What are some of the improved features of SC4???
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New, improved CTDsOriginally posted by Odin
What are some of the improved features of SC4???
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What's the logic in water pipes crashing down every 2 months??? WTF!I will never understand why some people on Apolyton find you so clever. You're predictable, mundane, and a google-whore and the most observant of us all know this. Your battles of "wits" rely on obscurity and whenever you fail to find something sufficiently obscure, like this, you just act like a 5 year old. Congratulations, molly.
Asher on molly bloom
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Hmm maybe that's the reason
But a "disaster" warning and a game stop every time it happens is really stupidI will never understand why some people on Apolyton find you so clever. You're predictable, mundane, and a google-whore and the most observant of us all know this. Your battles of "wits" rely on obscurity and whenever you fail to find something sufficiently obscure, like this, you just act like a 5 year old. Congratulations, molly.
Asher on molly bloom
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If a part of town is left without water, it might fast get abondoned, so it's a good idea that it pauses the game (Think about it, if you had set the game speed to fastest, the houses will get abondoned before you even notice it...)This space is empty... or is it?
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Again- all my trade deals just shut down all of sudden, leaving one city with 0 income as it cannot sell water, and another city quite-abandoned, as cannot buy damn water
Damn SimcityI will never understand why some people on Apolyton find you so clever. You're predictable, mundane, and a google-whore and the most observant of us all know this. Your battles of "wits" rely on obscurity and whenever you fail to find something sufficiently obscure, like this, you just act like a 5 year old. Congratulations, molly.
Asher on molly bloom
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Here's some information about the next patch (yet to be released... more things are still in the works, before they'll release it):
* Increased RCI Demand Max (allowing the largest structures to build easier) This is better known as the Stage 8 bug
* Fixed airport queries to report efficiency
* Fixed landfills to combine easier if drawn adjacent to each other. Still problematical if drawn between two landfills, so add them one at a time.
* Traffic optimizations in looking for destinations (no longer counts same entry as valid destination, speed improvements in searching)
* Neighbor deal fixes (escalating rates, canceling during suspension, canceling during obliteration)
* Fix for fires starting with missile silo while game was paused, also should help stop fires starting from other special effects while game is paused
* Fix for powerline occupant leaks which were causing corruption to saved games and possible crashes
* Tax fields in budget can now be entered directly in addition to using the spinners
* Enabled the commercial rewards: convention center & stock market to show up in commercial only cities
* Dispatch fixes for when graphics settings are altered between saves
* Fixed broken links to budget in multi-neighbor deal messages
* Fixed cost escalation to network tiles after drawing bridges/tunnels
* Changed view switching for underground so that it only goes there upon selecting the pipe tool (thus, reducing the amount of art swaps which are a bit slow)
* Fixes for automata (less getting stuck in intersections, better synching of lights, better stopping for trains)
* Auto zoom change toggle (helps reduce zoom changing in larger cities)
* Added support for crash report generator (if the user has such an applet present)
* Control-Alt-S does quick save (no thumbnail update so its quite a bit faster for those large cities)
* Control-Alt-Shift-X also brings up cheat panel as stated in the strategy guide
* Lowered 'hotspot' effect for fires, should result in less fires breaking out
* Lowered frequency of busses in large cities
* Fixed Life Expectancy bug that would cause values to drop to zero
* Fixed commuting bugs related to highways and double counting on subways
* Fixed twitching for left hand turning vehicles
* Fixed graph (jobs & population) with multiple occupants types to toggle each type or hover query
* Fixed art for the heavy truck (industrial prop) rendered with 8 bit alpha instead of 1 bit giving it a large blocky black background
* Fixed neighbor deal status on rail query
* Added garbage from neighbor deals to garbage graph
* Fixed Highway connections for neighboring cities
* Fix for airports and seaports initially showing up distressed
* Incorporated a check to determine if anti-alising should be enabled or not depending upon the hardware configuration
* Alphabetized region names in the UI
* Fix for bad lot texture on a high wealth residential buildings and a with wealth commercial building
* Fix for a connection-related Neighbor Deal bug with water
* Change neighbor deal to allow deals to continue for a short period of time even if the buying city runs out of money. This fixes the "neighbor deal cancelled to quickly" issue.
* Add a desirability threshold to prevent abandonment if lots have high desirabilityThis space is empty... or is it?
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It seems they are not going to revert the industrial "fix".
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This space is empty... or is it?
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I voted it to be okay.
I like the game, but it is incredibly hard, and some of the feelig from the previous games has disappeared.
I have begun to finally get one of my cities to go in surplus, but it took some weeks, several searches on the net and a strategy guide to do so.
I now get little surplus, but it's not so much that I can build much more infrastructure than now(and I really need it!). Anyhow, I begin to like the game more and more!
Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
I praise you because I am fearfully and wonderfully made - Psalms 139.14a
Also active on WePlayCiv.
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