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Old 03-14-2013, 09:06 PM   #1821
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The game isn't finished, plain and simple. Hopefully they will be able to patch it and fix all of these issues that people have found, but really, we should not be talking about these issues at all. They should have been fixed long ago.
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Old 03-15-2013, 12:29 PM   #1822
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Sorry, I have posted this before, but it is happening in another city, wondering if anyone has tips.

Basically, I mine or drill for a commodity and sell it using my trading depot or whatever its called.

When i start selling it, I am making good money, but when I up my capacity of my min or rig, the money goes down drastically, and i can't get rid of my commodity - its stored in full tanks and my mine/rig shuts down because it has no where to send the stuff.

Anyone else have this happen to them and find a fix?

Thank you!
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Old 03-15-2013, 12:39 PM   #1823
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Originally Posted by Kavy View Post
Sorry, I have posted this before, but it is happening in another city, wondering if anyone has tips.

Basically, I mine or drill for a commodity and sell it using my trading depot or whatever its called.

When i start selling it, I am making good money, but when I up my capacity of my min or rig, the money goes down drastically, and i can't get rid of my commodity - its stored in full tanks and my mine/rig shuts down because it has no where to send the stuff.

Anyone else have this happen to them and find a fix?

Thank you!
I'm pretty sure you need at least 2 trade depots with 4 storage sites dedicated to each mining facility/rig, unless you have a coal/oil power plant, in which case you need one depot for local storage use.
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Old 03-15-2013, 12:54 PM   #1824
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Guillaume Pierre ‏@MaxisGuillaume

This seems like something that they should have done before release. Maybe I am being too picky though...
I don't understand this video. The congestion tuning didn't seem to work until he added a tiny leg of the right side. They were still piling onto the dirt road until he put in a couple squares of the right side avenue, then they started turning left.

Interestingly, the most amusing thing is that when he connected that right side avenue, his overall network slowed drastically. That much longer left avenue being the only choice is far better than giving sims two shorter choices since intersections are extremely penalizing.
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Old 03-15-2013, 01:37 PM   #1825
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I don't understand this video. The congestion tuning didn't seem to work until he added a tiny leg of the right side. They were still piling onto the dirt road until he put in a couple squares of the right side avenue, then they started turning left.

Interestingly, the most amusing thing is that when he connected that right side avenue, his overall network slowed drastically. That much longer left avenue being the only choice is far better than giving sims two shorter choices since intersections are extremely penalizing.
It's a work in progress but at least it's an improvement. It would actually be unrealistic to remove all congestion, instead they should work on modelling it more accurately. If you're going home and Deerfoot is backed up you probably won't choose a longer route unless it's really bad. And Sims, like real people, can't see a clogged road ahead of time so they won't choose an alternate route if gridlock isn't right in front of them.
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Old 03-15-2013, 02:16 PM   #1826
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Not sure if this has been posted yet.
(Went back a few pages and didn't see it)

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Old 03-15-2013, 02:24 PM   #1827
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It's a work in progress but at least it's an improvement. It would actually be unrealistic to remove all congestion, instead they should work on modelling it more accurately. If you're going home and Deerfoot is backed up you probably won't choose a longer route unless it's really bad. And Sims, like real people, can't see a clogged road ahead of time so they won't choose an alternate route if gridlock isn't right in front of them.
Right, so weighting should be by capacity, most people know the general layout of major roads around them and that taking the shortest route to a major road and then taking that major road is better than snaking through residential roads all the way to your destination. Most of the time anyway.

And maybe only some congestion goes into it (i.e. some sims have their radio on in the car and hear about a clogged road).
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Old 03-15-2013, 02:28 PM   #1828
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Not sure if this has been posted yet.
(Went back a few pages and didn't see it)
Bill Watterson has always hated that his work was co-opted like this.
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Old 03-15-2013, 02:44 PM   #1829
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Right, so weighting should be by capacity, most people know the general layout of major roads around them and that taking the shortest route to a major road and then taking that major road is better than snaking through residential roads all the way to your destination. Most of the time anyway.

And maybe only some congestion goes into it (i.e. some sims have their radio on in the car and hear about a clogged road).
This was posted on the SimCity website yesterday:

http://www.simcity.com/en_US/blog/ar...mcity-update-8

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We understand that when cars always take the shortest route between point A and point B there will be unavoidable (and illogical) traffic jams, so we are retuning these values to make the traffic flow more realistically. Guillaume Pierre (our lead scripter) talked a bit about the improvements that we are making to the traffic system in the game here. To dig a little deeper our roads will have a weighting system based on 25%, 50% and 75% capacity. As a road hits those marks it will become less and less appealing for other cars, increasing the likelihood of them taking an alternate path if one exists.

We are working on additional fixes with the pathing of our Agents and these changes will streamline the way that the simulation unfolds in your city. For instance, emergency vehicles will not get blocked in their garages and will move into empty lanes to get around traffic jams. We’re also working on preventing service vehicles from clumping up (for instance, only one fire truck will respond to a fire instead of two) and improving the way that Public Transportation operates in the city. We are currently testing a patch internally and hope to have it out to you soon.
For me, I don't even think it's the regular flow of traffic that's an issue. But when tehre's an accident, and there are 4 firetrucks trying to get to the same spot, but all stuck in traffic with no way out, that's when things get out of hand. So if they can at least fix that for now, I'll be much happier.
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Old 03-15-2013, 02:49 PM   #1830
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I think they need to realize that a beta can't replace paid quality assurance. Particularly when the beta is very limited. Beta players want to play, they don't want to file bug reports.
The thing was when I was in Beta, I tried to report some bugs I saw. But the delicious irony was that the bug reporting site appeared to be down when I tried. I should have seen that as an omen lol.
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Old 03-15-2013, 03:14 PM   #1831
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When building a trade port is there any different between the cargo dock or freight train depot? Just wondering if I should waste coastal relestate on a trade port and cargo depot when a freight train takes up less space.
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Old 03-15-2013, 05:50 PM   #1832
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Does the warehouse in the trade depot spur industry?
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Old 03-15-2013, 05:58 PM   #1833
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temple5: When I tested both, they appeared to have the exact same effect. Having both at the same time is probably a waste of money.

Kavy, yes, having a freight warehouse will let industry thrive with freight exports
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Old 03-15-2013, 06:24 PM   #1834
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Thank you all for the answers, so next annoying question - I have a city in my region which SimCity cannot load city...

It occured the first time when my mayor of that city decided to come visit me in my other city, which was interesting, becuase both mayors are me.....

Is this city done or any suggestions?

Thanks!

EDIT - ha another question how come once my metal reclamation line storage is full, my city is full of garbage.. shouldn't it default to the dump?

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Old 03-15-2013, 09:13 PM   #1835
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Originally Posted by SebC View Post
I think they need to realize that a beta can't replace paid quality assurance. Particularly when the beta is very limited. Beta players want to play, they don't want to file bug reports.
What they decided to have was certainly not a beta. It was pretty much an interactive video game trailer.
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Old 03-15-2013, 11:28 PM   #1836
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I built my Arcology finally in Evening Wood, I can die a happy man
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Old 03-15-2013, 11:29 PM   #1837
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I built my Arcology finally in Evening Wood, I can die a happy man
Sweet! That's awesome.
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Old 03-16-2013, 01:32 PM   #1838
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Didn't see this posted yet, had a friend send it to me:

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Since the top brass at EA were dumb enough to go through with the hated and repined always-on DRM, there were consequences to be had. SimCity has been a disaster in the media circles since launch all because of the DRM, and now things have gone to the next level as a hack has been discovered that lets anyone invade any of the online cities and lay waste to them...permanently.
http://www.cinemablend.com/games/Sim...DRM-53685.html

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Old 03-16-2013, 01:41 PM   #1839
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Didn't see this posted yet, had a friend send it to me:



http://www.cinemablend.com/games/Sim...DRM-53685.html
The question is whether the server-side sync can be enabled, that would be epic.

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IMPORTANT NOTE: I have NOT enabled syncing of data for this. All cities you see in this video remain UNHARMED - nothing got synced to server. I would not condone any action which could actually harm another player's city without permission!

So, this was done by editing the SimCity packages, tweaking some code, and getting the game to think that, when I visited a random person's city in a random region, I WASN'T in observer mode, and force enabling of edit mode so that I had full access to the city as if it was my own. There is still no city syncing at this most basic level, so you can wreak havoc on a friend's city, quit out, log back in, and it's back the way it was - great fun! I am worried about people that go deeper into the code and start spoofing the owner ID's of cities and start doing this maliciously though. Hopefully there are server side safeties on this... hmmm.
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Old 03-16-2013, 01:47 PM   #1840
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So after seeing a few patches release, I decided to give my city another shot.

What a clusterfata. I built up a small city (50k), but was resource heavy. Making good profits, so I bought an Arcology in my region. Suddenly my traffic is totally on the fritz. I have what looks like an infinite number of vehicles leaving the city (of which about 1/3 is due to the Arcology), and maybe the sporadic vehicle coming in. The problem is the vehicles exiting it so severe that it sends my entire road network into gridlock, which makes no sense at all. How can I have an infinite number of vehicles exiting my city, and barely any coming in at all hours of the day. You would think there should be at least a bit of balance between traffic out and traffic in.

And I can't even work around this flaw in logic. I only have one highway interchange for my city. It's not like I have the ability to build others. Damnit this game sucks. Which is really sad because I really want it to be good so badly.

Edit: Screenshot here:
http://www3.telus.net/public/jpoon8/...6_13-55-06.png

Just linking it since it's kinda big. But this is a screenshot after leaving my city running for maybe 2-3 mins. So much traffic leaving my city, none going in. And don't even get me started about the traffic opting to use the side roads instead of the main avenue...ugh.
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