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Ndragonawa

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About Ndragonawa

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    Dweller

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  • Gender
    Male
  • Location
    Michigan, USA
  • City-building game(s)
    SimCity 4
    Cities: Skylines
    SimCity (2013)
    Cities XXL
    Cities XL
    Banished
    SimCity BuildIt
    SimCity Societies
    SimCity 3000
    SimCity 2000
    SimCity Classic
    Other

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  1. He does admit in the full interview that the game needed more development time and a later release date. The dev team never got to fix the gameplay the way they wanted to (sims living in different homes each night and working in different jobs each day comes to mind (personally I think this was a stop-gap to meet deadlines)) because they were busy fixing infrastructure, soon after they were canned by EA.
  2. Nuclear Meltdown

    That map's like that on purpose (it even tells you in the description).
  3. *I'm going to assume you meant 2x2 km, the size of a city tile in SC42013, and approx. the size of a small city in SC4. 5x5 mi would be approx. 8x8 km, the size of one SC4 large tile. Which per the article, the goal of SC2013 was to build on a 32x32 km plot, if not for EA's poorly scaled cloud.
  4. If only EA actually ran proper Betas they would've been able to properly scale their infrastructure, and this debacle would've never happened.
  5. Population Panel

    I have this problem too... XD I'm playing on max settings in windowed fullscreen.
  6. And mine was based off of current market/sale price, not MSRP. My apologies. Agreed, although I'm a tad disappointed in your IT friends. Not true. By that logic Windows 8 would've sold even faster because it was $40 for the first 6 months. When I said "stickers" I was implying OEM installs. PC sales peaked in 2011 because tablets began to eat into the low-end market. [source] These charts include enterprise users, a slow-moving but HUGE market that probably shouldn't be playing SimCity anyway. Where I work we're slowing rolling out 7 with Office 2010 (not 8.1 with Office 2013.) About 70% of our 20,000 desktops are still on XP, and about half of our servers are on Server 2003. I wouldn't be surprised to see the same elsewhere. Software is kept lower-specked because lower-specked computers are what sell, largely because of their price. A truly profound statement. Doing this would definitely have made a lot of people feel better... all they had to do was push them closer and rebrand it so that "regions" are actually cities, and the current "cities" are actually neighborhoods or boroughs. Would have solved 80% of peoples hate. I REALLY like this idea. Though I think they didn't want the low-def models to be extremely close to the current play map, hence the space between. I personally don't mind either way (In The Sims 2 you could have it both ways, close together or far apart) but it's the set-in-stone-one-exit-only maps that I don't like. EDIT: Grammar and formatting.
  7. More like 2011, otherwise I'd be seeing more Vista stickers than 7. Ermmm think ~$700 for a respectible PC and ~$1200 for a equivalent Mac. The "fat-ultrabook" I bought last year for $700 had: 3rd Gen. Intel Core i5-3315U 4 GB RAM (upgraded to 8 GB for $50) Intel HD Graphics 4000 500 GB HDD I can run SimCity on medium settings, all the way up to 200k population fairly smoothly. Looking at the Microsoft Store, 4th Gen. i7s can be had for $600. Anyways, to the testing. My current desktop: 4th Gen. Intel Core i7-4770K 16 GB RAM AMD Radeon HD 6950 256 GB SSD (OS) + 1.5 TB HDD RAID (SimCity game files) SysInternals Process Explorer I see that SimCity on fast with a filled city (220k population) takes up about 16% of my CPU. My desktop's CPU Passmark score is 10,240, while my laptop's is 3,120. So, using grade school math, on the laptop it should take around 48% CPU, although in actuality it takes around ~80%. SimCity uses around 1.6 GB of system memory. This is well below the 32 bit limit of ~4 GB, however if we take graphics RAM into consideration... SysInternals Process Explorer Viewer ...SimCity takes an additional 1 GB, having a total of 2.6 GB of total memory allocated.
  8. SimCity's Heavy Traffic - SimCity Insider

    SIMCITY’S HEAVY TRAFFIC September 20, 2012 Guillaume Pierre, Lead Gameplay Scripter Hello SimCity Insiders! I’m Guillaume Pierre, Lead Gameplay Scripter on SimCity. My team & I build the game’s simulation using the GlassBox Engine. If you have not done so yet, I recommend you read Tuesday’s blog postabout public transit options. Today, I’m going to talk about emergent traffic. Previous SimCity games took a map approach to traffic, where each cell would define its maximum traversable speed, along with its traffic capacity and what types of vehicles (pedestrians, cars, etc.) can go on it. In the newSimCity, however, we have actual vehicles that follow the roads, wait at lights and get stuck in traffic. They are path-bound agents that have to make decisions about where they should go, both on a strategic and tactical level. On the strategic level, each agent is given a list of destinations it should go to, sorted by priority. For example, when Sims decide to go to work, the list goes: 1. Go to work, 2. Go back home, and 3. Leave the city. Avenues like this help alleviate heavy traffic. As the Sims leave their homes (either by foot if the destination is close enough, or by car if it’s farther out) they will try to go to the closest destination at the top of the list. At each intersection, the Sims will try to take the best path to the destination, based on distance and on how many workers are needed in shops and factories. If for some reason the top destination becomes unavailable, then the Sims will try to go back home. Some agents may switch back to the top priority when it becomes available again, while others will only go down the list. For example, the first option is used by police cars that may be patrolling the streets and then all of a sudden need to drive to the scene of a crime, while the second option is suitable for large crowds that need to be more consistent with their destination. On the tactical level, cars will try to go into the correct lane before reaching an intersection, so if workers need to make a left turn to reach a coal mine, you’ll see a bunch of vehicles queuing up on the left side of an avenue, while the middle and right lanes may only have light traffic. As a city planner, you really need to think about how your Sims can most efficiently get to their destination. Another thing to consider when building your city is how long cars will have to wait at intersections. Cars on an avenue will wait a shorter time at a red light than the cars on a four-lane road that’s crossing it. Emergency vehicles on the other hand will force the lights to turn green in order to get to their destination faster, potentially causing more traffic for Sims going back home after their work day. There’s a lot more to say about traffic, but that will be it for today. Come back again soon for more exclusive information in SimCity Insider!
  9. Time?

    Well I would assume time would be sped up, it'll take months for buildings to be built in real-time!
  10. Power lines!

    Well, they reduce desirability for a block or so. Overall though, decent phone coverage tends to be a slight plus for desirability. What if they are the incognito kind? http://news.cnet.com...71.html?tag=txt
  11. This article from The Verge (Polygon is their gaming hub) basically reaffirms what we already know (deeper simulation, animations describe what the simulation is during, tilt-shift, exaggerations, etc.) But around the middle confirmation that cul-de-sacs and roundabouts will be available.
  12. SimCity Social App for Facebook

    I might be crazy, but I kinda like it. It's definitely not as mundane as CityVille, and the sound FX are nostalgic for me.
  13. Arcology Refrence

    I saw Autosaurus Wrecks in the Stadium (breathing fire!,) and the Major Art Museum in the High-tech city. On a side note, I liked how some of the sims running out of the power plant were on segways.
  14. Firstly, a warm welcome to Pablo94sc. Simtropolis is a great community and I hope you enjoy your time here on the site and on the forums. Secondly, I prefer to have smaller tiles than no tiles or no grid. Often times when I played City Life or Cities XL I found that roads I thought were straight, weren't and places where a zone looked like it would fit, didn't. Tiles keep everything exact (no more .003m off) and reducing their size increases reality and creative freedom. Just look at The Sims 3 they reduced the tile size by a fourth and added 45 degree rotation; to the untrained eye it is as if there is no grid.
  15. Maybe, but who really knows? Starcraft II came out 12 years after Brood War. Windows 8 is Longhorn reborn. IDK just my thoughts...
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