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60 PopularAbout grugor
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The problem lies with the grass margin imo. Roads have to have footpaths but even the two lane roads have a grass margin in between the road and footpath making it unnecessarily wide. The four land road has a grass divider in between as well
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The problem lies with the grass margin imo. Roads have to have footpaths but even the two lane roads have a grass margin in between the road and footpath making it unnecessarily wide. The four land road has a grass divider in between as well
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They haven't canceled them, but the have said that there was a lot of bugs with them and they might not make it in for ship. this was a major feature for me as well. My feeling is that they are holding them back as a must buy DLC.
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Save Cap Limit: Max Number of Regions/Cities are LIMITED
grugor replied to Hellken's topic in SimCity (2013) General Discussion
Hello Hellken dont get me wrong. i know the cap isnt ideal, but i think you are comparing this game to SC4 where people spent years making their ideal city. It clearly for better or worse isnt SC5. I think there will be loads of DLCs arriving after release that will keep you coming back to your existing cities changing them to include the new content. The point of EA closing the servers at some point isnt really an issue as they dont close them until there is less than 1% of peak playing. At that point you would be very unlucky to be part of that 1%. How much time it will take to build one city to a stage that it feels complete and running smoothly is really not known at this stage, so calculating the gametime you will get from 10 save slots is also unknown. Btw . i think it was oceans twitter that mentioned the 10 slots -
Save Cap Limit: Max Number of Regions/Cities are LIMITED
grugor replied to Hellken's topic in SimCity (2013) General Discussion
you will have have 10 slots and with 16 cities per region, that gives you 160 cities if you wish. complain when you have that done. -
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It just means that the ore mine is unlocked. this happens when you build certain civic buildings.
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SimCity: Transit and Roading Networks
grugor replied to alvinheriadi's topic in SimCity (2013) General Discussion
yeah. they have been quite again about this after the stating earlier about roads being 3d paths and talking about multi level roads possible. the first sign i saw of a deviation from this plan was a post/interview ( cant find it ) from ocean quigley stating that tunnels and bridges will form only off or through hills or crossing rivers / ravines . then guillaumes post about elevated roads stating that they might not make it in . ( this is the post that caused the confusion and remains unanswered) .. however Guillaume when asked if there was any update on elevated roads on twitter said " maybe in next screen shot " so there is still hope -
SimCity: Transit and Roading Networks
grugor replied to alvinheriadi's topic in SimCity (2013) General Discussion
yes -
The screenshots are definitely improving lately. You can see into buildings through the windows but unless they put something in the rooms, there is no point as it looks stupid with all the empty rooms
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Expansion packs for SimCity
grugor replied to thegametrent22's topic in SimCity (2013) General Discussion
Well there is a store button, so expect a lot of $%&^! to be coming. -
A little less plastic looking needed imo. nice touch with the ground around the sewer pipe showing the signs of pollution on the surface. Scooter spotted in the below screenshot on the bottom right of the fire house
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That's something I wanted to do but it doesn't looks like it's going to happen Why on earth not? Its obv possible and is the only way to avoid crossing other roads without having an intersection. its just plain stupid that i would have to have a hill on my tile to utilise an elevated road. I wish who ever thought about restricting this feature would rethink it as its in my top 2 after realistic traffic. He meant the intersection not the elevated road. Well he quoted my question and not if there would be intersections on elevated roads. hopefully he was talking about intersections (even though they would also be nice)
