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Instructor
Original Poster
#1 Old 9th Mar 2013 at 6:05 PM Last edited by SimJymm : 10th Mar 2013 at 7:25 PM.
Default SimCity Updates
Well there will be more but here are the first two official updates.

Update: 03/07/2013 from Bevypooh

Patch 1.2

* Fix for crash caused most commonly occurring on servers experiencing lag. This crash would happen most often when claiming a new city when playing in a region.
* Fix for server select dialog not appearing on start-up if the server the player was last on is not available.
* Disabled Cheetah speed. Cheetah speed is is now the same as llama speed.
* Crash fix for finding closest points.
* Crash fixes in transport and pedestrian code.
* A fix cities having processing problems associated with helicopters.


Update: 03/09/2013 from Maxis_MD

Patch 1.3

This update to SimCity contains the following updates and fixes:

General
• Fix for a crash related to the highway interchanges and vehicles.
• Traffic was optimized for complex road sections.
• Fix for a specific case of city processing that forced players to rollback their cities to a previous state.
• Fix for a crash some players saw when exiting their city.
• Rapidly clicking or accidently double clicking the Claim city button will no longer create multiple regions.
• We temporarily removed filtering by friends and maps on the Join Game screen to better support database performance. Players can still find friends' regions by going to their friends' profile pages.

Servers
• Various database optimization to address issues with connecting to our servers
• We've added 8 new servers (Oceanic 2, NA East 3, NA West 4, EU West 5, NA West 3, EU East 4, NA East 4 and EU West 6).

Link to updates http://forum.ea.com/eaforum/forums/show/4182.page

They call me The Seeker.
I've been searching low and high.
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Instructor
Original Poster
#2 Old 10th Mar 2013 at 7:22 PM Last edited by SimJymm : 11th Mar 2013 at 12:36 AM.
Update: 03/10/2013

From Maxis_MD

SimCity Update 1.3 <------ Maxis typo should be 1.4 ***

This update to SimCity contains the following updates and fixes:

General

• Update to the “select a server” dialog in the game launcher. This will now indicate which servers you have active cities on

Note: At the moment, it is going to be showing the icon for any server you’ve been to as a player. We’ll be updating this soon to show how many regions you have (X/10) per server. We know this is a little confusing for now, but we will improve.

• Fix issue where selection shard did not display when previously selected server is down
• We've fixed a problem where some players were getting stuck when switching shards in the server select menu

Servers

• Opened 1 new server, Antarctica


Link to updates http://forum.ea.com/eaforum/forums/show/4182.page

*** someone must have told them. it's now 1.4

They call me The Seeker.
I've been searching low and high.
Forum Resident
#3 Old 11th Mar 2013 at 12:59 AM
Love the addition of the Antarctica server. Finally, we penguins get the recognition we deserve as players!

"Given enough time, hydrogen starts to wonder where it came from, and where it is going." - Edward R. Harrison
Instructor
Original Poster
#4 Old 13th Mar 2013 at 3:19 AM
Update: 03/12/2013

From Maxis_MD

SimCity Update 1.5

This update to SimCity contains the following updates and fixes:

General
• This patch fixes an issue that was causing the game to crash.

Server Improvements:
• Optimizations to improve latency. Region wall and city to city trading will be more responsive.
• Database optimizations that will improve the success rate for connections.
• Fixed an issue with rollbacks. Higher chance of success and less chance of getting in a rollback loop.


Link to updates http://forum.ea.com/eaforum/forums/show/4182.page

They call me The Seeker.
I've been searching low and high.
Theorist
#5 Old 13th Mar 2013 at 4:33 AM
Quote: Originally posted by ElementMK
Love the addition of the Antarctica server. Finally, we penguins get the recognition we deserve as players!


Don't forget the couple three PhD's that get to play on their off shift

Life is short, insecurity is a waste of time. ~Diane Von Furstenburg
You don't get out of life alive. ~Jimmy the Hand

♥ Receptacle Refugee ♥
Instructor
Original Poster
#6 Old 16th Mar 2013 at 5:20 PM
03/15/2013

from Bevypooh

Update 1.6.1

General:
•Turned regional Achievements back on!
•Update so players will go through the Getting Started Scenario only once. They will see the Play menus when they switch servers
•Fix for a gameplay crash
•UI improvement: Increased time showing system alerts for readability
•Graphics: shader change to improve look of walls and parking lots
•It’s now easier to place airport runways
•Budget transaction optimization to increase performance
•Update of Buffers on buildings to save memory
•Performance improvement for lower end machines

Servers:
•DB performance upgrades to increase response times


Link to updates http://forum.ea.com/eaforum/forums/show/4182.page

They call me The Seeker.
I've been searching low and high.
Instructor
Original Poster
#7 Old 20th Mar 2013 at 2:59 AM
03/19/2013

From Maxis_MD

Update 1.7

• Traffic Improvements: Tuned traffic congestion and fixed some intersection traffic issues.
• Traffic improvements: Emergency Vehicles will drive in empty lanes to get around traffic at intersections.
• Traffic improvements: Emergency and Delivery vehicles get priority over regular traffic when leaving garage.
• All units and buildings can now be demolished using the bulldoze tool.

• Performance improvements for low spec systems.
• New Server: Asia 2 will be released Tuesday afternoon (PDT)!

Link to updates http://forum.ea.com/eaforum/forums/show/4182.page

They call me The Seeker.
I've been searching low and high.
Banned
#8 Old 20th Mar 2013 at 3:04 AM
Until they add an ability to play offline, fix all the bugs and allow CC I'm about as interested in buying this game as I am in undergoing a colonoscopy via a Louisville Slugger.
Theorist
#9 Old 20th Mar 2013 at 4:56 PM
Quote: Originally posted by MattShizzle
Until they add an ability to play offline, fix all the bugs and allow CC I'm about as interested in buying this game as I am in undergoing a colonoscopy via a Louisville Slugger.

Then maybe you'd be interested in not worrying yourself over the game and letting the people who actually have it do that? At some point the schadenfreude just becomes annoying threadcrapping.
Site Helper
#10 Old 21st Mar 2013 at 4:16 AM
I can't see any reason to discuss whether or not one likes SimCity in this thread. The purpose of this thread is to document the patches. Surely there are other places where you can complain about the game itself?
Needs Coffee
retired moderator
#11 Old 21st Mar 2013 at 4:22 AM
I haven't had any problems except on the day I bought it when it was set to an American server. Seeing I'm in Australia that seemed a very long way for it to work from so I switched to an Asian one which has given me no troubles. I hope there won't be too many updates though as both went on as slow as congealed molasses.

"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
Moderator of Extreme Limericks
#12 Old 21st Mar 2013 at 4:27 AM
Guys, this isn't really worth getting snippy over. To Mootilda's point, I like the idea of having a thread where we can keep track of patches and game updates, and SimJymm has kindly taken it upon himself to do that here. We already have a bunch of threads where we can crab about how fundamentally broken the game is, so I think it's fair to keep one thread available for posting information on game updates.

There's always money in the banana stand.
Banned
#13 Old 21st Mar 2013 at 5:19 AM
In a way that's true but it would be a bigger help if more influencial sites like MTS would refuse to help at all when EA pulls crap like this. Any support at all can make them make more money and the less they make the more likely they are to abandon nonsense like this (the CEO recently resigned - almost certainly not his own choice - probably due to this sort of thing.)
Instructor
Original Poster
#14 Old 23rd Mar 2013 at 1:40 AM
03/22/2013

Update 1.8

From Maxis_MD

Road Improvements
• Improvements to cases when connecting a new road to an existing road that goes over uneven terrain.
• Tuned some of the road snapping priorities to address some edge cases where it wasn’t behaving as desired
• Fixed a case where a new road would sometimes cause an existing road to change its shape drastically.
• Made Upgrade Roads mini-tutorial appear at appropriate time.
• Fix to four lane bridge to improve divider line placement.

Text Improvements
• Clarified alerts about residents not moving in because of high taxes to state if it is residents, commercial businesses, or Industry that won't move in because of high taxes.
• Improved text and icons on cities in region view.
• Updated text for "Become a Suburban City" mission to improve clarity.
• Updated requirements text for HazMat garage for clarity.

General
• Police station can no longer hold more prisoners than the capacity.
• Added missing roof texture for certain commercial building.
• Added completion moment cinematic for Great Works.
• Visiting police cars have avatar of neighbor above them.
• Arcology Population reflects the population of the Arcology, not the city.
• Fixed a clog in the pipes where sewage would sometimes get backed up and act jittery.
• Region Wall will pop up when a new chat message has been received.

http://forum.ea.com/eaforum/posts/list/9388489.page

They call me The Seeker.
I've been searching low and high.
Instructor
Original Poster
#15 Old 13th Apr 2013 at 4:19 AM
Not an Update but posted on the Update page

04/12/2013

From Maxis_MD

Currently In Development

We have an update for you, Mayors. We’re currently working on a number of fixes/improvements in our Development Test environment, the majority of which will be added to our next updates.

Once we’re ready to release these fixes, we’ll update this thread with more details.

In the meantime, we’re also working on improvements on our Public Test Server. You can see these changes right now, so we encourage you to try them out on the Test server. Here’s what’s on it right now:

Updates currently on our Public Test Server:

• Join Region Filter: Results will only show regions with available slots.
• Leaderboards: Leaderboards restored.

Updates currently in our Development Test environment:

What’s New

• Mayors Mansion: Mayor will now drive his fancy cars to work. Mayor will take his helicopter, limo, or sports car if the modules are present.
• Data maps: Now show in their normal color when a color filter is enabled (unless in a colorblind mode)
• HUD: Now color-corrects when in a colorblind mode.

Fixes and Updates
• Cities not Processing/rollbacks: Fix to mitigate the chance of future occurrences of cities not processing and rollbacks.
• Leaderboards: Restoring leaderboards to all servers.
• Invitations: Invitations to join a region should be sent and received more quickly.
• Region Filters: Now sorts regions with available cities to the top
• Tourism: Fixes for unexplained fluctuation of tourists. Tourists more smartly counted on transit.
• Casinos: Casinos tuned so that Gambling will be a more profitable specialty. Players can bulldoze and replace existing casinos to see effects of tuning.
• 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: Neighbors buses will now come in lower numbers into the city and do a better job at picking up local passengers first.
• Tuning: Residential-only cities have failure state.
• Budgets: Fixed bug with monthly transactions being used to get around systems pushing back.

http://forum.ea.com/eaforum/forums/show/4182.page

They call me The Seeker.
I've been searching low and high.
Theorist
#16 Old 13th Apr 2013 at 10:11 PM
How about:

Update
SimCity temporarily lowered to 19.99 until it is mostly fixed. BioShock Infinite is ten dollars less than the current price of SimCity.


A rat with a goatee smirking
Instructor
Original Poster
#17 Old 19th Apr 2013 at 5:52 PM
04/19/2013

From Maxis_MD

Community Manager

Update 2.0 is going live Monday, April 22 at 1pm PST.

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.

http://forum.ea.com/eaforum/posts/list/9453150.page

They call me The Seeker.
I've been searching low and high.
Lab Assistant
#18 Old 20th Apr 2013 at 4:24 PM
Well then, looks like I will want to purchase the game this summer.


--Ocram

Always do your best.
Instructor
Original Poster
#19 Old 1st May 2013 at 2:40 AM
04/29/2013

From Maxis_MD


Update 2.1

• City Processing: Fix for some issues that have caused cities not to process.


http://forum.ea.com/eaforum/posts/list/9476876.page

They call me The Seeker.
I've been searching low and high.
Instructor
Original Poster
#20 Old 3rd May 2013 at 9:29 PM
05/02/2013

From Maxis_MD

Update 2.2

• Addressees a number of crashes reported via Answers HQ

Post refered to was here now deleted or buried?
http://answers.ea.com/t5/SimCity/ct-p/SimCity



http://forum.ea.com/eaforum/posts/list/9482065.page

They call me The Seeker.
I've been searching low and high.
Forum Resident
#21 Old 6th May 2013 at 2:02 AM
Jeez, we've got patches for the patches now.

At least we now know this is definitely a Maxis game!

"Given enough time, hydrogen starts to wonder where it came from, and where it is going." - Edward R. Harrison
Instructor
Original Poster
#22 Old 7th May 2013 at 1:43 AM
And we have a preview of what's coming up. Posted a while back.
But...

This message was edited 3 times. Last update was at 05/06/2013 15:37:59

04/12/2013

From Maxis_MD

Currently In Development

Hi Mayors – below you'll find the notes that will appear in Update 3.0 scheduled for release later this week.

Update 3.0 Notes

• New: Added more Hotel models to increase hotel variety.
• Traffic: Updated routing system to improve traffic. Routing system now understands more information about u-turns, required vehicle stops, and vehicle behavior on certain road types. This should make traffic smarter.
• Traffic: Commercial and industrial buildings stagger their work shifts to start throughout commute hours instead of at the top of the hour. This should reduce traffic.
• Traffic: Fixes one issue where a car won't move causing traffic to back up behind it.
• Traffic: Vehicles can now make right turns on Red. This should improve some cases of traffic. *
• Traffic: Trading polish that will improve regional traffic when one city has a lot of jobs and its neighboring city has a lot of workers.
• Air Pollution: Fixed more issues where cities that placed air polluting buildings received large amounts of air pollution from unknown sources.
• Service Vehicles: Fix for disappearing service vehicles on cities that whose vehicles had disappeared before update 2.
• School Buses: Fix for issue where school buses were getting stuck at neighbor's city or arcology.
• Audio: Tuned audio on French Police Station.
• Trading: Fixed issue where fire servers were not trading consistently between Brakeman's Folly and Twain in Whitewater Valley.
• Trading: Sewage trading: Sewage will now take a more direct route to regional sewage plant instead of throughout the city.
• Trading: Made gifting more reliable.
• Ferry Terminal: Ferry Terminal can now send its sewage to the output pipe and treatment plant.
• RCI Tuning: Fixed issue where sims going to a park via transit would sometimes lose their money or happiness on the way home.
• RCI Tuning: Bulldozing abandoned or rubble buildings will now prevent new developments for 6-12 hours.
• RCI Tuning: Less Happiness is taken from wealth 2 and 3 buildings when rent is due when no money is present.
• RCI Tuning: Fix for issue some users experienced where buildings would stay abandoned because moving trucks would not be able to move in.
• Trees: Trees now last longer, but also do not eliminate as much ground pollution.
• Radiation: Radiation causes less ground pollution than previously.
• Transit: Changed thought bubble suggestion to add more trains to deal with crowded passenger trains to suggest that you add more train stations.
• Transit: Improvements to lights to make rail look better at night.
• Transit: Streetcar stops can now be placed directly on standalone streetcar tracks, and passengers can walk along the tracks to them.
• Transit: Tuned the chance buses or streetcars will go to high-traffic stops first as a minor traffic improvement.
• Roads: University pedestrian paths can now cross streets.
• Manufacturing Trucks: Fixed issue some users experienced where manufacturing trucks left the city and were lost permanently.
• Delivery Trucks: Fixed issue where some users would experience a loss of resources is their delivery trucks returned to garages without proper storage.
• Sports Parks: Tuned the amount of skateboarders and neighborhood athletes at the sports parks.
• Data Layers: Zones are now visible in heavy data layers.
• Edit Mode: Added more valid snap points in edit mode. This improvement is most noticeable on Parks.
• Buildings: Addressed some cases where buildings would stack on one another.


* bold print by me
http://forum.ea.com/eaforum/posts/list/9437292.page

They call me The Seeker.
I've been searching low and high.
Lab Assistant
#23 Old 7th May 2013 at 3:04 PM
Spring Quarter is almost over, Intel Haswell is almost out, and SimCity 2013 seems to be improving nicely. You might be able to tell what I will be doing on summer days that are not too hot and sunny.


--Ocram

Always do your best.
Instructor
Original Poster
#24 Old 8th May 2013 at 9:10 PM
Latest update here sooner than I expected...my last post of course was a preview

05/08/2013

From Maxis_MD


Update 3.0

• New: Added more Hotel models to increase hotel variety.
• Traffic: Updated routing system to improve traffic. Routing system now understands more information about u-turns, required vehicle stops, and vehicle behavior on certain road types. This should make traffic smarter.
• Traffic: Commercial and industrial buildings stagger their work shifts to start throughout commute hours instead of at the top of the hour. This should reduce traffic.
• Traffic: Fixes one issue where a car won't move causing traffic to back up behind it.
• Traffic: Vehicles can now make right turns on Red. This should improve some cases of traffic.
• Traffic: Trading polish that will improve regional traffic when one city has a lot of jobs and its neighboring city has a lot of workers.
• Air Pollution: Fixed more issues where cities that placed air polluting buildings received large amounts of air pollution from unknown sources.
• Service Vehicles: Fix for disappearing service vehicles on cities that whose vehicles had disappeared before update 2.
• School Buses: Fix for issue where school buses were getting stuck at neighbor's city or arcology.
• Audio: Tuned audio on French Police Station.
• Trading: Fixed issue where fire services were not trading consistently between Brakeman's Folly and Twain in Whitewater Valley.
• Trading: Sewage trading: Sewage will now take a more direct route to regional sewage plant instead of throughout the city.
• Trading: Made gifting more reliable.
• Ferry Terminal: Ferry Terminal can now send its sewage to the output pipe and treatment plant.
• RCI Tuning: Fixed issue where sims going to a park via transit would sometimes lose their money or happiness on the way home.
• RCI Tuning: Bulldozing abandoned or rubble buildings will now prevent new developments for 6-12 hours.
• RCI Tuning: Less Happiness is taken from wealth 2 and 3 buildings when rent is due when no money is present.
• RCI Tuning: Fix for issue some users experienced where buildings would stay abandoned because moving trucks would not be able to move in.
• Trees: Trees now last longer, but also do not eliminate as much ground pollution.
• Radiation: Radiation causes less ground pollution than previously.
• Transit: Changed thought bubble suggestion to add more trains to deal with crowded passenger trains to suggest that you add more train stations.
• Transit: Improvements to lights to make rail look better at night.
• Transit: Streetcar stops can now be placed directly on standalone streetcar tracks, and passengers can walk along the tracks to them.
• Transit: Tuned the chance buses or streetcars will go to high-traffic stops first as a minor traffic improvement.
• Roads: University pedestrian paths can now cross streets.
• Manufacturing Trucks: Fixed issue some users experienced where manufacturing trucks left the city and were lost permanently.
• Delivery Trucks: Fixed issue where some users would experience a loss of resources is their delivery trucks returned to garages without proper storage.
• Sports Parks: Tuned the amount of skateboarders and neighborhood athletes at the sports parks.
• Data Layers: Zones are now visible in heavy data layers.
• Edit Mode: Added more valid snap points in edit mode. This improvement is most noticeable on Parks.
• Buildings: Addressed some cases where buildings would stack on one another.


http://forum.ea.com/eaforum/posts/list/9492563.page

They call me The Seeker.
I've been searching low and high.
Instructor
Original Poster
#25 Old 15th May 2013 at 2:44 AM
05/14/2013

From Maxis_MD

Update 3.1 Notes

• Addresses a number of crashes reported via Answers HQ
• Fixes for camera control related issues

http://forum.ea.com/eaforum/posts/list/9504614.page

They call me The Seeker.
I've been searching low and high.
 
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