and there, but for a moment, a million happy sims in an awful slum with no jobs
Please tell me that's the smallest tileset.
and there, but for a moment, a million happy sims in an awful slum with no jobs
Please tell me that's the smallest tileset.
The more I see those screenshots the more it really shows how tiny each "locale" is. Hell, at some point it felt like the islands in Tropico are larger than the given region!
thelazygamer has shown an appoxmate size simcity 2013 cities are compared to simcity 4
The only.
Wow.
And it was proven that the population counter lies too right? Damn... there's really nothing to defend about the game as far as density is concerned.
and there, but for a moment, a million happy sims in an awful slum with no jobs
this is self-parody at this point
nobody at polygon is telling him to just stfu already?
"way down the line it could be'"
this is self-parody at this point
This looks so unnatural.
This looks so unnatural.
Too bad they took out the terraforming and made most of the map unusable.
"way down the line it could be'"
"a lot of work from Maxis"
How's that job application coming along Arthur? It's really just a formality at this point, you're already hired as far as EA is concerned!
This looks so unnatural.
How is Chris Grant not telling this guy to shut up? He's making Polygon's bad reputation even worse.
I see modders have re-enabled cheetah speed (well variable speed) via a client side patch/hack
I think everybody has the "it can't be really that small?!" moment at some point. Then you start to get all creative in laying out your city and......."fuck it really is that small!!!"
Clever :lol
It's a damn shame because the game looks really fun.
... by Bradshaw's own admission they were never intending on delivering a traditional SimCity experience
But don't worry. Call him names on Twitter and he'll be sure to retweet you.And here I thought Gies was Evil Vinny because of that head up your ass, self important documentary, not that his opinions are ass backwards and overly defensive about them.
SimCity Modder Tells Us Offline Regional Play Easily Done
But don't worry. Call him names on Twitter and he'll be sure to retweet you.
And a new article on RPS about offline mode by the hacker/modder who found out to the debug mode. Glorious just glorious!
Link
That's fascinating. It's almost as if Maxis/EA tried to get away with putting minimal effort into this game as possible...
And a new article on RPS about offline mode by the hacker/modder who found out to the debug mode. Glorious just glorious!
Link
And a new article on RPS about offline mode by the hacker/modder who found out to the debug mode. Glorious just glorious!
Link
Sorry Hamster, but your assessment of how traffic works in Simcity 4 is incorrect.
Simcity 4 traffic is divided into two routines: pathfinding and destination finding. The destination part is what allows the sims to leave their homes and find work, this runs once every few months (I believe it is once every four months?). The traffic routines run much more frequently, so if you change roads layouts you will see the effects in traffic patterns fairly soon, but the sims are still trying to get from the same houses to the same jobs, at least until the destination routines run again.
So if you level a place of business and make some sims unemployed, they stay unemployed for at least a few months until the destination routines run again.
The big difference is that Simcity 4 doesn't track nor show each individual sim driving around and such. Instead the game stores traffic volume data on road sections, calculated from pathfinding routines that run every few days or something, but the sims routes are calculated from their destination data, which only changes every four months. Graphically displayed road traffic (cars) is based on the traffic volume data stored for each road section. If a road has many sims pathing over it, the game shows a high volume of cars driving on it.
You can test this very easily by using the path query tool in Simcity 4 on any sims home. If you don't change anything in your city and you watch the queried path for a few months game time you can indeed see that the sims hold their homes and jobs for extended periods of time.
In many ways, Simcity 4's simulation is much, much more accurate than Simcity 5's, it's just that you don't see the visual representation of each individual sim driving around.
Graphically displayed road traffic (cars) is based on the traffic volume data stored for each road section. If a road has many sims pathing over it, the game shows a high volume of cars driving on it.
Stick a freight depot in your industrial area. They will deliver it to that instead. Or a Vu Tower. Or an airport with a cargo hold. Freight is stupid in this game as it only applies to industrial, and it has no bearing whatsoever on anything else, despite what the game might have you believe.Right now, I mix commercial zones with residential, so that shoppers have a short commute, but the problem is now that delivery trucks roam the city in hordes, racing for the closest place to deliver to, and then it's claimed, and the next site is half way across the city, and as so they just run around spending way too long to deliver their freight
But the point is still that this has nothing to do with uncanny valley, and just that things were abstracted before, and now they aren't, and they're solving it poorly. If they'd only implemented the suggestion I have above, no one would've ever known this was how things were done. It was just a poor implementation of a visual concept.
That's the problem, it's not giving a more realistic overall simulation. Simcity 5's design is creating "herds" of cars all rushing towards one empty house or one available job, then the next, and then the next, every day. Roads and avenues remain open with no traffic at all while other roads are congested into the red simply because it's the shortest path available to the "next" house or job. Simcity 4 never suffered this phenomenon, not even before Rush Hour and certainly not after the NAM mod.
I'm just not seeing the analogy with the uncanny valley though. From reading the thread I imagine the preceding annoys people mainly because it was missold. The advertising touted it as being realistic, with real people that you could follow around. Maybe people's expectations were too high, but I did one module of computer science when I was at uni 5 years ago and the pathfinding and job/home allocation system seems incredibly simplistic for a game coming out in 2013.