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DrWatson88

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About DrWatson88

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  1. I'm also unable to delete the road. Cars use (or not use I should say) it correctly. I'm using advanced with all the addons. I've double checked all the folders and all files are in the correct folders. Quick update, after 5.0 I had to remove all my addons because one of them was causing some significant UI errors. I re-added the Advanced version of this mod and all the addons (This being the only mod I had running). After logging into an already existing map, all traffic uses the road, in addition to it still being un-bulldozable. Deleting the addons does not alleviate these problems.
  2. Thanks, works great. No problems as of yet. Trains working now too, thanks for the update.
  3. I think so, at this point it's just going to confuse people.
  4. Nevermind it does, I just never tried connect the road to a train track, Sorry about that. I just watched a station that was connected to the rest of my train with only this road for a full game day, and the trains will not use it. According to the Trains submenu it's part of the network and they should be using it.
  5. park and ride capacity

    I had a rollback within 5 minutes of using this
  6. Crazy request, but is it possible to make this road carry trains as well? Also, I like this guys idea:
  7. 4.0 And Custom Scripts

    I thought I read somewhere that they need to go in the EcoGame folder, is that not correct?
  8. I'm unable to delete the road after placing, even after downgrading to 1.4
  9. It appears that after update 4.0, SimCity checks and deletes any custom script .package's. I found an easy work around, it involves making the file "Read Only"
  10. Service Cities & Regional Sharing

    Genius. I can't believe I never thought of this.
  11. If the mods you're using have script files, you will need to re-add those script files. The patch deleted them.
  12. It appears this is not working with Update 4.0. I try to attach the road to another road and it says "Cannot intersect this road." Nevermind, I found out the reason why. When it was updating it deleted all of my mod scripts.
  13. Tourism Numbers

    It's telling you that you have high low wealth tourism and practically non-existent med/high. I think the 1450 is the total number of tourists you've had all day, whereas the 1000 is the maximum number of tourists you can have at any given time.
  14. Patch 3.0 released

    Metropolis expansion pack City sizes expanded by 0.25 Km for only $29.99 For all of the gaffes that EA has been making, I don't think they would be that stupid. Not that an EA executive hasn't thought about it though, but I think this is a line they wouldn't cross. They are learning - look at how much emphasis they put on the core of Sims 4 being offline/single-player. They wanted everybody to know that it would not be forced online requirements. What concerns me is that city size and modding has been pushed way out, especially in light of EA laying off 10% of their employees. They obviously need to get the game straightened out first, but what happens if that takes several more months, and they have already committed people to another SC or other project? I would like to think that since they consider SimCity to now be a service of sorts, that they will bring in everything they have promised. I think what they should do is allow modding, this in turn could allow the community to help with bug fixes. They want this to be a social game? Crowd-sourcing via a mod community is the perfect way to make this game more accessible and social. Plus it could potentially cut down on their man power. I'm thinking like GitHub mixed with Steam Workshop.
  15. Patch 3.0 released

    It's because everyone's city and layout is different. If you have a inefficient transit system, then there's a chance that the inefficiency is something on your part and not a bug.
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