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SimCity Patched

The SimCity Blog has details on a new version 3.0 update that's now live in Maxis' urban planning reboot (thanks VG247). A point release implies significant changes, but the highlight of this is two dozen new hotels, and the patch is mostly tweaks and bug-fixes. Here are the patch notes:

  • New: Added 24 new 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.
  • Traffic: 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.
  • Traffic: Fixes one issue where a car won't move causing traffic to back up behind it.
  • Traffic: Vehicles can now make right turns on Red. This should improve some cases of traffic.
  • 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 services were not trading consistently between Brakeman's Folly and Twain in Whitewater Valley.
  • Trading: Sewage trading: Sewage will now take a more direct route to regional sewage plant instead of throughout the city.
  • Trading: 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.
  • RCI Tuning: Bulldozing abandoned or rubble buildings will now prevent new developments for 6-12 hours.
  • RCI Tuning: Less Happiness is taken from wealth 2 and 3 buildings when rent is due when no money is present.
  • RCI Tuning: 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.
  • Transit: Improvements to lights to make rail look better at night.
  • Transit: Streetcar stops can now be placed directly on standalone streetcar tracks, and passengers can walk along the tracks to them.
  • Transit: 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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16 Replies. 1 pages. Viewing page 1.
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16. Re: SimCity Patched May 10, 2013, 19:53 Quboid
 
Marvin T. Martian wrote on May 10, 2013, 16:42:
And regardless of the mess, you will all jump over the next Sims, which will be a repeat of this debacle.
DON"T BUY IT!

You've made 451 posts here and you think anything like all of us are Sims fans?!
 
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- Quboid
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15. Re: More Big Picture Details May 10, 2013, 17:09 HorrorScope
 
Marvin T. Martian wrote on May 10, 2013, 16:42:
And regardless of the mess, you will all jump over the next Sims, which will be a repeat of this debacle.
DON"T BUY IT!

Sounds more like a vendetta. I'm still interested in this offering down the line.
 
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14. Re: SimCity Patched May 10, 2013, 16:42 Marvin T. Martian
 
And regardless of the mess, you will all jump over the next Sims, which will be a repeat of this debacle.
DON"T BUY IT!
 
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13. Re: More Big Picture Details May 10, 2013, 15:43 nin
 
HorrorScope wrote on May 10, 2013, 15:35:
NegaDeath wrote on May 10, 2013, 13:06:
Is it out of beta now?

Not quite yet. You will know it's out of beta when it's $20 or below.

Or when they turn the servers off.

 
http://store.nin.com/index.php?cPath=10
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12. Re: More Big Picture Details May 10, 2013, 15:35 HorrorScope
 
NegaDeath wrote on May 10, 2013, 13:06:
Is it out of beta now?

Not quite yet. You will know it's out of beta when it's $20 or below.
 
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11. Re: SimCity Patched May 10, 2013, 14:48 Tumbler
 
Releasing a patch that changes the name to sim neighborhood might fix just about everything because the game basically gives you a small area to tinker with in a larger city. In that respect it seems fine... But calling it sim City seems like you'll need to fix a shit ton of stuff to feel like it's a whole city.  
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10. Re: SimCity Patched May 10, 2013, 14:14 jdreyer
 
Offline mode? No? Sorry, no sale.

Picked up Fallen Enchantress yesterday, so I'll be playing that to scratch my management itch.
 
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"Microsoft is the absent minded parent of PC gaming" - Verno
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9. Re: SimCity Patched May 10, 2013, 13:06 NegaDeath
 
Is it out of beta now?  
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8. Re: SimCity Patched May 10, 2013, 12:44 Angrius Maximis
 
I seriously think they broke Police and Crime in this patch because something is not right now  
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7. Re: SimCity Patched May 10, 2013, 11:18 SpectralMeat
 
Topevoli wrote on May 10, 2013, 10:24:
RCI Tuning: Fixed issue where sims going to a park via transit would sometimes lose their money or happiness on the way home.

That's not a bug, that's called "riding public transportation"...


ROFL!
 
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Steam: SpectralMeat
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6. Re: SimCity Patched May 10, 2013, 10:59 Keilun
 
ASeven wrote on May 10, 2013, 10:01:
Wonder how much stuff they've broken this time?

Ha. I stopped caring, but I'm curious what would happen on login this time. On release of 2.0, 30min after logging in, my city had lost 100k people and was plummeting fast. Complaints about no money and no workers. Garbage went through the roof. This was with a fully loaded garbage dump with maxed out trucks and 5 other cities in the region providing support garbage relief.

Maybe I'll wait a year and try it again if the servers are still up by then...
 
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5. Re: SimCity Patched May 10, 2013, 10:57 Creston
 
Topevoli wrote on May 10, 2013, 10:24:
RCI Tuning: Fixed issue where sims going to a park via transit would sometimes lose their money or happiness on the way home.

That's not a bug, that's called "riding public transportation"...

Hahahahaha. Bravo.

Creston
 
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4. Re: SimCity Patched May 10, 2013, 10:27 Verno
 
Pretty much everything about this train wreck has already been said in previous threads, that list of fixes is a serious WTF.  
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Playing: Dragon Age Inquisition, Far Cry 4, This War of Mine
Watching: The Fall, The Walking Dead, Leon
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3. Re: SimCity Patched May 10, 2013, 10:24 Topevoli
 
RCI Tuning: Fixed issue where sims going to a park via transit would sometimes lose their money or happiness on the way home.

That's not a bug, that's called "riding public transportation"...

Call me when its Sim City 4.0
 
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2. Re: SimCity Patched May 10, 2013, 10:01 ASeven
 
Wonder how much stuff they've broken this time?  
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1. Re: SimCity Patched May 10, 2013, 09:34 InBlack
 
Still no fix for SimVillage syndrome or the fake Sim population counter. I dont see how fixing minor bugs helps anything before fixing the huge fucking elephant in the room bug?  
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I have a nifty blue line!
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