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(Today, 02:51 AM) Waterz
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I'm very well actually, just sitting around at work as one does; draining resources from very large companies haha.
(Today, 02:42 AM) djVanDrake
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Hi Waterz. How have you been?
(Today, 02:02 AM) Waterz
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But I'm feeling my posts look a little bare, perhaps an avatar and an signature, haha.
(Today, 01:59 AM) Waterz
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Late morning here, in fact, 2 minutes until the afternoon: or 1h 46 until the work day is over! Haha.
(Today, 01:58 AM) Rexer
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Glad you did. icon_smile.gif It's late in the evening here.
(Today, 01:56 AM) Waterz
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Just thought I'd pop in for the day while I'm at work, haha.
(Today, 01:31 AM) Rexer
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Hey there. icon_smile.gif
(Today, 12:06 AM) Waterz
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hello hello
(Yesterday, 11:37 PM) Rexer
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Guess not.
(Yesterday, 11:37 PM) Rexer
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Guess noe.
(Yesterday, 11:24 PM) trixin
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Oh no icon_lol.gif
(Yesterday, 10:48 PM) john
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Tumbleweed.gif
(Yesterday, 07:55 PM) john
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cool
(Yesterday, 07:54 PM) Jirnsum
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if so, I just IP banned Rex xdsmiley2dl6[1].gif
(Yesterday, 07:49 PM) john
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It's not Rex's alter ego?
(Yesterday, 07:40 PM) Jirnsum
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not gonna ask questions about a member called strategic_markting (sic)
(Yesterday, 07:31 PM) john
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we've been ripped off..
(Yesterday, 07:30 PM) john
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...same here.
(Yesterday, 07:07 PM) Jirnsum
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for NL it's the standard logo...
(Yesterday, 06:37 PM) toroca
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A Twitter user's comment with regards to today's version of Google's logo: "One day Google is going to take over the world. And we won't even know because we'll be too busy playing with their logo to notice." xdsmiley2dl6[1].gif
(Yesterday, 01:14 AM) djVanDrake
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icon_beer.gif
(Yesterday, 12:53 AM) trixin
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icon_lol.gif
(Sep 6 2010, 07:57 PM) Jirnsum
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I gave up. Grabbed a bottle of wine
(Sep 6 2010, 07:37 PM) john
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Are you being patient?
(Sep 6 2010, 06:56 PM) Jirnsum
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sigh
(Sep 6 2010, 06:56 PM) Jirnsum
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Please be patient. This update may appear to take a long time to complete. It is updating and installing very large data.
(Sep 6 2010, 06:50 PM) Jirnsum
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we are a pretty productive lot
(Sep 6 2010, 06:50 PM) Jirnsum
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Nope
(Sep 6 2010, 06:47 PM) john
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May Day
(Sep 6 2010, 06:47 PM) john
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We get the "commie" Labor Day off...
(Sep 6 2010, 06:42 PM) Jirnsum
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because we in Europe did so as well
(Sep 6 2010, 06:37 PM) john
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Why am I working?
(Sep 6 2010, 06:37 PM) john
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Happy Labor Day!
(Sep 6 2010, 06:37 PM) john
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boo!
(Sep 5 2010, 11:21 PM) trixin
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*coughegotripcough* xdsmiley2dl6[1].gif
(Sep 5 2010, 04:50 AM) toroca
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I love when I view the Online Users list and my threads are being read. xdsmiley2dl6[1].gif Five visitors here now aside from me and the Search Engines, and three of those five are looking at threads I started. icon_lol.gif
(Sep 5 2010, 04:34 AM) djVanDrake
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Very snazzy john. icon_razz.gif
(Sep 5 2010, 03:16 AM) john
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I think...
(Sep 5 2010, 03:16 AM) john
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thanks
(Sep 5 2010, 03:08 AM) Serena
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very nice hardware john, makes my door hardware look even cheaper than it is xdsmiley2dl6[1].gif
(Sep 5 2010, 02:27 AM) john
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that's the hardware we picked out
(Sep 5 2010, 02:26 AM) john
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and a half bath door that is just a tad too tall.
(Sep 5 2010, 02:25 AM) john
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not quite, just a wall or 2 that don't line up.
(Sep 5 2010, 02:22 AM) Rexer
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Like, trazazoidal and stuff like a carnival fun house?
(Sep 5 2010, 02:19 AM) john
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Plus we have some wierd door sizes.
(Sep 5 2010, 02:19 AM) john
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I didn't want to put in cheap doors.
(Sep 5 2010, 02:18 AM) john
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lol
(Sep 5 2010, 02:17 AM) Rexer
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That's also a wise move. 'specially when you're ... um ... dropping thek kids off at the pool. You know ... bombing the harbor.
(Sep 5 2010, 02:16 AM) john
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These are the interior doors.

> SimCity Societies is at the Simphoni Shoppe!

 
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> Second SCS Patch Released
Jirnsum
post Dec 21 2007, 08:21 PM
Post #1


Flying Dutchman™


Group: Root Admin
Posts: 12,238
Joined: 24-January 03
Location: Nootdorp, The Netherlands
Member No.: 2,430
SIMphoni Function: Forum Operations Administrator



From the frontpage:

QUOTE
Just in time for the holidays, the SimCity Societies team has released a new patch for the game. This second patch includes the new strategic modes SIMphoni reported on earlier this week, along with several other fixes.

A complete list of updates follows below:

Strategic Mode Update Ready For Download
With today’s update, we are adding Strategic Mode, along with other additions, improvements and fixes.
Game Update #2 Notes
Strategic Mode
• Three Strategic Modes of play have been introduced, to complement the original three Creative Modes of play.
• Each of these Strategic Modes (Basic, Hardcore and Nightmare), is progressively more challenging than the preceding one, and all three introduce a variety of challenging push-backs not present in the Creative Modes of play:
o Buildings carry an ongoing maintenance cost. If maintenance requirements are not met, buildings have a chance of taking damage which will put them out of commission for several days or even result in destruction.
o Recycle gains are reduced, making shrewd planning critical
o Work and visit durations are long. As a result, Sims can go to fewer places in a single day.
o It’s more difficult to keep Sims happy
o Unhappy and Rogue Sims are more likely to act out, produce negative special Sims, or transform into negative special Sims
o Rogue Sims are much less placated by the act of shutting down a workplace, and will remain unhappy or even on the verge of becoming rogue again.
• Achievements and monuments must be earned separately for each of the modes of play
• Hardcore and Nightmare Modes must be unlocked by winning a trophy in the preceding Strategic Mode (success in Basic Strategic unlocks Hardcore; success in Hardcore unlocks Nightmare).

General Enhancements
• UI textures can now change with your society. Look for altered UI appearances in Capitalist, Cyberpunk, Industrial, and Orwellian cities. Modders can use this added functionality to make more radical changes.

Modding
• Several XMLs that weren’t additive now are. Particularly, custom textures don’t all have to live in the same file, so multiple mods with custom textures should play together more nicely
• All attributes of a building XML in the mod folder now take priority over the original, so mods can meddle with all aspects of existing buildings
• The camera settings XML has been moved into its own folder so that it can be modded
• New versions of packages with the same names as old packages now overwrite the old package when installed
• Building textures can be modified directly from the building xml, no more need to use the custom profile textures

General Fixes
• The intended a cap on the number of subways and bus stops in a city was not previously operating properly, and has been fixed. There can now be only 50 of each in a given city.
• New base models have been added to some buildings to address some cases where the terrain would appear over the base.
• Fix for Sims temporarily disappearing if they arrived for work early
• The error message you get when your graphics card or drivers don’t meet the minimum requirements is now more helpful

Stability and Performance
• Fix for a rare crash which could happen on removal of a cultural prop
• Streaming textures provide improved performance and lower memory use-age, particularly in large cities
• Many general improvements to Sim AI performance
• Fix for a lock-up (which could sometimes lead to a crash) involving pathfinding and public transit
• Fix for memory overwrites (which could sometimes lead to a crash) involving Sim and building selection, building scripts, and the lighting system
• Saving takes much less additional memory. This should solve the out-of-memory errors during autosaves that some users were experiencing
• Fix for a crash on exit


--------------------



Be nice to them or they might decide to "bring you democracy"
My runs on Runner+ Now using Garmin Forerunner 405CX!
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