SimCity V: Coming March 5!

  • Thread starter Joey D
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I stopped playing a while back. I really hope any DLC they release bombs maybe then EA will realize they had made a mess of yet another great game series.
 
New Update

We have an update for you, Mayors. An update about our next Update, in fact – this Monday, April 22nd starting at 9pm GMT we'll be releasing Update 2.0, which contains a number of top-requested bug fixes and improvements. Here's the full list of changes included in the Update:

What's New

Mayors Mansion: Mayors will now drive their fancy cars to work. Mayors will take their helicopter, limo, or sports car if the modules are present.
HUD: Now colour-corrects when in a colour-blind mode.
Data map: Data maps show the filtered colour when a colour filter is enabled (unless in a colour-blind mode)
Fixes and Updates

Cities not Processing: Mitigates some of the issues that were causing cities not to process. We are continuing to work on and improve this issue.
Region Filters: Now sorts regions with available cities to the top
Invitations: Invitations to join a region should be sent and received more quickly.
Tourism: Fixes for unexplained fluctuation of tourists. Tourists more smartly counted on transit.
Cruise ships are now more effective at bringing medium and high wealth tourists in coastal cities.
New tourists will now decide to come into a city once leaving tourists reach train stations, bus depots, or cruise ship docs instead of waiting for those tourists to go out to the region first.
This change will reduce the downtime of tourist buildings.
Casinos: Casinos tuned so that Gambling will be a more profitable speciality. Players can bulldoze and replace existing casinos to see effects of tuning.
The larger casinos now invite more tourists into the city which helps keep them full.
Note that existing casinos will need to be replaced to take advantage of this change.
More Casinos: Raised module limit on Sci-Fi and Sleek Casinos to 6 modules.
Region Play: Cash gifts can now be received in a bankrupt city.
Education: Fixed school buses getting stuck at the high school. Existing Schools will fix themselves.
Education: Fixed school buses picking up students at neighbouring cities that didn't have school bus stops.
Education: Fix to more accurately track regional student population.
Education: Fix where kids leaving the school bus stop would teleport to the nearest pedestrian path instead of walking directly into the school.
Education: University wings now give the proper bonus.
Recycling: Fix for the Recycling Center where it would sometimes stop working, recycling services will visit other cities.
Air pollution: Fixed issue where air pollution would appear to come from nowhere. Fix issues where your regional air pollution would be reflected back into your box for a double penalty.
• Fire Service: Fire Trucks don't clump, dispatch to fires more efficiently.
Water: Water pumps are now capable of pumping water from rivers at a larger radius so they can take better advantage of the water table in a city.
Disasters: Cool down for random disasters: Some players were getting hit too frequently with random disasters, this introduces a cool down where no random disasters will occur.
Trade: Fix for trade ports that suddenly stop shipping.
Transit: Street Cars and Buses go to high volume stops first.
Transit: A city with residents and public transit will now provide the accurate amount of workers and shoppers to its neighbours.
Transit: A transit vehicle stuck in a pick-up or drop off loop will now go back to a garage instead of trying to pick up more people.
Transit vehicles should recover automatically after the update. If players want to force the recovery, turn off the stops that are having looping issues, wait a few game hours, then turn them back on.
Transit: Neighbours buses will now come in lower numbers into the city and do a better job at picking up local passengers first.
Residential Tuning: Residential-only cities have failure state.
Buildings are prevented from going up in density when they don't have power or water.
The amount of happiness gained from low taxes, police, fire, and health outreach has been lowered.
Fixed some cases where buildings would not go abandoned when they should have.
Higher density residential buildings are no longer blocked from going abandoned due to not having enough money.
Happiness from low taxes does not double up every time it is given.
Losing happiness due to not having a job is more impaction.
Budgets: Fixed bug that prevented systems like fire, abandonment, garbage, and sewage from turning on when they were supposed to.
Audio: Fixes issue where audio will stop working after creating a large city or where phantom audio sounds play in a city.
Demolish: Fixes 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. This will no longer happen.
Because this is our first significant Update, we wanted to inform you in advance that we'll be taking down all servers for approximately two hours while changes are being issued. Choosing a time to issue a major Update is never easy, but after looking our peak player time, we've concluded 9pm GMT is the best window for us to make these improvements. As you can see from the list above, the wait will be worth it.

Thanks, Mayors!
 
Well the update is due now, and the servers are down so we can hopefully start playing again soon, with less problems.
 
Does anybody have some open slots in a region? I've got a lot of empty slots in mine, but I don't know if anybody would want to join a new region.
 
Servers are back up.

Time to start yet another 500 000+ population city...

If only they increase the city area limits.
 
Yeah, I got back in shortly after that post. I managed a city with 160,000 people, but none of my services could work through the traffic, so I'm currently taxing it to hell in order to get people to leave, while still gaining massive amounts of money. :dopey:
 
...what a horrid peice of trash this game, Simcity4 is still king in city simulation, plus the millions of mods...it's just perfect. These games just try to hard and end up failing in a spectacular fashion. speaking of which, here is my on-going google earth sc4 tokyo recreation, Currently working on akihabara area.



The true power of SC4.
 
Don't know what happend, but I got a city with around 120 000 population, and still had an income of around 18 000/hr.

And that with all policestations, firestations, hospitals and every school upgraded (not everything on Uni yet). Not to mention nuclear powerplant, and upgraded waterstation and sewagesystem.

Not 1 city spesialization though. Yet.
 
New update to be released this week.

http://forum.ea.com/eaforum/posts/list/9437292.page
Hi Mayors – below you'll find the notes that will appear in Update 3.0 scheduled for release later this week.

Update 3.0 Notes

• New: Added more 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 servers 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.
 
Just been giving this game another go now it has been updated again! I followed a guide on the simcity forums for making a $5M a month city. My city only makes $1.5M a month but I didn't follow the guide that close. The air pollution bug has gone, traffic seems better and the game just plays better than it did before. Still lots to fix (like bus routing, why do 8 or 9 buses need to follow each other?)but its getting better.
 
Just been giving this game another go now it has been updated again! I followed a guide on the simcity forums for making a $5M a month city. My city only makes $1.5M a month but I didn't follow the guide that close. The air pollution bug has gone, traffic seems better and the game just plays better than it did before. Still lots to fix (like bus routing, why do 8 or 9 buses need to follow each other?)but its getting better.
While they seemed to have fixed some things, other things have gone horribly wrong somewhere.

Im getting ALOT of abandoned houses, for no obvious reason. I mean, I can check in every 30 seconds, and there are at least 10 new abandoned houses.

Got like 0 death, 0 crimes, 0 fires, almost none air pollution and ground pollution, lots of jobs, 4/5 on the green school education and 3/3 on technical education, collecting all garbage cans, taxes no higher than 9%, and alot of buses and trams so I get no traffic problems. Still a income of about 1.8M pr month, but losing about 10.000 pr hour due to people moving out all the time and NO ONE moving in until like a month later... So that new "respawn of destroyed houses" is really annoying.... :(

I mean, the trams transport over 85000 people pr day, when I got a population of 80000. Buses about 15000 pr day, but only built a small busdepot. Got NO traffic at all. :)

Oh well, gotta keep trying. :D
 
Wow I don't have any problems like that but I did notice something. I had to demolish a whole street due to zombies and it did take ages for new house to appear. But my houses stay occupied fine. yeah traffic seems loads better than before which was the main problem I had in all my cites.
 
Just tried playing with the new update (1st patch since 3.0).

Game still broken. Recycling centre now collects bins and processes in to separate resources but does not deliver to trade depot. Trains are not picking up passengers or freight.

Now deleting game from computer for good.
 
Just tried playing with the new update (1st patch since 3.0).

Game still broken. Recycling centre now collects bins and processes in to separate resources but does not deliver to trade depot. Trains are not picking up passengers or freight.

Now deleting game from computer for good.

Give it a chance mate.
 
Give it a chance mate.

I'm not bashing here or anything(I am currently giving the game another chance with the new updates). But technically the fact that somebody still has the game this long after launch shows that he did try. It seems that with every patch they fix stuff then break other stuff so its going to take a very long time to get rid of all the major bugs.
 
This has been around for a while (maybe not the patch, but the always-online thing was cracked very soon after the launch), and the modder who first bypassed the always-online thing was able to build outside of the city limits but it wouldn't save when he exited, I think. I'll see if I can find the article again.

Here it is, with bonus video:

 
If only the hackers would up the city area limit 4 times, then I would be happy and Maxis maybe would listen, for once.

Well the article did say the mod would allow bigger cites but it didn't say how. I am not willing to try this patch because when EA and maxis patch it I may get banned from origin or something.

Neema I seen that video as well and I think this patch is more of an evolution of that. In the sense that you don't need the internet at all not even to get the game to start.
 
You won't get banned.

Also, you need an active internet connection to start the game using that patch. All it does is let you play forever offline once you turn off your internet.
 
http://www.eurogamer.net/articles/2013-05-24-ea-makes-simcity-amusement-park-expansion-official

EA has announced the SimCity Amusement Park expansion that leaked earlier this month.

It's out on 28th May on Origin. EA is yet to announce the price.

The Amusement Park is a tourist attraction similar to casinos and landmarks, gameplay scripter Jason Halvorson explained. "Running a successful Amusement Park is almost a mini-game in itself."

Your city will earn money from the Amusement Park by having guests go on rides and buying goods from concession stands, as you'd expect. But unlike landmarks and casinos, you need to get your park guests to rides and stands in the most efficient way possible. "It means you're really going to need to pay attention to the layout of your park in order to maximise profits," Halvorson said.

You need to place one of three main gates for your park to get going. Each comes with one ride, one concession stand and a stub of road.

There are a number of modules. Signs attract more tourists to your park as well to your entire city. Main attractions are the rides, which include roller coasters, Ferris wheels and go-karts. Secondary attractions are cheaper than main attractions, have a lower maintenance cost but don't satisfy as many riders and don't add as much attraction. They include the drop tower and carousel. Concession stands are the cheapest attractions and have a small capacity, but churn through guests quickly.

Of most interest is the mini train station, which lets you customise the rail like a road. The rail can go through tunnels and over bridges. You can connect two train stations together to form a transport system for guests.

The modules become available as you increase your daily profit and upgrade your park to higher levels.

Do they even increase the city limits now?

Because how are we gonna fit an amusement park in the tight area?
 
It looks like they finally fixed SimCity and made it what it should have been at launch:

 
It looks like they finally fixed SimCity and made it what it should have been at launch:

I haven't kept up with SimCity news but is there a offline mode and larger city limits now?

If so, I will purchase it finally.
 
Jay
I haven't kept up with SimCity news but is there a offline mode and larger city limits now?

If so, I will purchase it finally.
I don't think they've upped the city limits yet... But the moment they do, i'll be rocking SimCity 5 again. :P
 
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