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squeaky024

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About squeaky024

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  1. Playing with an Intel(R) HD Graphics

    SC4 it is then, thanks. edit: its been time for an upgrade for a while but since I need a laptop its going to be more expensive to get a good performance than a desktop.
  2. Playing with an Intel(R) HD Graphics

    I have basically the same thing except worse: I have the 3000 graphics. Can I even consider running this?
  3. The pilot in me is screaming at the tiny little thing that comes with the game. Id love to see a modular/flexible mod that allows the construction of any size airport, big or small. Seeing and A380 land in a distance fit more for a small general aviation plane and watching the planes wings stick out over the runway as it taxis in to the oversized terminal looks bad. Hopefully this can be done to real life standards like it has been done with the high quality mods from SC4.
  4. Mikeseith 8 Level Modular Garages

    Fantastic, I love the lighting and the action groups you put into this. I wish all of simcity was this detailed.
  5. Simtropolis will be at Maxis, Oct 8-9!

    I have a question. Airports. How are they constructed and can we adjust their design, size, length? Because the new simcity allows for much more freeform design I feel that it is too restrictive to have only one or two pre-made airports that will be hard to fit into the city due to terrain, roads, etc. As a pilot I find it fun to design my own airports and fit them into the surroundings like in real life. If there isn't in the books, could the devs be reminded that an international airport takes up massive real estate and runways shouldn't be only a city block long, it honestly makes them look terrible when they are scaled down like that and most light aircraft need more stopping distance than that.
  6. I would definitely add that there should be a way to stop buildings from going boom from one stray click of the terraform tools. Perhaps buildings should be locked from deletion and can only be removed by bulldozing. This way when grading terrain near a dense city you don't displace 3000 sims living in the nearby 3 buildings because you wanted to move one mound of dirt somewhere else. Roads and freeways should also be able to stay on the terrain as you terraform it, so if you pave over a bit of ground and you notice its a bit wavy, you should be able to make small adjustments to slope it better, or provide sloping tools so this wont be needed in the first place. Clearing a path for a dual carriage freeway with a median should not be so hard and require 3 tools to grade properly into a decent slope. Bridges over land and tunnels under water too please, and curvy
  7. This is massive multiplayer games work. The client is a dumb terminal with enough information of the game state to display it and maybe some client side predections. Most client-server games (tf2, counter strike, etc) work this way as well. We know however that SimCity 2013 does not work this way, all simulation is client side and the servers just store save games and other global information. I don't think a client-server model would work well either. That is a LOT of data to transmit from the server to client. Every building and agent. Eve-online chokes up on space battles with only a few hundered players/agents (that is mostly cpu limits, but the bandwidth costs are not anything to sneeze at either, but still worth discussing*). If you are simulating a large, full city that is a lot of data to be sending to the clients. For a dumb client the postition of every car and the changes of every cell in the water table has to be send. To easy up on the bandwidth the client can be smart and simulate some of it client side. So you simulate traffic and water and before we know it we are esentally simulating almost all the game on the client, so why bother doing it on a server? *Lets assume that with the multicore design an average city simulation tile takes up the processing power of one cpu core. Even if 100,000 people play the game at any given time that is 100,000 cpu cores needed. That is A LOT. If you look at the online user graph at steam it fluctuates a lot during a 24 hour period. EA/Maxis would have to anticipate enough hardware for peak conditions and then have it sitting idle during off hours. And what happens if active simulation count gets above the server farm's capacity? Do you REALLY want want to wait in 40 minute queues on launch day, which is what tends to happen with MMOGs? But what if you don't need to send the location of absolutely everything in your city? You only need the neighbors to know how much traffic goes in/out of what road, (same with utilities, ports, airports, power, pollution) It's just a number that is updated once in a while. The client runs their own simulation, so It uses the data "1000 cars IN on road X" and it does that, 1000 cars come in, and people go to work. You don't need the server to know where Susy is, how much coffee she drank, where she works, and and what's on her mind. The Client-Server connection can be simplified a lot without sacrificing on the actual connectivity of the two cities. I am certain you do not need a central machine to process everything and people will be able to host their own server and have maybe 2 or 3 friends join them (or rent a server for some money to host more if they don't have enough bandwidth, like in any other multiplayer game) Another point is what if sometime down the road (many years from now), maxis leaves this to rot like sc4. They shut down the website, shut down the beloved central server, and now we all cannot play multiplayer? It is important to decentralize the multiplayer feature and allow people to play in a self contained multiplayer region that is unaffected by outside influences (other regions). Perhaps there should be an option if you want resources from outside your region, but If someone wants to play completely separate from "the rest of the world" and play with their friends and their friends only, they should be able to do so, and maybe substitute in their own resource quantities and prices as a simulated "global" market. Personally I like to play as if I am on a completely separate world with my friends and I don't want to have prices or availability of resources that don't match how I would like them to be. edit: Basically what I am trying to say in the first paragraph is that you don't need to run someone else's city, so you don't need to know all the aspects of it. Each person simulates their own city, and only certain outputs that are necessary for the simulation to function are sent out to other players and maybe a "snapshot" of the city to keep the game updated.
  8. Speed Up Time?

    It will probably still be a sc4 or cxl speed-up time. Compressed day lengths and compressed times buildings take to be built.
  9. Sprites

    As far as scaling, i must stress within reason. I don't want a 100m airport, or tiny powerplants. Things should be properly sized for the most part.
  10. I like rain, makes me sleep well. :)

  11. Disasters in SimCity (2013)

    I think it would be interesting to have tornado/ tsunami evacuation planning. Maybe have set routes or early warning devices (the typical air-raid style sirens used in tornado areas of the middle US) possibly have freeways open on both sides for traffic leaving the city to double capacity for evacuees, shelters, etc. I have to agree though that I too would like these disasters to be optional, as I may not want to have a massive seawall or breakwater for all my coastal cities or levee networks all the time. It should be left up to the player to decide, as it has always been an optional thing to do (except fires, they happen no matter what I think it is acceptable).
  12. User Technical Level Survey

    I can mess around with Photoshop, make websites, build computers, effectively manage an entire office of computers (worked as IT guy for my dad's), very basic 3d modeling, understand some code enough to know what the meaning is and what it does, figure out what is wrong with computers. I'm quite literate and can get around with most things, or find out how if I need to quickly.
  13. Disasters in SimCity (2013)

    If there is a tsunami it better not be a ridiculous wave or excessively high sea level, it should be what it is, a surge of water that floods inland a little bit based on elevation. (would be EXTREMELY unfortunate for any below sea level city that's held up by levees or dams )
  14. SimCity: Transit and Roading Networks

    I hope freeways/ highways will be able to connect at shallow angles. Sometimes when making these (hopefully) high speed routes you need to make wide turns and when you reach another highway you may meet it at a shallow angle, with no room to meet it at a proper Y or T... instead its some kind of shallow y. I had similar issues with streets in cities xl where I wanted to branch off a main avenue with a small one way street, like a highway ramp, except it wouldn't allow me to make it.
  15. Simcity (5) & Cheats

    I really do not want a "global" market for singleplayer or mulitplayer. I play my simcity as if I were on a ficticious planet, so my prices will be completely different from something on earth. I don't care about leaderboards, I don't care for online contact on my singleplayer, I just want to be left alone there in my own little world
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