[comp.sys.mac.games] Sim city

hat@uihepa.hep.uiuc.edu (09/10/90)

Can someone tell me the difference between Simcity 1.2 and Simcity Supreme 1.2?
Can a Mac Plus use Simcity Supreme? Please send e-mail to hat@uiuchepa.bitnet.
Thank you.          -Hollis

kudlacek@kuhub.cc.ukans.edu (10/13/90)

I am having a small problem with sim city. I have a seaport and a ship 
floating around, I built a bridege across the main waterway, and
it does not open and close. The ship comes up to it and just stops,
waits a second or two and turns around. I can tell that the ship 
wants through, but the bridge won't budge! When I first started building
the bridge, I only built half because I was short on cash... When the
half was in place, it opend and closed... When I completed the constructuon
no further bridge action has been observed!


Any suggestions would be appreciated...


P.S. - Should I wait untill people start bitching to build an
airport, or should I build one before ( I have a capitol appx 50000 people.)


Thanks
Kale

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tom@sdbio2.ucsd.edu (Tom Pfender) (11/02/90)

Yaaaaaaaaaaaaaaaaaaaaaaaaahooooooooooooooooooooooo!!!!

Thanks to all the folks that answered my plea for help !!!  I
now have the version 1.2c which is designed for and does work on
the Mac IIci.  Maxis, the makers of SimCity, will send you the
update at no charge if 1) you are a registered user and call
them, or 2) you send in your registration card with a note
enclosed requesting the upgrade.

I spoke with Mike Patterson at Maxis and he claimed this new
version was already shipping, but a call to three dealers in the
San Diego area said they had not heard about it yet.

The reason ver 1.1.1 does not work on IIci's is that the
32bit-quickdraw IS built into the ROM chips and has been
confirmed by many Netters, and by Mike Patterson at Maxis.

If any one has questions or comments about any of the above, you
can post here or mail me, I am always where you find me ... :-)

-tom
tpfender@ucsd.edu

standard disclaimers apply ... if only I could apply myself ...

artur@milton.u.washington.edu (Peter Loron) (11/02/90)

Greetings.  My roommate has an SE/30 with a 40 meg internal and a 40 meg
external HD, 5MB ram, a RasterOps 264 24bit video card and system 6.0.5.
I am trying to run SimCity 1.1c, but it crashes with 32-bit QD installed.  
When I remove 32-bit QD the Mac refuses to acknowlidge the external monitor.
Does anyone know of a fix for this?

					artur@milton.u.washington.edu

sean@visix.com (Sean Trowbridge) (11/03/90)

In article <13802@sdcc6.ucsd.edu>, tom@sdbio2.ucsd.edu (Tom Pfender) writes:
> Yaaaaaaaaaaaaaaaaaaaaaaaaahooooooooooooooooooooooo!!!!
> 
> Thanks to all the folks that answered my plea for help !!!  I
> now have the version 1.2c which is designed for and does work on
> the Mac IIci.  Maxis, the makers of SimCity, will send you the
> update at no charge if 1) you are a registered user and call
> them, or 2) you send in your registration card with a note
> enclosed requesting the upgrade.
> 
> I spoke with Mike Patterson at Maxis and he claimed this new
> version was already shipping, but a call to three dealers in the
> San Diego area said they had not heard about it yet.

I bought SimCity Supreme about 6 months ago (through a mail order
place), and got version 1.2c.  So it's been around at least that long.

--
Name: Sean Trowbridge  Job:Software Engineer   Quote: "Yo, Adrian." -
Employer: Visix Software Inc.                      Sylvester Stallone.
Disclaimer: Yeah, like I know anything.         E-mail: sean@visix.com

ssl@wesley.doe.carleton.ca (11/15/90)

Does anyone know how trip generation in Simcity works?  The
manual does not say whether or not traffic is transferred to rail
from roads.  For example, if a residential zone is adjacent to a
road and an industrial zone is adjacent to rail can trips be 
successfully generated between the 2 zones (ie can roads be 
connected to rail)?

Thanks in advance,

ssl@wesley.doe.carleton.ca

aciemian@ics.uci.edu (Alan Ciemian) (11/15/90)

Is there more than one version of SimCity called 1.2c.?
I recently bought the Supreme version for a Mac IIsi at a store but when I 
got it home the Extras disk was just a copy of the game disk.
The game itself ran fine, though.

When I returned it, they were out of stock and couldn't tell when they 
would get any more so after waiting a week I called on MacConnection.

Here's the problem, the version they sent me (1.2c again) had both disks
but the simulation is not working correctly.  The program starts fine, but as 
soon as it puts up the opening map, the display scrambles in a static like
pattern. The game still plays, but the display is all messed up.

Now the strange part.  If I start the game with the control panel set to 4 colors or black and white and then boost it to 16 colors after the game has started
it runs perfectly.

Any ideas ?


Alan Ciemian (aciemian@ICS.UCI.EDU)

francis@daisy.uchicago.edu (Francis Stracke) (11/15/90)

In article <1990Nov14.170742.1236@ccs.carleton.ca> ssl@wesley.doe.carleton.ca writes:
>Does anyone know how trip generation in Simcity works?  The
>manual does not say whether or not traffic is transferred to rail
>from roads.  For example, if a residential zone is adjacent to a

More generally, is there anything you *need* roads for? I've set up
all my cities so far as rail-only (yes, it's expensive, but I've learned
to deal), but it keeps telling me "more roads needed."  I haven't seen
any problem I can pin down to lack of roads (unless you call pollution-
free cities a problem :-), but it worries me a bit.  Anybody know?
| Francis Stracke		| My opinions are my own.  I don't steal them.|
| Department of Mathematics	|=============================================|
| University of Chicago		| Non sequiturs make me eat lampshades	      |
| francis@zaphod.uchicago.edu	|   				       	      |

creeds@blake.u.washington.edu (Ron Legere) (11/23/90)

Someone else asked this question but no reply was posted, so
I thought I would try:

How does the trip generation work? In particular, does
traffic flow from rails to roads and vice versa? Can you 
replace part of a road by a rail? Or is the rail system
completely seperate? If Zones are connected to both,
do they use both, or is there a preference? 

If anyone has figured this out, please post a reply.

THANKS!!!

Ron Legere.

creeds@blake.u.washington.edu

RJGRAHAM@MIAMIU.BITNET (Bob Graham) (11/27/90)

     I can only answer from my experience, but my zones seem to develop
adquately when I connect a road from the zone to a rail line.
 
     When I have heavy traffic on a road, adding a rail next to it
does not seem to lower the traffic level substantially.  This seems
to indicate that there is a preference for roads.
 

jepullia@copper.ucs.indiana.edu (John Pulliam) (11/27/90)

Interesting note:  I zoned an area residential the other day, and Sims
started moving in _before_ I got a road (or rail) built out to the
zoned area.  And get this:  the area was on the far side of the river
from the entire rest of my town!  I suppose the enterprising settlers
on the far side of the river were swimming back and forth to work
until I got the bridge built....  Has anyone else seen this?

John Pulliam

francis@daisy.uchicago.edu (Francis Stracke) (11/27/90)

In article <90330.145528RJGRAHAM@MIAMIU.BITNET> RJGRAHAM@MIAMIU.BITNET (Bob Graham) writes:
>     When I have heavy traffic on a road, adding a rail next to it
>does not seem to lower the traffic level substantially.  This seems
>to indicate that there is a preference for roads.

This may explain why, in my rail-only cities (yeah, it's expensive; but
it does wonders for my pollution levels! I've never had pollution in a
residential district.), even when I've got huge rail lines all over the
place, and there is no conceivable way they could be overflowing, when the
traffic map shows no measurable activity at all, I get demands for roads.

Kinda silly.

| Francis Stracke		| My opinions are my own.  I don't steal them.|
| Department of Mathematics	|=============================================|
| University of Chicago		| Until you stalk and overrun,	     	      |
| francis@zaphod.uchicago.edu	|  you can't devour anyone. -- Hobbes 	      |

firth@sei.cmu.edu (Robert Firth) (11/27/90)

In article <90330.145528RJGRAHAM@MIAMIU.BITNET> RJGRAHAM@MIAMIU.BITNET (Bob Graham) writes:

>     When I have heavy traffic on a road, adding a rail next to it
>does not seem to lower the traffic level substantially.  This seems
>to indicate that there is a preference for roads.

That's been my experience too, playing the scenarios that have this
feature.  Since the traffic algorithms are based on the trip as the
unit, and a trip is a journey from one specific zone to another, my
conjecture is that, like humans, sims prefer not to change modes of
transport.  So if they start out on a road, they'll tend to continue
on a congested road rather than switch to rail.

Try building a city where the zones are grouped into clusters, with
only roads within the cluster and only rail joining one cluster to
another.

phaedrus@milton.u.washington.edu (Mark Phaedrus) (11/28/90)

In article <1990Nov27.025729.11249@midway.uchicago.edu> francis@daisy.uchicago.edu (Francis Stracke) writes:

>                 ...in my rail-only cities (yeah, it's expensive; but
>it does wonders for my pollution levels! I've never had pollution in a
>residential district.), even when I've got huge rail lines all over the
>place, and there is no conceivable way they could be overflowing, when the
>traffic map shows no measurable activity at all, I get demands for roads.

>Kinda silly.

     I wondered about this myself; the same thing was happening in my rail-
only cities.  (I mean, *really*, Sims; every one of you has at least six
squares' worth of access to rail lines.  What more do you want from me? :) ).
I think I finally figured out the connection, though.  If you have rail spurs
(rail lines that don't form closed loops), when the little on-screen train
reaches the end of a spur and has to turn around, a "More roads needed"
message is generated.
     This may not be the only reason, but it happened four times while I was
watching.



-- 
Internet: phaedrus@u.washington.edu        (University of Washington, Seattle)
  The views expressed here are not those of this station or its management.
   "If you can keep your head while those about you are losing theirs,
      consider an exciting career as a guillotine operator!"

west@turing.toronto.edu (Tom West) (11/29/90)

  I have heard that you will get the more roads needed message if any of
  your zones are connected to the road/rail net with only one block.

  i.e.         |
	   ----+
	       ZZZ	      ZZZ
	       ZZZ     or  ---ZZZ
	       ZZZ	      ZZZ

    would cause a demand for roads.  However, I was told that this is a false
    demand and that the Sims are perfectly happy without it.  To get rid of the
    message, try building roads like:


  i.e.          |
	   -----+
	       ZZZ	     |ZZZ
	       ZZZ     or  --+ZZZ
	       ZZZ	      ZZZ

in order to have your roads or rails border two squares of each zone.  I can't
vouch for the veracity of this, but some playing a while back seemed to
indicate that this was, in fact, the case.

					Tom West


				Tom West

kenney@hsi86.hsi.com (Brian Kenney) (11/29/90)

In article <74681@iuvax.cs.indiana.edu> jepullia@copper.ucs.indiana.edu (John Pulliam) writes:

>Interesting note:  I zoned an area residential the other day, and Sims
>started moving in _before_ I got a road (or rail) built out to the
>zoned area.  And get this:  the area was on the far side of the river
>from the entire rest of my town!  I suppose the enterprising settlers
>on the far side of the river were swimming back and forth to work
>until I got the bridge built....  Has anyone else seen this?

Yes!  In one of my scenarios, I had a small island in a river that
ran through my city.  I brought power out there, and zoned everything
residential, but made no bridges or tunnels.  In a little while, the
island had a thriving (and _very_ exclusive little community).  

Also, it is possible to have more than one city on the map.  Start
small in several locations, and the cities will build up independently
of each other.  Fun!

--bri
-- 
Brian Kenney                                            kenney@hsi.com 
3M Health Information Systems                           Wallingford, CT

clouds@ccwf.cc.utexas.edu (Kathy Strong) (12/03/90)

In article <9668@fy.sei.cmu.edu> firth@sei.cmu.edu (Robert Firth) writes:
>
>Try building a city where the zones are grouped into clusters, with
>only roads within the cluster and only rail joining one cluster to
>another.

SimCity is on my (long) list of things-to-buy-when-my-new-Mac-arrives,
but this posting made me jump in anyway. It's a little off-topic, but...

Has anyone here read a book called A PATTERN LANGUAGE: TOWNS, BUILDINGS,
CONSTRUCTION, by Alexander, Ishikawa, Silverstein et al.?  It's hard to
describe--the best I can do is to say it's about the philosophy of building,
on all levels. And yet, that's all wrong, because it is a book with very
detailed, concrete ideas, not just airy concepts... From the jacket:

-------------------
At the core of this book is the idea that people should design for
themselves their own houses, streets, and communities. This idea may
be radical (it implies a radical transformation of the architectural
profession) but it comes simply from the observation that most of the
wonderful places of the world were not made by architects but by people.
...
"Patterns," the units of this language, are answers to design problems
(how high should a window sill be? how many stories should a building
have? how much space in a neighborhood should be devoted to grass and
trees?). More than 250 of the patterns in this pattern language are
given: each consists of a problem statement, a discussion of the problem
with an illustration, and a solution... 
--------------------

Anyway, the first third or so of the book is dedicated to building com-
munities. Here's the first part of the Table of Contents:

--------------------
1. Independent regions

Within each region work toward those regional policies which 
will protect the land and mark the limits of the cities:

2. The distribution of towns
3. City/country fingers
4. Agricultural valleys
5. Lace of country streets
6. Country towns
7. The countryside

Through city policies, encourage the piecemeal formation
of those major structures which define the city:

 8. Mosaic of subcultures
 9. Scattered work
10. Magic of the city
11. Local transport areas

Build up these larger city patterns from the grass roots,
through action essentially controlled by two levels of self-
governing communities, which exist as physically identifiable places:

12. Community of 7000
13. Subculture boundary
14. Identifiable neighborhood
15. Neighborhood boundary

Connect communities to one anouther by encouraging
the growth of the following networks:

16. Web of public transportation
17. Ring roads
18. Network of learning
19. Web of shopping
20. Mini-buses

Establish community and neighborhood policy to
control the character of the local environment according
to the following fundamental principles:

21. Four-story limit
22. Nine percent parking
23. Sacred sites
24. Parallel roads
25. Access to water
26. Life cycle
27. Men and women

...
------------------------

Well, I could go on.. The Table of Contents lists all 253 "patterns" in
the book, ending with items like "front door bench," "half-inch trim,"
"small panes," "pools of light," and "things from your life." But don't
these sample items from the "towns" section of the book sound like 
things you have to deal with in SimCity?

At any rate, the discussion of nodes (with roads) connected by rail lines
reminded me strongly of the discussion of public transportation (#16)...
"A city contains a great number of places, distributed rather evenly across
a two-dimensional sheet. The trips people want to make are typically
between two points at random in this sheet. No one linear system (like
a train system) can give direct connection betwen the vast possible
number of point pairs in the city. It is therefore only possible for
systems of public transportation to work, if there are rich connections
between a great variety of DIFFERENT systems...." And they go on to
discuss why this is easier said than done in real life, both because of
competition among different services and because it's less economic
to serve the feeder routes than the big commuter lines.  "The traditional
way of looking at public transportation assumes that lines are primary
and that the interchanges needed to connect the lines to one another are
secondary. We propose the opposite: namely, that interchanges are primary
and that the transport lines are secondary elements which connect the
interchanges."  

Well, if I continue, I could easily end up typing the whole thing. If
anyone is still reading :-), send me mail if you'd like to chat about planning
in general or the book or SimCity, either one, in particular. 

Cheers, --Kathy



-- 
...........................................................................
:   Kathy Strong               :  "Try our Hubble-Rita: just one shot,     :
:  (Clouds moving slowly)      :   and everything's blurry"                :
:   clouds@ccwf.cc.utexas.edu  :                           --El Arroyo     :
:..........................................................................:

firth@sei.cmu.edu (Robert Firth) (12/03/90)

In article <40548@ut-emx.uucp> clouds@ccwf.cc.utexas.edu (Kathy Strong) writes:

>Has anyone here read a book called A PATTERN LANGUAGE: TOWNS, BUILDINGS,
>CONSTRUCTION, by Alexander, Ishikawa, Silverstein et al.?

I second the recommendation.  This is a marvellous book.  It remembers
and expresses what most modern design seems to have forgotten: man is
the measure of all things.

clouds@ccwf.cc.utexas.edu (Kathy Strong) (12/03/90)

In article <9737@fy.sei.cmu.edu> firth@sei.cmu.edu (Robert Firth) writes:
>
>I second the recommendation.  This is a marvellous book.  It remembers
>and expresses what most modern design seems to have forgotten: man is
>the measure of all things.


Uh, but shouldn't we now restate that to read: Sim is the measure of
all things?  :-)

--K


-- 
...........................................................................
:   Kathy Strong               :  "Try our Hubble-Rita: just one shot,     :
:  (Clouds moving slowly)      :   and everything's blurry"                :
:   clouds@ccwf.cc.utexas.edu  :                           --El Arroyo     :
:..........................................................................:

wking@eniac.seas.upenn.edu (Bill King) (03/18/91)

Has anyone out there used either Ancient Cities or Future Cities for
Sim City? I heard about these "modules" and was wondering if anyone out
there has used them or not and if they are any good. I haven't been
able to find anyone around Penn who has them, so I'm looking for the
network for help. Any and all info is appreciated....
Bill

bruceg@crash.cts.com (Bruce Geerdes) (03/19/91)

In article <39249@netnews.upenn.edu> wking@eniac.seas.upenn.edu (Bill King) writes:
>Has anyone out there used either Ancient Cities or Future Cities for
>Sim City? I heard about these "modules" and was wondering if anyone out
>there has used them or not and if they are any good. 

I haven't used them personally, but I read a review in a magazine.  The
review didn't recommend them as, he said, they did not change the game
play at all.  They just made the city look different.

Corey_Lynn_Nelson@cup.portal.com (03/19/91)

Well, we helped to test the graphics sets and they are a great addition to
an already great program. (That's true, not just to score points with Maxis,
but if if helps.....) The graphic sets add new graphics for all animated
objects, zones, airports, etc. Example: Medieval set has a witch instead of 
a helicopter, a rickshaw instead of a train, a dragon for the plane, things
like that. There are also alert messages and scenario names and messages that
are fun to read. Testing 1, 2, 3... says a thumbs up
Check these out!!!

lorner@ecst.csuchico.edu (Lance Orner) (03/19/91)

In article <39249@netnews.upenn.edu> wking@eniac.seas.upenn.edu (Bill King) writes:
>Has anyone out there used either Ancient Cities or Future Cities for
>Sim City? I heard about these "modules" and was wondering if anyone out
>there has used them or not and if they are any good.

These modules aren't available yet for the Mac (at least at the last I heard),
but are available for the IBM and others.  The Mac version will be available
very soon.  As somebody said, they don't change the game, just the look.  
For example, power lines are replaces with water cannals, different residental
by various huts and villages, in the old senario.

The last time I brought up America Online, I confused everybody, so I'm going
to do it again.  :-)  In the Maxis area, they've released a series of PICTs 
of the new modules for SimCity.  They've also released PICTs for their newest
game 'RoboSport', which is also due out very soon.




-- 
Lance Orner  (lorner @ ecst.csuchico.edu) -------------------------------------
  California State Univ., Chico           |
-------------------------------------------
                                   Don't worry -- God thinks that it's a joke.

robertj@Autodesk.COM (Young Rob Jellinghaus) (03/20/91)

In article <1991Mar19.071813.5876@ecst.csuchico.edu> lorner@ecst.csuchico.edu (Lance Orner) writes:
>The last time I brought up America Online, I confused everybody, so I'm going
>to do it again.  :-)  In the Maxis area, they've released a series of PICTs 
>of the new modules for SimCity.  They've also released PICTs for their newest
>game 'RoboSport', which is also due out very soon.

Wow!  What sort of game is it?  Like the old Apple game RobotWar?  Or
something even better?  Tell tell tell!

Any chance someone can post one or more of these "RoboSport" PICTs?

>Lance Orner  (lorner @ ecst.csuchico.edu) -----------------------------------
--
Rob Jellinghaus                 | "Next time you see a lie being spread or
Autodesk, Inc.                  |  a bad decision being made out of sheer
robertj@Autodesk.COM            |  ignorance, pause, and think of hypertext."
{decwrl,uunet}!autodesk!robertj |    -- K. Eric Drexler, _Engines of Creation_

stevek@hpfcmgw.HP.COM (Steve Kauder) (03/21/91)

>In comp.sys.mac.games, wking@eniac.seas.upenn.edu (Bill King) writes:
>
>    Has anyone out there used either Ancient Cities or Future Cities for
>    Sim City? I heard about these "modules" and was wondering if anyone out
>    there has used them or not and if they are any good. I haven't been
>    able to find anyone around Penn who has them, so I'm looking for the
>    network for help. Any and all info is appreciated....
>    Bill

I have Ancient Cities.  It only changes the graphics, not any of
the logic.  Well, it also changes the words (electric lines to
steam lines, I think).  It is entertaining, but probably not worth
the $25 I paid for it, in my humble opinion.


The original game is still outstanding.

Steve K.