Yalnız o yaptıklarını birtek sen görüyorsun çıktığında herşey eskisi gibi devam ediyor.
2000 lerden beri faal olan, çok şukela bir paylaşım platformuyuz. Hoşgeldiniz.
SimCity (2013)
Cahil troll, kötü troll'dur.
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.
postlamadan önce okuyaydınız.
quit out, log back in, and it's back the way it was - great fun!
http://www.troll.me/images/and-you-should-feel-bad/youre-a-bad-troll-and-you-should-feel-bad.jpg
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.
postlamadan önce okuyaydınız.
quit out, log back in, and it's back the way it was - great fun!
http://www.troll.me/images/and-you-should-feel-bad/youre-a-bad-troll-and-you-should-feel-bad.jpg
en nefret ettiğim şey ya, yıl 2013 olmuş, eşşek kadar patch koymuşlar bir patch notes yazmak yok. EA işte (td)
Maxis oyunu adam edecek diye umuyorum her ne kadar EA olsa da işin içinde maxis oyunlarında bu kadar bug olmasına izin vermez. Benim anlamadığım bu oyunu hiç birisi oynamamış mı test ekipleri vs yok mu acaba? Yani release öncesi böyle kabak gibi ortada olan bugları görmesi zor olmasa gerek. Maxisten birisi trafik için çalıştıklarını söyleyip video linki paylaşmıştı tweeter üzerinden şimdi bulamıyorum firewall olduğu için şirkette.
şehrim planlandığı gibi ilerliyor:
http://img534.imageshack.us/img534/2699/spark20130316091831.png
http://img843.imageshack.us/img843/82/spark20130316092146.png
http://img534.imageshack.us/img534/2699/spark20130316091831.png
http://img843.imageshack.us/img843/82/spark20130316092146.png
Oyunda en çok hoşuma giden efekt gece elektirik kesilince bütün şehrin zifiri karanlığa bürünmesi ve araba ışıklarının şehri aydınlatması bir de sabah güneşin doğuşunda dağ üzerinden gelip bütün binaların gölgelenmesi. Çok keyifli ya...
geceleri genel olarak çok güzel ya
Ben full olarak oynayabiliyorum bir sıkıntı olmadı fps konusunda. İyi optimize edilmiş gibi duruyor. Bir de nufüs iyice artınca bakmak lazım tabi.
Edit: Harita boyutu vs değilde beni en çok üzen terrain editor olmaması. Roller coaster tycoon oynarken bile yürüme yollarını tepelerin içinden geçirir yerin altına sokardım vs. umarım bu olayı getirirler.
Edit: Harita boyutu vs değilde beni en çok üzen terrain editor olmaması. Roller coaster tycoon oynarken bile yürüme yollarını tepelerin içinden geçirir yerin altına sokardım vs. umarım bu olayı getirirler.
offline oynarken save/load yapmak ve başka şehre geçmek mümkün değilmiş ea serverlarına bağlanmadan demişler en son bide.
Bradshaw yine wot dosemis de iyice "he gulum, he" moduna girdi muhabbet sdf
nefret ettiğim şey şu 2 yıldır çıkan herşeyi "socail" ve "mmo" kategorisine sokma çabası. simcity'i neden mmo yapmak istiyorsun arkadaş. lord british bile çıkmış 2013 de oyunlarımızı social uygun olarak yapacağız diyor. social olmasını istiyorsan GERÇEKTEN mmo yap, insanlar oyunda social olsunlar, facebook üzerinden party invite atmak mı "social"?
bir konuda yazdıklarına katılıyorum, o da oyunun trade konusunda çok önünü açmış. global market'e mal satmak, almak ve işlemek veya işlenmişini almak. hepsi bence çok iyi fikirler. ayrıca tourism ve gambling konusunda da çok mantıklı. diğer şehirlerden simlerin gelmesi ve şehrin çekiciliğinin olması ve bunun wealth seviyesine göre olması. şehirdeki commercial'ların bunlara göre şekil alması (hoteller etc.).
güzel tarafları da var ama çok saçma hedefleri de var.
bir konuda yazdıklarına katılıyorum, o da oyunun trade konusunda çok önünü açmış. global market'e mal satmak, almak ve işlemek veya işlenmişini almak. hepsi bence çok iyi fikirler. ayrıca tourism ve gambling konusunda da çok mantıklı. diğer şehirlerden simlerin gelmesi ve şehrin çekiciliğinin olması ve bunun wealth seviyesine göre olması. şehirdeki commercial'ların bunlara göre şekil alması (hoteller etc.).
güzel tarafları da var ama çok saçma hedefleri de var.
Update 1.6.1
General:
•Turned regional Achievements back on!
•We are now prioritizing games with available slots in the “Join Game” menu in the front end
•Update so players will go through the Getting Started Scenario only once. They will see the Play menus when they switch servers
•Fix for a gameplay crash
•UI improvement: Increased time showing system alerts for readability
•Graphics: shader change to improve look of walls and parking lots
•It’s now easier to place airport runways
•Budget transaction optimization to increase performance
•Update of Buffers on buildings to save memory
•Performance improvement for lower end machines
Servers:
•DB performance upgrades to increase response times
General:
•Turned regional Achievements back on!
•We are now prioritizing games with available slots in the “Join Game” menu in the front end
•Update so players will go through the Getting Started Scenario only once. They will see the Play menus when they switch servers
•Fix for a gameplay crash
•UI improvement: Increased time showing system alerts for readability
•Graphics: shader change to improve look of walls and parking lots
•It’s now easier to place airport runways
•Budget transaction optimization to increase performance
•Update of Buffers on buildings to save memory
•Performance improvement for lower end machines
Servers:
•DB performance upgrades to increase response times
gambling yok hala :(
trafic jam muhabbeti ile ilgili
" SimCity is built on GlassBox, which is an agent-based simulation engine. At the surface level, GlassBox is designed around the premise that "Agents" are created to carry data to various "Sinks" around the city.
In SimCity, you can think of the "Agents" as Sims and vehicles. The "Sinks" are the buildings that receive money, happiness and other resources from these Agents. During development we tested many cities in a variety of scenarios, but there are almost limitless permutations. Now that the game is in your hands we are seeing the emergence of many cities that test our systems in unique ways. It's great to watch this happen because at its core SimCity is a game about experimentation and exploration. (Of course, it's not so great when these experiments reveal bugs.)
We are constantly tuning the game and through the telemetry of our players we are shaping and evolving the experience to accommodate many different play styles. When bugs are discovered we will address them as quickly as possible, with updates such as the ones we've been rolling out over the past week. Our main focus right now is updating the pathing system that the Agents use to get to their Sinks. Running a successful city means keeping the traffic flowing and we are actively working to make this system better.
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 per cent, 50 per cent and 75 per cent 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."
http://www.eurogamer.net/articles/2013-03-15-maxis-promises-it-will-fix-simcitys-silly-sims-and-traffic
" SimCity is built on GlassBox, which is an agent-based simulation engine. At the surface level, GlassBox is designed around the premise that "Agents" are created to carry data to various "Sinks" around the city.
In SimCity, you can think of the "Agents" as Sims and vehicles. The "Sinks" are the buildings that receive money, happiness and other resources from these Agents. During development we tested many cities in a variety of scenarios, but there are almost limitless permutations. Now that the game is in your hands we are seeing the emergence of many cities that test our systems in unique ways. It's great to watch this happen because at its core SimCity is a game about experimentation and exploration. (Of course, it's not so great when these experiments reveal bugs.)
We are constantly tuning the game and through the telemetry of our players we are shaping and evolving the experience to accommodate many different play styles. When bugs are discovered we will address them as quickly as possible, with updates such as the ones we've been rolling out over the past week. Our main focus right now is updating the pathing system that the Agents use to get to their Sinks. Running a successful city means keeping the traffic flowing and we are actively working to make this system better.
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 per cent, 50 per cent and 75 per cent 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."
http://www.eurogamer.net/articles/2013-03-15-maxis-promises-it-will-fix-simcitys-silly-sims-and-traffic
Bu konu yeni mesajlara artık kapalıdır.
Öne çıkan mesajlar