SimCity [don't-call-it-5] in the works
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- MKSheppard
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Re: SimCity [don't-call-it-5] in the works
I'm worried about scalability. SC4 ran decently and fast enough in small cities of up to maybe 5 thousand; but if you got up to huge metropolises of liek 40k, it ran like a pig, even on my Q6600.
A lot of this extra detail seems redunant and just fatty nerdism that will add no real level of detail, while massively increasing computational requirements.
A lot of this extra detail seems redunant and just fatty nerdism that will add no real level of detail, while massively increasing computational requirements.
"If scientists and inventors who develop disease cures and useful technologies don't get lifetime royalties, I'd like to know what fucking rationale you have for some guy getting lifetime royalties for writing an episode of Full House." - Mike Wong
"The present air situation in the Pacific is entirely the result of fighting a fifth rate air power." - U.S. Navy Memo - 24 July 1944
"The present air situation in the Pacific is entirely the result of fighting a fifth rate air power." - U.S. Navy Memo - 24 July 1944
Re: SimCity [don't-call-it-5] in the works
I think the idea is to generalize all aspects of the simulation to get emergent gameplay.MKSheppard wrote:A lot of this extra detail seems redunant and just fatty nerdism that will add no real level of detail, while massively increasing computational requirements.
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Re: SimCity [don't-call-it-5] in the works
A lot of SC4's performance issues came from the dogshit way people looked for jobs which could easily get them stuck in an infinite loop, crashing both your economy and the computer.
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Re: SimCity [don't-call-it-5] in the works
It sounds like they have finally abandoned the magic circle of service that a building delivers going instead with a real journeys. If that’s true this might actually be a good game.
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Re: SimCity [don't-call-it-5] in the works
The example they gave in the PC Gamer article in which a traffic jam keeps the coal supply truck from getting to the power plant, causing it's supply to deplete, and then go dark; sounds cool on paper; but dumb in reality. I mean one modern coal plant being proposed in Georgia will keep a 60-90 day supply of coal on hand for eventualities such as this.phongn wrote:I think the idea is to generalize all aspects of the simulation to get emergent gameplay.
"If scientists and inventors who develop disease cures and useful technologies don't get lifetime royalties, I'd like to know what fucking rationale you have for some guy getting lifetime royalties for writing an episode of Full House." - Mike Wong
"The present air situation in the Pacific is entirely the result of fighting a fifth rate air power." - U.S. Navy Memo - 24 July 1944
"The present air situation in the Pacific is entirely the result of fighting a fifth rate air power." - U.S. Navy Memo - 24 July 1944
Re: SimCity [don't-call-it-5] in the works
Production buildings do have input buffers in SC5, I think, but it's just a simulation abstraction. Besides, we all know the true answer is the mighty power of THE ATOM.MKSheppard wrote:The example they gave in the PC Gamer article in which a traffic jam keeps the coal supply truck from getting to the power plant, causing it's supply to deplete, and then go dark; sounds cool on paper; but dumb in reality. I mean one modern coal plant being proposed in Georgia will keep a 60-90 day supply of coal on hand for eventualities such as this.
Re: SimCity [don't-call-it-5] in the works
Can't wait for the specs to come out. Hope its able to run on XP.
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Re: SimCity [don't-call-it-5] in the works
Jesus Christ it's a video game.MKSheppard wrote:The example they gave in the PC Gamer article in which a traffic jam keeps the coal supply truck from getting to the power plant, causing it's supply to deplete, and then go dark; sounds cool on paper; but dumb in reality. I mean one modern coal plant being proposed in Georgia will keep a 60-90 day supply of coal on hand for eventualities such as this.
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Here's to a certain mostly harmless nutcase.
Re: SimCity [don't-call-it-5] in the works
I doubt that a single delayed coal delivery will shut down the plant, they most likely said it like that for illustration.
Now if you constantly have traffic jams and accidents, then of course the coal plant would eventually run dry - as would a real-life one if it doesn't get new coal for a prolonged amount of time.
Now if you constantly have traffic jams and accidents, then of course the coal plant would eventually run dry - as would a real-life one if it doesn't get new coal for a prolonged amount of time.
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"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
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Re: SimCity [don't-call-it-5] in the works
Shep's saying that it'd suck as a game if your power plants constantly need fuel and would shut down at the slightest hint of bad traffic.Ford Prefect wrote:Jesus Christ it's a video game.
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Re: SimCity [don't-call-it-5] in the works
I dare you to go to the Dwarf Fortress forums and say that.Ford Prefect wrote:Jesus Christ it's a video game.MKSheppard wrote:The example they gave in the PC Gamer article in which a traffic jam keeps the coal supply truck from getting to the power plant, causing it's supply to deplete, and then go dark; sounds cool on paper; but dumb in reality. I mean one modern coal plant being proposed in Georgia will keep a 60-90 day supply of coal on hand for eventualities such as this.
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Now there is only one thing left to do. Let us see if I can sum up the strength needed to end things once and for all.
You win. There, I have said it.
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Re: SimCity [don't-call-it-5] in the works
Cue mile-long coal train that blocks every at-grade crossing and enrages your sims?Rabid wrote:Feed the fucker by train.
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Re: SimCity [don't-call-it-5] in the works
This is SimCity, mang.Ford Prefect wrote:Jesus Christ it's a video game.
EDIT: Pointing out that "emergent" gameplay can suck dick if it substitutes for rationality/plausibility.
"If scientists and inventors who develop disease cures and useful technologies don't get lifetime royalties, I'd like to know what fucking rationale you have for some guy getting lifetime royalties for writing an episode of Full House." - Mike Wong
"The present air situation in the Pacific is entirely the result of fighting a fifth rate air power." - U.S. Navy Memo - 24 July 1944
"The present air situation in the Pacific is entirely the result of fighting a fifth rate air power." - U.S. Navy Memo - 24 July 1944
Re: SimCity [don't-call-it-5] in the works
It's simple : we kill the batman we build road-bridges over the rail-tracks.phongn wrote:Cue mile-long coal train that blocks every at-grade crossing and enrages your sims?
Man I already want to try to build a "modular grid city" ala Le Corbusier, just for shit'n'giggle and to see what the game-engine can make of it.
A video-game ? Sim-City ?...MKSheppard wrote:This is SimCity, mang.Ford Prefect wrote:Jesus Christ it's a video game.
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Re: SimCity [don't-call-it-5] in the works
One thing I hated with SC3 or was it SC4, was how they overpowered "renewables"; and made evil fossil/nuclear very low in power density.
"If scientists and inventors who develop disease cures and useful technologies don't get lifetime royalties, I'd like to know what fucking rationale you have for some guy getting lifetime royalties for writing an episode of Full House." - Mike Wong
"The present air situation in the Pacific is entirely the result of fighting a fifth rate air power." - U.S. Navy Memo - 24 July 1944
"The present air situation in the Pacific is entirely the result of fighting a fifth rate air power." - U.S. Navy Memo - 24 July 1944
Re: SimCity [don't-call-it-5] in the works
It must be SC3000. In SC4 I found that the coal plant was the most cost-effective way to produce power for all of the game's length, as long as you didn't mind about the pollution - and even then, isolating your power stations in a dense forest took care of most of it. Fusion cost too much unless you have to power a 250-500,000 sims/industrial jobs metropolis, and nukes are, well... fine, as long as you have a good fire department nearby - they still cost an arm, though.
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Re: SimCity [don't-call-it-5] in the works
If you were going to game the system, it would make way more sense to just build all your power plants and factories in a separate city and sell the electricity to your main cities and include a road connection. Then you get all the jobs and electricity but the pollution never leaves the shit-town's square.
Re: SimCity [don't-call-it-5] in the works
That's what I did most of the time. And in this case Coal-plant were far more justified : I seem to remember that for an industrial city (no inhabitants) of medium size, totally covered in industry, I never needed more than... eight (?) coal plants, something like that. That isn't much, all things considered
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Re: SimCity [don't-call-it-5] in the works
The problem is, they actually put in real world units of measurement for SC4.
The Prima guide for SC4 gives the size of each tile end as being 16 meters; so each tile is about 256m2; and they use Megawatt/hours as a measurement of power in the game.
SC4 Nuclear/Solar
Solar; 5,000 MWh/month, 6 x 6 tiles = 9,216 m2; or 0.54 MWh/month per square meter.
Nuclear; 16,000 MWh/month, 4 x 4 tiles = 4,096 m2; or 3.9 MWh/month per square meter.
Ratio: Nuclear is 7.2~ times more efficient in area than solar.
Real World Nuclear/Solar
Calvert Cliffs Nuclear: 1.2 million MWh/month, 45,900m2; or 26.14 MWh/month per square meter.
Nevada Solar One; 10,833 MWh/month; 1,222,500m2; or 0.008 MWh/month per square meter.
Ratio: Nuclear is 2,950~ times more efficient in area than solar.
Strangely, Wind Power in SC4 is crudely on the mark -- in game, they have a single 36m rotor diameter wind turbine generating 200 MWh/month; whereas in real life, a 70m rotor diameter wind turbine can generate 365 MWh/month. It's a bit off, but it's in the ballpark, rather than being whole orders of magnitude different, as in the case of Solar.
The Prima guide for SC4 gives the size of each tile end as being 16 meters; so each tile is about 256m2; and they use Megawatt/hours as a measurement of power in the game.
SC4 Nuclear/Solar
Solar; 5,000 MWh/month, 6 x 6 tiles = 9,216 m2; or 0.54 MWh/month per square meter.
Nuclear; 16,000 MWh/month, 4 x 4 tiles = 4,096 m2; or 3.9 MWh/month per square meter.
Ratio: Nuclear is 7.2~ times more efficient in area than solar.
Real World Nuclear/Solar
Calvert Cliffs Nuclear: 1.2 million MWh/month, 45,900m2; or 26.14 MWh/month per square meter.
Nevada Solar One; 10,833 MWh/month; 1,222,500m2; or 0.008 MWh/month per square meter.
Ratio: Nuclear is 2,950~ times more efficient in area than solar.
Strangely, Wind Power in SC4 is crudely on the mark -- in game, they have a single 36m rotor diameter wind turbine generating 200 MWh/month; whereas in real life, a 70m rotor diameter wind turbine can generate 365 MWh/month. It's a bit off, but it's in the ballpark, rather than being whole orders of magnitude different, as in the case of Solar.
"If scientists and inventors who develop disease cures and useful technologies don't get lifetime royalties, I'd like to know what fucking rationale you have for some guy getting lifetime royalties for writing an episode of Full House." - Mike Wong
"The present air situation in the Pacific is entirely the result of fighting a fifth rate air power." - U.S. Navy Memo - 24 July 1944
"The present air situation in the Pacific is entirely the result of fighting a fifth rate air power." - U.S. Navy Memo - 24 July 1944
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Re: SimCity [don't-call-it-5] in the works
Big deal.
What is Project Zohar?
Here's to a certain mostly harmless nutcase.
Here's to a certain mostly harmless nutcase.
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Re: SimCity [don't-call-it-5] in the works
Right, so you don't see something wrong with a SC4 solar power plant only 96 x 96m generating 5,000 MW/h month; when it takes in the real world, a solar plant 1,630 x 750m to generate 10,833 MW/h month?Ford Prefect wrote:Big deal.
This huge disparity makes solar unrealistically cost effective and unrealistically practical as an on-map power generation plant in SC4; when in reality, you'd have to found a small off-map city, and then fill up the entire valley with solar collectors to feed your 'clean' metropolis.
It's up there with the hydropower hack/cheat in SC2000: make hill, plop water down on side of hill, then plop dam onto waterfall = NEVER REPLACE POWER PLANT AGAIN.
"If scientists and inventors who develop disease cures and useful technologies don't get lifetime royalties, I'd like to know what fucking rationale you have for some guy getting lifetime royalties for writing an episode of Full House." - Mike Wong
"The present air situation in the Pacific is entirely the result of fighting a fifth rate air power." - U.S. Navy Memo - 24 July 1944
"The present air situation in the Pacific is entirely the result of fighting a fifth rate air power." - U.S. Navy Memo - 24 July 1944
Re: SimCity [don't-call-it-5] in the works
I lived in an actual city that did that with corn/soy trains. We'd have 3 or 4 mile long trains sit at crossings for 20 minutes at a time to connect more cars to the ends or just by going at a relatively crawl (10-20mph) and you'd either have to run around them (by driving a mile or three out of your way to beat them at a crossing) or turn off the engine so you didn't waste gas while you waited.phongn wrote:Cue mile-long coal train that blocks every at-grade crossing and enrages your sims?Rabid wrote:Feed the fucker by train.
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Re: SimCity [don't-call-it-5] in the works
dammit, now I've got to go play SC4 again. it seems every time news of a sequel come out it's makes me want to play any of that series i have, was the same with halo, tropico, watching let's plays of ME3 has me wanting to try a biotic playthrough of ME2.
p.s. as to the post above, same with the lumber mill near me, anything over 3 engines and it's better to find another crossing unless it's really moving.
p.s. as to the post above, same with the lumber mill near me, anything over 3 engines and it's better to find another crossing unless it's really moving.
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Re: SimCity [don't-call-it-5] in the works
Don't forget that every nuclear plant in the game seems to be run by Homer Simpson and will melt down dramatically at some point during its lifetime. It's only a matter of when.MKSheppard wrote:Right, so you don't see something wrong with a SC4 solar power plant only 96 x 96m generating 5,000 MW/h month; when it takes in the real world, a solar plant 1,630 x 750m to generate 10,833 MW/h month?Ford Prefect wrote:Big deal.
This huge disparity makes solar unrealistically cost effective and unrealistically practical as an on-map power generation plant in SC4; when in reality, you'd have to found a small off-map city, and then fill up the entire valley with solar collectors to feed your 'clean' metropolis.
It's up there with the hydropower hack/cheat in SC2000: make hill, plop water down on side of hill, then plop dam onto waterfall = NEVER REPLACE POWER PLANT AGAIN.
Yeah, all the SC games are full of enviro-nut grottiness. This is fairly well-known.
Have a very nice day.
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