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SimCity update 2.0

Foro general para hablar de SimCity 2013

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Re: SimCity update 2.0

Notapor unsimcabreado » 01 Abr 2013, 05:14

esto no son parches, son remiendos, y malos.........
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Re: SimCity update 2.0

Notapor sir_peter_iv » 03 Abr 2013, 17:54

y no ponen fechas, hasta que no lo vea no lo creo.
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Re: SimCity update 2.0

Notapor vicentim8 » 09 Abr 2013, 04:42

alguien sabe algo de la actualizacion??? desde la pequeña de la velocidad no hay nada nuevo
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Re: SimCity update 2.0

Notapor DaniLopez » 09 Abr 2013, 07:31

se preocupan antes por poner una mierda de velocidad mas y por las cosas graves no ponen ni fecha asi trabajan
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Re: SimCity update 2.0

Notapor cloudstrife » 09 Abr 2013, 16:33

Me desespera que no anuncien nada -.-
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Re: SimCity update 2.0

Notapor unsimcabreado » 13 Abr 2013, 09:16

El parche 2.0.... ¿Leyenda urbana? :mrgreen:
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Re: SimCity update 2.0

Notapor chakaljona » 13 Abr 2013, 09:46

y aparte del parche 2.0 no se yo ,me esperaba que hubiera cosas como:

-Metro
-zonas parquímetro
-parquings y subterraneos
-poder crear carreteras autopistas fuera de región solo para uniones bien echas.
-¿donde están los sentidos de calles? (para dirigir el trafico)
-poder retocar terreno ...
y mas cosas que ahora no me viene a la cabeza qya que en tanto tiempo de dedicación a un juego lo podrian ver echo ¿no?

un saludo my ID: chakaljona
iD Origin : chakaljona
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Re: SimCity update 2.0

Notapor DaniLopez » 13 Abr 2013, 09:57

estaria bien que en los bajos de los pisos se pudieran colocar negocios, asi ahorrias espacio y seria mas real
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Re: SimCity update 2.0

Notapor crazyPlayer » 13 Abr 2013, 12:57

La nueva actualización (o parte de ella) está siendo probada en el servdor de prueba, ya podemos entrar en el y mirar a ver si algo ha cambiado. Eso lo he visto ayer en el facebook oficial de Simcity, saludos!

FUENTE: http://forum.ea.com/eaforum/posts/list/9437292.page
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Re: SimCity update 2.0

Notapor benzoll » 13 Abr 2013, 23:52

crazyPlayer escribió:La nueva actualización (o parte de ella) está siendo probada en el servdor de prueba, ya podemos entrar en el y mirar a ver si algo ha cambiado. Eso lo he visto ayer en el facebook oficial de Simcity, saludos!

FUENTE: http://forum.ea.com/eaforum/posts/list/9437292.page

Se le ponen a uno los pelos como escarpias de solo ver la cantidad inmensa de pequeños bugs que están intentando corregir.. de los gordos, olvidémonos. :wall:
Ahora mismo me voy al server de prueba (tengo allí alguna ciudad) a ver si es verdad algo.
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Re: SimCity update 2.0

Notapor Astrako » 18 Abr 2013, 16:25

¿Se sabe algo nuevo de la fecha oficial del 2.0,? Llevo sin jugar casi un mes, esperando a que arreglen algunas cosas. ¿Habéis probado en el servidor de pruebas si cambian cosas? ¿Qué tal?
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Re: SimCity update 2.0

Notapor dan18wos » 19 Abr 2013, 03:13

SI YO TAMBIEN QUIERO SABER QUE HAN DICHO YA QUE LLEVAN CASI 1 MES SIN ACTUALIZACIONES Y O PARCHES :(
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Multijugador: región "nuevo mundo" hispana"

Simcity -Simcity 2000- Simcity 3000- Simcity 4 - Simcity 2013
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Re: SimCity update 2.0

Notapor DaniLopez » 19 Abr 2013, 07:06

haber si se banea a esta gente que mete publicidad macho
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Re: SimCity update 2.0

Notapor Opsswat » 19 Abr 2013, 08:40

Reportado a los admin [-X
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Re: SimCity update 2.0

Notapor litio_vlc » 19 Abr 2013, 17:21

Noticia en primicia!!!

El parche 2.0 saldrá publicado el 22 de abril. Aquí toda la info:

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 color-corrects when in a colorblind mode.
• Data map: Data maps show the filtered color when a color filter is enabled (unless in a colorblind 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 specialty. 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 neighboring 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: Cooldown for random disasters: Some players were getting hit too frequently with random disasters, this introduces a cooldown 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 neighbors.
• 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: Neighbors 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 impactful.
• 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 1pm PST is the best window for us to make these improvements. As you can see from the list above, the wait will be worth it.
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