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Everything posted by 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)
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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.
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That elevated road started from a hill though. Is it possible to build these elevated roads on a flat city tile which has no hills?
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They have explained already why they cant put city tiles beside each other on the SC forums. Its not going to happen and would look stupid when you cant make connections between tiles yourself or not being able to see traffic on the adjacent tile As for the population, the region screen shot above shows a region population of 373,217 with 8 of the 16 tiles occupied
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SimCity: Transit and Roading Networks
grugor replied to alvinheriadi's topic in SimCity (2013) General Discussion
ferry here. -
SimCity: Transit and Roading Networks
grugor replied to alvinheriadi's topic in SimCity (2013) General Discussion
Its not simcity 5 as you know and new engine is a huge leap forward in city simulation. If the game is a success, perhaps most of the things we are looking for will come in expansions -
Disasters in SimCity (2013)
grugor replied to The_City_Builder's topic in SimCity (2013) General Discussion
george was misquoted. you cant unleash disasters on other peoples cities -
SimCity: Transit and Roading Networks
grugor replied to alvinheriadi's topic in SimCity (2013) General Discussion
How do you know this? guillaume has said that they haven't showed all roads types yet. they also haven't showed boats, ships or planes but they are confirmed. the only thing thats definitely out is subways -
I believe this is one of the points Maxis is trying get to people. The Idea of comparative advantage. For example lets say you start up your city, quickly you scan for which resources you have soon after you discover you have no coal, which will make you set up a deal with another city just like in real life. That idea is fine, but if for instance i want to build a mining city, I will just jump around from region to region until i find the most suited area. Also some city plots in the new vid on amazon show city tiles on the edge of cliffs with half the tile in mid air where you cant build anything. why would anyone pick such a tile? I know these videos are early builds and im sure the tiles will balance out in some way when the game ships and i think that you are right that every tile will be short something. either rail link, sea link, coal, water etc
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Discussion about City Tile Size
grugor replied to alex macnamara's topic in SimCity (2013) General Discussion
Some of those cities on that vid can only build on half of the tile size as the rest is over a cliff in mid air. i cant figure out why anyone joining a region would pick one of those sites.- 1,284 Replies
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SimCity: Transit and Roading Networks
grugor replied to alvinheriadi's topic in SimCity (2013) General Discussion
That is just a 4 lane road that has been elevated
