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TruthinessHurts

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About TruthinessHurts

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  1. Mod Database

    I think it'd be helpful if that section were put in with the other SC13 Forums (General Discussion, Modding, etc) cuz I've browsed this forum for about a month now always looking at new mods and never found this lol.
  2. park and ride capacity

    I posted a mod request for something like this in the mod request thread. Procs said it wouldn't be too difficult, but I don't know a thing about modding, so I wouldn't know where to start with something like that. I'm pretty sure the game knows all SORTS of info that it doesn't tell us in the UI that could be put in fairly easily.
  3. Area Mapped for City Services

    yeah, we could do it like old roller coaster/mall tycoon games, where you would highlight a grid for your janitors to sweep up when there's a mess or something. The service vehicles would then only spend time in that location. if you add another garage, you get another grid to put down. I think that's a great idea haha
  4. Hmmmm will take a look and see what I can try and come up with edit: Did some digging, doesn't look like it would be TOO hard just take a bit of time editing the proper ui layout, it looks like you'd need to just add a little bit with for example the following "0x0e7d5ac8" : "Kids: ~kidsGenerated:number~", snippet from 0xEF089B06 in the data locale package into that added bit in whichever layout you want. That's really cool, unfortunately I have no idea what you just said lol I couldn't mod a game if my life depended on it, I just thought it'd be a cool idea
  5. Can someone make a mod that tells more information about RCI Buildings when you click on them? Like, right now all it tells you their wealth, density, and happiness, but what if it showed you other stats? For Residential, you could add: Number of Sims Living Here: Number of Students: Number of Unenrolled: Money Needed / Day (or Hour) Money Received / Day (or Hour) Maybe something with shopping? For Commercial, you could add: Number of Workers Needed: Number of Workers: Number of Shoppers Needed / Day (or Hour) Number of Shoppers / Day (or Hour) Goods Sold / Day: Freight Required / Day: For Industrial, you could add: Freight Produced / Day: Freight Sold / Day: # of Workers Needed: # of Workers: Maybe something with deliveries? Etc. Etc. You could make all sorts of things, but it'd be cool if there were ways to make it more clear how to balance your cities RCI (although idk if that's even possible :/ ) Maybe you could measure it like how a casino measures it's profits, maybe you can translate that to RCI buildings and maybe change it from profits to just # of Sims... Just a thought!
  6. house of worship?

    I hope it does something to help the homeless, like, make them more likely to leave your city, or preferably more likely to get out of poverty/homelessness. That'd be a cool little benefit for a church.
  7. http://forum.ea.com/eaforum/posts/list/9437292.page Currently In Development Hi Mayors – below you'll find the notes that will appear in Update 4.0 tomorrow. Update 4.0 Notes • New: SimCity Launch Park, an exclusive new park just for our dedicated fans who were early adopters. • New: Region: Edgewater Bay. Seven city sites in one cluster around a beautiful bay with one great work site. • New: Your current server will now be shown in the options menu. • New: More detailed rollover information on buildings telling player’s if their Sims received happiness from a park or from shopping. Previous to this fix, this information was generic. • Re-Enabled Feature: Global Market prices now dynamically change during gameplay. • Re-Enabled Feature: Leaderboards are will be active on EU West 3, Pacific 1 and Pacific 2 at the release. We will enable them on additional servers throughout the day. • Re-Enabled Feature: Region filters are now enabled on all SimCity servers. Players will be able to search for open games by Map Name, Sandbox Mode, and Abandoned Cities. • Rain Clouds: Fixed an issue where some cities would not have rain clouds to replenish their water table. If you had a city with this issue, you will start seeing clouds again within a game day. • Fire: Improved response time of fire trucks to fires. Improved the time it takes for a fire signal to reach a fire station. • Mission updates: Tuned Metals HQ and Community College missions. These were appearing too early, making them difficult to complete. They now appear later in a city’s development. • Solar Farm Great Work: Reduced fire risk at the Solar Farm Great work. Local fire engines were spending too much time at the Solar Farm. • Messaging: Improved pre-requisite messaging for Trade Port, Casinos, Smelting Factory and Oil Refinery. It should be clearer on how to unlock these buildings. • Graphics: Fix for flickering low wealth buildings on NVIDIA graphics cards. • Education: Fix for an issue some cities experienced where commuting students did not return from a neighbor’s city. This was causing a problem where students would disappear from a city in some cases. • Tuning: Sims will lose a small amount of happiness if they don’t have a place to shop. Cities without places to shop will see complaints and feel the effect of unhappy Sims. This will emphasize the importance of commercial zones.
  8. video series Perafilozof's video tutorials

    These tutorials are great, I've watched every one and they definitely deserve way more views. Keep em' coming! (P.s. I'm J Smith from your 11th multi-city tutorial. My Origin ID is TruthinessHurtz.)
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