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LivingInThePast last won the day on
May 11 2012

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  1. Four Lane Roads (no, not avenues)

    I imagine that the skewed speeds/travel times are based on the warped scale. The largest map in SimCity 4 is just 2.5 miles squared. So the game is imagining you going into town to go to work, but if I lived in a SimCity 4 city, I would go almost halfway across the map just to get to the nearest Walmart, much less work. 20 miles out is reality for many commuters (even in mass transit areas, and that's counting 20 miles by radius) and I don't think the simulator would account for people traveling across 8 (or more) city tiles across the region, at least in the same way as a daily transit sort of thing. It is too bad I have yet to see any city sim with a halfway decent transit sim. SimCity 2013's Glassbox was a really cool idea but it had no idea how pathing worked, so if there was a crowded road and a bypass that was a little bit longer but lacked stoplights, everyone would crowd onto the road because it was shorter. C:S isn't a whole lot better in that respect because it makes the presumptuous assumption that every household is an extra car on the road, which makes traffic really bad even for small towns and is probably just there to force mass transit. Ideally, mass transit (at least trains) should be uneconomically expensive until density reaches a critical mass, but no one asked me on how to design things.
  2. Looking at this topic, I never realized that SimCity 4's network speeds were pathetically slow, with Streets being about 20 mph (this would be standard only for school zones and residential streets where they've put up a fight to prevent cars from zipping down it), Roads at less than 30 mph, Avenues at 25 mph (less than roads interestingly, and also far below roads), and Highways about 60 mph (posted speed for urban highways with lots of exits and entrances, though in addition to not being able to account for more rural highways, traffic goes faster than that IRL). I (think I) understand that the NAM fix some of the broken speeds and travel times, and of course the RHW goes faster/as fast as the Maxis Highways. But wait...the RHW was designed to be very flexible with variable lane widths, even if the speed is the same (since speed is tied to networks). So why isn't there an alternative to Roads? Something with the same speed as a Road but as wide as an Avenue? (or if the numbers were re-adjusted to allow for Avenues to be faster, than why not two-way avenues?) I mean, we have six lane avenues now, right? I admit it's been a while since I tooled around with the NAM and they may very well be in there, but this would be a way to "drop/raise the speed limit", right?
  3. So, "as I see how taxing the game is for your computer hardware" was actually a typo? If true, I'm sorry I took offense. Maybe I'll load up C:S again and see if anything has been fixed, but first impressions count and I didn't enjoy it as much as I wished I did.
  4. OK, so #1 is a non-issue essentially but #2 can't be shrugged off. The scale issue in SC4 dealt with the extra height for aesthetic reasons because the view was fixed, but the X and Y scales were essentially perfect. Granted, there weren't a lot of curves and the 16m*16m tile size left a lot to be desired if you were trying to build anything more dense than suburban California. But while in SC4 you could try lots with multiple buildings on it, there's not really an option for C:S, nor does SC4's scaling issues change the situation at C:S. With the X and Y scale already strongly warped, the Z scale warping makes everything look even worse. And no, you can't pass off the "scales of the world" issue unless you live in Hong Kong or something, and even then it would be just as limiting to scale to SC4 is (besides, C:S is clearly designed with Western gaming in mind). I spent a bit of time looking at European cities and their suburban areas to see if this actually makes sense. It doesn't. The traffic issue in C:S is hampered by that silly hospital/cemetery mechanic and not just people trying to get to work on time. More thought in that area would've been great, if you could adjust stoplights (without making it too, and I hate to use this word, "autistic") and you could deal with the cost/benefits of making underpasses and overpasses. My computer is actually fine, thank you, and trying to pass off "your hardware just sucks" when the devs have clearly made a terribly optimized game is insulting. It's one thing to like and appreciate a game but it's another to stick up for developer under any circumstance (if you are being paid to say that or if you actually were a developer that just shows how awful CO is, but I'll assume good faith). I think someone on this thread said it best that the developers may have a lot of interesting ideas but there's no one in place with a clear vision for the game and making sure those interesting ideas are properly implemented and work well, and with the developers refusing or incapable to fix that makes a C:S a game not worth it in the long run.
  5. I don't think CO really knows what players wanted to begin with. Everyone wants SimCity 5, but CO is still thinking Cities in Motion 3 with some more SimCity elements. That's why you can do some nifty stuff like designate turn lanes to go which way but can't really do anything with them. There's no real challenge to the game and the creators decided to basically outsource modding which leads to major performance issues. The three fundamental problems of why I lost interest in C:S are such. 1. The game punishes you for using mods. So if you want to get rid of Chirper or change any of the building styles to something less hideous, then no achievements for you. The basic coal power plant, for instance, is extraordinarily underpowered. The SimCity series had the coal power plant which was a big polluter but was cheap and was able to power up to a medium-sized city before it started failing (and by that point, you should be considering something more powerful/cleaner). Mods can fix that, but you can't do that either. To say nothing of the performance issue. 2. The scale issue. This affects Workshop items (even the nice looking ones) so a McDonald's can take up the same block as a big skyscraper, and houses look like houses for hobbits. When you take into account the actual scale that the buildings work with you get the equivalent of a 2x2 SimCity 4 block, or 1024 meters squared. That's the size of a lot of a convenience store with about 8 or so pumps. You CAN get buildings to scale but they're just for show. 3. There's no strategy. Obviously there's the opportunity to use it as a city painter but I want to have functional cities. With SC4, you were allowed to fail and had to know what you're doing. You couldn't expand too fast and had to balance out income. I always felt SC4 had the better learning curve than its predecessors (for instance, SC2K was extraordinarily difficult at first, you had to gain a positive net income before 50 years when the power plant blows and issuing a bond was basically financial suicide, but at a certain point money keeps flowing in and you can do whatever you want with it). The cemetery mechanic is the "replacement" in C:S, which is disappointing since it's a bad mechanic and a shame since CIM focused on keeping everyone and everything moving. The SimCity 4 Prima guide kind of touched on this, with cities growing to "Phase 9" (yeah, I know growth stages only go up to 8, I think this was more arbitrary), where the land maxes out and you end up with skyscrapers. But not everyone wants skyscrapers. Sure, I guess you could have a "Phase 9" city, something like Los Angeles, Houston, or NYC--a cultural powerhouse with wealth and some terrific-looking buildings as you, the player, deals with traffic and aging infrastructure, as well as keeping the crime in check, and you can have a very different challenge if you wanted to build a "Phase 6" city, perhaps a small college town or a tourist-oriented city (or both!) as you attempt to maintain an affordable quality of life. I shouldn't be too hard on C:S on this aspect, pretty much every 3D simulation discards strategy in favor of eye candy. At this rate, I'd rather see an open source re-implementation of SC4 that reuses the copyrighted SC4 assets (sorta like OpenRCT2 in that you need the original to play) than see another company take a stab at replacing it, since it's been more than a decade and no one has done it right.
  6. What do you want in Cities: Skylines?

    Mostly I want to see a fix of the base game, like more realistic lot sizes, better textures, rebalanced mechanics, and several other features (a lot of that can be fixed with mods, but it disables achievements and bloats the game--and the lot sizes can't be fixed without making them non-functional). SimCity 4 had a solid base game. C:S does not. Once that gets smoothed out, then we should start looking at other things.
  7. I gave C:S a spin but the game is really starting to turn me off as they add expansions that do little but bloat the game, create incompatibilities, and don't deal with the horrific imbalances and cartoonishly tiny lot sizes, smaller than SC4. A lot of the features of Mass Transit just look awful... - Blimps and cable cars are gimmick transit. The latter sees almost no use at all in reality except in theme parks and ski lifts, and the former no one uses for mass transit. The blimp in SC13 was only popular because the traffic system was so bugged. - Trains (with large stations) are cool but sorta useless if you don't have a region. - There appears to be no option to do things like set bus stop areas. I'm not sure if this was already implemented, but if they are going to do mass transit, I want to see more fiddling and micromanagement.
  8. Welcome our new Staff Members!

    I've been here for over 10 years on and off (mostly off), and of these, I've only heard of maybe one or two. I'm a bit concerned because often mods will make or break communities, as they start to become echo chambers for certain point of views and use their small bit of granted power to run what they can like a despot and engage in disproportionate banning and petty battles, and all forums start to become this sooner or later, but my knee-jerk response is that too many mods spoil the broth. Just my opinion.
  9. I know SC4 is a mouse and keyboard game, which naturally makes it more difficult for a TV session but besides that, has anyone ever played SC4 comfortably by sitting back in a couch and hooking it up to a real television? I like the idea of console games and would like to take my Steam library to the big screen but I'm not sure on ol' SC4. Has anyone taken the leap?
  10. Did Maxis ever start making a SimCity 5?

    I vaguely remember that Luc Barthelet mentioned in 2004 that SimCity 5 was beginning development, and I also seem to remember that Societies files were ".sc5", though I was never able to confirm that. Whatever was developed for SC5 was either used as the framework for another game or discarded entirely.
  11. You proved my point, you're already telling me that not only is the pool of modders for CSL very small, but shrinking as well. That is not a good sign either way. Now, it's speculation in that I think CSL will be the "glows bright and ends soon" type of game, but there aren't any potential modders sidelined because fear that CSL will break it, and if expansion packs keep breaking mods, then that will actually end up undermining things in the end (actually, question to those who know, how many Sims 1 or 2 mods were broken for their myriad of expansion packs?) Any modder interested in actually making mods for CSL is not going to sit there, and no one sat back and said "Hey, what if Maxis makes another expansion pack and breaks all our mods?" They showed off their WIP mods, including Under Bridge Scenery, some early attempts at dual-network tiles (like a train running under a bridge), a number of mockups. They got to work trying to fix bugs, such as the broken transit simulator (I think the SC4D wiki mentions that the NAM began as an assortment of fixes) or the Opera House Bug. If we're seeing mods already get outmoded without a steady stream of new folks ready to pick it up or create newer, bigger mods (besides MOM), then we cannot expect much future changes for good that address core problems. Period. EDIT: One more thing for the sake of example...when SimCity 4 had its first expansion pack, Rush Hour, The Sims (1) was releasing its 7th, Makin' Magic. "Sweet," 2003 me thought, "If SimCity 4 goes as well as The Sims we'll have expansion packs running into 2006," but things didn't work out that way, yet SC4 chugged on where The Sims faltered. If anything, you're more likely to see a CSL2 than see CSL1 go anywhere if it doesn't go somewhere now.
  12. I'm not convinced that no one is staying off fixing major issues for fear that CO will break it. Otherwise, we wouldn't have Network Extensions, Traffic President, RICO, the driving mod, or others to begin with. A "wait and hope" attitude for CSL is unrealistic and major fixes need to be done now (by patches or mods) or never. NAM began development in a time when a second EP was expected or at the very least plausible, and had a second EP been released, interest would've been high enough to patch it. If a mod isn't patched after a new EP it means that support for the game is dying, and that's a bad sign. You're also failing to mention that between late 2005 and for most of 2006, NAM went dormant. NAM only reached the point it is today was because SC4 had a solid core and was worth saving, not because there was no official support for it. EDIT: Also if your theory is true, then where are the cool SC13 mods?
  13. U.S.A. 2016 General Election

    Didn't those votes come from mostly California though? The popular vote isn't the best system in case there's election fraud going on in a few states (which is what I expect may have happened).
  14. Will SimCity 2018 become a reality?

    The "hard code" did what was believed to be impossible and now some of the cut content (upgradeable city halls) now seems within reach. Besides, the Aspyr port (which isn't very good, which is how we got this intelligence in the first place) rewrote the game to run on a completely different processor architecture, the PowerPC.