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Everything posted by meowza
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SimCity 2013's creative director explains what we could have got without EA pestering
meowza commented on Haljackey's article in News
It's not just the infrastructure that wasn't ready for online-only, it's also the player base. Politics. Not to mention the gameplay restrictions. CS with Steam is online. But not required.- 32 Comments
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Exclusive to Simtropolis. I'm giving away one Cities: Skylines Steam code. Post "I want to join" on this thread if you want to enter. Only one entry per person. To try to avoid dupes, entry accounts created on dates after this message has been posted will be disqualified. Deadline of entry is on April 8, 2015. Winner will be drawn on April 10, 2015. This is not an April Fool's joke. Goodluck! --- Update: Competition is closed. Congrats to MushyMushy for winning!
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Congrats to the winner MushyMushy! Will send you a PM shortly.
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Game's green propaganda doesn't bother me. It's the pot propaganda that does.
- 15 Replies
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- electricity
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This is not just sad, this is bad for the genre. Fewer competitors, means lower quality standards. I doubt if there will be any other studio willing to take on the challenge of producing a high-budgeted city builder. The risk for them is too high at this point.
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Cities: Skylines vs SimCity 2013
meowza replied to mutton noir's topic in Cities: Skylines General Discussion
and we have been playing with it for too long... Almost every city sim game after SC4 had it. Barely anybody else plays the older versions. -
What do you want in Cities: Skylines?
meowza replied to AidanA28's topic in Cities: Skylines General Discussion
We see a lengthy thread about day/night cycles about every week over on the Paradox forums. I'm curious to know what a lot of Simtropolis users think about it though. Why do you consider a day/night cycle to be a "core" feature? How high or low of a priority would you say adding a day/night system is post-release? How would you implement a day/night cycle? How would a day/night cycle work with aging citizens? First of all, I'm pleasantly surprised that you are part of Paradox. Anyway, I can't speak for everybody in the community. So this will be all based from my perspective. Why do you consider a day/night cycle to be a "core" feature? - It has been a tradition. I know it sounds superficial. But it's one of the reasons why SC2013 did not made me fully settle down -it ditched too many traditional elements. How high or low of a priority would you say adding a day/night system is post-release? - I haven't really thought about ranking common features. But as long it's doable in an elegant manner, then it's ok for me to wait further down the line. I'd prefer disasters and its management over day-night though. How would you implement a day/night cycle? How would a day/night cycle work with aging citizens? - I'm not familiar with how CS' gameplay exactly works, so it would be wrong for me to suggest how to properly implement day and night cycle. But as long as it's similar and improved (mainly simulation-wise, graphically, and moddabilty) over what we have all been used to, then it's fine with me. On a side note, it's not the crude features that's going to make me say "I need that game now". CS needs to be mind blowing in many aspects (mind blowing day and night cycle for example). Like when we saw SC2013's agent simulation for the first time. In which, the enthusiasm was sadly extinguished by the lack of other features. I'm trying to limit my expectations for the game mainly due to the small dev team. Which in my opinion is bad. SC2013 has raised the bar when it comes to simulation, sound, and among other select aspects, which doesn't help the situation. I prefer to dream big, to the point of perfection and even impracticality. But ofcourse it all boils down to the capability of the team, whether if they can make dreams come true or not.- 307 Replies
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What do you want in Cities: Skylines?
meowza replied to AidanA28's topic in Cities: Skylines General Discussion
I'm still on the fence with CS. There are still a lot of missing staple features in the game. Like a simple day and night cycle for example... :/ Plus, we have no idea about the game's bugs yet. It's just too early to tell.- 307 Replies
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Offline-Only Mod: "UniDirectional Networks (UDoN)"
meowza commented on xoxide's file in SC13 Game Mods
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Elevated Railway (Offline Only - replaces maglev)
meowza commented on oppie's file in SC13 Game Mods
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- maglev
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Thanks Oppie, really enjoying your initiative to mod the game... Very impressive! Even Maxis loves it... Quotes from Michael Long aka "vertexnormal" "I work at Maxis and I made the art for the SimCity vehicles. Originally I had it painted red as you do here. After a rather contentious fight with our legal department I had to change it. I am extremely happy to see it back as it was intended. Thank you." ... "There had been an unrelated lawsuit about the use of the bus in logos for some random product. The determination here was that it was safer to just change it than risk another lawsuit."
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An open plea to everyone critical of Maxis
meowza replied to VeritaScientia's topic in SimCity (2013) General Discussion
Like the ones who actually played the pre-alpha; game critics, hardcores or otherwise. It all very looks promising to me. They are not making a game exclusively for offline-roleplayers. -
An open plea to everyone critical of Maxis
meowza replied to VeritaScientia's topic in SimCity (2013) General Discussion
Part of this community is having difficulty comprehending the larger picture. If we look at the features of the game piece by piece, it's definitely quite shallow. But if we connect all the dots, and we think about all the possibilities in the simulation. It becomes deeply immense. Think of it like GlassBox. The engine has very simple algorythms, many of which are unique from each other. If you imagine all the possible algorythms you can create with the engine, then combine everything as a whole.. You get highly dynamic and interwoven systems. The online features are essentially the same, but at a macro level. Making each city so dynamic that events in the city becomes almost unpredictable. Look at these simple examples of the engine: The coal plant needs coal to produce power to all the buildings, but it also produces air and ground pollution. The industrial buildings create goods for the commercial buildings. The water tower provides water for all the buildings. The residential buildings provide the manpower and consume the products from the commercial buildings. The effect of the industrial pollution to the water supply. The effect of the polluted water to the residents. The effect of the residents being sick to the production goods. The effect of the scarcity of goods to the city's economy... All the buildings affect one another. As if you've thrown a tiny stone into the water, and you end up with a huge ripple effect. So now.. Think of the buildings not as buildings, but as entire cities controlled by different players... I hope you're seeing what I mean. We're going to try to make our city look and function the way we want it to be, and to achieve that, we will have to face the challenges of the external world. I'm only brushing the surface here, but this is essentially the reboot's strategic gameplay. -
Feeling thankful...
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I clicked Like, because I liked the game. It's not really made specifically for the core group. But I still find it fun either way.
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SimCity Social App for Facebook
meowza replied to Trillian2003's topic in SimCity (2013) General Discussion
Some interesting bits so far... 1. If you chop trees, you get more resources. You need resources to build specific structures. 2. Waterfront and the area around natural landmarks have more land value. 3. Civics' response time depends on distance and road layout. 4. And you need alien technology to build arcologies.
