have the aliens put crop circles in my farms and tick them as historical landmarks as well. And, many ideas and techniques that those 2 have, didn't exist during the development of 3K. Anyway, thanks to OP, now I have to re-install SimCity 3000. 2K and 3K are virtually identical, and their learning curve is pretty simple compared to that of. Keep in mind, if you're attempting to play 3K like SC4 or 2013, they're vastly different in functionality. And, yes, you could even break your city apart (zone and build one end, and then repeat and only connect via rail for example). So, Sims likely will transition between different types. Due to this size, many buildings are actually considerably larger than they should be, so, parking lots/garages can be implied. In the game, the scale of a single tile is that of 1 acre (208 x 208 ft, or 64 x 64 m). This is actually useful, as you can build large sections of farmland, which means Sims will be quite far from anything they may need.Īnd, as for switching transit options? I believe it's implied. So, a school can hold 300 sims, but, if you're on the largest map, and your school is in the direct center, and everyone lives on the edge, they'll all still go to school, regardless of it's location. Overwrite the first four bytes with c2 08 00 90. Search for this byte sequence: 8b 4c 24 04 8b 44 24 08 53. Schools and hospitals don't really have a "distance" limit, they simply run off of the numbers. Only 4:3 resolutions are listed in-game the steps below unlock all resolutions (from SimCity 3000 Unlimited Resolution Fix posted by Lanak) Open SC3.EXE or SC3U.exe with a hex editor. 3K's also set up so that you could pretty much just build a city purely on mass transit (as in, without roads), which is interesting. So, you could potentially have huge networks with the stations pretty far apart, but, it probably wouldn't hurt to combine that with buses and subways. The success of SimCity sparked the creation of several sequels and many other spin-off 'Sim' titles, including 2000s The Sims, which itself became a best-selling computer. The first game in the series, SimCity, was published by Maxis in 1989. Rail seems to be about the same way, but, of course stations aren't required to be so close to each other. SimCity is an open-ended city-building video game series originally designed by Will Wright. Not too sure on their travel distances for bus stops and subway stations, but, a decent setup for buses seems to be in a somewhat checker board pattern (assuming each block is roughly 10x10, you could have a 3x3 layout and only need 5 bus stops in an "X" shape). Res: 6 tiles in, max -Com: 5 tiles in, max -Ind: 7 tiles in, max I've found that each goes up by about 2 tiles, so: Make sure there is next to no crime - by the time your city is bringing in cash comfortably (so about 60 of your revenue is spent and. The only difficult thing is that you have to be prepared to spend money on it and have far reaching planning decisiveness. However, I've found during play, that, if your land value is exceptionally high, and your city well built, the zones can develop further in. Increasing land value in SimCity 3000 is not that difficult. Residential: 4 tiles from road -Commercial: 3 tiles in -Industrial: 5 tiles in There used to be a reference card that came with SC3K when it first came out, and it mentions that each zone has a limit as to how far in Sims will travel:
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