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niloluiz

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Everything posted by niloluiz

  1. Version 1.0

    32,992 Downloads

    Greetings The mods included in this pack was derived from findings that I made to the game's mechanics involving Demand, Jobs, Workforces, Capacities, Caps and its relations. Look bellow for more information. Since English isn't my primary language, please disregard eventual mistakes. Disclaimer: =========== I've tested extensively all the mods here, encountering no problem, crash or performance issues. Anyway, I am not responsible for any problems that my arise from the use of the mods provided here, bla bla... you know the drill so use it at your own risk. Features and installation: =========================== This pack contains several files under 4 folders: - Jobs* - Homejobs* - RCIDemand** - Extra_tools** * CHOOSE ONLY ONE file to install from these folders. **YOU CAN install one or more files from these folders. To install just copy the file(s) to your plugin folder (usually under \My Documents\SimCity 4\plugins\) ::JOBS (CHOOSE ONLY ONE FILE FROM THIS FOLDER) ------ The files in this folder deals with jobs generation from the Commercial and Industrial buildings of your city. IMPORTANT: The query window will show the original building capacity, but using the TRAFFIC QUERY TOOL you will see that each building will have more workers (up to 3 to 6 times depending on the mod installed) for each I/C building. Works on new and existing cities. jobs_xx.dat - Creates x times more jobs for ALL commercial and industrial buildings. jobs_xx_uncapped.dat - the same with no caps to growth (no need to create connections, plop rewards, etc...) jobs_standard_uncapped.dat - just the uncap effect (it fixes the IHT bug - see below for more info) jobs_nominal_uncapped.dat - Each building will generates only jobs of the same wealth level, so what you see in the query window (for example IHT building with 60 jobs) is what you get (60 $$$JOBS). With no caps. jobs_rebalanced_uncapped.dat - Rebalanced version. Each $$ building creates 20%$$$jobs, 50%$$jobs and 30% $jobs. Each $$$ building creates 30%$$$jobs, 50%$$jobs and 20% $jobs. And industry Dirty will create 10%$$$jobs, 20%$$jobs and 70%$jobs. With no caps. NOTE ON UNCAPPED: This mod prevents the cap to increase, but does not eliminate existing cap in your city. ::HOMEJOBS (CHOOSE ONLY ONE FILE FROM THIS FOLDER) ---------- The files in this folder deals with residential caps and residential JOBS (Sims work at home, a.k.a residential jobs). Note that the residential capacity remains unchanged. A building with capacity for 200 Sims will continue to support 200 Sims, but will at the same time (in addition) provide jobs (the number of jobs is a percentage of the building capacity). The jobs created will be of the same wealth level of the building ($JOBS for R$, $$JOBS for R$$, $$$Jobs for R$$$). 10pct_homejobs_uncapped.dat - provides 10% of the building capacity in jobs. 25pct_homejobs_uncapped.dat - 25% jobs 100pct_homejobs_uncapped.dat - 100% jobs - in effect you will not need any industrial or commercial building in your city since all Sims will work at home... (the demand for Industrial and commercial will still be there...) r_standard_uncapped.dat - no jobs(normal residences) - only the uncap effect. *UNCAPPED = removes the cap to growth (no need to create connections, plop rewards, etc...) NOTE: Doesn't affect TAX CAPS. For each population range you MUST lower taxes to a certain level, otherwise the active demand will be capped at ZERO and nothing will grow. ::RCIdemand (YOU CAN COMBINE OR INSTALL ALL FILES FROM THIS FOLDER) ----------- The files in this folder can be combined. Each one will LOCK the respective demand in the max value possible. No matter what you do in the game, the demand will remain still... If you want for example, max R$$$ demand and max IHT demand, just put theses 2 files in your plugin folder. To suppress unwanted demand (to filter) just raise taxes of the unwanted developer to maximum. That way you can create specific types of cities. Co$$$_activedem_ON.dat - Commercial Office $$$ max active demand ON Co$$_activedem_ON.dat - Commercial Office $$ max active demand ON Cs$$$_activedem_ON.dat - Commercial Service $$$ max active demand ON Cs$$_activedem_ON.dat - Commercial Service $$ max active demand ON Cs$_activedem_ON.dat - Commercial Service $ max active demand ON ID_activedem_ON.dat - Industry Dirty max active demand ON IHT_activedem_ON.dat - Industry High Technology max active demand ON IM_activedem_ON.dat - Industry Manufacture max active demand ON IR_activedem_ON.dat - Industry Resource max active demand ON R$$$_activedem_ON.dat - Residential $$$ max active demand ON R$$_activedem_ON.dat - Residential $$ max active demand ON R$_activedem_ON.dat - Residential $ max active demand ON ::EXTRA_TOOLS (YOU CAN COMBINE OR INSTALL ALL FILES FROM THIS FOLDER) ------------- These extra features provide more control over your cities. -desire_override.dat - Change the park and landmark effect in the overall desirability, overriding others factors such as traffic, pollution, crime, education, garbage, etc... in effect you can manipulate the overall desirability using parks. -easymoney.dat - Multiplies the monthly income of your taxes by 10 so you can lower taxes to 1% and still run your city easily. -no_fire.dat - Eliminate all fires occurrences, including arson crime so you will never be interrupted again by a random fire... -NO_TRAFFIC.dat - Transportation won't generate traffic. I used this to make ultra-population experiments (3.600.000 Sims in the smallest city) and other "stress tests" that required the elimination of traffic from the equation. -Super_waterpipe.dat - Improve water pipe radius, requiring LESS pipes to cover your city. Especially useful in the larger cities due to performance issues. -parktools.dat - The first 4 items in the "park menu" have the follow effects: 1) basketball court: Creates 10.000.000 JOBS for low wealth Sims (R$). 2) ranger cabin: creates 10.000.000 jobs for medium wealth Sims (R$$). 3) tennis court: creates 10.000.000 jobs for high wealth Sims (R$$$). 4) small plaza: If you install the "desire_override mod" plopping this item will Max out desirability for the entire city, for all developers(residential, commercial, industrial - including Farming which will grow anywhere you place them...) I've used this tools to make super-population experiments, among other things. Detailed Explanation on the Concepts behind this mod ========================================================= Before using this mod, it's important to quickly review how some things works in SimCity 4 so you can understand what the mod changes. Every commercial or industrial building in SC4 has a capacity that indicates how many SIMs can work in it. What not everybody knows is that Capacity does not equal JOBS. The game's engine will derivate the JOBS based on the CAPACITY of the building. It's important to know that there's only 3 types of JOBs: $JOBs $$JOBs $$$JOBs It can look pretty obvious since there's only 3 types of SIMs: R$, R$$, R$$$. But we have different type of workers based on the level/quotient of Education (EQ). Internally the games splits the workforce in 4 levels for each wealth type, based on the EQ. So in the end we have 12 different "types" of workers. Actually this "workforce subsystem" has only one fundamental function in the game: Each type of the 12 workforce type will dictate what type of "developer" commercial (service or office) or industrial (dirty, manufacture or high-tech) to build by increasing its respective demands. So if you have a city with no schools (low EQ) there will be little or no demand for IM, IHT or even commercial offices. But in the end, there's only 3 types of JOBS as stated before. So once a industrial or commercial building appears in the game (grows or if you plop) it will provide JOBS, and SIMs regardless of the EQ level, WILL work on it. Now that the workforce role is clarified, lets Back to Jobs x Capacity. Each Industry or Commerce pertains to a wealth level ($, $$ or $$$) BUT as stated before, the capacity of the building does not translate into JOBS. Which means that an Industrial building wealth $$$ with capacity = 40 DOES NOT generates 40 $$$JOBS. For each type of commercial or industrial, the game engine will derivate $, $$ and $$$ JOBS for each building, using the capacity as reference. So in the previous example, the IHT building with 40 capacity will generate, based on the default game settings, 4 $JOBS(10%), 32 $$JOBS(80%) and 4 JOBS$$$(10%)*. * BUG: The game engine have a BUG that prevents the JOBS$$$ and JOBS$ for Industry Hi-tech for being created. If you ever wonder why wealth Sims ($$$) NEVER work on IHT building, now you know why. This bug occurs when you try to use(when modding the game) similar % for each JOB type. Since the default game specs dictate 10% for BOTH JOBS$ and JOBS$$$ on IHT industry, the game engine will truncate theses values and will generate none. So it's possible to change the amount of Jobs generated for each developer type. The overall and resumed demand cycle works as follows: 1) Industrial or Commercial building grows generating JOBS. (as explained above, it's possible to change which type and how many JOBs each type of developer will generate). 2) For EACH JOB ($, $$ or $$$) created, the game adds TWO "points" (200%) of the respective ($, $$ or $$$) RESIDENTIAL DEMAND. - do not confound building capacity with JOBS!!! a single building usually generates all tree type of jobs, regardless of the wealth type of the building (exception for I-D, I-R and Cs$ which for balance/concept reasons, only generates $JOBS). 3) Residential buildings grows, generating Workers (usually 30 to 40% of residential occupancy is of workers) 4) School (EQ) factor splits the workforce into 4 categories for each wealth level. 5) Each one of the 12 "types" of workforce will increase the demand for certain developer types (Industry and Commercial). 6) The new added commercial/industrial demand allows more buildings to grow, closing the cycle which then restart at step 1. This is the overall cycle. In the "in-betweens" other events occurs and it's possible to "hook" some commands such as increase or decrease demand, caps, etc... every time a certain build grows, it satisfy the respective demand by 100% (changeable) of the added capacity... it also CREATES or ALLEVIATES CAPS (which can be modded too) among other possibilities. TO be brief, The demand cycle is very segmented and allows a great deal of customization. Ah and it's worth to note that due to this segmentation, each demand type is a isolated variable and it's possible to set the minimum and maximum values for each one at will (including regional demands). Discussion of this mod, suggestions, etc... can be done on this topic: ============================================================= Look for more info on the Simtropolis.com and SC4Devotion.com FORUMS (modding section) for more information. -CB Edit: Tidied up description formatting.
  2. RCImulti mod

    Greetings everybody, I´ve made some experiencies from which I derived this mod-pack (attached to this post). You may use this topic for questions, comments, etc..... Below is the transcription of the readme file which contains all the explanation pertaining this mod. Enjoy. Features and instalation: ========================= This pack contains several files under 4 folders: - Jobs* - Homejobs* - RCIDemand** - Extra_tools** * CHOOSE ONLY ONE file to install from these folders. **YOU CAN install one or more files from these folders. To install just copy the file(s) to your plugin folder (usually under \My Documents\Simcity 4\plugins\) ::JOBS (CHOOSE ONLY ONE FILE FROM THIS FOLDER) ------ The files in this folder deals with jobs generation from the Comercial and Industrial buildings of your city. IMPORTANT: The query window will show the original building capacity, but using the TRAFFIC QUERY TOOL you will see that each building will have more workers (up to 3 ou 6 times depending on the mod installed) for each I/C building. Works on new and existing cities. jobs_xx.dat - Creates x times more jobs for ALL comercial and industrial buildings. jobs_xx_uncapped.dat - the same with no caps to growth (no need to create connections, plop rewards, etc...) jobs_standard_uncapped.dat - just the uncap effect (it fixes the IHT bug - see below for more info) jobs_nominal_uncapped.dat - Each building will generates only jobs of the same wealth level, so what you see in the query window (for example IHT building with 60 jobs) is what you get (60 $$$JOBS). With no caps. jobs_rebalanced_uncapped.dat - Rebalanced version. Each $$ building creates 20%$$$jobs, 50%$$jobs and 30% $jobs. Each $$$ building creates 30%$$$jobs, 50%$$jobs and 20% $jobs. And industry Dirty will create 10%$$$jobs, 20%$$jobs and 70%$jobs. With no caps. NOTE ON UNCAPPED: This mod prevents the cap to increase, but does not eliminate existing cap in your city. ::HOMEJOBS (CHOOSE ONLY ONE FILE FROM THIS FOLDER) ---------- The files in this folder deals with residential caps and residential JOBS (SiMs work at home, a.k.a residential jobs) Note that the residencial capacity remains unchanged. A building with capacity for 200 sims will continue to support 200 sims, but will at the same time (in addition) provide jobs (the number of jobs is a percentage of the building capacity). The jobs created will be of the same wealth level of the building ($JOBS for R$, $$JOBS for R$$, $$$Jobs for R$$$). -10pct_homejobs_uncapped.dat - provides 10% of the building capacity in jobs -25pct_homejobs_uncapped.dat - 25% jobs -100pct_homejobs_uncapped.dat - 100% jobs - in effect you will not need any industrial or commercial building in your city since all sims will work at home.... (the demand for Industrial and commercial will still be there...) -r_standard_uncapped.dat - no jobs(normal residences) - only the uncap effect. *UNCAPPED = removes the cap to growth (no need to create connections, plop rewards, etc...) NOTE: Doesn´t affect TAX CAPS. For each population range you MUST lower taxes to a certain level, otherwise the active demand will be capped at ZERO and nothing will grow. ::RCIdemand (YOU CAN COMBINE OR INSTALL ALL FILES FROM THIS FOLDER) ----------- The files in this folder can be combined. Each one will LOCK the respective demand in the max value possibile. No matter what you do in the game, the demand will remain still.... If you want for example, max R$$$ demand and max IHT demand, just put theses 2 files in your plugin folder. To supress unwanted demand (to filter) just raise taxes of the unwanted developer to maximum. That way you can create specific types of cities. Co$$$_activedem_ON.dat - Comercial Office $$$ max active demand ON. Co$$_activedem_ON.dat - Comercial Office $$ max active demand ON. Cs$$$_activedem_ON.dat - Comercial Service $$$ max active demand ON. Cs$$_activedem_ON.dat - Comercial Service $$ max active demand ON. Cs$_activedem_ON.dat - Comercial Service $ max active demand ON. ID_activedem_ON.dat - Industry Dirty max active demand ON IHT_activedem_ON.dat - Industry High Technology max active demand ON IM_activedem_ON.dat - Industry Manufacture max active demand ON IR_activedem_ON.dat - Industry Resource max active demand ON R$$$_activedem_ON.dat - Residential $$$ max active demand ON R$$_activedem_ON.dat - Residential $$ max active demand ON R$_activedem_ON.dat - Residential $ max active demand ON ::EXTRA_TOOLS (YOU CAN COMBINE OR INSTALL ALL FILES FROM THIS FOLDER) ------------- These extra features provide more control over your cities. -desire_override.dat - Change the park and landmark effect in the overall desirability, overriding others factors such as traffic, pollution, crime, education, garbage, etc..... in effect you can manipulate the overall desirability using parks. -easymoney.dat - Multiplies the monthly income of your taxes by 10 so you can lower taxes to 1% and still run your city easily. -no_fire.dat - Elininate all fires occurrences, including arson crime so you will never be interrupted again by a random fire... -NO_TRAFFIC.dat - Transportation won´t generate traffic. I used this to make ultra-population experiments (3.600.000 sims in the smallest city) and other "stress tests" that required the elimination of traffic from the equation. -Super_waterpipe.dat - Improve water pipe radius, requiring LESS pipes to cover your city. Especially useful in the larger cities due to performance issues. -parktools.dat - The first 4 itens in the "park menu" have the follow effects: 1) basketball court: Creates 10.000.000 JOBS for low wealth sims (R$). 2) ranger cabin: creates 10.000.000 jobs for medium wealth sims (R$$). 3) tennis court: creates 10.000.000 jobs for high wealth sims (R$$$). 4) small plaza: If you install the "desire_override mod" plopping this item will Max out desirability for the entire city, for all developers(residential, commercial, industrial - including Farming which will grow anywhere you place them....) I´ve used this tools to make super-population experiments, among other things. Detailed Explanation on the Concepts behind this mod ==================================================== Before ugins this mod, it´s important to quickly review how some things works in SimCity 4 so you can understand what the mod changes. Every commercial or industrial building in SC4 has a capacity that indicates how many SIMs can work in it. What not everybody knows is that Capacity does not equal JOBS. The game's engine will derivate the JOBS based on the CAPACITY of the building. It´s important to know that there´s only 3 types of JOBs: $JOBs $$JOBs $$$JOBs It can look pretty obvious since there´s only 3 types of SIMs: R$, R$$, R$$$. But we have different type of workers based on the level/quotient of Education (EQ). Internally the games splits the workforce in 4 levels for each wealth type, based on the EQ. So in the end we have 12 different "types" of workers. Actually this "workforce subsystem" has only one fundamental function in the game: Each type of the 12 workforce type will dictate what type of "developer" commercial (service or office) or industrial (dirty, manufacture or high-tech) to build by increasing its respective demands. So if you have a city with no shools (low EQ) there will be little or no demand for IM, IHT or even commercial offices. But in the end, there´s only 3 types of JOBS as stated before. So once a industrial or commercial building appears in the game (grows or if you plop) it will provide JOBS, and SIMs regardless of the EQ level, WILL work on it. Now that the workforce role is clarified, lets Back to Jobs x Capacity. Each Industry or Commerce pertains to a wealth level ($, $$ or $$$) BUT as stated before, the capacity of the building does not translate into JOBS. Wich means that an Industrial building wealth $$$ with capacity = 40 DOES NOT generates 40 $$$JOBS. For each type of commercial or industrial, the game engine will derivate $, $$ and $$$ JOBS for each building, using the capacity as reference. So in the previous example, the IHT building with 40 capacity will generate, based on the default game settings, 4 $JOBS(10%), 32 $$JOBS(80%) and 4 JOBS$$$(10%)*. * BUG: The game engine have a BUG that prevents the JOBS$$$ and JOBS$ for Industry Hi-tech for being created. If you ever wonder why wealth sims ($$$) NEVER work on IHT building, now you know why. This bug occours when you try to use(when modding the game) similar % for each JOB type. Since the default game specs dictate 10% for BOTH JOBS$ and JOBS$$$ on IHT industry, the game engine will truncate theses values and will generate noone. So it´s possible to change the amount of Jobs generated for each developer type. The overall and resumed demand cycle works as follows: 1) Industrial or Commercial building grows generating JOBS. (as explained above, it´s possible to change which type and how many JOBs each type of developer will generate). 2) For EACH JOB ($, $$ or $$$) created, the game adds TWO "points" (200%) of the respective ($, $$ or $$$) RESIDENTIAL DEMAND. - do not confound building capacity with JOBS!!! a single building usually generates all tree type of jobs, regardless of the wealth type of the building (exception for I-D, I-R and Cs$ which for balance/concept reasons, only generates $JOBS) 3) Residential buildings grows, generating Workers (usually 30 to 40% of residential occupancy is of workers) 4) School (EQ) factor splits the workforce into 4 categories for each wealth level. 5) Each one of the 12 "types" of workforce will increase the demand for certain developer types (Industry and Commercial) 6) The new added commercial/industrial demand allows more buildings to grow, closing the cycle which then restart at step 1. This is the overall cycle. In the "in-betweens" other events occurs and it's possible to "hook" some commands such as increase or decrease demand, caps, etc.... every time a certain build grows, it satisfy the respective demand by 100% (changeable) of the added capacity... it also CREATES or ALLEVIATES CAPS (which can be modded too) among other possibilites. TO be brief, The demand cycle is very segmented and allows a great deal of customization. Ah and it´s worth to note that due to this segmentation, each demand type is a isolated variable and it´s possible to set the minimum and maximum values for each one at will (including regional demands) ============================================================= Look for more info on the Simtropolis.com and Simcity4Devotion.com FORUMS (modding section) for more information. RCImulti.zip
  3. RCImulti mod

    @huntingfire: Works for old cities as well. However only new building (that grow after the mod instalation) will have the homejobs or jobsmultiplied.
  4. Originally posted by: zerosugar Thats exactly what happens niloluiz but the map is blank, what i had saved from solo was not uploaded, just the blank mapquote> Humm then it's a variation of the same problem. Well at least Mathew was "quick on the trigger" and solved your issue 'overnight'. Also for those subscribing to the planet offer is good to know that the server maintain backup versions of the player's cities...
  5. During the beta I personally reported this problem to MC. Seems it wasn't fixed..... like many other urgent problems by the way.... However the "method" was different and required a mod to work..... So if you use the same name for both your on-line city and solo, the game will use the solo-version that is already loaded into the memory and when you enter the planet mode and then exit, the solo version is uploaded to the server....
  6. Reviews of Cities XL

    Told so... Ok more two 6.0 ratings from Eurogamer and Gameplayer Sweden. Metacritic score is now at 7.2 and probably will drop further... And yet MC didn't get a hint and STILL didn't patch ambient sounds in the game..... 6.0 is generous if you ask-me.... this sound thing (not because is the most important aspect of the game) is the most glaring example of MC disregard with any notion of "quality". A natural selection is bound to happen in the pc gaming ecosystem....
  7. Reviews of Cities XL

    No, because IGN review mention ambient sound, to justify the 8 rate, when the game have zero ambient sound. So the IGN reviewer is either hallucinating, making this up or tested a "exclusive" game version different from what everybody got (aka. "paid article")... Its simple as that and whatever the answer it's bad for IGN credibility. Gamespot at least acknowledge the sound problem and was also spot on on the general analysis of the game. The final judge will be the MARKET not me or anybody here in this forum. So far it's not looking good..... users reviews/score everywhere is bad. It's not just here, and there's a good reason for that to be happening...
  8. Reviews of Cities XL

    Gamespot rate was worst then I expected but still realistic. In the current state that's the deserved score. It's more likely than not that the definitive metascore of this game will end-up being worst than City Life... Overall user-score everywhere are terrible.... MC should've listened the target-audience for their product.
  9. Cities XL single player hands on impressions

    That's Vista fault. I just checked my games folder and the icon isn't there too, but it is in the Games "control panel".
  10. Reviews of Cities XL

    Originally posted by: ThePeoplesPerson Review is up on IGN http://pc.ign.com/articles/103/1035096p1.html Did pretty good here, but unfortunately one good review from a critic doesn't justify all the complaints for the game. Pretty sure I'm sticking away from this one too.quote> From the article: Sound Gentle music will put you in a relaxed mood, and all the ambient sounds are perfectly fitting within the game.quote> What ambient sounds they are talking about? Either this review is cooked and the guy are making this up OR they are using a "custom" version that MC sended for them, which means that they didn't review the product that everbody here got in hands.... Either way it's bad..... and the credibility of IGN just went thru the sewer with this.
  11. Reviews of Cities XL

    The " Simcity societies all over again, a real letdown" review is spot on.
  12. Why No More Demo/Trial Option?

    **EDIT** Thanks Nilo - that answers my question, though I still don't understand the point of distributing the trial on DVD now and waiting a month later for the download. Must be the exclusivity factor. quote> Probably because of server capacity. They already run into server troubles (trade problem, website problem) so to keep things under control they are restricting things for now. Since the trial for who bought the game is only 7 days, and the bulk of interested people already bought the game (preorder/download) and just a small parcell will effectivelly subscribe for the on-line offer, by the end of the month the servers will be much less crowded than now.
  13. Cities XL single player hands on impressions

    Originally posted by: SimBurger The icon is not in the Games menu in Windows Vista.quote> Did you ever bother to look at the Games menu (not folder) before taking the screenshot of the wrong place? The Games menu (below the 'Music' option in your own image) It's not a simple folder, this menu is kinda a Control Panel for games and if CXL installed correctly the icon IS there so check again. Once found, you can copy and paste a shortcut for it on the desktop.
  14. Why No More Demo/Trial Option?

    The demo was ineffective to properly present the game.... they will move to the trial concept, where the game client will be distributed for FREE to anyone wishing to experiment (game client = the same content everyone here acquired in the standard/limited DVD editions - what dictates the features available to each version is the server ). By the end of the month, two french magazines will release the copies for the trial registration. See this section of the official CXL site for more info on the trial process: www.citiesxl.com/content/view/914/134/
  15. Cities XL is NOT an MMO

    Imagine if LEGO released a "City builder kit" but decided that the rail pieces, bus, and other cool pieces would be only for RENT.... It's no different here. They can put under subscription features that only make sense in a multiplayer enviorement, that is, genuine MMO-gameplay elements. This is fine. However use this scheme to turn core-elements of the game into a rental-only scheme is an attempt at insulting the public intelligence. It won't stick... The reasonable model to adopt would be the release as DLC any content that fit single-player, and work hard to expand the on-line gameplay so the monthly fee is justifiable. It's simple as that.
  16. Cities XL single player hands on impressions

    As it stands I have to go into Windows explorer and navigate to the file just to play the game. Every time. Any suggestions? quote> While the game don't create a shortcut or program group (many Vista games don't do this either) the shortcut IS created inside the GAMES menu. Enter this menu and you will see a nice and shiny icon. Click with the right mouse button and select COPY. Then go to your desktop and click again with the right mouse button and select PASTE SHORTCUT. DONE. You will have a desktop shortcut for the game. Alternative method: Create a new shortcut direct in the desktop and put this command line (watch the quotation marks, it must be exactly the same as bellow) "C:\Program Files (x86)\Monte Cristo\Cities XL\CitiesXL.exe" -lang="EN" If the game installation is not C:\Program Files, then replace for the actual path. I use Vista 64 and everything works fine in that regard.
  17. GamesNation Review of Cities XL

    Tthe average USER rating in gamespot so far is 6.7 www.gamespot.com/pc/strategy/citiesxl/players.html The first review was this pc-mmo.nowgamer.com/reviews/pc-mmo/8734/cities-xl With a final score of 7.5 out of 10. Also this topic is redundant and should be merged with this one: www.simtropolis.com/forum/messageview.cfm
  18. Originally posted by: SimBurger The lack of explanations and useability reflect poor design and planning. Big time. Hopefully the game will be better. SimBurgerquote> You are absolutely right, and it's not the pre-game aspects that reflect lack of planning and amadorism. The CD -KEYs not being impressed in the game handbook like any normal game, and instead being sended by EMAIL!? this is one major example. The support is also typical mom-and-daddy company style: Only e-mail, when the ideal would be a on-line helpdesk where you open a ticket about any issue and get a answer. The beta had the ticket system and I believed that they would adapt that to work as a support system for the final product.... but no. Not even an official forum to report problems and flaws so they can be quickly corrected.... About the game everybody purchased, it have a BETA CLIENT inside the commertial DVD (build 1.0.297). Only after 120Mb of patching the game becomes the true release version. And still, zero ambient sound. Just interface click sounds and music. The game was plagued by complete absence of planning. Many many things was pointed during the beta, even by professionals from the gaming industry, but few things was corrected, the marketplace being one major example. Oddly, MC is a veteran company, at least by the time criteria since it has almost 15 years of existence. Also it's not a minuscle company: It has more than 80 employees, which for a developing studio is a significant number. Well I guess that's theyr "style" of operation so who is interested in the game will have to bear with this.
  19. Cities XL is NOT an MMO

    Originally posted by: Androv How about other people visiting your city..... that would *almost* fit the MMORPG description rather than just an MMOG ... so the argument that it isn't an MMOG/MMORPG doesn't really hold water *at all*. I had someone visit my city and comment on my industry placement etc, and I'l visit theirs when they are back online.quote> It can meet your personal criteria for being called a MMOG or even a MMORPG, but that doens't turn it into a true MMOG in the broadest definition of the term, much less an MMORPG (that was really funny). But the MMOG definition is not wrong per se. Adopting the basic criterias it can, technically, be considered a MMOG. But that's not the point of argument in this topic. What matter is if the gameplay "feels" like a true MMOG for most of people. The hand-painting above say all. So again, it's not about strict technical definitions, but the true gameplay feeling and if enough people aren't convinced about the MMO aspect of the game, MC will have either to improve things a lot, or drop the idea altogether. Given that they didn't managed to put even ambient sounds in the game, I doubt that they will have the resources to make significative changes to the gameplay, before the public interest in the game vanish.
  20. No the version is exact the same for everybody. Build 367. Check the top-bar at the LAUNCHER window. Version 1.0.3.367. There are some animated lots, yes. However ambient sound there's NONE. Just interface sounds. Who said there was car sounds, etc... is imagining things, really.
  21. Cities XL is NOT an MMO

    Originally posted by: 0wn3d Its not contradictory, because the point is that the public chat room in a 3D world IS A GAME. quote> It's not.... it's called "INTERFACE". The same way that a program that transform the WINDOWS desktop into a 3D representation (there are various programs that do that) doens't make windows desktop a game. It's just a 3D interface. A game must have some objective, the fun and entertaining factor being the 1st. A chat room, even a 3D chat room is primarily a communication tool, not a game.
  22. Cities XL is NOT an MMO

    Originally posted by: logan86 [ really though i think the real issue here is this. no one would care whether it could be classed as an mmo or not if there wasnt one unique thing about mmo's compared to all other games. quote> Exactely. This discussion is moot. What will tell loud and clear if the game is a genuine MMO is the Market, not me or anyone here.... If the answer is "NO" than MC either will implement the necessary changes to turn CXL into a authentic MMO, or it will drop the MMO idea altogether what I believe is more likely than any other possibility....
  23. Cities XL is NOT an MMO

    Originally posted by: 0wn3d A public chat room that has animated or 3d avatars in a virtual 3d room IS an MMO. How do you fail to understand that? Go check out Second Life. The game really is a giant sophisticated chat room, and yes its considered an MMO. quote> Sorry but it's not... MMO stands for Massively MultiPLAYER Online. A chat room that has no gameplay whatsoever doesn't make it's participants "players" as there is no game going on a 3D representation of a excel table doen't make this table a game.. .... Second life is much more than a chat room so it's a poor example to support your definition. You also clearly havn't made a city of over like 50,000 people, because once you get there, and especially above 100,000, unless you can be completely self sufficient the game relies heavily on the trading system. The only way to make a ton of money is through exports, and the only way to get certain things is through imports if your not on a balanced map. Obviously in the beginning there is no trade, there isn't supposed to be trade. The beginning is supposed to be easy, but when you make a big city its very possible to have over 100 trade contracts. quote> You can trade with Omnicorp, a static AI "trader", the same of the Solo-Play..... so you aren't really required to interact with other players to build your city. Which reinforces the point that gameplay-wise there's almost nothing MMO in this game (yet). But each one adopt the criterias and definitions that better suits it's vision of things. If for you the game is MMO enough and, more importantly, it's fun and entertaining than that's what matters for you in the end. Whether enough people will think the same way to support the current model of the PO, it's another story however.
  24. Cities XL is NOT an MMO

    Originally posted by: Lukfi Cities XL is an MMO city builder. quote> No it's not. You build your cities 100% ALONE...
  25. Cities XL is NOT an MMO

    Originally posted by: 0wn3d Originally posted by: niloluiz Gameplay-wise CXL is not a MMO.... chat ant a trade function doesn't make an genuine MMO game.... this label applied to CXL is misleading at best.quote> The game does theorietically support 1000s of players in the same city interacting with each other. It also has a persistent world which is basically the definition of an MMO. quote> Looking exclusively from this angle you are correct. However the term genuine MMO invokes a broader definition in what CXL doesn't fit, at least compared with the average gameplay standard of the MMOs available today. The "interaction" is the same of a hipotetical public chat room that have animated/3d avatars on a virtual 3d room representation of the traditional chat list. It has thousands of people "interacting" on the same server, the chat rooms can be permanent, but that doesn't make this sophisticated chat room into a MMO. So far, with the exception of the trade mechanism (which includes the blueprint/megastructures system) and the visit mode that transform the city on a 3D chat room, there's no other MMO gameplay aspect. And those aspects represents a slim portion of the gameplay. 90%+ of all the on-line gameplay is pure solo-play that require no interaction whatsoever. When and if this changes, then we can call CXL a authentic MMO, on the broader definition of the term.
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