Hi there! You are currently browsing as a guest. Why not create an account? Then you get less ads, can thank creators, post feedback, keep a list of your favourites, and more!
Instructor
Original Poster
#26 Old 23rd May 2013 at 4:19 AM
Originally posted 04/12/2013 07:30:52 (but just now showed up at http://forum.ea.com/eaforum/posts/list/9437292.page )

Note----> this is at the bottom of the post. "This message was edited 9 times. Last update was at 05/22/2013 15:13:13"

From Maxis_MD


Currently In Development

Hi Mayors – below you'll find the notes that will appear in Update 4.0 tomorrow.



When Update 4.0 is released I'll add the notes.

They call me The Seeker.
I've been searching low and high.
Advertisement
Instructor
Original Poster
#27 Old 23rd May 2013 at 5:50 PM
05/23/2013

From Maxis_MD


Update 4.0 Notes

• New: SimCity Launch Park, an exclusive new park just for our dedicated fans who were early adopters.
• New: Region: Edgewater Bay. Seven city sites in one cluster around a beautiful bay with one great work site.
• New: Your current server will now be shown in the options menu.
• New: More detailed rollover information on buildings telling player’s if their Sims received happiness from a park or from shopping. Previous to this fix, this information was generic.
• Re-Enabled Feature: Global Market prices now dynamically change during gameplay.
• Re-Enabled Feature: Leaderboards will be active on EU West 3, Pacific 1 and Pacific 2 at the release. We will enable them on additional servers throughout the day.
• Re-Enabled Feature: Region filters are now enabled on all SimCity servers. Players will be able to search for open games by Map Name, Sandbox Mode, and Abandoned Cities.
• Rain Clouds: Fixed an issue where some cities would not have rain clouds to replenish their water table. If you had a city with this issue, you will start seeing clouds again within a game day.
• Fire: Improved response time of fire trucks to fires. Improved the time it takes for a fire signal to reach a fire station.
• Mission updates: Tuned Metals HQ and Community College missions. These were appearing too early, making them difficult to complete. They now appear later in a city’s development.
• Solar Farm Great Work: Reduced fire risk at the Solar Farm Great work. Local fire engines were spending too much time at the Solar Farm.
• Messaging: Improved pre-requisite messaging for Trade Port, Casinos, Smelting Factory and Oil Refinery. It should be clearer on how to unlock these buildings.
• Graphics: Fix for flickering low wealth buildings on NVIDIA graphics cards.
• Education: Fix for an issue some cities experienced where commuting students did not return from a neighbor’s city. This was causing a problem where students would disappear from a city in some cases.
• Tuning: Sims will lose a small amount of happiness if they don’t have a place to shop. Cities without places to shop will see complaints and feel the effect of unhappy Sims. This will emphasize the importance of commercial zones.


http://forum.ea.com/eaforum/posts/list/9519400.page

They call me The Seeker.
I've been searching low and high.
Instructor
Original Poster
#28 Old 7th Jun 2013 at 9:28 PM
Post by MaxisBazajaytee 06/05/2013

Currently In Development

Hi Mayors – below you'll find the notes that are in development for Update 5.0.

Update 5 is focused on improvements to Multiplayer and Multi-city Play


http://forum.ea.com/eaforum/posts/list/9543476.page

I'll post the update when it gets released.

They call me The Seeker.
I've been searching low and high.
Instructor
Original Poster
#29 Old 18th Jun 2013 at 6:40 PM
Hi Mayors -- below you'll find the notes for Update 5. <-------- EA quote not mine

While Update 5 is being deployed, we'll also be performing scheduled database upgrades on the following servers:

06/18/2013

From Maxis_MD


Update 5.0 Notes




Europe West 2
Europe West 3
Europe East 2
Europe East 1
Europe East 3

These servers will come back later today.

Update 5 is focused on improvements to Multiplayer and Multi-city Play

• New: Historic Price charts for Global Market resources are available from the SimCity World button on the main menu.
• New: The Region Wall chat has been completely updated with a new look and new functionality! Chat functions more efficiently and it’s much easier to communicate with other players. Time stamps show on chat messages on rollover. Regional events are easier to read and can be toggled on and off.
• New: Added a filter for friends’ regions in the join region section.
• New: Trading control. Added feature to give players more control over their utilities. Players can now choose whether or not to keep their power, water, or sewage local. This setting can be found on the information panel accessible by clicking on the power plant, water tower, or sewage pipe or plant. Sharing with the region is on by default.
• New: Regional Missions: Added seven new regional missions: Drink It Up!, Plug In, So Stoked, The Wheels on the Bus, Ferry Dust, Station to Station, and Riding Coach.
• New: Regional Achievement: Added a new regional achievement, Field Trip!
• Gifting Improvements: Cash gifts are now delivered electronically, not by truck. This should improve the efficiency of gifting.
• Resource gifts: Resource gifts will happen more reliably. Multiple trucks can make deliveries at once if they are available in the sending city and the truck capacities have been increased.
• Great Works Improvements: Delivery trucks will mark their resources as dropped off as soon as they reach the Great Works, instead of when they arrive back in the city. This will make tracking time more reliable.
• Great Works Improvements: Update to have all resources at Great Works handled at the regional level. This will address players in different cities seeing different resources once the server has processed the region and cities.
• Great Works Improvements: Fixed an issue where an Arcology would maintain power from the region and fixed an issue where shoppers would not increase at the Arcology as it was leveled up. This will update in both existing and new Arcologies.
• Great Works Improvements: Tuned the Solar Farm.
• Regional Unlocks: The advanced coal mine unlocks regionally. Fixed issue where the Trade HQ sometimes did not unlock.
• Fire Advisor Trading clarity: Tuned the Fire advisor so they do not tell you that neighbors are sending fire trucks when your neighbor has no fire stations.
• Trading: School buses that travel from a neighbor’s city will show that city’s avatar.
• Regional Commuting: Fixed an issue where Sims would not be able to take transit out of cities with lots of streetcars or shuttle buses. This could cause some cases where commuting Sims could not return home and their homes would go abandoned.
• Garbage Trucks and Recycling Trucks: Fixed an issue that some cities experienced where garbage and recycling trucks do not leave their buildings or disappeared when trading service with neighbors. Existing cities who have trucks that have disappeared will have to demolish their missing trucks’ garages and plop new garages.
• Text Clarification: The “Out of Money” message now says “Can’t find work” when appropriate in rollover feedback and the approval rating UI. This is to clarify your Sims’ actual need.


http://forum.ea.com/eaforum/posts/list/9567321.page

They call me The Seeker.
I've been searching low and high.
Instructor
Original Poster
#30 Old 28th Jul 2013 at 10:35 PM
Well it's been a long time since the last update. so here's a
"Currently In Development" from MaxisBazajaytee instead.

07/24/2013

New: Brand new tool to create bridges, overpasses, and tunnels when you draw your roads.

When building your road, pressing the , key or . key will lower or raise the road accordingly creating overpasses, bridges and tunnels.
Note: Existing road layouts cannot be raised or lowered
New: Improvements for Traffic behavior to make it smarter. This should reduce the number of lines formed by all available vehicles converging on a single spot. This affects all vehicles including Police, Fire Trucks, Moving Trucks, Garbage Trucks, Recycling Trucks, Resource Trucks, Buses, Ambulances, and Civilian vehicles going home, to work, or shopping.

New: Tree tools – Place individual trees around your city. These tools are located at the end of the Nature Parks palette.

Terrain: Fixes an issue some player’s see where terrain covers sections of roads while the camera is zoomed out.

Fixed an issue where the fire animation would sometimes continue when fire was extinguished.

Parks: Sports parks are now accepting Sims 24 hours a day.

Airship: The number of Airship passenger trips should now be correct over multiple days.

Vehicles: Vehicles now accelerate and decelerate faster, allowing them to leave buildings and go through intersections more efficiently.

Freight: Freight trucks now only leave factories if they have a valid delivery destination.

Gifting: Money gifting should be more reliable.

http://forum.ea.com/eaforum/posts/list/9637389.page

They call me The Seeker.
I've been searching low and high.
Instructor
Original Poster
#31 Old 30th Jul 2013 at 7:58 PM
07/30/2013

From Maxis_MD


Hi Mayors -- below you'll find the notes for Update 6:

• New: Granite Lake Region - New 10 city lake region: http://www.simcity.com/en_US/blog/a...ng-granite-lake
While creating Granite Lake, we had a few key goals:
- Provide a region with a new visual style that is highlighted by vistas from each city.
- Two clusters of five cities that are connected by boats traveling across the lake.
- Create a scenic central lake around which the city sites will be placed. Includes shipping lanes to keep that gameplay option for cities on the shoreline.
- A region with unique and challenging terrain to provide a different experience than the previously released Edgewater Bay.
• New: RCI Tuning - Tuning to make Industrial needed more. Commercial buildings will now lose profit if they don’t receive enough freight from industry. The demand bars will respond more accurately to which zones are needed. This change will impact existing cities: http://www.simcity.com/en_US/blog/a...ci-improvements
• New: RCI height variations for Density 3 Buildings. This will add more variety to the look of your cities: http://on.fb.me/14fcVSZ
• New: Borderless windowed mode setting.
• Fixes for some issues of the “out of money” problem or unexplained abandonment that some players have experienced.
• Clarity around unfilled jobs and workers to make sure players are messaged that there may be an issue where workers cannot get to unfilled jobs.
• Residential and Commercial buildings are now more consistently in the same wealth in an area of a particular land value. Improves visual consistency.
• Help Wanted, no Shoppers, and No Jobs alerts have been added to the Zoning info panel as alerts.
• Data Layer: Greater map accuracy on the land value map. Residential and Commercial wealth colors added. Abandoned buildings show up red.
• Data Layer: Land Value map shows when placing parks.
• Fixed issue where RCI sometimes builds on roads.
• Fix performance slowdown in cities with more than one million tourists.
• UI Clarity: Show which city hall modules are already placed in the region on the palette UI.
• Garbage UI: fixed issue where garbage UI sometimes showed bins that had already been picked up.

http://forum.ea.com/eaforum/posts/list/9647534.page

They call me The Seeker.
I've been searching low and high.
Instructor
Original Poster
#32 Old 23rd Aug 2013 at 5:54 AM
08/22/2013

From Maxis_MD

Clipped from EA Forum

"Hi Mayors -- here's the notes for Update 7: "

• New Feature: Tool to create bridges, overpasses, and tunnels when you draw your roads.
- While building your road, pressing the N key or M key will lower or raise the road accordingly creating overpasses, bridges and tunnels. Note: Existing road layouts cannot be raised or lowered
• New: Improvements for traffic behavior to make it smarter. This should reduce the number of lines formed by all available vehicles converging on a single spot. This affects all vehicles including Police, Fire Trucks, Moving Trucks, Garbage Trucks, Recycling Trucks, Resource Trucks, Buses, Ambulances, and Civilian vehicles.
• New: Tree tools – Place individual trees along your city roads. This tool is located at the end of the Nature Parks menu.
• New: Vehicles now accelerate and decelerate faster, allowing them to leave buildings and cross intersections more efficiently.
• Parks: Sports parks are now accepting Sims 24 hours a day.
• Airship: The number of Airship passenger trips should now be correct over multiple days.
• Freight: Freight trucks now only leave factories if they have a valid delivery destination.
• Fix for freight trucks leaving the city instead of going back to the factories in some situations.
• Terrain: Improves some instances where terrain covers sections of roads under certain scenarios while the camera is zoomed out.

http://forum.ea.com/eaforum/posts/list/9674689.page

They call me The Seeker.
I've been searching low and high.
Lab Assistant
#33 Old 29th Aug 2013 at 7:45 PM
I am so glad that update 6 and 7 have been released and that SimCity 2013 has decreased in price. I am seriously considering buying the game for my recently built computer.

--Ocram

Always do your best.
The Great AntiJen
retired moderator
#34 Old 30th Aug 2013 at 9:34 AM
Well, be warned - update 7 seems to have fuxxed my game - to the extent that I can't load it and have had to uninstall.

I no longer come over to MTS very often but if you would like to ask me a question then you can find me on tumblr or my own site tflc. TFLC has an archive of all my CC downloads.
I'm here on tumblr and my site, tflc
Instructor
Original Poster
#35 Old 6th Sep 2013 at 9:25 AM
09/05/2013

From MaxisBazajaytee

Here are the update notes for 7.2. These changes apply to both PC and Mac versions of SimCity.

Mouse Responsiveness: Clicks will now be registered more accurately. This should improve the efficiency of mouse controls.

RCI Zoning: Placing RCI will now zone more reliably.

Trackpad: Fixed an issue where SimCity did not respond correctly to Trackpad clicks.



http://forum.ea.com/eaforum/posts/list/9694191.page

They call me The Seeker.
I've been searching low and high.
Instructor
Original Poster
#36 Old 12th Sep 2013 at 7:10 AM
09/11/2013

Here's another Currently In Development post from SimCity:

From MaxisBazajaytee

As part of our ongoing SimCity development, this thread highlights our current focus. As well as items listed here we are continually looking at all feedback and issues reported and working on resolving them.

School Buses: Improving school bus behavior to prevent traffic jams being caused by buses becoming stuck

Recycling Trucks: Addressing recycling trucks grouping together

Low resolution ground textures: Drawing the correct resolution textures around buildings based on your graphical settings

Terrain: Improving ground terrain texture to prevent terrain drawing over road sections

Gifting: Investigating gifting reliability where sending money gifts would arrive in incorrect values or not at all


http://forum.ea.com/eaforum/posts/list/9703871.page

They call me The Seeker.
I've been searching low and high.
Instructor
Original Poster
#37 Old 14th Sep 2013 at 4:51 AM
09/13/2013

From Maxis_MD


Hi Mayors -- here are the notes for Update 7.3:

School Buses: Fixed an issue where school buses would become stuck at a school and cause traffic.

Recycling Trucks: Recycling vehicles should no longer group together.

Graphics: Addressed the situation where low resolution building plot textures would display regardless of game graphical settings.

Terrain: Improves additional instances where terrain covers sections of roads under certain scenarios.

Crash: Fixed Crash bug some users experienced when modifying road segments attached to intersections under certain conditions.

MAC: Resolved the issue where closing SimCity would occasionally result in the game crashing and requiring a machine restart before playing again.

MAC: Fixed an issue where being hit by a meteor disaster would cause the grass throughout the city to turn white.


http://forum.ea.com/eaforum/posts/list/9706090.page

They call me The Seeker.
I've been searching low and high.
Instructor
Original Poster
#38 Old 8th Oct 2013 at 11:14 PM
10/08/2013

From MaxisBazajaytee

Update 7.5 is available to download and contains the following changes: (editorial note: there was no update 7.4 -SimJymm)

Gifting: Sending monetary gifts will now arrive in the correct amount sent.

OSX Mavericks: Additional compatibility fixes for Mavericks (10.9)

Windows: Compatibility updates for Windows 8.1 support

Freight Alert: Tuned the “Not enough freight producers” alert to display if there is a local freight consumer as opposed to regional freight consumer

Mac Shortcuts: Using Mac shortcuts that change application focus during loading will no longer display SimCity in a window when switching back to game

http://forum.ea.com/eaforum/posts/list/9742457.page

They call me The Seeker.
I've been searching low and high.
Instructor
Original Poster
#39 Old 25th Oct 2013 at 9:21 PM
10/25/2013

From MaxisBazajaytee


Update 8.0 will be available during the week starting 28th October 2013. We will announce the exact release day and timing next week.

New: 4 New Regions
There are four new regions being released in celebration of the Cities of Tomorrow expansion pack. Two of these regions are desert-themed with saguaro cacti, dry brush, and fewer water resources. The other two use the new tropical themed textures complete with palm trees and long coastlines. For players that want to experience cities with multiple Freeway entrances, both the Verdant Jungle and Desolation regions offer this city layout. These regions are available to all players."

Serenity Key - 6 city island region
A tropical island region centered around a long dormant volcano. Each of the three islands has two cities on it, so boats will be vital to trading with your neighbors. The city sites were made flat and easy for players to experiment with MegaTowers, OmegaCo, and The Academy.

Rambling Badlands - 14 city desert region
This desert valley region was created to provide opportunities for our competitive players. There are two clusters of seven cities in this region separated by a natural barrier. Each cluster has a great work that the other cluster can see. Race to complete the great work and show off to your neighbors.

Verdant Jungle - 8 city jungle region:
The jungle meets the sea in this eight city region. A cluster of four cities in the mountains looks down on another cluster of four cities along the coastline. The city sites in this region provide more of a challenge for city builders looking to clear back the jungle.

Desolation - 7 city lake region:
Desolation is a desert region recovering from a nuclear disaster. Most cities will take advantage of the natural desert canyon land beauty. Only an expert mayor should take on the challenge at the bottom of the crater in the Fallout Epicenter city site. New buildings from Cities of Tomorrow should help with this challenge.

New: Roman Casino
This Roman themed medium-wealth casino comes with additional expansion options including:
Baccarat Room – The Roman Luck Casino has a Baccarat Room module that allows you to increase the capacity of your casino.

Concert Hall – Increase your city's tourist attraction further with an exciting Concert Hall!

New: Added the option to disable Random Disasters in the Normal game mode.
Note: Random Disasters are ENABLED by default and can be disabled through the in game options. Players disabling random disasters in pre-existing cities may experience one additional disaster after making the change. This is due to the way disasters are queued within the system. New cities created after disabling random disasters and cities that have experienced the additional disaster should no longer experience further incidents.
Great Works: Now synchronize across all cities in the region
Hotels: Now develop only in Commercial zones near Landmarks, Stadiums and casinos.
New: 3D Zoning, RCI can now build under bridges, the RCI buildings will estimate the appropriate height building and develop according to the space allowed.
Medium Wealth Happiness: Medium Wealth happiness varies past a rating of 330 depending on how Sims are feeling about the city
Recycling and Garbage: Trucks now operate 24 hours a day
Recycling Center: Resource storage capacity has been increased.
Emergency Services: Fire Department helicopters will more effectively respond to fires if available
Education: Improvements and balance changes to ensure that buildings won’t go abandoned as fast due to lack of tech or unskilled workers.
RCI Zoning: RCI rollover effects will no longer persist on roads when zones are not placed in that location. The ghosting zone effect is also resolved.
Tourism: Tourist specialized cities will now be more effective when used in conjunction with public transit.
UI: HQ modules’ unlock requirements now display more accurately.
Tutorial: Mini-tutorial about radiation added to help players in the new city; Fallout Epicenter in the new region; Desolation
UI: Updated the legend on the radiation map
UI: Oil under building monthly calculations is now more precise
Audio: Residential buildings will now play the correct audio when selected.
Trinity Point: Trees will no longer be affected by minor graphical issues near the coastline.
Miscellaneous performance improvements.

http://forum.ea.com/eaforum/posts/list/9768286.page

They call me The Seeker.
I've been searching low and high.
Lab Assistant
#40 Old 30th Oct 2013 at 9:58 PM
Update 8 has been released today.


--Ocram

Always do your best.
Instructor
Original Poster
#41 Old 12th Dec 2013 at 7:38 AM
12/09/2013

From MaxisBazajaytee

Update 9.0

Below you can find the Update 9.0 release notes. The release date of Update 9.0 will take place on 12th December 2013 starting at 09:00am PST (http://www.timeanddate.com/worldclo...1212T09&p1=224). We expect to have the servers offline for a few hours to complete the update roll out on all servers.

Attractions set: Available to everyone, the Attractions set includes five attractions: Giant Garden Gnome, Dolly the Dinosaur, Llarry the Llama, MaxisMan Statue and the World’s Largest Ball of Twine. Each attraction adds happiness and will also act as a tourist destination in your city.
MegaTowers: Fixed issue where in some cases Sims in populous MegaTowers would not move efficiently between levels. This will address the issue some players have seen where apartment levels request shopping while mall levels request shoppers when there are enough shops and shoppers available in the MegaTower.
MegaTowers: Fixed an issue where Sims in Megatowers were sometimes complaining that there were not enough jobs when they were actually overworked on too many 24 hour shifts. Sims in this situation will now accurately inform players that they are overworked. The excess jobs require more workers to fulfill the needs of the work deficit.
Note: The issues the MegaTower updates address may be difficult to recover from within an affected city. If you chose to work through this period of time it may be a while before you experience the full changes. Alternatively, you can demolish MegaTowers within your city to take the changes straight away.


Maglev: Fixed some cases where Maglev trains would no longer run when many trains group together at the same station.
Maglev: All Sims that get on the Maglev will now reliably disembark when reaching their stop
New: Support for Mac trackpad, mouse, magic mouse support. Pinch to zoom, two finger scroll to pan the camera, two finger rotate to rotate the camera
New: Added Option for turning off motion blur. This gives you a more customized experience for better performance
MegaTowers: Tuned so that radiation has more of an impact on MegaTowers. Sim Feedback will alert to radiation causing a decrease in happiness
MegaTowers: Should no longer complain about the lack of shoppers and not enough places to shop at the same time.
Health: Sims will no longer complain about too many deaths after MediDrones are placed in the city and the deaths per day reads zero
Processor Factory: Fixed an issue where bypassing Medium Tech industry buildings and just having high tech industry buildings would would lead to the Processor Factory remaining locked
Mac: SimCity will correctly update when enough disc space has been made available
Mac: Fixed an issue where the ‘Disable Random Disasters’ would revert back to ON after restarting SimCity
Trading: Power, Water and Sewage services provided to neighbors will now generate income for the city providing the service
Trading: ControlNet services provided to neighbors will now generate income for the city providing the service
UI: Amount of Sewage treatment available in the region will be more accurately reflected
Sandbox: Demolishing or turning off prerequisite buildings in sandbox mode will no longer cause their corresponding modules to become locked for Academy, OmegaCo, and MegaTowers.
Graphics: Fixed issue where futurized planes would change to regular planes after landing
Random Disasters: Previously queued disasters will no longer occur after disabling them in the in game options.
Achievements: Regional achievements unlock more quickly when the correct criteria are met.
Launch Arcology: Fixed an issue where the Launch Arcology would not accept new colonists after being turned off and on.
Garbage: Fixed an issue where garbage trucks would go back to the depot at 6pm in densly populated cities even though there was still garbage to be collected
Streetcars: Addressed an issue where Streetcars would get stuck and group together
OmegaCo: Production of OmegaCo will no longer display as producing x out of 0 crates and drones
Graphics: Futurized bridges will appear futurized in region view

http://forum.ea.com/eaforum/posts/list/9844297.page

They call me The Seeker.
I've been searching low and high.
Instructor
Original Poster
#42 Old 13th Mar 2014 at 12:30 AM
It's been a while but news about Update 10 is here.

http://www.simified.com/2014/03/12/...-final-testing/


Tweet is here https://twitter.com/simcity/status/443831560349822976

They call me The Seeker.
I've been searching low and high.
Instructor
Original Poster
#43 Old 18th Mar 2014 at 5:05 PM
03/18/2014

From MaxisBazajaytee

"Please find below, Update 10 release notes. This Update bring Offline play to SimCity. "

• New: SimCity Single-Player Mode.
o Enables Offline Play.
o Single-Player Mode includes multi-city play, regional interdependence, and city specialization. Regions are saved locally and there is no limit on number of save games.
o Autosave can be disabled in Single-Player Mode in order for players to experiment and load their regions at a previous save point.
o Save As a copy feature. Players can make copies of their regions at multiple save points.
o See FAQ on Single-Player Mode for full details. [link]
• Performance: Optimizations in the simulator to improve performance of both Multiplayer and Single-Player Mode.
• Friends: Friends Search now uses the Origin friend search.

http://forum.ea.com/eaforum/posts/list/10023471.page

They call me The Seeker.
I've been searching low and high.
Instructor
Original Poster
#44 Old 13th May 2014 at 3:35 PM
update posted 5/5/2014

From MaxisBazajaytee

Update 10.1

Quote ---> "Please find below, Update 10.1 release notes. This Update focuses on the feedback we have received for Update 10."


NEW: Added a LOAD option in Single-Player to allow loading save games from within an in progress game instead of using the main menu

Crash Fixes: Addressed situations where the game would crash or freeze when moving between Single-Player and Multiplayer modes

Connection: Improved handling of the toggling of internet connection whilst switching between Single-Player and Multiplayer

Localization: Localized text for non-English versions of SimCity is now aligned more accurately within the UI


http://forum.ea.com/eaforum/posts/l...14E0990D870B5BB

They call me The Seeker.
I've been searching low and high.
Instructor
Original Poster
#45 Old 4th Dec 2014 at 10:52 PM
Update posted 12/04/2014

From MaxisBazajaytee

Update 10.3

HONESTLY I never expected another update ...but here we go.

http://forum.ea.com/eaforum/posts/list/10242494.page

NEW: Added an option to allow Multiplayer Cities and Regions to be transferred and played in Single-Player Mode


For more information check out: http://forum.ea.com/eaforum/posts/list/0/10242493.page <---likely this link won't be around after a while

They call me The Seeker.
I've been searching low and high.
Field Researcher
#46 Old 5th Dec 2014 at 1:02 AM
Okay, same here, should I reinstall it?

I am MOHAAPlayer on Discord
Instructor
Original Poster
#47 Old 5th Dec 2014 at 2:53 AM
@bbc100 depends on why you stopped playing, this patch doesn't change the gameplay. BUT it can be a fun game, I just wish they'd reduce the price of all the add-ons (Cities of Tomorrow , Amusement parks etc) maybe I'd play it more.

You may ask then why do I still post these updates? Well I started a while back and feel obligated to continue.

They call me The Seeker.
I've been searching low and high.
Field Researcher
#48 Old 7th Dec 2014 at 5:41 AM
Yeah, I stopped since I didn't really like to play the game anymore!

I am MOHAAPlayer on Discord
 
Page 2 of 2
Back to top