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18 FavourableAbout Inge Jones
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Theme Hospital offered for free on Origin
Inge Jones replied to Nesral Sredna's topic in Gaming Talk
It *still* won't run on my latest PC. The cmd window pops up briefly saying something about "blah blah too fast" then it disappears. -
Cities: Skylines - Dev Diary 7: Simulation
Inge Jones replied to fatbuster's topic in Cities: Skylines General Discussion
Well thats what I was saying. Have the days long enough to see realistic journey times, but be daring enough to have each day represent several years of city development time. What will be unrealistically speeded up will be the rate at which buildings and roads are built, but I don't remember any city sim player ever complaining building or road making was unrealistically fast in their game! If by the end of each reasonable length day, 5 or 10 years worth of building has happened, then the game will still make the required progress, while still satisfying the people who want to see realistic journeys, and day/night cycles. No I don't believe the day will have to last a day in realtime in order to complete realistic journeys - the distances are always condensed in a game. Especially in Skylines where it is intended an airport and farm are only 4 tiles wide. -
Cities: Skylines - Dev Diary 7: Simulation
Inge Jones replied to fatbuster's topic in Cities: Skylines General Discussion
There were better ways they could have handled time flow so as to still have a rapid rate of years. For example, have one day per year - so a child is only at school for 14 days. A day/year could last 10 minutes or however long would not make the cars have to travel all jerkily! Could even be two years per day! Just means buildings go up in a couple of minutes, but thats ok isn't it? We could even have weekends, and they would take 2 or 4 years in the development progression. If seasons came in, you could have 7 days per season - meaning a season would last up to 14 years. But that's ok it would still *look* right in play. What I am saying is that just cos they want the years to pass fast doesn't mean the days have to flash past like a strobe. We can just use a different calendar. -
Cities: Skylines - Dev Diary 7: Simulation
Inge Jones replied to fatbuster's topic in Cities: Skylines General Discussion
I just don't understand why they persist in ignoring my very straightforward question about whether there will be any sort of daily cycle of school/office hours to emulate busier and quieter periods on the roads, or whether the traffic flow will be averaged out at all times due to the days being too short to simulate rush hours. One time I asked I was told it may not have been decided yet, but surely by now, several weeks later, and with the simulation blog written, it should have been. -
the Subway System
Inge Jones replied to grahamdunstan's topic in SimCity (2013) Modding - Open Discussion
I think he updated it recently because people were having problems. Have you got the latest version? -
This is the best joke I have seen this year - must have been loads of work too! Thank you whoever did it, for the fun
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Argh!!! I hate you!!
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Using The Sims 3 Package editor for Simcity ?
Inge Jones replied to Mechalic's topic in SimCity (2013) Modding - Open Discussion
Yep, my husband and I wrote s3pe and it will open and save simcity5 packages. It doesn't have wrappers/serialisers for the packed files that are specific to SimCity however, as s3pe is primarily for The Sims 3 -
Put game on pause before bulldozing and relaying roads, otherwise the buildings start popping up again immediately and cause a visual distraction.
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Just wanted to fill in a simplification posted earlier in this thread. Paradox are the publishers. The game was actually developed by a company of just 9 people called "Collossal Order", and two of the actual developers are daily participants in the Paradox forum for the game, which has impressed me greatly.
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A SimCity 2013 review from a CXL fan.
Inge Jones replied to mhosni's topic in SimCity (2013) General Discussion
I think I may be a bit weird, but I found I couldn't play CitiesXL in spite of buying it, due to the little simmies in it having these grotesque heads. It just creeped me out so I had to stop. They could at least have made some attempt to get them into realistic proportions to go with the rest of the fairly realistic graphics. -
Using city "Traders Ridge" in the Atoll 7-city region, I placed a police station on top of the plateau, with a high-density street running down from it in both directions joining with the 6-lane avenue that is already in place in that city. The slope was steep so part of the street down is on those stilts. When viewing the green police coverage, I can see that it is bright green until it gets to where the bridging span starts, then it is abruptly cut off. Vehicles are driving up and down that street to the avenue with no apparent problem. Is this a glassbox bug, graphical glitch, designed game feature, or what?
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Great works - resources are different between cities
Inge Jones replied to bdeprez's topic in SimCity (2013) Technical Help Q&A
confirmed. It happens to our region also -
Power and water pathing issues - Excess of both, but not getting to buildings
Inge Jones replied to Abbas's topic in SimCity (2013) Technical Help Q&A
I have come to the conclusion that due to glassbox mechanics, where *everything* runs along the roads, essential utilities all have to be on the widest road possible and as near to the trunk of your city as possible. I had been, like in real life, sticking them in far corners accessed by the small road I thought would be all that was needed for their essential workers to get to work on them. But of course the road also has to carry all the lumps of poop and gallons of water and volts of electric to feed the whole town. -
Editing regional highway possible through modding
Inge Jones replied to fatbuster's topic in SimCity (2013) Modding - Open Discussion
We could do with a resource.cfg. Maybe EA will add one and mods folder as part of their intention to support modding better.
