Game Update #4 now available!

For everything SimCity Societies that doesn't fit elsewhere
Mike Lattiak
Posts: 126
Joined: Thu Jun 07, 2007 8:20 pm
Location: Framingham, MA

Game Update #4 now available!

Postby Mike Lattiak » Wed Apr 09, 2008 6:02 pm

It's that time again!

Update #4 can be found alive and kicking just a click away.

Taken from the official SCS forum:

With this update, we are adding performance and UI improvements, 2 new Disasters, 8 total new Crises and Events, New buildings and variants, and additional strategic/creative game play improvements.

New features:
In all modes of play:
• Added The Burgazoid 6000 disaster. he product of an experiment in efficient cheeseburger service gone awry, the Burgazoid 6000 shoots laser beams. His footfalls cause mini-earthquakes
• Added The Ornithosaurus Wrecks disaster. A gigantic horned bird-like monster who hurls fire from his beak; his footfalls cause mini-earthquakes.
• Six new events: Epidemic, investment bubble, riot, strike, scientific breakthrough, and pilgrimage,
• Two new crises: Religious holiday and counter-cultural revolution.
• New building abilities including Eyesore, Minor Eyesore, Contagious, and Inspiration.
• Mod management tool, accessible from the main menu. Enables you to enable/disable or delete mods. Provides link to the mod exchange online.

New Buildings:
• Additional variants of 15 home types.
• Two new venues: The Supermarket and Carousel
• Two new workplaces: Warehouse and Low-Rise Office Building

Fixes and improvements:
• Fix for Having a very large city with a very high worker population while the Happiness Icon indicator is turned on causes the game to crash
• Fix for - GREEK - The HotKeys "V" and "Shift+V" are not functional
• Fix for crash that could occur on exit with a fire in the city
• Fix for: Hitting return to the main menu skipping prompts for save/load when it comes after an achievement
• Fix for goto nearest firestation button not working with district fire stations
• Fix for camera not focusing on UFO attack after focusing on Fire (However, it is still possible for the camera to be below the UFO if the UFO is very high when the button is clicked.)
• Fix for Creepy smoke and ghost effects don't activate when entering haunted profiles
• Fix for building costs not updating in gallery when cost modifier is in effect
• Fix for crash for unaligned particle memory with new ATI Catalyst 8.3 drivers
• Fix for Building Ghosts not displaying Custom Textures as they are being placed
• Fix for Culture Car Sets not being expandable
• Fix for ambients being unable to be overwritten by mods
• Fix for custom bump maps not showing up in game
• Fix for: high-resolutions textures are not swapping out even when camera is too high to benefit from their detail. Reduces memory usage.
• Fix for: error in shadow and batch rendering that may have been causing some DirectX errors / slowdowns
• Changes in materials handling and in UI texture pinning reduce memory usage

Also includes Game Updates #1, #2 and #3

- No need to install previous Game Updates; the improvements and content from Game Updates #1, #2 and #3 are included in Game Update #4. Game Update #4 can be applied to the base game or the game with any of the previous updates already applied.

RemixedCat
Posts: 78
Joined: Tue Mar 25, 2008 7:58 am
Location: mianus,ct

Postby RemixedCat » Wed Apr 09, 2008 6:46 pm

I just hope this does not give the runtime errors! I will try this later tonight.

timecatcher
Posts: 9
Joined: Wed Apr 09, 2008 7:33 pm

Postby timecatcher » Wed Apr 09, 2008 7:39 pm

Brilliant thanks Tilted Mill! Whooop my accounts working now after my all my e-mails appeared to be banned lol! Anyway thanks for this new patch I was like yeyyyyyy when I saw it on the tiltedmill site (I never check the ea one as I HATE them). Thanks again I hope to post here more often soon!

Time.C

P.S God I sound like a 2 year old lol im 15

aeval99
Posts: 223
Joined: Mon Aug 16, 2004 8:20 pm
Location: 3rd rock on the left

Postby aeval99 » Wed Apr 09, 2008 8:44 pm

Image Yippee! A new patch. Can't wait to try it out. :D

Does it include a fix for the "Known Issue" with the camera in Patch 3? My game ran so well with Patch 2, I'd really like to get back to that level of performance.

Is it recommended to remove all mods before installing a new patch?

soldyne
Posts: 343
Joined: Mon Feb 18, 2008 8:30 pm
Location: Right Behind You!

Postby soldyne » Wed Apr 09, 2008 8:59 pm

sweet as pie! I love it just for the new buildings! downloading now...

RemixedCat
Posts: 78
Joined: Tue Mar 25, 2008 7:58 am
Location: mianus,ct

Postby RemixedCat » Wed Apr 09, 2008 9:33 pm

any luck on mobile NV7 series or GF6800 series??? and winxpsp2 and vista hpsp1? if so please let me know using acer laptop and self built desktop with asus mobo and pentuim D, 700watt PSU and vista sp1 Home premuim.

Zic
Posts: 29
Joined: Fri Nov 23, 2007 12:43 pm

Postby Zic » Wed Apr 09, 2008 10:12 pm

Awesome guys - great patch!

I've got to say, the amount of continued support you guys have given this game is a credit to you all.

Many Thanks,

Zic


Image

Akodis
Posts: 252
Joined: Wed Nov 28, 2007 12:54 am

Patch 4 is hot!

Postby Akodis » Thu Apr 10, 2008 12:28 am

New buildings! New effects! OMG That eyesore effect has a huge radius! :eek:
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moxiegraphix
Posts: 103
Joined: Thu Jan 17, 2008 7:06 am
Contact:

Postby moxiegraphix » Thu Apr 10, 2008 3:20 am

Okay! Who's feet do I kiss? You guys restored the ability to play with larger map sizes! I thought I'd give it a try and I just generated a 512 map (which is plenty big for my purposes) without a crash. :D

I just want to say thank you. I know this fix was a low priority so I'm glad to see it fixed so quickly. I look forward to playing with the other new game features too.

RemixedCat
Posts: 78
Joined: Tue Mar 25, 2008 7:58 am
Location: mianus,ct

Postby RemixedCat » Thu Apr 10, 2008 3:28 am

Please let me know hoe you all think about this!!!! I can't wait.

RemixedCat
Posts: 78
Joined: Tue Mar 25, 2008 7:58 am
Location: mianus,ct

Postby RemixedCat » Thu Apr 10, 2008 6:42 pm

LOL. I hope mine doesn't do this. I will try later.

Sim-Maire
Posts: 219
Joined: Tue Dec 18, 2007 9:18 pm

Postby Sim-Maire » Thu Apr 10, 2008 9:15 pm

Meraviglioso ! ;)

Pat D.
Posts: 531
Joined: Wed Nov 10, 2004 5:56 pm
Location: Pennsylvania, USA

Postby Pat D. » Fri Apr 11, 2008 1:20 pm

Outstanding continued support TM! Big Thumbs Up!!!!

later,
pat!

JuliaSet
Posts: 1151
Joined: Mon May 17, 2004 12:24 am
Location: US
Contact:

Postby JuliaSet » Fri Apr 11, 2008 1:35 pm

Thanks TM. That explains where eveyrone has been "hiding."

Azeem
Posts: 3678
Joined: Wed May 05, 2004 9:30 pm
Location: Hetepsenusret

Postby Azeem » Fri Apr 11, 2008 2:49 pm

Fix for custom bump maps not showing up in game


Great. Now I can get back to re-working some custom textures. :D

Akodis
Posts: 252
Joined: Wed Nov 28, 2007 12:54 am

Postby Akodis » Sat Apr 12, 2008 5:47 am

The new low-rise office building doesn't have autocast on its synergy.

Municipal repairs don't work on wind farms. :(
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Mailman653
Posts: 140
Joined: Mon Oct 02, 2006 11:53 pm
Location: Brooklyn, NY
Contact:

Postby Mailman653 » Thu May 01, 2008 3:39 pm

That new monster sure flattens a city pretty darn quick, now if only there was a Godzilla type creature to fight it, that would deffintely destroy a city fast.


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