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0 Clean SlateAbout porcupinetree08
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The SimCity 5 Thread (Formerly "Is SimCity 5 Ever Coming Out?").
porcupinetree08 replied to xterra09's topic in City-Building Games
Oh, yeah, I know, but there's nothing wrong with dreaming And I know that EA owns the rights to it, that's why I said that noone has released SC5 (ie EA) or a decent sucessor to SC4 (ie someone else). And I know that ST and SC4D etc did all that stuff for us, and it's awesome! It's just made it harder for EA or anyone else to bring out an even better version! And wasn't the reason SCS failed because it wasn't as complex or as in-depth as SC4? Not because the city-building genre didn't work -
The SimCity 5 Thread (Formerly "Is SimCity 5 Ever Coming Out?").
porcupinetree08 replied to xterra09's topic in City-Building Games
It would be a real shame if no-one made Sim City 5, or a decent sucessor to SC4. I haven't played on SCS, SCC or Cities XL, but I don't really like the look of any of them. In a way though, Simtropolis has kind of killed off the chance of a sequel, as it has made SC4 so much more advanced that it was originally with the NAM and the RHW and thousands upon thousands of custom lots. There isn't much else that they could add in SC5, with the exception of a couple of things... Breaking the grid: Not completely, but partially. Instead of having roads built orthogonally or diagonally, additional grids could be added between them, which become active when the user selects them. For example, you could be building a road going due North, and you wanted another road intersecting it at 67.5 degrees (3/4s of 90 degrees). You draw the original road, and then you could hit a button a few times, or maybe drag a slider, to rotate the grid round say, 1/16 of a full revolution each time. You keep clicking until the grid is at the right angle, and then drag the new road wherever you want it to go. You might think that that's not too different to the FAR, but because the grid has changed, buildings can now be placed rotated to what they would otherwise have been. Once the buildings are down, you can change the orientation again and it doesn't matter. Might sound confusing, but it doesn't have to be - noone is stopping you from just using a traditional orthogonal grid, but if you wanted to get a bit more creative in your suburbs then you could do that The gaps between lots could be filled in with grass or dirt, depending on the wealth level of the surrounding lots. Or maybe zoned lots could break the grid and be trapezoid shaped! Speed Limits: What if, instead of placing streets in your suburbs and roads in your more built up areas, you just placed roads, and then were able to manually edit the road's properties afterwards. There could be a button in the Transportation Tools menu called "Traffic Manager" or something. You click on it, and it brings up something that looks a bit like the data view on SC4. You can then click on the speed limit tool, select a speed, and then paint the speed on to the road, which makes it appear a different colour in this data view. Sims could moan about having a school on a 60mph road, or complain that their morning commute is ruined by having to travel through the school zone at 20mph! If you want to get more people cycling in your city - add cycle lanes by painting them on (or off) in the same way! Furthermore, the "Traffic Manager" could be used to prevent heavy goods vehicles taking shortcuts through otherwise quiet neighborhoods, to modify intersections by giving them traffic lights in downtown areas or not in quiet suburbs, to monitor road wear and to perform roadworks on worn out stretches of road, and adding speed bumps, chicanes and speed cameras in accident hotspots! Be careful though, otherwise Sims will complain if their commute is littered too much by traffic calming measures! Finally, an option to create decent waterfronts. I know there are quite a few sea walls on the STEX, but it takes an age to level the land correctly. What I would like to see are blocks of land that you can place down, some square, some wedges (especially if the different grid system is used) and some curved. After the land is "plopped down", you can build and zone on top of it. They would be quite expensive, and take a while in the game to build (~1 year) as the earth has to be shipped in from elsewhere, but they would enable you to have waterfronts like those in Singapore or Syndey! What do you guys think? -
Show us your Roundabouts & Intersections
porcupinetree08 replied to danielcote's topic in SC4 Showcase
Originally posted by: hijodecordoba i made this a long time ago. it's just a concept i didn't want to forget quote> wow, that looks good! I've tried doing something similar but I'm not sure how you got the vertical drop between the one way roads and the avenue. Is it because you are using the parking lots? I had to leave a one tile gap between the avenue and the OWR, meaning that the OWR joined the roundabout parallel to the other avenue. Also, do you know where you got the walls from? They look really good -
How to keep Dirty & Manufacturing Industry?
porcupinetree08 replied to a432rar's topic in SimCity 4 General Discussion
I think that's unlikely, but I couldn't say for certain. You have quite high demand for R$, and they have to work somewhere - why not the docks? How much are you taxing dirty industry? You may have taxed it really high to discourage dirty industry and promote hi-tech industry, and forgot to change it back. How good are the transport links in the area? Is it easy for people to commute from residential to the industrial zone? How about moving goods from the docks to the rest of your region? How long has your city been like this? You have quite a bit of residential and commercial demand yet you have undeveloped residential zones as well. You could maybe wait a bit until the residential zones develop, providing more workers. Maybe you simply have too much industrial development in your city/region compared to the amount of residential and commercial development. Nice seaport walls though - may I ask where you got them from? -
