because you have a sudden forest of tall buildings and then nothingness until the next city. There are no suburbs or small towns in between. Big cities in SC 2013 just look strange because there's no way to make them look organic. -
TV import / export help
RRtexasranger replied to simshi77ai's topic in SimCity (2013) General Discussion
I've been having problems with importing lately. I've been importing plastic for use in computers/TVs, and the trucks deliver the plastic to trade depot, but the trade depot never sends them out to the factories. I have to switch it to "use locally". While I have plastic set to "import," I'd have several thousands crates of plastic sitting there doing nothing. And I dedicated an entire depot to plastic and those trucks aren't delivering them right. EDIT: Actually, after playing a little more today, I noticed that even if I set it to "local use", I still have several thousand crates sitting there doing nothing. Meanwhile, all of my factories are out of plastic. I've sat and watched my city for two days straight and did not see a single truck carry plastic. -
Can a a road cross over that sunken avenue? Yep. @Killer_bake: http://forum.ea.com/eaforum/posts/list/9388028.page It takes some time to make a good looking one, but it is worth it in the end. Wow. That looks sick! I need to try it out sometime.
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SimCity (2013) Official Mod Request Thread
RRtexasranger replied to Cockatoo's topic in SimCity (2013) Modding - Open Discussion
I know we aren't even close to achieving this, and it may not even be possible, but I hope there is a mod that changes some of the core mechanics to the game, such as the agent system for the sim population. I think I would love this game if the dumb AI agents weren't driving in circles looking for a job. Just make road traffic an abstraction like it was in SC4. I doubt it is even possible and if it is, it'd be years away, but hey, this community can get pretty creative -
Can a a road cross over that sunken avenue?
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Update 5.0 discussion
RRtexasranger replied to MOWS 4 U's topic in SimCity (2013) General Discussion
The only 2 I see still down is Europe West 2 and 3.... the rest all show are up. The server I'm waiting on is Europe West 3. And we're going on about 11 hours now. -
Update 5.0 discussion
RRtexasranger replied to MOWS 4 U's topic in SimCity (2013) General Discussion
I've been waiting 10 hours for the server I'm playing on to come back up, but it is one of the only ones still down...seriously EA? -
Couldn't decide which free game to redeem
RRtexasranger replied to a topic in SimCity (2013) General Discussion
Offering an upgrade to the digital deluxe edition would've been pointless. I know this because I've got the digital deluxe edition. The city sets are pointless. Sure there's a couple of exclusive buildings but they're by no means game-changing. I know, but I'd gladly take those exclusive buildings over some games that either I already have, or have no interest in owning. -
Couldn't decide which free game to redeem
RRtexasranger replied to a topic in SimCity (2013) General Discussion
I would have preferred an option to upgrade to the digital deluxe edition, but I suppose ME3 will have to do... -
Agents & traffic - hopeless system
RRtexasranger replied to Frode789's topic in SimCity (2013) General Discussion
I'm tired of people saying "if you do X (where X is some gameplay mechanic that is completely counter-intuitive to real life), then it works just fine." NO! This is a city simulator. My expectations are that the engine at least half-way decently simulates a city. Yes, I know I can T-Intersection my city to death to get rid of some traffic issues, but I should NOT have to do that, because no city on this planet has only T-intersections or else the city will decline into perpetual gridlock. -
Low wealth sims complaining of "no money."
RRtexasranger posted a topic in SimCity (2013) General Discussion
How do I shut them up? Taxes are at their default 9% so they aren't very high or anything. I've seen sims complain about having no money before, but not to the extend that this city is. I'd assume that lowering taxes is one way to give them money, but is there another? -
Trouble with constant traffic issues
RRtexasranger replied to bz2king's topic in SimCity (2013) General Discussion
I still don't understand the traffic AI, especially after it was supposed to have been "tuned." All of those cars are heading to the university. The cars lined up in that looong road right there are all turning left.to get there. However, they can get their much more quickly if that get out of that long line and turn right at the intersection, and do a U-turn. That is how the cars lined up in that shorter road are getting there. I just want to be able to design a sensible, realistic road network. I should NOT have to engage in all of these tricks and games with the traffic AI just so my city isn't in perpetual gridlock. I'm sure it is possible to create road networks that work with the dumb AI, but it is also possible to get microwave to work after a a bang on it twice, unplug/plug it in after every use, and never make the timer go longer than 2 minutes. The point? It is clearly broken, I'm tired of playing games with it, let's get a new one!
