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aparrot7

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About aparrot7

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  1. American Politics

    Clinton still leads the polls, by alot.
  2. High and Wild Speculations

    I see this as the equivalent of Rush Hour to SC4. Who knows what it will include, but it probably will make the game even better.
  3. Easter Egg?

    What am I meant to be looking at? Btw, holy molly that is alot of ped paths
  4. Hmm I posted this on the "What do you want in C:S thread" but figured it's relevant (but most importantly I didn't want to put the effort into re-typing it), so here is my two cents: I think there needs to be more control regarding architecture. The game did not ship with a large variety of buildings, which is understandable, as the developer was more set on creating a solid base game (which they did very well). However, thanks to the wonders of the modding community, there are already a large number of mods available for download. Unfortunately, there is not much control over the types of building that grow in a city. If i want to create a Manhattan type city center with typical American suburbs, even if i download these types of buildings, I will get a mix of stock and custom buildings. I propose building "packs." Players and modders can create "folders" or "packs" of buildings (both stock or custom content). These packs would have the requirement of having all wealth classes, industry types, and densities to be valid. Players could stitch together their favorite mods and in-game buildings, or they could download them from Steam/STEX (for example, a modder could create a "Paris Pack" of all Parisian style buildings). Players could then enable/disable different packs in their cities, even specifying certain packs in certain districts of their city (one could create a Chinatown, for example). Although there aren't THIS many mods in the game now, I expect the number to grow. This would make it far more manageable and controllable by players.
  5. I think there needs to be more control regarding architecture. The game did not ship with a large variety of buildings, which is understandable, as the developer was more set on creating a solid base game (which they did very well). However, thanks to the wonders of the modding community, there are already a large number of mods available for download. Unfortunately, there is not much control over the types of building that grow in a city. If i want to create a Manhattan type city center with typical American suburbs, even if i download these types of buildings, I will get a mix of stock and custom buildings. I propose building "packs." Players and modders can create "folders" or "packs" of buildings (both stock or custom content). These packs would have the requirement of having all wealth classes, industry types, and densities to be valid. Players could stitch together their favorite mods and in-game buildings, or they could download them from Steam/STEX (for example, a modder could create a "Paris Pack" of all Parisian style buildings). Players could then enable/disable different packs in their cities, even specifying certain packs in certain districts of their city (one could create a Chinatown, for example). Although there aren't THIS many mods in the game now, I expect the number to grow. This would make it far more manageable and controllable by players.
  6. From what I've seen so far from various let's plays: The Good: Great transportation systems Map sizes & expansions (love this feature) Policies!! Overlays & information Zoning (quasi-grid system makes it easy to draw out districts) Modding!! The Bad: The User Interface (although good) seems dated ascetically, a bit dull Textures & graphics could be improved Purple pollution (will probably be modded) The tweeting bird tweets a tad too much Little building variety/architecture differentiation (modding can help) I'm pretty excited for the release of the game. It builds on many of the successes of Cities XL and Simcity. However, there are some additions/fixes that could make the game more interesting. I'll have to see myself when I actually get the game.
  7. XLNation Down?

    Anyone having trouble getting in? For me the page loads forever, and then just says "Could not be displayed".
  8. Zimmerman acquited.

    I'm shocked by the verdict. Even if Zimmerman's acts were in self defense, they key difference is that one individual (Zimmerman) HAD a gun on him, while the other did not. Trayvon Martin was not some crook who posed a direct threat. He had no form of self defense on him, other than his fists. Zimmerman should have allowed the police to handle this, and such a tragedy would have never happened, but instead he decided to take the matters into his own hands. Zimmerman was not on his property, nor was he defending himself; he actively perused Trayvon, causing the situation to unravel. Whether or not he was racist, I don't know; but I find it shocking that someone can get away with killing someone without some form of punishment, even if it be something smaller than a full murder sentence. If Trayvon had broken into Zimmermans house, or attacked him from behind, this would be a different conversation. The difference is that Zimmerman made the decision to go after Trayvon. Trayvon had every right to defend himself in this case as well, and because he was dead, the defense had turned the victim into the criminal. I just finding it appalling that Zimmerman could obviously kill him, and his innocence is decided on who started the physical punching, even though it was Zimmerman who decided to go after the man, gun with him, in the first place.
  9. New DLC, official info

    Although I hate DLC, and so does everybody else; this is a bit more convenient then paying $5 for a pack like that. At least it's for an everyday item.
  10. Whenever I enter orgin and launch the game, It starts processing, but the launcher never launches. After a few seconds the orange "play" button is again clickable. So the game launcher never ends up launching no matter how many times I try. Any ideas on how to fix it? I can't even enter the game.
  11. EA has already taken enough out of my wallet. I would prefer some mods.
  12. Well sims get money from working, so it could be a tell-tale sign that you have some low-wealth unemployment. I would assume taxes also play a role. Mine also complain about "high rent". Its not like I have rent control.
  13. They're tourists. For whatever reason, tourists seem to always leave in flocks.
  14. "This City is Ablaze!" Huh?

    Educated sims don't start as many fires. Big Industry + Uneducated sims = a lot of fires. As for the risk map, I'm not sure how that works. I rarely get fires, yet my risk is always moderate. Personally, I don't pay much attention to fires, and If I building burns down every now or then, its not a huge deal.
  15. Culture Buildings Questions

    Tourism is quite an annoying specialization, just because your income is so volatile. Tourists leave, your income plunges. Tourists come in, it soars. One of my cities I tried out a pro-stadium. I got a full stadium my first few events, but then I started to see less and less attendance, which puzzled me. From that city I found out that I should put an event every other day for max. attendance. However, I didn't see the same results with the expo center. I had a mix of casinos and landmarks, with stadium events. At night, my income would go to about +$17,000. During the Day, -$25,000. It seems to rely heavily on traffic congestion among other factors. Overall, I would put events every other day, and make sure your stadium is right by the highway connection. Also have a train station, and airport, and ferry hub. One or two gambling halls can also help put your cashflow afloat, but might cost you in your police funding. Three landmarks as well. But as I mentioned, tourism is very unpredictable sometimes. I've created another tourist city not nearly as volatile as the last, without the pro stadium and only the expo center. Once again, it seems that traffic congestion is a huge factor with tourism.
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