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rmjohnson144

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Everything posted by rmjohnson144

  1. Serious Lag on MacBook

    Does it lag with a new city? Or is the lag in an older city? The larger the city gets the more it causes lag. If you lower settings does lag go away? Did you upgrade to OSX Yosemite? Or was it a fresh install? I find upgrading OS X always has some issues. I end up backing everything up and reinstalling fresh. Then things work fine. Or maybe the next patch will fix things. but, since it was running fine until the upgrade, it sounds like a Yosemite issue. or it coincidentially started lagging an old game as it was just at the tipping point before the upgrade.
  2. New Sim Nation Region: Green is the new Orange

    How about the freight one we talked when deciding on this green themed one?
  3. HELP! Big Lizard is stuck.

    Yes, even visitors see it stuck. I bulldozed the surrounding streets thinking maybe it was the cause, but no help. Then I thought it may be the garbage dump as that is where he despawns. so I bulldoze the garbage dump and he despawned. I was afraid at first that he would roam forever looking for the garbage dump, but he luckily despawned.
  4. New Sim Nation Region: Green is the new Orange

    I just posted a issue with the big lizard getting stuck in my city. He won't go away even on a reboot. Can I get anyone here to visit my city. Stackolee ravine city. Here's the thread on the big lizard getting stuck
  5. A little help need please

    I seriously doubt it. This game is dead. There is no money leftr to be made out of this game. Sadly, Simcity: BuildIt is the future of simcity. It's easily the most popular and most profitable simcity ever. http://www.ea.com/simcity-buildit/
  6. I build a bridge over the edge of my beach in hopes to fit ferries under it and crate a tiny bit more space for building. After ploping the ferries I notice the passengers where exiting the docks on top of the bridge instead of the main street. Very weird, but it did it for both ferries. It turned out to be a better exit than the street. Sorry for the poor video quality. I had to use the built-in video capture of simcity (V). I forgot I reinstalled the game and it recorded it in the default low resolution. (640 x 480) a very interesting bug and may be useful in other parts of the game.
  7. What is an acceptable crime rate?

    I just built a new casino city after almost two years since building my last one. And the issue isn't crimes per day, but criminals at large. To reduce criminals at large you'll need detective wings and crime prevention centers. You may need several precinct as you are limit to only 4 total of detective wings or crime prevention centers. I usually go 2 and 2 for each one and usually have about 3 precincts in a very large gambling city.
  8. Cannot join the Live chat

    Works fine for me, and I too have chrome and even ad blockers installed. Maybe someone fixed within the last hour.
  9. Trade Port just stops working ...

    Actually, Import/Export truck come from the region only. Use locally uses local truck to deliver goods inside your city. For exporting, make sure you have no garages at all. this means bulldozing the one that comes with it. Importing doesn't need trucks, except for delivering your imported goods to your factories. So you'll need garages. Local use ports need all the garages. Remember the rules for the trade trucks. They will spawn whatever truck they need(coal, ore, oil,computers, etc). so all trade trucks are the same. If a trade building needs a truck, it will call the nearest truck available, even if in another trade building garage or an electronics factory, coal mine, etc. The bug seems to happen when a regional import.export truck enters your city. It seems to somehow get confused with your local trucks and ends up converting your local truck to a regional truck and takes it out of the game. Not another city, but out of the region. And yes it can happen to ships even though there is no local use ship> Here's one of my videos from my city: Now I made this video after bulldozing the whole trade port and rebuilding it. Before, the ship wouldn't take any order from the dock. I ran it well after 72 hours. and it was bugged already for at least 72 hours before I noticed it was bugged. After bulldozing it and plopping another one in its place, it finally pick up one load just before I stopped the video. You'll see it making several trips before finally taking the order. Plus it ran for like 72 hours before making the video. another tidbit on trade ships and trains. A ship will take multiple bins of one item per trip. Trains only take one bin per trip, but will take several different types at once. So use ships if you export one item. use trains to import multiple items used to manufacture what you are exporting. If you are harvesting for factories use, then just use garages as they'll stay local. Bulldozing garages will jump start the trucks again, but will disappear again very shortly. Usually in 24-48 hours. so it becomes a chore replacing them all of the time. Never found the trigger, but it usually happened late game with several factories and several trade ports to keep up with the factories. I think one trade depot can keep up with about 12-18 factories before it can't keep up anymore.
  10. I had a some questions on mods. I didn't like the lack of a mod UI for sc13. Will you have a separate mod section when starting games? This way the mods are separate from the regular game and allow me to play a new game with mods then exit that game and play a game without mods, without having to remove installed mods? Civilization 5 does it this way. It saves the mod information in the game so when you exit the game, it removes all mods. then when you load the next game, it will load whatever mods are needed if any at all. I found it too confusing in SC13 switching in/out mods every time and worrying about borking my city by loading the wrong mod. especially in online mode when it would sometimes destroy my city. I finally gave up on mods from forgetting to remove a mod and going online and losing my city permanently. Will there be modding of the game rules? for example, I read there is a 1 million pop limit. can this be increased? Same with city size. Can it be modded to use all 25 sectors? maybe even more sectors? What about adding new games rules ourselves? Maybe a new agent type in the game?
  11. Project Orion on Mac

    You can also install the Orion's Belt mod which has all of the mods combined into a single file. I know it has an auto-installer for windows, but read that it also supports a manual installation for Mac. I just installed it on my Mac just now, with the Orion's Belt without issue. Just follow the instructions after you read the whole instructions and read me at least once. Then it should install without issue. Be sure to follow these instructions carefully(especially step 1.): How to Use Properly After successfully installing the modpack, you must do four things in order to play. Open a city, save, quit the game, and re-open it. Use regional roads outside the 2K plot Understand that all 2K map resources are stretched out into the 4K map by a 2:1 ratio. Understand that All RCIHC Plop will not function unless if you save, quit, and restart the game. If your install has bexcome corrupt you may need to reinstall simcity.
  12. Project Orion on Mac

    It helps if you tell us what exactly isn't working and why you think it should. Maybe reread the mod installation instructions and reread the online instruction as well as the forum posts on the mod thread. Also, be aware of all of the other mods you need to install for it to fully fuction.
  13. Alt + W or Ctrl + Alt + W Not working.

    My original post must have gotten borked. You should be able to use CTRL + ALT + S to increase $ per hour. This was changed with update 10 and offline mode. In online mode I don't think it can be done. Here's is link I found. http://help.ea.com/en/article/simcity-single-player-mode-faq/#18 If all else fail reboot your PC. Or uninstall your keyboard drivers/software and use windows default for test. Then reinstall your keyboard software if you wish. Backup your keyboard macros and whatever you can before hand.
  14. Ghost town

    Nothing stands out. Maybe disaster? It should have taken a while to burn down. what did you notice? It shows electricity is low, yet you have 3 power plants. I see no water plant, but water looks fine. Sims will stop coming to your city if you raise taxes real high and slowly make them leave. Maybe a disaster? I see you have a mod to build outside your borders. You seem to have forgotten to restart your city after creating it so the border lines will expand. Have you added more mods? Did you add them around the time you started having issues? I find best to add all mods before creating a city. otherwise I seem to end up with issues. If you can be more specific about what happened and what you were doing, the better we can help you.
  15. Project Orion, one last question

    I assume you are playing offline? You can try manually uninstalling simcity and start from a clean slate with nbo other mods except orion's belt. Do you have other mods? If so, there may be a conflict somewhere. Here's a link to manually uninstalling simcity: http://help.ea.com/en/article/how-do-i-manually-uninstall-simcity/
  16. Free DLCs...how to get them

    Actually it also bugs out. I had a private mp city I abandoned and tried to reclaim a few days layer, only to get the message that I do not own the DLC to claim the city. I reported it to the devs and they couldn't get it to recover for me. It will help in most cases though. although I'm not sure they'll give away anything.
  17. They make a simcity complete edition that has almost everything. it may be cheaper to go that route. It was only $20 around christmas. not sure what it is now. one sec. It is $39.99 and comes with base game, Cities of Tomorrow, Heroes and villains, city sets (British, German, and French), plumbob park, amusement park, and airships set. https://www.origin.com/en-us/store/buy/simcity-2013-/mac-pc-download/bundle/complete-edition
  18. Project Orion, one last question

    Sounds like you improperly installed the mods. Try orions belt. it's suppose to have an installer that does everything for you and includes all mods needed.
  19. Anyone know of a list of mods that are compatible with online multi-player play? I'm open to hearing what your preferred mods are for online MP mode. Thanks -=Mark=-
  20. Project Orion, one last question

    Sounds like you need to restart the game. It says in the instruction in order to get the full border you must restart the game immediately after your city's creation. edit: Forgot about the cammod. It only allows you to zoom out. It doesn't allow you move the camera anymore than designed. I googled this video by Skye Storme on the cam mod. Be sure to check out his other simcity videos.
  21. I'm not sure I'm following you. That very old link shows only population scaling. So it supports that the numbers aren't as bad as they look. Remember, tourists are from the region and considered visitors and not a real part of your population. I was replying mostly to your statement about, "the population number at the bottom of your screen is not the actual agent population in your city." I'm talking about actual agent population. not just sim population. That link just scales the population, which is shopper/workers only. all other game agents aren't considered. I can't seem to find my links, I think they are on dev-test anyway, which is now closed down. But if you do the math yourself, you can clearly see it's based off the worker/shopper data only. all other game agents are ignored for game population.
  22. Don't forget, the population number at the bottom of your screen is not the actual agent population in your city. It gets multiplied by a higher constant as your city advances through different tiers, and should only be observed as an abstract of your real population (which is usually closer to 10k agents in a "big" city) Actually, the scaled numbers aren't as far off as you might think. The whole game uses the agent system, that's what made this game so innovated pre-release. Remember, water, power, garbage, sewage, tourists, freeway traffic, students, etc. are all part of the agent system. I'm sure the Pop is still over inflated, but it is better than %50 accurate, depending on the type of city you build. I mean, I have had gambling cities with around 100k (game) pop and over 100k tourists agents alone. So my agents far surpassed the game population by far. Remember, the game population is based off only the workers and shoppers(no other agents are calculated). Then they scale the number from that. The scales varies as your cities grows.
  23. Here's a list of all building stats: It is very old (pre-CoT) and was mostly copied from the Prima guide as some of it is wrong in the exact same places. There is also the Simcity Calculator that is more updated. It too is partially wrong, but more updated and includes freight (just before CoT was released.) http://forum.ea.com/eaforum/posts/list/9412034.page There are some mods that show pop details for buildings. Not sure if they address shopping or freight or any other building details. But this should be a good start. You can also look and the overlay maps and they'll show you the max. You just need a lot of them built so you can see better as some never get max and some get barely enough to open the stores. or factories with just enough workers to run them. The game is designed to stay unbalanced. There are game balancing mods to supply altered amounts that are for offline use only and will break your city if you try playing them in online mode. The game focuses on balancing low-wealth only. It doesn't seem to penalize you for mid or high wealth unbalances. Unless of course you build med-high RCI. Yes, parks provide shopping. Look at your overlay maps and it'll show up there. You'll need a bunch as they'll only work if there is a need for them. They provide happiness as an extra place to shop and/or work. They don't just give happiness for being there that I know of. Kids will also visit parks when they can't go to school. It doesn't educate them, not sure if the gain some happiness or not. Of course I don't use them except for tourism, which I don't build anymore, so things may have changed with updates.
  24. Industrial City

    Sadly commuting doesn't work very well. I find it starts off really slow and builds up over time. And even then it doesn't work as it should. especially when both towns aren't live. You need people running the cities for them to work properly. Once you quit a city, the region AI takes over and it seems to shut everything down. everyone's unempleoyed, uneducated, and shopper have to place to shop. As for power, water and sewage, They should work fine. But your utilities will be split up evenly between all active cities. so if you have 1,000Kw of power and 6 other cities. You'll only get around 175Kw watts of power. I found if you make a secondary utilities city you can power the whole map or mini-region. Just make a new city nearby and start creating a small town. Make sure to have room for 4-full water, power, and sewage plants fully loaded. do not plop them as you won't have the money. Then go to regional view and load in your big city with lots of money and gift it a few million. Make sure to wait 5-10 minutes after gifting the money so it has time to go though. The game is very slow at gifting. Here's a link to SkyeStorme's cashcow city and this episodes talks about a support utilities city to run his cash cow city. It starts around the 5;00 . If you want to run through the whole cash cow city it stars at episode #36. It should work on any flat city lot. In fact, it'll work better on other regions as this desert region won't allow tunnels to be made that skye want to make in the city. Good luck -=Mark=-
  25. streetcars moving along at a crawl

    Just sounds like too many streetcars. They probably bumping into each other. With only 12k real pop. or about 100k you shouldn't have any traffic issues and not really even need a streetcar system. One streetcar with a couple of garages should do the trick. Keeps the stop very far apart. at least 3 blocks or more.
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