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Everything posted by Buggi
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MOD: Street for busses - Ver: 2.0
Buggi replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
I got the 1.5 version on the 31st and it is unbulldozeable. Will the uni file work on it? -
MOD: Street for busses - Ver: 2.0
Buggi replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
Interesting, I wonder if the regional highway can be modded to be bulldozable. With the mod to create new city access points it would be a useful tool to better connect cities. They must have also used a special type of high den. avenue for the little tongue into the city as that can't be bulldozed. It would be nice to create a master mod that not only allowed the player to create new city connections, but bulldoze mistakes as well. My current city is so overwhelmed with traffic trying to leave that it basically shut the city down (this, in fact, happens to every city I create). I am not sure why massive numbers of my resident shoppers and workers leave, but that little one lane out of the city just doesn't cut it. -
MOD: Street for busses - Ver: 2.0
Buggi replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
Does this road allow for resource delivery trucks? How about industrial delivery trucks? -
Cities set up with one long loop.
Buggi replied to Rufus Honker IV's topic in SimCity (2013) Showcase
You can use the service road and pedestrian paths to help move people around too. Though you might have vehicles u-turning where those paths intersect the loop. -
Can you please not use dark green for residential? With the darkening background it makes it tough on the eyes. @.@ From the numbers I see change in the game, the HD W3 Industrial supports 600 med wealth workers.... oO Also, from the number changes in the game, the Advanced Coal mine supports 1400 R$, 200 R$$, and 20 R$$$ workers. But only needs like 100 workers total to open.
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SimCityPak - Modding Tool
Buggi replied to oppie's topic in SimCity (2013) Modding - Open Discussion
I'm pleased with the progress so far! I'm glad I didn't need to crack the binary data again this time around -.-; Does anyone know what scripting language they used to drive agents? I'd bet they are all pre-compiled, which sucks. I'd also love any information that can be dug out regarding the road network system. I see they have lanes specified, this is so very similar to how I modeled it for Boomtown, glad I was on the right path with my models. What things can and can not be changed regarding the 'ecogame'? Can, for example, the max happiness for a building be increased without causing issues with the servers?- 627 Replies
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It doesn't even give me the option to rollback, just that it can't be loaded. And it happened to all the cities at once. I started a new region sans mods for the new version 4 which rolled out today. Does the crossover mod need to be updated to the new version?
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Having the same problem, and I just created a new region and am stuck on the loading screen for the first city in that region. I hate the cloud.
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I seem to have lost an entire region. The latest city I was working on gets an "unable to load" error and the other cities in the region just sit on the loading screen. The only thing that changed from playing the latest city and the others was the crossover mod. Sigh... I suspect they might have changed something in 3.0 or 3.1 that sniffs out mods. And with 4.0 coming tomorrow, who knows what will work.
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MOD: Street for busses - Ver: 2.0
Buggi replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
Yeah, cars use it. I was so hopeful! -
SimCity (2013): Amusement Park DLC, Release Date: May 28, 2013
Buggi commented on Hellken's article in News
About the only thing that would be cool about this is seeing it all lit up at night. And I believe the site that had it posted briefly had it listed for $10 -
SimCity (2013) Official Mod Request Thread
Buggi replied to Cockatoo's topic in SimCity (2013) Modding - Open Discussion
One other idea I had based on that video is to make left-turning agents ignore on-coming traffic and just turn if there is room. Basically take out the on-coming check. -
SimCity (2013) Official Mod Request Thread
Buggi replied to Cockatoo's topic in SimCity (2013) Modding - Open Discussion
I have not had the time to dive into the backend with the new SC, but I do know how they structure their games. So my request should be possible. Not sure if their servers would pick it up or not. Mod the Resource storage capacity of buildings. For example, the Oil Refinery can only store 1000 barrels of crude oil. When fully upgraded it burns through that very fast. A mod that ups that capacity to, say 3000 would go a long way. The same goes for all manufacturing buildings. I'm not sure if enough is known to narrow down the building exemplars and settings but I do know this type of mod is very possible. -
This is a brilliant step in the right direction. Thanks for doing the legwork in finding the values to set. I, for one, don't really care what the cars look like driving over grassy medians, as long as traffic flows. It was a huge oversight by Maxis that I'm grateful someone like you fixed.
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[MOD Pack] Plop Outside City Box & All my others
Buggi replied to ProcsKalone's topic in SimCity (2013) Modding - Open Discussion
If agents can't go beyond the box, why plop a factory out there? It wouldn't get any employees right? How about goods? Would it produce anything? I understand wanting to break out of the box, but functionality is key here. Roads are another issue, I'm so fed up with the limited access to cities. The people who designed this game should really never work in the industry again. -
Free DLC - Nissan Leaf Charging Station
Buggi replied to croxis's topic in SimCity (2013) General Discussion
Can someone say fundraiser? Good to know they thought it was worth spending the abundant free time they have on new content. -
Why TV's? Computers trade for more.
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Grade School or High School, Which to Choose ?
Buggi replied to JimCityBuilder's topic in SimCity (2013) Showcase
I have found that low-wealth residents tend to favor the community college. I (or someone) would have to test this though, create a low wealth city build a university and see the attendance, then build a med/high wealth city of the same population and a univ. and see the attendance. -
I've found that the two main factors that cause traffic are U-turns and left turns as the game doesn't simulate a protected left turn at any intersection. And buses are completely useless.
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4-to-13 Plugin Converter: Support and Development Thread
Buggi replied to CaptCity's topic in SimCity (2013) General Discussion
oO I hesitate to believe it. I mean, how do you set the occupancy, pollution, and other setting for a building? -
LOL Sorry I had to laugh, that is the most ridiculous thing I've ever seen. If Maxis were a child I would scold them for being so terrible and failing kindergarten five times.
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video series Sim City Strategy and Gameplay Casino Tutorial series
Buggi replied to DinosGG's topic in SimCity (2013) General Discussion
I have a city that only gets about 800 tourists a day and to my great horror every single commercial zone in the city has turned into a hotel. I'm having to FORCE them to not be hotels (by limiting their size) because I have my regular residents crying foul about places to shop. -
New import/export price tweaks
Buggi replied to jas19illini's topic in SimCity (2013) General Discussion
And here I thought it was the fact I was exporting so many TV's. HA, as if the game was that good. -
Same thing happens to me, it isn't your card. The render pipleline is fubar for that specific part of the game for some very bizarre reason.
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Disable disasters is coming (confirmed)
Buggi replied to Titan's topic in SimCity (2013) General Discussion
I had the lizard hit the same city twice. The second time he leveled a computer manufacturing plant AND my fully upgraded trade HQ with all the fixin's. Cost me a cool 2 million to put it right. I was not happy.
