Search found 58 matches

by SlightlyMadman
Thu May 08, 2008 4:51 am
Forum: General Discussion
Topic: Why Societies is great, and it's major marketing flaw...
Replies: 10
Views: 2299

I was actually able to look past the name, and appreciate this game as it is, but every time I play for more than an hour or two, the BP logos start to bug me, and I have to turn it off. It's just not appropriate to have a company's logo attached to the very opposite of what it stands for, and I fee...
by SlightlyMadman
Sun Apr 13, 2008 4:09 pm
Forum: Community Technical Support
Topic: Unhandled Exception
Replies: 11
Views: 4592

I'm getting a very similar error: Unhandled Exception: invalid call Type class TMill::Common::Exception File: c:\scsfebruaryupdate_lock\source\engine\dxdevice.cpp Function: TMill::Engine::CreateDevice Line: 692 I have an NVIDIA GeForce 7950GT, and was running the game just fine a few months ago, unp...
by SlightlyMadman
Thu Dec 20, 2007 9:38 pm
Forum: General Discussion
Topic: IGN Previews the Upcoming Update
Replies: 16
Views: 2049

It sounds like this is being introduced as a game setting option, so it shouldn't have any effect on saved games, right?
by SlightlyMadman
Thu Dec 20, 2007 4:40 pm
Forum: Mods (Discussion)
Topic: Reformulating Societal Energies and Happiness Modifiers
Replies: 12
Views: 2218

The problem is not that I think there should be only 1 bank per city or some nonsense (that would be an easy problem to solve by making it unique). The problem is that the bank, and a few other buildings, have only positive effects, and no downside. Most other buildings have some sort of a drawback,...
by SlightlyMadman
Thu Dec 20, 2007 4:33 pm
Forum: Game Help & Strategy
Topic: A Question About Bridges...
Replies: 4
Views: 1935

Wow, that's a fantastic looking avenue median!
by SlightlyMadman
Wed Dec 19, 2007 4:47 pm
Forum: Mods (Discussion)
Topic: Reformulating Societal Energies and Happiness Modifiers
Replies: 12
Views: 2218

Yes, keep in mind I'm not saying that the S&L and Bank don't belong. Like I said, I think the resources values for various buildings in a theme were very well balanced. The issue is not that the S&L and Bank have huge net positive output, but rather that they have no downside to make it dangerous to...
by SlightlyMadman
Tue Dec 18, 2007 10:14 pm
Forum: Mods (Discussion)
Topic: Reformulating Societal Energies and Happiness Modifiers
Replies: 12
Views: 2218

Are you taking into account the positive and negative effects in your calculations? It seems to me that a home with a -1 happiness modifier should produce more societal energy than one with a +1 happiness modifier, otherwise there's no reason to build anything but the latter. Additionally, a venue t...
by SlightlyMadman
Tue Dec 18, 2007 1:14 am
Forum: General Discussion
Topic: New Strategic Modes: Basic, Hardcore and Nightmare
Replies: 17
Views: 2659

I'd like to personally thank everyone on the TM team for outstanding handling of this release. I'm sure the poor reception of the game was a hit to many of the developers' pride, but you all still managed to show your faces here, and keep in touch with those of us among the faithful. I have every bi...
by SlightlyMadman
Thu Dec 13, 2007 5:14 pm
Forum: General Discussion
Topic: SCREENIES ~ Post 'em here!
Replies: 445
Views: 84399

One thing that alot of people seem to be missing, is that your buildings do not have to be next to or even near a road to function. Break out of the grid man! True, but if you don't have a road nearby, they can sometimes end up walking very far to get to a workplace or venue (since they won't alway...
by SlightlyMadman
Thu Dec 13, 2007 5:09 pm
Forum: General Discussion
Topic: The good, bad, and ugly: Special Sims
Replies: 9
Views: 5623

Thanks for that analysis! I've been curious exactly how specials are spawned, and how long they last as well. From what I can tell, they're spawned when a sim "visits" a building, which I think means either going to work, entering a venue, or coming home? Then it seems that they are created as a bra...
by SlightlyMadman
Wed Dec 12, 2007 6:41 pm
Forum: General Discussion
Topic: SCREENIES ~ Post 'em here!
Replies: 445
Views: 84399

There has to be clearance around the entryway, but two buildings can share that clearance. So say you have two buildings: AAA AAA AAA and BBB BBB BBB You don't need two spaces between them like this AAA><BBB AAA><BBB AAA><BBB Their front doors can share one space, like this: AAAXBBB AAAXBBB AAAXBBB ...
by SlightlyMadman
Tue Dec 11, 2007 10:09 pm
Forum: Game Help &amp; Strategy
Topic: Just Wondering
Replies: 12
Views: 3293

Haha, that's pretty awesome. I'd still argue that you're among the minority to have seen that happen, though, and it was probably only done because the church had historical significance.
by SlightlyMadman
Tue Dec 11, 2007 9:36 pm
Forum: Mods (Discussion)
Topic: "here's my Mad Max Mod..."
Replies: 3
Views: 1698

Oooooh! A post-apocalyptic building style would be so cool! The buildings would all be half-trashed or makeshift reconstructions. They could spawn mutants and biker gangs! It would also go really well with the authoritarian style, and creepy cities (zombie apocalypse).

Who needs fallout 3, right?
by SlightlyMadman
Tue Dec 11, 2007 9:33 pm
Forum: Game Help &amp; Strategy
Topic: Just Wondering
Replies: 12
Views: 3293

Nope, and honestly I think it's pretty generous that we even get recycling costs back when we bulldoze. In your life though, have you ever seen somebody pick up a building and move it? It can happen occasionally with single family homes, but it still means re-laying the entire foundation, which woul...
by SlightlyMadman
Tue Dec 11, 2007 9:30 pm
Forum: Game Help &amp; Strategy
Topic: Tip of the day
Replies: 7
Views: 2649

Haha, I'm glad I'm not the only one who's obsessive about this. I always place buildings facing uphill, so that their front door is level with the ground. It just bothers me to see my workers teleporting up 50 feet into a building! Since the entrance doesn't need to face the street, just point it aw...
by SlightlyMadman
Tue Dec 11, 2007 9:26 pm
Forum: General Discussion
Topic: SCREENIES ~ Post 'em here!
Replies: 445
Views: 84399

It's a good city but if I were u i would put the buildings closer together I think he's leaving room for future development, but I agree. One thing I like about SCS is that the resource requirements encourage you to start with small structures, and work yourself up to the big ones. If you start out...
by SlightlyMadman
Mon Dec 10, 2007 11:32 pm
Forum: General Discussion
Topic: SCS #4 in Top 10 Selling Games!
Replies: 58
Views: 5945

It's to be expected, with such poor reviews. Hopefully it at least made enough money that they'll put out an expansion pack or two, though.
by SlightlyMadman
Sun Dec 09, 2007 8:53 pm
Forum: General Discussion
Topic: How to make Societies Harder
Replies: 30
Views: 3800

Regardless of exactly how it's balanced, the basic problem is that there's little rhyme or reason to building resource allocation. While categories tend to have general trends (housing is relatively neutral, workplaces tend to generate, and venues tend to consume), the individual buildings make no s...
by SlightlyMadman
Fri Dec 07, 2007 8:40 pm
Forum: General Discussion
Topic: How to make Societies Harder
Replies: 30
Views: 3800

So I decided to give it a whirl. I planned on building an industrial city with tons of slum housing, so I wasn't brave enough reduce the happiness level, but I did modify income to .20 and placed the maintenance office. So far, I have been whupped twice, going broke each time. I'll probably figure ...
by SlightlyMadman
Fri Dec 07, 2007 5:42 pm
Forum: General Discussion
Topic: How to make Societies Harder
Replies: 30
Views: 3800

Some broken buildings: * Federal bank, net +38 resources, $7500/week, no drawbacks * Solar Worker Barracks, +25 resources, no drawbacks * District Courthouse, +16, $10500, special ability, no drawbacks * Genetics Lab, +15, $11000, makes healthy sims, special ability, no drawbacks * Courthouse, +11, ...

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