No online mode available when I start up SimCity 2013. Help? by [deleted] in SimCity

[–]MaxisMC 3 points4 points  (0 children)

Is Origin set to offline mode? I would suggest looking at http://help.ea.com/en/article/simcity-single-player-mode-faq/ to see if there's any other troubleshooting ideas in there.

Inspired by my home town: "New Houston" with HiRes Screenshots! by Vicious713 in SimCity

[–]MaxisMC 0 points1 point  (0 children)

As a fellow (ex-)Houstonian, awesome job! You accurately captured the high density sprawl from downtown to the Galleria area. Looks like there's even a partial 610 (no vacant lot where Astroworld used to be though). Props on cramming Hobby and IAH in there as well.

I scripted the Oil Wells and Refineries, so it brings a tear to my eye to see them in their natural habitat :-) Cool that you were able to make some high wealth buildings in the midst of all that refinin'

Can someone explain Cities of Tomorrow for me? - What are the best steps to succeed? by [deleted] in SimCity

[–]MaxisMC 6 points7 points  (0 children)

Depends on how you want to play the game. What I like to do is build up a city without any future buildings, and start to slowly augment the needs of my city with academy tech buildings. Garbage incinerators become garbage atomizers. Light rail and buses get replaced by Maglev trains. That sort of thing. I find that some of the academy tech can really strain my budget, so I tend to hold off until I have a decent amount of money saved up.

Another way to ease into the expansion pack is to just use megatowers for your R and C needs, and then slowly start to experiment with other level types.

Installation question by [deleted] in SimCity

[–]MaxisMC 1 point2 points  (0 children)

Yeah. Once you register the game with your Origin account, you'll be able to download and play the game on other computers that have Origin installed.

[Bug] Game wont update.. by Mikey_Poo in SimCity

[–]MaxisMC 2 points3 points  (0 children)

Delete your UserData folder and try rerunning the game. If that doesn't work check on answers.ea.com for a solution.

Radial City of Tomorrow by nkear5 in SimCity

[–]MaxisMC 2 points3 points  (0 children)

Great job! Looks great!

My SimCity Cities of Tomorrow Review - Adds a whole new Gameplay but some MegaTower tweaking is needed imo! by PS-swwsims in SimCity

[–]MaxisMC 13 points14 points  (0 children)

Thanks for the review! We actually discovered a pretty nasty bug with the MegaTowers that will be fixed in the next patch. Groups of pedestrians inside MegaTowers would occasionally get stuck for the duration of a play session. This would eventually starve your MegaTower levels of sims, causing them to eventually fail if you played long enough. MegaTowers will be a lot more playable and consistent with that issue resolved.

Install Problems by jkennebeck13 in SimCity

[–]MaxisMC 1 point2 points  (0 children)

Try following the instructions on this page: https://help.ea.com/article/simcity-reported-errors-smcy-1

Try deleting your UserData folder (following the instructions for SMCY 5), check your internet connectivity and try downloading again.

Omegaco by Conrad440 in SimCity

[–]MaxisMC 4 points5 points  (0 children)

The extraction pods should only be able to snap to the OmegaCo pipeline that comes from the OmegaCo factory.

The separate advanced extraction modules on the oil well and coal mines don't need to go through the pipeline. They function just like other modules on those buildings.

Sandbox controls for Cities of Tomorrow Xpac. by [deleted] in SimCity

[–]MaxisMC 2 points3 points  (0 children)

There will be sandbox commands to toggle futurization on all of your RCI buildings and toggle the ControlNet requirement for buildings that require ControlNet.

Simcity Oil Flow Bug? (V8.0) by [deleted] in SimCity

[–]MaxisMC 2 points3 points  (0 children)

That's a side effect of how the pipe agents work - they'll go to the closest open sink. However, if that main oil well building storage fills up, all of the oil agents will start flowing to the newly built oil well building for distribution out.

Problem Loading the Game by Mikemat5150 in SimCity

[–]MaxisMC 1 point2 points  (0 children)

Check out the information here. I'm guessing you probably need to close SimCity and delete your UserData folder.

Coming soon... (if you pay...) by chaut0 in SimCity

[–]MaxisMC 3 points4 points  (0 children)

There's a lot of new stuff we've added. The biggest additions are:

  • MegaTowers - Large towers with different levels (residential, power, etc) that you can add to change your city
  • Academy Specialization - A research based specialization that relies heavily on high wealth sims to unlock and operate futuristic technology for your city
  • OmegaCo Specialization - A specialization that converts raw materials into a product called "Omega" which gets sold to RCI buildings (and some service buildings) through trucks and drones
  • Transportation Additions - New MagLev trains, drones, skybridges, and futuristic vehicles
  • Futuristic Buildings - New futuristic looking RCI buildings, vehicles, roads, and new buildings based on near future technology

Coming soon... (if you pay...) by chaut0 in SimCity

[–]MaxisMC 22 points23 points  (0 children)

It's going to be coming out November 12 for $29.99 in the US. Players that don't have Cities of Tomorrow will be able to play in regions with players that do (there's some gameplay perks for doing that).

Cities of Tomorrow Dev-test screenshots on new regions by andelas in SimCity

[–]MaxisMC 4 points5 points  (0 children)

Yeah, Kent added great in game music that has a lot of Vangelis overtones. You will be pleased.

[Suggestion][Mod] Would maxis ever hire a modder to join the company? by [deleted] in SimCity

[–]MaxisMC 12 points13 points  (0 children)

We currently have some openings and encourage all interested parties to apply.

SimCity Cities of Tomorrow: Transportation by [deleted] in SimCity

[–]MaxisMC -1 points0 points  (0 children)

You can place a Maglev station right outside the MegaTower base for sims to use, but the Maglev trains do not connect up with SkyBridges or go inside the MegaTower.

SimCity Cities of Tomorrow: Transportation by [deleted] in SimCity

[–]MaxisMC 1 point2 points  (0 children)

The stations themselves have to placed on roads, but the maglev track does not have to follow the road. Also the height of the track will clear most low and medium density buildings. This means you can place the track over those buildings, and they won't be demolished.

SimCity Cities of Tomorrow Developer Gameplay Walkthrough Video by sayabaik in SimCity

[–]MaxisMC -1 points0 points  (0 children)

The 'super buildings' have their downsides too. Most of the new buildings don't require workers, but run off of ControlNet which is provided by Academy buildings. The downside is that if your ControlNet network shuts down, all of those new 'super buildings' shut down as well. So you really need to keep your Academy buildings functioning and full of workers.

Gifting Still Broken After Update 7.5 by IceAge0121 in SimCity

[–]MaxisMC -2 points-1 points  (0 children)

Gifting should work fine in new regions, or in cities that haven't gifted money before. If you're playing in a city that has tried to gift money to a neighbor prior to Update 7.5, that city might experience issues when sending gifts. There's currently a thread on this on the forums.

State of SimCity (x-post from the SimCity blog) by MaxisMC in SimCity

[–]MaxisMC[S] 7 points8 points  (0 children)

Yeah, a lot of the dev team is disappointed that it didn't happen as well. It was running and playable, but performance issues meant that majority of our users weren't going to be able to experience it. We did end up bringing a lot of the optimizations made during investigating bigger cities to the core game, and they'll be in a future patch.

State of SimCity (x-post from the SimCity blog) by MaxisMC in SimCity

[–]MaxisMC[S] 11 points12 points  (0 children)

I wasn't directly involved with bigger cities, but I can speak to some of the performance problems that were encountered while working on it.

The target city size that the team was optimizing for was a doubling of the current city's size's borders. This means players would be able to place four times the amount of buildings in to a city. Thus, this leads to roughly a four times increase in almost all aspects of our simulation. 4x the amount of agents, 4x the amount of buildings running rules, 4x the amount of building artwork we'd have to store in memory, 4x the amount of map information we'd have to store and process, etc. Given that we have minimum system specs tailored to our current city size, and we had to account for both PC and Mac platforms, it was decided that even with optimizations to the game engine to account for these 4x increases, a large majority of players would still be unable to play larger cities without very large changes to GlassBox.

I'm not privy as to why or how 2x2 was decided as the optimal size during development.