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Biblitz

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Everything posted by Biblitz

  1. Criminals / day Should be reworded to Crimes Committed / Day Maxis QC(Quality Control) was so rushed pushing this product out the door they couldn't even address major UI grammar checks... OR it's a bug and should be fixed to report the # of criminals created per day.
  2. I'm not sure. Demolishing a city is what started all this! Heh... First, we'd have to demolish EVERY city in the region after cutting off the connections. But - and I still haven't groked how the numbers are actually working .... what if we demolish everything, and there's STILL several thousand extra criminals/whatever roaming around at random on the highway system BETWEEN cities? We start rebuilding from scratch, reopen the connections, and here they come again! Or, maybe we kill all cities except ONE, leave it open for a very long time hoping any stragglers are inside, and THEN demolish it. However, the idea of a "trap city" didn't work the first time ... It now has almost 6,000 criminals/day, and the number in the other cities have NOT gone down... Really do think it's a spawn bug of some kind. It's certainly been interesting (and highly annoying!!) though Whatever you do DO NOT BULLDOZE YOUR MAP! I did this on one of cities after accumulating some $, nothing has been working right since! For example, i have ZERO shuttles from my shuttle bus depots, the city does not receive water from regional water supplying neighbors (even though it says it does, it pumps nothing through the main entrance) and finally my industry has issues finding places to ship freight, with a nearly empty Freight Cargo Trade Depot LITERALLY next door!
  3. Detective wing, no patrol cars out + Helicopter Fleet (I'm assuming you can arrest via chopper? Haven't tried myself). This should increase the rate they commit crimes I think! Sounds like education is decent... This will be a never ending battle though, sounds like the rate at which criminals enter your city is dependent on the regional cities crime rate! This means it's a money pit for all region members - there is no "check and balance" for crime - and I would call this a design flaw. IE you should be able to hire a bounty hunter or have a "law division" to get some income back to help combat more crime. Secondly there needs to be a way for you to counter the regions global crime rate - again another check and balance design flaw.
  4. Traffic, long road test.

    This is a design I will be testing soon. You may want to consider doing a couple of things: Plop a University so you can place pedestrian walkways. Run the walkways perpendicular to your streets all the way up and down. This will not only allow pedestrians to walk across sections, but also allow vehicles to do U turns, shortening the overall distance for trips. Try out service roads for your garbage trucks similar to the above, i havent tried it but this should work in theory! again this will reduce the time it takes trucks to return back and head out for a 2nd, 3rd collection run I'd be really interested in adding street cars to the design, with "jump points" at the rounded corners with streetcar tracks joining between them.
  5. Hmm after i stopped laughing at your cities expense... I've noticed a similar issue "starting" in one of my high density (HD) cities next door to my Casino Town(CT) . Interestingly i'm getting a lot of criminals in my HD town BUT the CC city was built around crime prevention. There are only 2-3 criminals in the CC town yet when i go to regional view with my HD town loaded it show's a buttload of criminals in my HD cities regional stats page! I would Imagine only 2-3 should show but this is not the case
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