SimCity - Anyone getting it?

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Shonky
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Re: SimCity - Anyone getting it?

Post by Shonky »

Simcity 2.0 patch coming on the 22/4/13, looks too fix a fair amount of issues but it's probably too little too late for most I'm guessing, I know it feels that way for me.
Update 2.0 scheduled to launch on 4/22/2012

Hello Mayors!

We have an update for you, Mayors. An update about our next Update, in fact – this Monday, April 22 starting at 1pm PDT we’ll be releasing Update 2.0, which contains a number of top-requested bug fixes and improvements. Here’s the full list of changes included in the Update:

What’s New

Mayors Mansion: Mayors will now drive their fancy cars to work. Mayors will take their helicopter, limo, or sports car if the modules are present.
HUD: Now color-corrects when in a colorblind mode.
Data map: Data maps show the filtered color when a color filter is enabled (unless in a colorblind mode)


Fixes and Updates

Cities not Processing: Mitigates some of the issues that were causing cities not to process. We are continuing to work on and improve this issue.
Region Filters: Now sorts regions with available cities to the top
Invitations: Invitations to join a region should be sent and received more quickly.
Tourism:
Fixes for unexplained fluctuation of tourists. Tourists more smartly counted on transit.
Cruise ships are now more effective at bringing medium and high wealth tourists in coastal cities.
New tourists will now decide to come into a city once leaving tourists reach train stations, bus depots, or cruise ship docs instead of waiting for those tourists to go out to the region first.
This change will reduce the downtime of tourist buildings.
Casinos:
Casinos tuned so that Gambling will be a more profitable specialty. Players can bulldoze and replace existing casinos to see effects of tuning.
The larger casinos now invite more tourists into the city which helps keep them full.
Note that existing casinos will need to be replaced to take advantage of this change.
More Casinos: Raised module limit on Sci-Fi and Sleek Casinos to 6 modules.
Region Play: Cash gifts can now be received in a bankrupt city.
Education:
Fixed school buses getting stuck at the high school. Existing Schools will fix themselves.
Fixed school buses picking up students at neighboring cities that didn’t have school bus stops.
Fix to more accurately track regional student population.
Fix where kids leaving the school bus stop would teleport to the nearest pedestrian path instead of walking directly into the school.
University wings now give the proper bonus.
Fix for the Recycling Center where it would sometimes stop working, recycling services will visit other cities.
Air pollution: Fixed issue where air pollution would appear to come from nowhere. Fix issues where your regional air pollution would be reflected back into your box for a double penalty.
Fire Service: Fire Trucks don’t clump, dispatch to fires more efficiently.
Water: Water pumps are now capable of pumping water from rivers at a larger radius so they can take better advantage of the water table in a city.
Disasters: Cooldown for random disasters: Some players were getting hit too frequently with random disasters, this introduces a cooldown where no random disasters will occur.
Trade: Fix for trade ports that suddenly stop shipping.
Transit:
Street Cars and Buses go to high volume stops first.
A city with residents and public transit will now provide the accurate amount of workers and shoppers to its neighbors.
A transit vehicle stuck in a pick-up or drop off loop will now go back to a garage instead of trying to pick up more people.
Transit vehicles should recover automatically after the update. If players want to force the recovery, turn off the stops that are having looping issues, wait a few game hours, then turn them back on.
Neighbors buses will now come in lower numbers into the city and do a better job at picking up local passengers first.
Residential Tuning: Residential-only cities have failure state.
Buildings are prevented from going up in density when they don’t have power or water.
The amount of happiness gained from low taxes, police, fire, and health outreach has been lowered.
Fixed some cases where buildings would not go abandoned when they should have.
Higher density residential buildings are no longer blocked from going abandoned due to not having enough money.
Happiness from low taxes does not double up every time it is given.
Losing happiness due to not having a job is more impactful.
Budgets: Fixed bug that prevented systems like fire, abandonment, garbage, and sewage from turning on when they were supposed to.
Audio: Fixes issue where audio will stop working after creating a large city or where phantom audio sounds play in a city.
Demolish: Fixes issue that occurred when players demolished buildings that had service vehicles, delivery vehicles, or agents out in the city or region. Previously, the agents would be in a state of limbo and would not recover when new buildings of that type were placed. This will no longer happen.


Because this is our first significant Update, we wanted to inform you in advance that we’ll be taking down all servers for approximately two hours while changes are being issued. Choosing a time to issue a major Update is never easy, but after looking our peak player time, we’ve concluded 1pm PST is the best window for us to make these improvements. As you can see from the list above, the wait will be worth it.

Thanks, Mayors!
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kwijibo
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Re: SimCity - Anyone getting it?

Post by kwijibo »

Yep I think I'm done with this one. Very disappointing game, even without all the bugs.
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wobblysauce
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Re: SimCity - Anyone getting it?

Post by wobblysauce »

Image
Some play it safe on the merry-go-round, others go for the thrills of the roller-coaster.

ᕙ༼ຈل͜ຈ༽ᕗ vs ლ(ಠ益ಠ)ლ

I have a joke for you. I have a prediction that you are going to walk into a bar, my prediction was wrong and your wallet is gone.
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NeilPearson
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Re: SimCity - Anyone getting it?

Post by NeilPearson »

Run zoidberg! Bender is closing in!!
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DarrenM
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Re: SimCity - Anyone getting it?

Post by DarrenM »

Probably has better traffic flow than a straight road :)
Shonky
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Re: SimCity - Anyone getting it?

Post by Shonky »

Now up to version 4.0, lots of changes, and finally some things that were supposed to be in there from release like global market pricing.

Still don't feel much of an urge to play, but it may get someone else interested.
Update 5/23/2013 - Update 4.0

New: SimCity Launch Park, an exclusive new park just for our dedicated fans who were early adopters.
New: Region: Edgewater Bay. Seven city sites in one cluster around a beautiful bay with one great work site.
New: Your current server will now be shown in the options menu.
New: More detailed rollover information on buildings telling player’s if their Sims received happiness from a park or from shopping. Previous to this fix, this information was generic.
Re-Enabled Feature: Global Market prices now dynamically change during gameplay.
Re-Enabled Feature: Leaderboards are will be active on EU West 3, Pacific 1 and Pacific 2 at the release. We will enable them on additional servers throughout the day.
Re-Enabled Feature: Region filters are now enabled on all SimCity servers. Players will be able to search for open games by Map Name, Sandbox Mode, and Abandoned Cities.
Rain Clouds: Fixed an issue where some cities would not have rain clouds to replenish their water table. If you had a city with this issue, you will start seeing clouds again within a game day.
Fire: Improved response time of fire trucks to fires. Improved the time it takes for a fire signal to reach a fire station.
Mission updates: Tuned Metals HQ and Community College missions. These were appearing too early, making them difficult to complete. They now appear later in a city’s development.
Solar Farm Great Work: Reduced fire risk at the Solar Farm Great work. Local fire engines were spending too much time at the Solar Farm.
Messaging: Improved pre-requisite messaging for Trade Port, Casinos, Smelting Factory and Oil Refinery. It should be clearer on how to unlock these buildings.
Graphics: Fix for flickering low wealth buildings on NVIDIA graphics cards.
Education: Fix for an issue some cities experienced where commuting students did not return from a neighbor’s city. This was causing a problem where students would disappear from a city in some cases.
Tuning: Sims will lose a small amount of happiness if they don’t have a place to shop. Cities without places to shop will see complaints and feel the effect of unhappy Sims. This will emphasize the importance of commercial zones.
Update 5/08/2013 - Update 3.0

Hello Mayors!

All servers will be coming from at 9:00AM PDT for a few hours so that we can update all of the servers, as well as roll out Update 3.0!

The following servers will be down for an extended period of time so that we can make additional improvements:

Oceanic 2
North America West 3
Europe West 6
Antarctica


We will get all of the servers updated and running again as soon as we can!

Update 3.0

New: Added more Hotel models to increase hotel variety.
Traffic:
Updated routing system to improve traffic. Routing system now understands more information about u-turns, required vehicle stops, and vehicle behavior on certain road types. This should make traffic smarter.
Commercial and industrial buildings stagger their work shifts to start throughout commute hours instead of at the top of the hour. This should reduce traffic.
Fixes one issue where a car won't move causing traffic to back up behind it.
Vehicles can now make right turns on Red. This should improve some cases of traffic.
Trading polish that will improve regional traffic when one city has a lot of jobs and its neighboring city has a lot of workers.
Air Pollution: Fixed more issues where cities that placed air polluting buildings received large amounts of air pollution from unknown sources.
Service Vehicles: Fix for disappearing service vehicles on cities that whose vehicles had disappeared before update 2.
School Buses: Fix for issue where school buses were getting stuck at neighbor's city or arcology.
Audio: Tuned audio on French Police Station.
Trading:
Fixed issue where fire servers were not trading consistently between Brakeman's Folly and Twain in Whitewater Valley.
Sewage trading: Sewage will now take a more direct route to regional sewage plant instead of throughout the city.
Made gifting more reliable.
Ferry Terminal: Ferry Terminal can now send its sewage to the output pipe and treatment plant.
RCI Tuning:
Fixed issue where sims going to a park via transit would sometimes lose their money or happiness on the way home.
Bulldozing abandoned or rubble buildings will now prevent new developments for 6-12 hours.
Less Happiness is taken from wealth 2 and 3 buildings when rent is due when no money is present.
Fix for issue some users experienced where buildings would stay abandoned because moving trucks would not be able to move in.
Trees: Trees now last longer, but also do not eliminate as much ground pollution.
Radiation: Radiation causes less ground pollution than previously.
Transit:
Changed thought bubble suggestion to add more trains to deal with crowded passenger trains to suggest that you add more train stations.
Improvements to lights to make rail look better at night.
Streetcar stops can now be placed directly on standalone streetcar tracks, and passengers can walk along the tracks to them.
Tuned the chance buses or streetcars will go to high-traffic stops first as a minor traffic improvement.
Roads: University pedestrian paths can now cross streets.
Manufacturing Trucks: Fixed issue some users experienced where manufacturing trucks left the city and were lost permanently.
Delivery Trucks: Fixed issue where some users would experience a loss of resources is their delivery trucks returned to garages without proper storage.
Sports Parks: Tuned the amount of skateboarders and neighborhood athletes at the sports parks.
Data Layers: Zones are now visible in heavy data layers.
Edit Mode: Added more valid snap points in edit mode. This improvement is most noticeable on Parks.
Buildings: Addressed some cases where buildings would stack on one another.
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DarrenM
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Re: SimCity - Anyone getting it?

Post by DarrenM »

It's nice to see they're working hard on it, but I think the only thing that would get me to give it another go is if they made the city size much larger.
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kwijibo
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Re: SimCity - Anyone getting it?

Post by kwijibo »

DarrenM wrote:It's nice to see they're working hard on it, but I think the only thing that would get me to give it another go is if they made the city size much larger.
I feel the same way
Shonky
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Re: SimCity - Anyone getting it?

Post by Shonky »

I agree Darren, there would need to be a major change like this to up my interest level enough to have another go.

While I think of it, I fired up my city on ARSEville last night and let it run for about 3 game days, contrary to what the fix list says I could not see much difference in my traffic, there was still a stupid amount of traffic in my town and out on the highway creating mass gridlock.
wabbit
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Re: SimCity - Anyone getting it?

Post by wabbit »

Finally SimCity is available for Mac tards like myself, with all the updates and whatever else I've missed along the way...

Is the game worth the price?

I'm no longer a big gamer like I once was, my PC gaming box hasn't even been powered on for 12months or maybe even more. So I'm really wondering if the game has gotten any better.
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r8response
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Re: SimCity - Anyone getting it?

Post by r8response »

Do not buy.


There are a myriad of issues just with the Mac version now. Not installing, not starting. Only working in windowed mode.
Shonky
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Re: SimCity - Anyone getting it?

Post by Shonky »

Let alone the problems r8 mentions, the simulation is a fraud that's not worth the money at all, I don't recall any other game making me feel like I've been ripped off like this one has.
wabbit
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Re: SimCity - Anyone getting it?

Post by wabbit »

Ahhhh poopies! I was hoping stuff would have been fixed by now, shame.

Thanks for the heads up.
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r8response
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Re: SimCity - Anyone getting it?

Post by r8response »

Patch 7 has fixed a lot of the traffic issues and added a few features. But the Mac version just doesn't work for some.
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kwijibo
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Re: SimCity - Anyone getting it?

Post by kwijibo »

I can't believe amongst all the shit this game has, they're actually trying to sell us new buildings. EA have no shame
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