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I'm really happy that the Asset Editor got some improvements. Most importantly, it seems to be much more stable now! I can do things now without crashing that would have crashed me 100% of the time previously. I can even use the Asset Editor without unsubbing to my 1000+ assets and 30+ mods. Previously, this was unthinkable. It's still sluggish, but it's actually use-able. In -noWorkshop mode, I can do "New Asset" after importing an asset without crashing, which I could never do previously. We also have some new options in the building stats window, particularly a dropdown list of monument templates (and one called "always unlocked" that doesn't have silly requirements) instead of the binary "use monument template" button that we had previously. And ofc now we can mod citizens. I'm really looking forward to some new folk to populate my world. Is anybody working on any new cims yet? Are there more changes that I haven't noticed?
Got some ideas? Here's a place where you can recommend any improvements to Simtropolis. It's about time we had one of these. Even though the site continues to develop, we'd love to hear your thoughts on how it can be further refined and made better for everyone. Whether it be a simple layout/design tweak, or a completely brand new feature, post away in this thread! While we can't promise everything will be possible or implemented, each idea will be read and considered. I'm sure you'll appreciate there are limitations, both technically and financially. To report any issues with an existing site feature, or something not working as intended, please instead use the Bugs Thread. Guidelines For clarity, please keep one idea per post. Double posts are acceptable if you've more than one idea at once. Note: To prevent successive replies from auto-merging, you may need to wait 5 minutes. Give a subheading, describing briefly what the idea is. Explain the idea -- it helps to give as much detail as possible. Pictures or diagrams are acceptable, but not required. Why would this be of benefit to the community? If you value anyone's idea, please Like it to show your support. This helps to give a rough indication of how well an idea is received. If commenting on an idea, please quote/copy the subheading so it's clear what is being discussed. Progress Status Once processed, ideas will be tagged with one of the following: NOT PLANNED - The idea is appreciated, but at this stage, is not feasible to implement. INTERNAL REVIEW - We like the idea, and will pursue whether it's currently feasible to implement. PLANNED - We have decided to implement the idea, and are finding the best ways to go about it. IMPLEMENTED - The idea has been added as a new site feature! This will change depending on ongoing progress with implementation. Thanks all! -The Admins
This, third video, is about ways in which gameplay can be improved in SimCity by using some new elements and mechanics that need to be made by the Maxis team. This, second video, is about ways in which gameplay can be improved in SimCity by using elements and mechanics that are already in the game but need only small change This, first video, is about ways in which gameplay can be improved in SimCity by using elements and mechanics that are already in the game. I would like to have a creative discussion here, but lets try just to use similar ideas that can be done by using elements and mechanic that are already in the game right now. Just use them on other buildings or gameplay systems. Then later on will can move on to new ways of improving the game. Third video gameplay improvements: #1 Tools for creating places for U turns on the avenues #2 New beach residential property that can go up to medium/high density on less space #3 Multiple level bridges for different transportation types #4 Wind turbines on water #5 Water pumps for saltwater, that can be distilled for drinking water #6 A button to stop accepting sick sims or criminals so that you can close an empty clinic/police station #7 When a city is loaded it should bring back the same % of educated kids as it was when the player logged out last time #8 After 3000-4000 thousand kids, new kids are homeschooled #9 Bus routes are color coded by stations and stations have a numerical sequence #10 Helicopter pads instead of plane runwaysand balloon rides for tourists #11 Sims and tourists need to start payingtransportation fares #12 Underground storage lots #13 Underground garages #14 Trade HQ should unlock the trade port for the entire region #15 There should be oil platforms in the game for extracting oil from the seabed #16 Carpooling when sims are going to work ...#16.1 Tourists should be able to share a taxi when going to the same destination #17 Industry should by goods that match it's tech level from the city : dirty - coal, oil, ore medium tech - plastic, alloy, metal, fuel high tech - processors, TV's, computers at global market prices Second video gameplay improvements: #1 Building overpases, underpasses or tunnles at the press of a key #2 Building bridge roads at a press of a key ...#2.1 Building bridge street car tracks on top of streets or avenues #3 Building on and off ramps for bridge roads #4 A confirmation pop up box for deleting bridges and tunnels #5 Shops and hotels of all wealth levels should create fewer open jobs #6 Nuclear meltdown creates 90% less ground radiation pollution, but a big cloud of irradiated air pollution that can go away #7 Trash and recyclables can be pick up from the second lane ...#7.1 Trash and recyclables can be pick up from 3+ buildings at the same time #8 A sleep mode for education buildings when they are not education kids to pay only 10% of expenses #9 Train stations and ferry terminals that can be plopped with avenues OR streets #10 Option to choose which tourist wealth type will come by the Cruise ship Dock #11 Regional and city buses bringing tourists directly into stadiums or landmarks #12 Opera houses should earn 2-4 times as much from events #13 Events should continue running until stopped or changed each day automatically #14 Large parks should become walkways between 2 streets #15 Any casino should unlock the gambling HQ when plopped #16 Cities should be able to establish a trade connection and share produced goods automatically #17 Bulldozing DLC and Deluxe Edition buildings should unlock a city for all players First video gameplay improvements: #1 Improving the regional highway entrance/exit by adding more off/on ramps and one more lane to the regional highway #2 Service roads that can be built anywhere and only be used by trade trucks #3 Free building of bridged roads on water ...#3.1 Free building of bridged train tracks on water #4 More control over the zone tools by standardizing the zone tool size, or adding additional keys combos #5 Building mods that can be plopped on roads and other parts of the main building ...#5.1 New mods should fit onto old mods #6 Garbage truck garages should be palpable onto service roads ...#6.1 Burying old garbage into the ground creating ground pollution but freeing up the landfill/dump zone ...#6.2 Garbage incinerator should produce power ... #6.3 Advanced dump zones that use methane gas to create power #7 More capacity for recyclables in the recycling center ...#7.1 Storage lot mod for recyclables ...#7.2 Sellable recyclables on the global market #8 Grade school that has 3+ stores for classrooms ...#8.1 High school operating range: Local, Regional or both #9 Moded medium wealth parks should create medium land value just like high wealth parks #10 Parks should give off land value through the road network just like tech level is spread by the university ...#10.1 Upgrading parks would give off land value further away with diminishing returns #11 Capacity should increase with the number of additional shafts on mines ...#11.1 Adding storage lots for coal onto a coal mine #12 Tourists should pay for their stay in rooms at casinos #13 Casinos and Landmarks should pass on the effect just like tech level through the road network to turn commercial zones into hotels #14 Sims should be made to walk farther away to reduce the traffic on the roads #15 Fire, Health should also have several vehicles per garage/entrance