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Everything posted by rigurat
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Cities: Skylines - Xbox One Reveal
rigurat replied to Ronyx69's topic in Cities: Skylines General Discussion
Just like Roadman20, I was introduced to SimCity on the SNES, this was when I was at a friend's house during my pre-teen years, I got addicted to it on the first 20 minutes. This is what got me to get (my mom to buy) SimCity 2000 for our PC, then I went to SC3000, then SC4, then SC 2013, and now Cities Skylines. Console city builders can be effective tools for introducing the genre to new players. And city building games can be like drugs, try it once and you're addicted. -
Long life battery laptop/tablet for playing Cities on the go
rigurat posted a topic in Cities: Skylines Technical Help Q&A
I read this post: https://www.reddit.com/r/SuggestALaptop/comments/3ck2ni/lowest_cost_laptop_to_run_cities_skylines/ and similar topics on this site and got ideas from it. Now I ask this for 2016. What whould be a good tablet or laptop for playing Cities Skylines on the go? Priority is battery life, needs to go several hours on a single charge without access to a power source. If you can add a battery pack to it, good! Here's the specs I prioritize: Battery: Must be long, needs to go several hours on a single charge Screen size: No preference Resolution: As high as possible, would be nice if higher than 1080p CPU/GPU/RAM: Good enough to run Cities Skylines smoothly, even at low settings Weight: As light as possible for traveling on plane. Price: We'll worry about that later. I think playing Cities Skylines is a great way to pass the time on those long 12 hour plane rides. I'm currently thinking of the Surface Pro 4 or Surface Book. Any suggestions? -
Long life battery laptop/tablet for playing Cities on the go
rigurat replied to rigurat's topic in Cities: Skylines Technical Help Q&A
Well, I guess I'll just have to hold off for now in bringing C:S on the go. But I'm also planing to upgrade my PC in the near future, and I'll be upgrading it with C:S in mind. I'll post about it some time in the future. -
Long life battery laptop/tablet for playing Cities on the go
rigurat replied to rigurat's topic in Cities: Skylines Technical Help Q&A
Good idea, but only 1 hour? 1 hour is like the blink of an eye when playing C:S. It seems C:S is one of those games you need to set aside at least 3 hours of continuous play. -
Long life battery laptop/tablet for playing Cities on the go
rigurat replied to rigurat's topic in Cities: Skylines Technical Help Q&A
Those are good machines, a little too much bling, and yes quite large, almost too large to practically carry-on for airline travel. Most airlines have around a 15 pound limit. Pretty much the specs you listed, i7, good GPU, 16GB RAM, and an SSD is what I was looking for in the lightest package possible with good battery life (if such a thing exists). -
Did you ever wonder what the inside of the arcologies could look like in SimCity 2000? These YouTube videos shows what could be the interior of the Plymouth Arcology. Exterior in Minecraft Interior in Minecraft I did not make these videos. There are many Minecraft versions of SC2K arcologies but this one seems to have a lot of work into it, right down to the apartments, gardens, service areas, maintenance, and plumbing. When I was a kid playing SimCity 2000, I always wondered what the inside of those arcologies could be like.
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Valve: mods can now be sold for a price on Steam, effects all games!
rigurat replied to Xenocity's topic in Cities: Skylines General Discussion
Do you really expect the best things in life to be for free? -
I'll bring this topic back alive because it relates to the discussion earlier in this thread. Except back then, it wasn't feasible. Earlier we wanted access to the developer tools and softwares to change SimCity, including bigger maps and terraforming. It seemed the only we could get it if Maxis or EA released it, or someone hacked it. Obviously EA/Maxis will never release their developer tools. Nowadays there are hackers for hire! Perhaps we can hire a hacker to obtain the SimCity developer softwares to finally get the bigger maps we've all been wishing for?
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I did this to one of my cities with traffic. If you have a city of high enough altitude, you can create an underground tunnel road network. You have to study where the people are going and connect those two parts together. In my case, my garbage and recycling centers are behind the city but the residential zones are in front. I created an underground tunnel network connecting all four corners and edges of the city providing an express route which bypasses all traffic lights. It proved beneficial, when I created an express route from my trade depot to front of the city it expedited my trade profits. All those trucks zip by to my trade depots with minimal stops at intersections.
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SimCity (2013) Official Mod Request Thread
rigurat replied to Cockatoo's topic in SimCity (2013) Modding - Open Discussion
This is a mockup image I made of what I hope to see sometime in the future. I think in SimCIty you can never have too much customization. This is a mockup image, this is NOT a MOD. I'm no modder. Here's the full sized link: https://i27.photobucket.com/albums/c173/rigurat/customroad_zps2cd25220.jpg~original -
SimCity (2013) Official Mod Request Thread
rigurat replied to Cockatoo's topic in SimCity (2013) Modding - Open Discussion
If it hasn't been asked or worked on yet, a Network Addon Mod (NAM) for SimCity would be nice. Since the traffic simulation for this game is down do the individual vehicle, this game can be a potentially untapped traffic simulator. As requested by others plus some of mine: -One way roads of various lanes -4-6 lane avenues. -Freeways within the city (when the bigger maps issue is resolved this could come in handy) -Various options to customize an intersection like no left/right turn, yield on turn instead of stop -Roundabouts instead of intersections to reduce traffic lights -The ability to make a T-intersection with no stoplight with any capacity roads/avenue (no left/right turn or left/right turn only after yield/stop) -The ability to customize traffic light durations -Roads for buses or freight/delivery trucks only (like the service road but this time it's the streets) -Overpasses and underpasses so pedestrians can cross the street without the need or a traffic light or intersection. -The ability to change the speed limit on certain streets -The ability to customize the bus/train/streetcar route -A path finding tool like what we had in SC4 Maybe the ability to change a region from right to left hand side drive! I know I asked a lot but I really expected a lot out of SimCity, and the genius mods did an excellent job in SC4, I'm confident they can do it for SC 2013 too. -
https://www.youtube.com/watch?v=NMR07E-7t1A The part I'm referring to is about 0:56 into the video. The video just proves terraforming is possible, but yes it's unlikely any of us has that program in hand. Hopefully someone clever makes their own, or someone hacks Maxis/EA and gets the program.
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I believe so and for a while. If you see the SimCity preview videos about how the Glassbox works, the ones shown before the game came out, briefly showed a few seconds of the developer tool that designed the map and resources. The videos are on YouTube.
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So now that the offline patch is live, are you modders making bigger maps?
rigurat replied to nafeasonto's topic in SimCity (2013) Modding - Open Discussion
I remember the interviews with Maxis/EA they said they did try a bigger map during testing, and implied they might make it bigger later on (a statement later taken back). That means a bigger map is technically possible. So how would it be done? A custom region with larger maps? Modding the existing regions with expanded city borders? A custom region that's one big mega city? -
Is it possible to have a 5 hat education level?
rigurat replied to MOWS 4 U's topic in SimCity (2013) General Discussion
Sorry to revive an old thread, I did read this a long time ago and try to achieve it, and I also figure photographic proof is needed to truly bring closure to this thread. And I have no idea why I have zero tech level. On paper, it should be at max. -
I think the problem is same as the other post see "coal mine storage bug". Your trucks disappeared! I checked other websites see "simcity trade depot not exporting". It happens when you demolish a road with your trucks in it, or when a disaster occurs. It permanently erases your trucks.
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I had this problem in the past. I've read other websites, search "simcity trade depot not exporting". It seems to be an authentic bug. Based on other forums, it's what happens when you demolish a road with your delivery truck in it. Or when a disaster occurs like the giant lizard. The trucks disappear but the game doesn't register them as gone. They become permanently erased and you can't get them back. Turning on/off or demolishing involved buildings won't work, in some cases will mitigate the problem further (per other websites). I tried abandoning and reclaiming the city, that didn't work for me. That happened to me even with patch 3.0 (at the time). All my plastic delivery trucks are gone, and I was forced to re-specialize.
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With every succeeding version of SimCity, they've always encouraged interaction with the neighboring cities. Now this version downright depends on it. But would it be possible to isolate your city from neighboring cities and keep it self sustaining? Or at least once enough people move in, sever outside connections. Would it be possible to create a city that's self sustaining and isolated, meaning no one goes in and no one goes out. No trade, no import/export, no inside/outside travel. North Korea style. Game simulation only, no politics please.
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I was always wondering since the first SimCity. When you start your first city, with no neighboring cities, and people move in, where do those people come from? I'm guessing from the "world" which is beyond the regional highway. Are they just spawned from thin air? When you have an international airport, which provides tourists, does it function as a "people generator" for tourists? And does the Arcology functions as a people generator for citizens? I'm pretty sure SimCity doesn't simulate procreation right? Do the servers have some sort of "global population"? If a sim dies, is that considered in the population census" It also seems you can never get a lot of people when you need them!
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I actually bought the German, French, and British DLC so far. The only thing I think was worth it was the British set because of the double decker bus truly having increased passenger capacity. Everything else seems like just show. I agree with other posts, maybe they need more money because maintaining servers is expensive!
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I was thinking it might "freeze" the city in its current state. People won't move in, but also people won't move out, procreation is probably not simulated in this game so I thought the population would stay constant unless people died.
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Mass exodus. A bug? Or did I tip the delicate balance?
rigurat posted a topic in SimCity (2013) General Discussion
I had a prospering city of over 300,000 population. Losing about 15k simoleons per hour but making over 100,000 in processor productions. Education status was level 4, tech level 2, mayor rating of over 75%. Tax rates were 13% for all zones and wealths, it's been like that forever. I lowered the low wealth residential tax rate by 1%, and now suddenly everyone is leaving the city! More than half the city population left in less than 1 game month! I'm now down to 120,000, now with education crisis and massive skilled worker unemployment issues. Now losing about 32k simoleons per hour. My city has about 3 million simoleons left in funds. What happened? Was it a bug? Or did I tip some sort of delicate balance my city had? -
I meant more like a city surviving solely on itself. It's own trash is recycled which is then used locally. The workers are all from the city. And the city is cut-off from the region.
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Mass exodus. A bug? Or did I tip the delicate balance?
rigurat replied to rigurat's topic in SimCity (2013) General Discussion
Apparently there is a bug (at least in v3, I didn't notice it before then) where everyone leaves if no residential buildings require happiness. I picked this up by digging around on the EA Community forums, but there's so much noise over there it wasn't easy to find. I've seen the same thing; if you click on the vehicles leaving the city they say "Feeling happy! Leaving the city". The simple work around is to put your taxes back up... However, after this happened to me I noticed that my trade buildings stopped delivering, as there were no delivery trucks. The trucks seem to regenerate if you turn the relevant buildings off then on again after a few seconds. Hope this helps. That makes a lot of sense. Even though my 13% tax rate was somewhat high, somehow my citizens lived with it and was actually happy. So I guess lowering the taxes actually made them "so happy", they left the city! During the exodus crisis though, I tried to counter by lowering the taxes even further (I didn't know yet about the maximum happyness thing), then started adding/removing parks to balance the wealth population. Didn't work! It's a little too late for me to put the taxes back up, my city is basically failing now, and I changed servers. So I guess the moral lesson is not to spoil your citizens! Once you give them everything, they leave you! -
Mass exodus. A bug? Or did I tip the delicate balance?
rigurat replied to rigurat's topic in SimCity (2013) General Discussion
Mostly high taxes. Others because there's no business, and no skilled workers. The high tax problem doesn't make sense. Because I actually lowered the taxes. The mass exodus has now caused a domino effect I'm having difficulty recovering from. Lesser population making less workers, and less business, and less education, and mass unemployment and now ultimately less money.
