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Urbanator

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About Urbanator

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  1. This game is AWFUL...

    Thanks for interesting, if arrogant, post. Albeit based on several faulty premises. For one, Origin indicates that I have run Sim City for 447 hours. Also, there have been some abandonments which do not give a reason. I did not say that all of them did this. This mainly appears to be with $$$ but not always. As to taxes, is there a time limit on how long you can keep it at a reasonable level? As for crime, complaints about this have happened when there have been 0 crimes and 0 criminals. Not sure how else you could interpret that... What gave you the impression that I had not run into other bugs. Just because I didn't mention them... How odd... Anyway, thanks for the.. uh... help. Albeit in one of the least helpful and inductive ways of doing it. That said, confirmation of the enforced structure was actually helpful.
  2. Hundreds of hours spent running (playing would imply fun) this so-called game. As we are all doubtless aware, it Is incomplete and riddled with bugs which can suck the life out of a session. * Buildings abandon with no information on why. * Buildings abandon for reasons that make no sense (too many deaths when sitting opposite to a hospital ACROSS THE ROAD). * Too much crime when the panel states clearly that there isn't any. * Sims complain about no jobs being available when there are hundreds or even thousands available. In the real world, if the unemployed were that lazy or incapable they would be sanctioned at the very least. * Working cities suddenly having a seizure and begin haemorrhaging cash and buildings for no apparent reason. Buildings abandon so much its like playing a game of Whack-a-Mole. I just do not get how EA could take a game that has only improved with each iteration and get it so wrong. I would have thought that even they would have at least been capable of producing something similar but equal to SC 4. What does it say about a 2015 company that can't outmatch a game that is more than, what, 10 years old? After all this time, is this even worth discussing any more?
  3. Open jobs & unemployed

    The above article does not appear to reflect 'reality'. I have an imploding city with thousands of jobs available and houses abandoning due to lack of jobs...
  4. RB Power Plant Boat

    A boat-town could look quite cool in SC4. I do like the look of these, plus the fishing platforms, although I don't think I have any stuff that would look right with them (which is a pity but certainly not a reflection on them).
  5. Network Addon Mod (NAM) - Cross-Platform

    Top job and well-worth the wait, as always. Thanks for this fantastic addition to our cities. 5/5.
  6. Is it possible that you have hit a stage limit? I have seen similar things happen in some of my cities and it has taken stage breaking in order to get past this. If I zoned in the right area and a high enough density then the stage limit would be exceeded and development would explode all over the city.
  7. Regaining Agricultural Demand

    Hi Moskva. It was the same for me initially, but when I added the irrigation ditches the demand was resurrected. My city, Greenbank, is currently 61,175 sims with an agricultural population of 1,232 and there is still a good deal of demand. It would seem that SPAM tweaks the demand caps in some way because prior to its installation I would never get demand back in such a large city. Its still early days yet for SPAM working its magic in my cities so I don't know how much longer I will get demand. I will say that it has certainly greatly improved farming in SC4 -prior to this I would have to have used half the map for agricuture before I would even get the farmers' market.
  8. Regaining Agricultural Demand

    The SPAM works very well for me. I placed agri-zones in one of my cities, which had in excess of 15,000 sims iirc, and at first no farms would develop. However, once I started adding irrigation ditches (unfortunately I have had the ditches for so long I cannot recall who made them) which raised the demand cap, I now have a nicely developing farming-urban combo.
  9. Airports and Commuters

    Hmm... it is disappointing that the traffic won't reflect 'usage' but for the sake of realism I think I will go down the avenue route as it will look better in the long run. Plus, if I have the airport on a main route, the other traffic should mask the lack of airport commuters. Thanks for all the replies.
  10. Airports and Commuters

    So, no commuters at all? I'm aware of the caps (Maxis guide) but never having made good use of them I wasn't sure if they added to traffic. If they don't then I can use roads around them - at least where there is nothing else likely to cause heavy traffic. Avenues look pretty close to overkill when placed for an airport... By the way, does the notification system still work? I have not had any for this topic even though I'm 'following' it.
  11. Airports and Commuters

    Interesting... So there is actual traffic in and out of the airports (other than a few jobs). Then it would seem that avenues are a better option than roads for surrounding the airport itself (on the 'business-side' at least). The railway issue is curious but I will probably place one near it anyway because it makes sense to have one like we do in reality. Thanks for the info. By the way, as far as I remember, there is an issue/bug with the police effect from standard stations not penetrating more than a couple of squares from the street/road. This means that deep lots like the airport aren't fully policed. I think there are a few police stations on Simtropolis which reach further but I don't recall which ones.
  12. Hi y'all. Quick question about airports as I haven't really used them so far - do they generate/receive a large number of commuters? I'm going to be placing an airport in one of my cities pretty soon and I was wondering if it would need major transport links (eg: avenues) like a realworld airport or not? Any help/tips are appreciated.
  13. NAM Euro Cosmetic Re-Texture Mod

    Great work on this. The effort is much appreciated. One thing though - what do the cul-de-sacs look like? I don't think they are working for me. Could it be because I have a mod which removes the default roadblocks?
  14. Error Code [#10863]

    @A Nonny Moose: Its interesting that you mention WiFi because it is a WiFi router we have. However, our PC is linked directly to the router via USB (something was retarding the PC's rate over the air) and as I mentioned we have had no recurrence of the download problem.
  15. Error Code [#10863]

    I have had this problem in the past. However, we have switched to broadband (about a month ago) and the problem has not recurred. It seems that it is either a dial-up-only problem or broadband speeds are too great for the error to occur. Not sure if this will help but I thought I should share.
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