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Buggi

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Everything posted by Buggi

  1. Wooo!! And while I'd love to spill the beans with specifics about what is in the next patch I'd be booted out of DevTest asap. What I can say, is that RCI is the primary focus of the 6.0 patch. Nothing yet for insane recycling trucks as I think the 7.0 patch will focus on traffic, that is just speculation but it is a gut feeling. I've been doing some testing and it seems my biggest city-crippling issue has been addressed. Finally.
  2. Currently the majority of testers are grinding on the RCI balance as there is a big potential issue with workers if a city starts to specialize. I saw it right away with my first city and was the first to report the issue, they (Maxis) are still tuning the numbers, so I can't say what is the final result, but rest assured the stricter of us in DevTest won't let them phone it in.
  3. Thus far there is no change to great works, however a lot of that process is server-side and they are still pounding away at things. Like I said, the focus is RCI balance in this patch. As for a fix for a specific city plot and trains, I'm thinking that will be reserved for the traffic patch that is still in development. Regarding mass fire outbreaks, I've never personally run into this little gem, so I can't comment either way. What are some details? Is it a specific wealth/density that does it? A specific city plot? If I can reproduce then I can submit a bug directly to the dev's, but if it's just randomly happening, that is nearly impossible to address as a bug. And I know this is basic, but remember a building on fire will catch neighboring buildings on fire as well. So one small house that is burning can quickly become an entire row of houses.
  4. Interestingly enough, I never play sandbox mode and use overplop extensively and it has never once caused a rollback. I have massive trade cities, massive casino cities, and all work great. The only thing that was causing rollbacks for me was our attempted fix for mass exodus, but that has been addressed in 6.0 and is no longer an issue.
  5. Just get the disaster unlock mod to get access to the disasters. viola!
  6. Those poor sims sacrificed themselves for the greater good. I've had one city and in 2 years I had 8+ disasters hit.
  7. You must have a super detailed set of XML's by now, care to share?
  8. It wasn't nuclear that I was having issue with, it was the loss of tech level at the electronics modules. Once they lose their level they never gain it back. It seems they are disconnected from the knowledge network that fills that particular bucket. However I found a sort of work-around. Using Procs BOC mod you can place modules over the top of roads, this effectively refills their tech level each day keeping them at peak production. I have a Computer manu outside the city making 19,200 crates a day. Is it possible to tweak the amount of pollution these modules create. I first had the computer plant (with 10 modules) inside the city. The pollution cloud this created was... incredible...@.@
  9. Not to be confused with A Nonny Moose? We have one of those.
  10. So you've started thinking the DBPF's as databases? Or have you always? Did I have something to do with that or have you been grinding on it awhile?
  11. A city would abandon at 20%, why do you want to go higher?
  12. Why are there so many duplicate entries in your list wraith? Some of the matches appear 7 times...
  13. What 'tweaks' do you speak of? oO Don't be vague man!
  14. Fire marshal dispatch? Where'd you find that one?? I'd love to make him go out more often. Same with the detective van.
  15. Do you have it checking for matches even if one was found? More than one combo of letters can lead to the same hash value so many of these hits are false positives.
  16. It looks like some id's might be generated by the DBPF packer, might be just a Rand() function.
  17. static string charsArray = "abcdefghijklmnopqrstuvwxyz 0123456789_-x"; What about uppercase? And you have a space in there, is that right?
  18. Soooo, what then, did you find the problem? Did you fix it? oO
  19. I think the resources map thing could work, the city, after all, changes this map as resources are consumed. The trick is whether it loads new cities from the local packages or from the server. So it is impossible for the servers to 'sync' these resource maps with a constant server side-version as available resources are always changing as their extracted. I'm guessing they are stored as a sort of 'heat map', or a greyscale map where either pure white or black is max resources. Or, another way they could be stored is via an RGBA bitmap where each color channel is a single resource. Water, coal, ore and oil. If someone could point me to the properties suspected to hold the resources I could determine how they are stored.
  20. I have to agree with procs on this. I see no way of using this mod without always having to rollback. Stupid server side processing
  21. I did, just to see if it was valid... everything loaded in pak, no errors or anything, should I re-extract the zip? Edit: I re-extracted it and it still causes rollbacks.
  22. Nothing affects the leaderboards more then the overplop mod by procs. And so far, that mod still works. This mod is minor in that all it does is prevent mass exodus. This mod, as much as I want it to work, is causing rollbacks no matter where I place the file.
  23. Hmm, something seems to have happened to the package file you linked above. The V2 file won't work in simcitypak, I get a array out of bounds error. I tried looking at it because the residential UI in the game with that file was corrupted. Edit: I downloaded the new file from the stex and while the UI thing is fixed, I can't get the changes to hold without rollbacks.
  24. Thanks for all the hard work procs. I hope your personal life isn't being too impacted. I know first had the hours can melt away when swimming through properties and hex code.
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