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Everything posted by ScottyDoesKnow
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Why I don't think an offline mode will work
ScottyDoesKnow replied to simmerboy's topic in SimCity (2013) General Discussion
11 responses and no one realizes this is a joke? Or are all the people that realize trying not to ruin it like I'm doing? -
Radiation cleanup? This may be the last straw
ScottyDoesKnow posted a topic in SimCity (2013) General Discussion
I've lost a few cities in the past to bugs but everything seemed to be going well on this one. I made plenty of cash and was balancing my wealth distribution so everyone had jobs and shopping, etc... I had just spent hours (real time) cleaning up all the ground pollution from my industry with trees when I noticed one spot that wouldn't go away. I assumed it was just another bug and starting zoning over it until I got complaints about radiation. I figured that was a bug too since I'd never gone nuclear to avoid the problem. But apparently the asteroid disaster can leave radiation behind. And apparently there's no way to clean up radiation (trees help but not much). This means that at any time, by complete chance, an area of your city can be rendered unusable for 20+ years game time. And there's nothing you can do to stop it. I'm hoping someone knows a tip, a secret, a hack to get the area clean. Because otherwise I give up on this game. -
Service Vehicle Problem, worse than I thought
ScottyDoesKnow posted a topic in SimCity (2013) General Discussion
Here's a quick video that shows destroying an ambulance garage at any time removes the ambulance forever. It doesn't matter if the vehicle is there or not. You'll notice the game is paused the whole time. At the end you can see how many clinics I currently need to build in order to place clinics with working ambulances. And you have to destroy them afterwards or the ambulances will park in the empty lots even if they're turned off, and then the ambulances become turned off too. -
This may interest you, though it's a bit overkill:
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Cheetah is re-enabled on some servers
ScottyDoesKnow replied to galacticwarrior's topic in SimCity (2013) General Discussion
Update: Cheetah is back on Antarctica. -
Cheetah is re-enabled on some servers
ScottyDoesKnow replied to galacticwarrior's topic in SimCity (2013) General Discussion
Is it only 2? I checked my timing on EU East 1, and both llama and cheetah gave me 18 in game mins passed in 10 secs. That's llama speed. The time ticks up by 1 every half second, so 20 in game minutes to 10 seconds. Cheetah should be 4 in game minutes per second. -
Cheetah is re-enabled on some servers
ScottyDoesKnow replied to galacticwarrior's topic in SimCity (2013) General Discussion
If cheetah is enabled you'll see the time count by 2 each tick. -
Cheetah is re-enabled on some servers
ScottyDoesKnow replied to galacticwarrior's topic in SimCity (2013) General Discussion
I believe you are mistaken. They enabled it on the test server just under a week ago, and on a few other servers in the last couple days. You can still go to >>> speed, it just isn't any faster than >> speed. -
Emergency vehicle stuck outside city... and vibrating
ScottyDoesKnow posted a topic in SimCity (2013) General Discussion
SOLVED: I ended up deleting that bay of police cars and when I replaced it there were 6 cars. The one car still went to the region and got stuck, but he would patrol when the precinct was on. So I turned it on, disconnected from the main highway, got him onto a road far from the connection and bulldozed it to get rid of the car. Haven't had a problem since. In one of my cities I have a cop car stuck on the highway outside the city bounds. It's vibrating, it looks like it's swapping between lanes about 5 times a second. I've left it for a while in game, logged out for hours, it's still there. I haven't deleted the precinct it came from in case that made it permanent or something, but I have turned the cop car bay off. I don't mind losing 1 cop car out of 28 if that'll fix it, but just don't want to make it worse. I also can't see the cop car from a neighbouring city. Has anybody experienced this/know how to fix it? Edit: OK it just got weirder. 1. Turning the precinct back on fixes it, it starts driving again. Though the cars seem to patrol the region a lot. 2. If I trap them all in the city and turn the station off, the one patrol car will never park, it will just constantly be on patrol. 3. If I don't trap them all in the city and turn the station off, the one patrol car will travel somewhere on the region highway and start vibrating. The status will flip between "Leaving the city." and "Patrol finished, returning." and it will say "Came from the region." So... WTF? -
Can you build TV factories and import the necessary supplies?
ScottyDoesKnow replied to trschilling's topic in SimCity (2013) General Discussion
Honestly, this is probably the better advice. My city is currently set up to import the basics and make everything, but that's only cause it already has lots of money raised through pure computers.- 12 Replies
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- trade
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I'm looking for advice on what to do with the remaining cities in my region, but feel free to put any and all city ideas in this thread for people to use. I currently have 4 of 7 cities claimed in Reflection Atoll (http://simcity2013wiki.com/wiki/Reflection_Atoll) and I'm looking for ideas on what to do with them. Here's my current status: Petrol Bay: Have a plan. Money city, just hit max money cap and is horribly polluted. Has two many jobs for the amount of workers but may just shut down some factories to balance it. Grand Haven: Have a plan. Want to make it a tourist city but clinics are currently bugged out with no ambulances. Summit Vista: Have a plan. My favorite city. Has a university, maxed services and a few electronics plants to pay for it all. Not playing it until disasters can be turned off for fear of more meteor radiation. Trader's Ridge: Potential plan. Could build a city with bridges and tunnels all over the place. Soiree Sands: Potential plan. Could build a city with lots of residential to balance out any needed population in other cities. Ingot Landing: No plan. Used this city to unlock smelting so summit vista could make money and work its way up to electronics. Cinder: No plan.
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Brainstorm: City Ideas
ScottyDoesKnow replied to ScottyDoesKnow's topic in SimCity (2013) General Discussion
Utilities city complete. Screenshot from region view since I'll never be loading the city again (don't want the garbage dumps to fill up): Down by the bay is a population of 50k workers. Safety services to the left of the bay, other services and city hall to the right. Top of the map is all the services to supply to other cities, from left to right: 3 columns of solar plants 1 column of garbage dumps 2 columns of water/sewage 1 column of garbage dumps 1 column of solar panels, not as clean because of the incline on the right but just to fill in the rest of the space In the end it can supply each of the 6 other cities with 40 garbage trucks and around 1k of everything else. Should be enough. -
Brainstorm: City Ideas
ScottyDoesKnow replied to ScottyDoesKnow's topic in SimCity (2013) General Discussion
Great idea. I'm now in the process of turning cinder into a service city. How is the garbage collection working out for you? Like what's your biggest city and how many trucks do you send to it? I tried sharing garbage services once but it just seemed worse than doing it locally. I feel like it could be terrible with cities all the way across the map. It would be great to centralize though, because then you could eliminate the need for incinerators. Ya, grand haven is a circular plot surrounded by water so that city will be circular. Tried doing it with one long road but that's not working out at all, so I'll try it more like your first screenshot. -
Free DLC - Nissan Leaf Charging Station
ScottyDoesKnow replied to croxis's topic in SimCity (2013) General Discussion
I really hope it was due to other factors. I like the idea of more choice and more realism through real companies, that's fine and I encourage it. But they have to keep it balanced. If they make the new additions overpowered to push you into using them, I have a problem with that. -
Can you build TV factories and import the necessary supplies?
ScottyDoesKnow replied to trschilling's topic in SimCity (2013) General Discussion
You may want to keep that city around. Once the global market is enabled, that may be the best way to make money consistently.- 12 Replies
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Can you build TV factories and import the necessary supplies?
ScottyDoesKnow replied to trschilling's topic in SimCity (2013) General Discussion
Since prices are currently fixed and you get the same price for buying and selling, the best strategy is to only manufacture one thing in your city. The best money currently is computers.- 12 Replies
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- trade
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Will the lizard attack?
ScottyDoesKnow replied to MOWS 4 U's topic in SimCity (2013) General Discussion
I think I asked the same thing before in a twitch livestream and someone said they do. -
Radiation.. Can i get rid of it..
ScottyDoesKnow replied to ArchDan's topic in SimCity (2013) General Discussion
Cheer up, cheetah speed is back, so it's only 5 days of real time! Seriously though, that areas done for. I'm not playing my favorite city for this reason right now, it's got one small radiation patch and I don't want more. Not playing it until they allow you to disable disasters. -
Radiation.. Can i get rid of it..
ScottyDoesKnow replied to ArchDan's topic in SimCity (2013) General Discussion
34 years per level, 102 years total. And that's if you're constantly putting trees on it. You're basically stuck with it. Hopefully they come out with the disaster disable option soon. -
Wups... Processing, mistake?
ScottyDoesKnow replied to fastnoc's topic in SimCity (2013) General Discussion
There's no reason to have both a community college and a university, unless you just want more tech bonus. All students go to all schools, so you don't even need high schools or grade schools (though they can help increase overall attendance because of their bus systems). No reason to trash it yet though, just turn it off and see. -
Trading Within The Region
ScottyDoesKnow replied to VanGioRobNelli's topic in SimCity (2013) General Discussion
Well this being an MMO, there are a multitude of ways to automatically... just kidding, you have to manually gift it. And gifts get lost in the aether some of the time, and are delayed most of the time. Luckily the global market isn't implemented yet either and everything buys for the same price it sells, so the easiest way is just to sell from one city and buy in the other. -
Freight train ports are worthless, killing game for me
ScottyDoesKnow replied to DHarrisG's topic in SimCity (2013) General Discussion
I'm really not sure but I think it just resets itself between cities. It would explain why trains and boats don't show capacity.- 38 Replies
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It seems the developers never expected anyone to get money in the billions, so they used a 32 bit signed integer to store the value. This means the maximum money you can have is 2,147,483,647. And with the current state of the global market, this isn't too hard to hit. I decided to go for it before they re-enabled the global market and made it much harder. I'll start with the results. You can see the reduced money received from the sale of computers because I hit max money: https://i.imgur.com/e6uBmP3.jpg And here's the city layout: https://i.imgur.com/FLwxzNr.jpg I started with a bunch of money gifted from another city so I won't be going into how to get started. There are easy ways to get start up money, my recommendation being natural resources. You'll probably want around 10 million to start just to be safe, but that's up to you. Depending on your starting fund, build what you can and add on more factories as you go. So I picked Petrol Bay in Reflection Atoll. I picked it because it has a good amount of space as well as rail and water for shipping. I didn't use it, but you can drill the oil for start up money. In the screenshot I have 22 consumer factories making computers, which are the best profit in the current market (unless it's different by server). You can also use processor plants. You won't get quite as much per hour, but they require less workers and power, so you can keep your population lower. On to the setup: - You'll note that the factory area doesn't connect directly the the highway. Highway -> Residential -> Factories -> Trade Ports. I don't have problems with traffic, but if there are any problems they will never stop the local trucks from supplying the plants. Even if the main avenue gets completely clogged, the boats and trains can buy and sell and the local trucks can supply. - I'm using two trade ports to buy and two trade ports to sell. In this screenshot I have train connections on two of the ports, but the train is pretty useless compared to boats. Brings in 12k instead of 20k and comes much less often. - Top left is medium wealth, top right is low wealth. High density roads have a small medium density portion before connecting to the avenue so that they don't create lights. - Along the left are safety services. None of the clinics are in use, there's a hospital in the top right. If you do like I do and completely ignore pollution, you'll need one eventually. - The wind blows to the left in this screenshot but the garbage dump is still in the top right. This is because I didn't care about pollution and to keep godzilla away from the factory area. - University in the middle. University affects production of factories, which you can see in the tech data map. After that you just let it run and fix up after disasters every once in a while. It'll take 2 or 3 full real-time days, less when cheetah is back but they might fix the global market at the same time. You can leave it on overnight though as long as you have some bank built up. The city makes about 10mill a day and would lose 3mill a day if a disaster caused all production to stop. At llama speed, that's 15mill per real life hour, which is 120mill per real life 8 hours. So as long as you have that much, you're safe for the night. Post Max Money Once I hit max I decided to modify the city to hopefully still be able to make money once the global market is enabled. I figured the safest way is to have the whole production line starting with ore, coal and plastic. This should help balance out fluctuations in the market. And if one thing is much higher than the others, you can turn off the factories that don't make as much. You could even turn both TVs and computers off and sell the processors, though there's no dock on the processor trade port in my setup. I balanced it in a spreadsheet and in the end I had room for: 3.5 Alloy Smelters (last one only has 2 furnaces) 7 Processor Factories 7 Computer Factories 7 TV Factories Final list of trade ports: Plastic (6 lots, dock) Ore (6 lots, dock) Coal (3 lots, dock) Alloy (3 lots) Processor (3 lots) Computer (6 lots, dock) TV (6 lots, dock) I also destroyed the university. This means less production but it keeps all the production balanced, since the bonuses from the university don't get to all the factories. So that's one improvement you can make if you want to try keeping it. Another improvement could be reducing the trade port lots on ore and coal or combining them; I originally thought I needed as many smelters as everything else but you only need half as many. Anyways, here's some screenshots of the final city: https://i.imgur.com/wmFKQXe.jpg https://i.imgur.com/zCcV49K.jpg https://i.imgur.com/dINX1lJ.jpg Just a warning: shortly after I hit max money my game quit to main menu and then gave me some error message when I tried to go back in. Restarting simcity fixed it, but since then I've kept my money just below the max. It may not be related, but who knows.
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Guide: Dat Overflow Money
ScottyDoesKnow replied to ScottyDoesKnow's topic in SimCity (2013) General Discussion
Nope. -
Export/import prices....need a favor
ScottyDoesKnow replied to jas19illini's topic in SimCity (2013) General Discussion
Correct.
