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Fixes coming down the pike (yes, most of these are for things broken by the new patch)
http://forum.ea.com/...2.page#28136320


Currently In Development

Hi Mayors – This week we deployed Update 2.0, our first major upgrade addressing a number of fixes and improvements to SimCity. While the update made many significant upgrades and fixes, we know that players are eager for more. We are reviewing feedback and bugs that are reported and are working on additional fixes and upgrades. Below you will find some of the areas we are focused on improving over the next several weeks. In addition to the specific issues below, we are continuing to improve the traffic simulation and decrease the need for rollbacks.

Once we have locked dates for releasing these fixes, we’ll update this thread. You can help by giving your feedback and/or report additional issues on our Answers HQ forums: http://answers.ea.co...ty/ct-p/SimCity

Thanks, Mayors!

Future Fixes

Issue: Some players experiencing higher than expected regional air pollution.

• Status: Working on a fix.

Issue: Demolish issue that occurred when players demolished buildings that had service vehicles, delivery vehicles, or agents out in the city or region. Previously, the agents would be in a state of limbo and would not recover when new buildings of that type were placed.

• Status: Fix works in newly created cities. Working on a fix for pre-existing cities.

Issue: High School buses stuck in neighboring cities.

• Status: Working on a fix.

Issue: Reports of Game Crashes.

• Status: Working on fixes.
 
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8 Tips for the New SimCity
irst then Outward
My largest tip by far for any intrepid mayor is to run to your local library and pick up a copy of The Lorax. This telling book gives you detailed step by step instructions on how to do well in SimCity, starting with avoiding cutting down every Truffula Tree to exposing the dangers of biggering deep within the Grickle-grass. I?m not kidding; SimCity will let you play out the entire book, from the first chop until you?re sitting weeping quietly bankrupt and having to demolish large swaths of your village, returning it to a polluted town full of hovels. The GlassBox engine will push back against you and crumbling your desires to bigger every step of the way, resources become scarce fast, pollution will cause untold sickness and the Brown Bar-ba-loots frown rather quickly. Everything will collapse and you?ll sit desiring fifteen cents.

Stepping back briefly from the confusing word play, you must build slowly and watch out for expanding too quickly. Take your time, watch employment. If you have more jobs than residents, then you need additional housing to expand. Additional housing doesn?t mean to zone more, it?s much better to increase density first, build up then out. Why? Fire, medical, power, and trash coverage are more efficient the smaller the area ? a building is a building.

...cont'd
 
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Simtropolis forum feedback on gameplay after 2.0 patch:
http://community.simtropolis.com/topic/57522-20-initial-observations/

To see wht I thought of 2.0, I set up a new sandbox city as the only city in a region. Once I got it where I wanted, I had:
Fairly sparse layout.
Approx 13,000 population
good balance of everything, no unemployment, very few open jobs ... a happy place that's running fine without further tweaks.
two solar plants for power (a nice 'green' oriented city)
Good education and tech levels
Very little industry, and all of it in a tiny corner of the map where the wind carries all pollution immediately of the map and out to sea.
Boat load of parks and trees.
Two small police departments, zero crime
Two clinics - no sick people or injuries

1. Overall, traffic seems better than before.

2. Garbage trucks are still clumping up. I maxed the trucks at the dump, and they followed each other around like a blue caterpillar for the first half of their run. They slowly split up a bit, but even after that, why do I need 5 trucks on one street that has little trash to pick up when there's NO trucks on other streets. This still needs some adjustments in my opinion.

3. School bus behaviour is better now and aren't clumping up as much. I would have expected the garbage trucks to do the same though, huh?

I let everything run a bit, and then hit the pollution problem...

Problem started immediately after I got the first "air pollution levels are rising" alert.

Germs (air pollution) seemed to almost spawn towards the CENTRE of the map, rather than blowing in from a particular direction, though I can see small amounts enter the map with the wind.

I watched it for awhile, looking for a cycle of some sort. Didn't see one.
Worse at specific times of the day/night? Nope
Tied to rush hour - caused by traffic? Doesn't seem so.
It's random
All my industry is DOWNWIND of the problem.

Once it started, it just got worse and never abated. Clinics filled up, sickness everywhere, deaths stacked up. Planting trees like a demon isn't doing anything and not stopping it.

My findings correspond with that of others. This is definitely a bug, and once it starts, you can't stop it and the city becomes unplayable, unless you like sick and dead sims.


Conclusion: 2.0 needs 2.1 to fix some problems still there and perhaps a few new ones introduced.

When I have time, I'll try to load some previous cities that had problems and see what happens. Will report in on those as well...
This is the kind of report I like seeing.

My observations are similar to yours, especially regarding traffic.

I have a 16-city private region with just 3 cities active and established. It was created before the patch but I am slowly going through and seeing if some of the region functions work.

Cities from largest to smallest:
Mustang Run...: RCI% - 30/30/40 - Houses the water treatment, sewage, train station, trash, advanced coal, coal power with 4x mid-coal burners, high tech industry (from Community College), Elementary school and 3x coal trade depots. 2x clinics, 3x police stations, 1xLarge Hospital,1x large fire with hazmat and 2x small fire.

Painted Point: RCI% = 40/40/10 Has a University with school of engineering and medicine, high school, library, 1x lg hospital with wellness ctr, 1x precinct with bus, 1x small fire station, 1x clinic, train station, water treatment

Wranglers Run: RCI% = 50/50/0 Solar Power, trash, Have a elementary school, train station, library, and the beginnings of a culture/tourist depot, and other things i cant recall at work,

So far, I have been trying to establish Wranglers run in Turtle mode and since 2.0 pollution has been awesome, albeit without industry. My biggest question will be my large town of Mustang Run....it has bounds of industry and coal specialization.

I did delete my old coal plants immediately and made room for the advanced coal right after the patch dropped so that might be a discrepancy.
Massive pollution problems. I'd carefully laid out my city to minimize pollution, and it's all high-tech industry, and yet I've now got areas being abandoned for air pollution, despite nothing changing for my neighbors. My garbage situation isn't any worse than before.

Massive education problems. I've got a university town: grade school, high school, university. And yet, I now have high-rise apartments two blocks from the high school being abandoned because the residents say they couldn't reach the school. If this is because my buses are leaving town to pick up students from nearby cities, then I'd like to revert to the old system, because this stinks.

Gambling still doesn't work right. The gambling HQ won't unlock, the tourists are still horribly out of whack, and the most expensive casino can't make a profit even though I've got a tourist-heavy town in a fully populated region.

And then there's traffic. I'm still getting huge perma-jams in the middle of my city, on high-density roads with plenty of avenues. Buildings are burning down left and right because my fire trucks can't get to the buildings, far worse than pre-patch.

So thanks to this patch, my city has lost about 25% of its population, from 80k down to about 60k. This in turn creates new problems, like lack of workers for the various buildings, which makes things even worse. So this game is going back into storage until they fix their fix, because right now it's just not working.
I'm not 100% sure how it worked before, but now roads to avenues of equal density have no lights, but a stop sign, while road intersections hav lights. You might want to revisit the idea of having avenues for directed traffic.
The last quote is intriguing. If only we could terraform and have traffic that used quicker roads, like bypass loops :(
 
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CentralMOBuck;2340351; said:
I played last night for the first time since release day. It was not a waste of my time. My only gripe still is that cities need to be BIGGER.

Some are speculating that the next update is going to be a big one offering bigger cities. We also get amusement parks next week as new content.

Traffic and Fire Response seems to be better, as does gambling, but at 100k pop i'm still having some traffic problems even with terminal buses, two train stations, and 2 streetcar depots. Not NEARLY as bad as previously but there is still a line of traffic going out of my city into the region at times.
 
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I am playing it again with the fixes and am thoroughly enjoying it. Word of advice for traffic issues - I've found that streetcars are 100x better than buses. I've had nothing but problems with the bus system, but I had a 100k pop city with lots of oil refining/recycling/trade and there was very little traffic at all - before my city would have been crippled lol.
 
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osustamm;2341910; said:
Can you explain how you use street cars?

Are all your roads streetcar roads?

Do street cars work on the rail system?

Where do you place stops?

The way I generally setup my road system is by having the streetcar avenues accessible by every area of the map but not so much that my entire road system is large streetcar avenues. Then off of those I will have high density street areas and I generally try and do like "mini-villages" in a few spread apart areas of the map - each with services and parks pertinent to the type of wealth I want in that area. Then I just fill in the in-between areas with larger buildings such as mining/drilling/entertainment/education/etc...

The thing to remember is to build UP not OUT. Meaning, don't get crazy with zoning residential/commercial/industry all over the map so you don't have room; but instead zone for it and then work on increasing the density as much as you can so you can fit more people in a smaller area thus leaving you more room for the bigger and better stuff.

As for the streetcars, I try and space the depots on opposite sides of the map and put stops near important areas where people will want to go and try and space them out so they're still covering everything but not stopping at every turn or building.

I have a 150k population gambling/tourist city and it's getting around 100k riders a day on the streetcars with like a 20min wait time. I don't have any buses in the city at all. Traffic is pretty rough at peak hours but at least it moves. I have a rail system and now i'm trying to decide if an airport will be worth it (which I am leaning towards because I could really use police/fire choppers).

Also, I have learned to try and avoid 4 way intersections at all costs - it will bring traffic to a halt. I also try and curve roads when possible so there is no stopping of traffic when turning.
 
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