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Simulation SimCity v2, Goodbye Mr. Riccitiello

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ysc
post May 13 2013, 09:59 PM

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Anyone have any suggestions on optimization?
I didn't even have any events at the stadium in the last 24 hrs...

Crazy jam at the avenue which is the direct exit to region from casino area (with red bridge)

edit- looks like 2 express lanes to the gambling area do help
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This post has been edited by ysc: May 14 2013, 01:58 PM
Azfar90
post May 13 2013, 11:14 PM

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The game now has weird AI problem to me, even after latest patch..

some residents complained I don't have park nearby when there almost like 5 parks have been placed in the area..Take almost 3 days; in-game time to get rid of that unhappy problem and it greatly affected the rating approval and delayed my Mayor Mansion upgrades..

user posted image

Along with weird traffic issue, some residents tend to make U turn with no reason, but their destination only just to get back home..
ysc
post May 14 2013, 01:01 AM

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QUOTE(Azfar90 @ May 13 2013, 11:14 PM)
The game now has weird AI problem to me, even after latest patch..

some residents complained I don't have park nearby when there almost like 5 parks have been placed in the area..Take almost 3 days; in-game time to get rid of that unhappy problem and it greatly affected the rating approval and delayed my Mayor Mansion upgrades..

Along with weird traffic issue, some residents tend to make U turn with no reason, but their destination only just to get back home..
*
My sims are also constantly doing U-turns
At times, 20 u-turns in a row on the same road, they're literally just looping on the SAME DAMN ROAD !!

Also affects my utilities such as garbage collection mad.gif
V12Kompressor
post May 14 2013, 04:51 PM

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ARGHHHH.... it is so frustrating. my casino city is going broke soon. sleep.gif

This sucks.
ysc
post May 14 2013, 05:39 PM

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QUOTE(V12Kompressor @ May 14 2013, 04:51 PM)
ARGHHHH.... it is so frustrating. my casino city is going broke soon. sleep.gif

This sucks.
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What's wrong with it? Mine's doing fine tho.



YAY MY POLICE CARS ARE RETARDED!! drool.gif
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This post has been edited by ysc: May 14 2013, 06:29 PM
V12Kompressor
post May 14 2013, 09:48 PM

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It goes from 35k profit to 800 bucks profit. sleep.gif

No eye see already.
Areas Elysian
post May 15 2013, 04:41 PM

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QUOTE(ysc @ May 14 2013, 05:39 PM)
What's wrong with it? Mine's doing fine tho.
YAY MY POLICE CARS ARE RETARDED!!  drool.gif
user posted image
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Maybe they're just underpaid and are trying to either:

a) Offer their services to send 'broke' gamblers to jail
b) Get a promotion by going to the source of the crime
c) Gamble to win big
d) One or more of the above
Areas Elysian
post May 16 2013, 09:28 AM

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QUOTE(Azfar90 @ May 13 2013, 11:14 PM)
The game now has weird AI problem to me, even after latest patch..

some residents complained I don't have park nearby when there almost like 5 parks have been placed in the area..Take almost 3 days; in-game time to get rid of that unhappy problem and it greatly affected the rating approval and delayed my Mayor Mansion upgrades..

» Click to show Spoiler - click again to hide... «

*
Before you ask yourself this question, you must remember how the game mechanics work. I am just throwing out theories here, only you can fully observe what's going on and how it's happening.

Residential buildings will consist of 3 subgroup of residence.

Worker
Shopper
Student

Workers brings back cash for the building.
Shoppers brings back happiness for the building.
Student brings back education for the building.

Workers gets cash from jobs.
Shoppers gets happiness from commercial shops and parks.
Students gets education from school/colleges/university.

Residential buildings needs cash to pay both taxes and for their shoppers to spend.

Now that you know these details, you must remember how the game mechanics work.

The population agent is a stupid one for SimCity 2013. Remember this one thing, and you can start to understand why a lot of the problems that happens happen. Population agents do NOT have any fixed location. They do not have a fix job to go to, neither do they have a fix residence to go to nor do they have a fix school to attend. Why is this so?

It is because of how their programming works:
Get out of house.
Find the nearest available job/shop/school.
Collect resources (money/happiness/education).
Find nearest available resident.

Notice it's find the nearest available, and not "go to job, return to home". It's because they'll just move around finding for one to fill up.

That aside, seems like there are no shoppers who have happiness resource from parks have decided to live in that building. Remember, they will just fill up whatever available empty residential until it's shopper slots are full and move on to the next one. Also, parks has limited entertainment slots at any one moment.

TL;DR
Population agents from the park carrying "park happiness" resources are filling up residential buildings nearer to the park, leaving none for that building further away. Remember, distance from traveling via roads.

This post has been edited by Areas Elysian: May 16 2013, 09:30 AM
V12Kompressor
post May 17 2013, 12:21 AM

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anyone encounter their trucks isn't delivering stuff out of mines/oil rigs after the 3.1 patch?

My ore mine, coal mine and oil rigs are full to the brim and the 4 trucks just sitting there doing nothing. doh.gif doh.gif doh.gif

Grid 2 faster come please. cry.gif
My interest on this game is as thin as a rice paper now.
ysc
post May 17 2013, 03:37 AM

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QUOTE(V12Kompressor @ May 17 2013, 12:21 AM)
anyone encounter their trucks isn't delivering stuff out of mines/oil rigs after the 3.1 patch?

My ore mine, coal mine and oil rigs are full to the brim and the 4 trucks just sitting there doing nothing. doh.gif doh.gif doh.gif

Grid 2 faster come please. cry.gif
My interest on this game is as thin as a rice paper now.
*
Have u tried deleting and re-plopping their garage?

This often happens to my streetcars & garbage trucks
V12Kompressor
post May 17 2013, 10:32 AM

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QUOTE(ysc @ May 17 2013, 03:37 AM)
Have  u tried deleting and re-plopping their garage?

This often happens to my streetcars & garbage trucks
*
delete then replop

then quit game, reload the same thing happens.

doh.gif doh.gif doh.gif
ysc
post May 17 2013, 11:06 AM

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QUOTE(V12Kompressor @ May 17 2013, 10:32 AM)
delete then replop

then quit game, reload the same thing happens.

doh.gif doh.gif doh.gif
*
Hmm, in my case, replop would suffice. No reload game necessary.
sidewinderz
post May 18 2013, 11:54 PM

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have a question guys regarding trading, If i import say plastic from the trade depot or trade port. why ain't the resources that I import be transferred to my factories at all?

I am getting at best like 500 crates of plastic delivered a day only. Any ideas?
ysc
post May 19 2013, 02:39 AM

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QUOTE(sidewinderz @ May 18 2013, 11:54 PM)
have a question guys regarding trading, If i import say plastic from the trade depot or trade port. why ain't the resources that I import be transferred to my factories at all?

I am getting at best like 500 crates of plastic delivered a day only. Any ideas?
*
Do you have a traffic issue?
I can easily get >20k of plastics to my depots daily.
My depots are near city entrance with zero jam

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sidewinderz
post May 19 2013, 05:34 PM

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QUOTE(ysc @ May 19 2013, 02:39 AM)
Do you have a traffic issue?
I can easily get >20k of  plastics to my depots daily.
My depots are near city entrance with zero jam

user posted image
*
i do not have any traffic issues though..Its just that the rate of transfer is just too slow. Makes me wonder if there is any bug. But when I export things, it is just instantaneous.. weird..
ysc
post May 19 2013, 06:47 PM

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QUOTE(sidewinderz @ May 19 2013, 05:34 PM)
i do not have any traffic issues though..Its just that the rate of transfer is just too slow. Makes me wonder if there is any bug. But when I export things, it is just instantaneous.. weird..
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Come to think of it, I have the exact opposite issue as you.
My imports come in instantly but exports go out incredibly slow...
I have 28k of storage for TV under Export and it sometimes become Full... My TVs are exporting incredibly slow...... Those damn trucks from the region rarely come to export, but ALWAYS come for imports
carbonytte
post May 19 2013, 11:22 PM

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use port la kawan. if you got >10k, always use train or ship to export the stuff. my way, i do one trade port, upgrade with ship dock, and then only ship 1 item per trade port (this would mean, if you are selling tv and computer, you need to make 1 trade port for each item you are exporting, thus you have 2)
ysc
post May 20 2013, 01:29 AM

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QUOTE(carbonytte @ May 19 2013, 11:22 PM)
use port la kawan. if you got >10k, always use train or ship to export the stuff. my way, i do one trade port, upgrade with ship dock, and then only ship 1 item per trade port (this would mean, if you are selling tv and computer, you need to make 1 trade port for each item you are exporting, thus you have 2)
*
I have trade port, still slow... It also has the ship & train attachment. =[
carbonytte
post May 20 2013, 06:32 PM

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QUOTE(ysc @ May 20 2013, 01:29 AM)
I have trade port, still slow... It also has the ship & train attachment. =[
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so there is a limit on the amount of goods a ship can carry? I remember mine, it just take all the goods in the port haha. This would be a good wiki then.
V12Kompressor
post May 23 2013, 12:32 AM

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Update ver 4.0

http://forum.ea.com/eaforum/posts/list/9437292.page#28136320

QUOTE
• 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.


mehh...


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