finally i've bought destinations!!!!!!!!!

For everything SimCity Societies that doesn't fit elsewhere
Simtopia23
Posts: 129
Joined: Tue Apr 07, 2009 3:50 pm

finally i've bought destinations!!!!!!!!!

Postby Simtopia23 » Wed May 18, 2011 9:05 pm

When I bought SimCity Societies I had planned to buy the expansion later to enjoy the base game but now, after 3 years i've decided that it's the best time to try a new experience with this cool game.

Do you have any suggestions or warnings to tell me about this expansion pack?

Tinkerbell
Posts: 5415
Joined: Fri Sep 07, 2007 3:42 am
Location: San Diego, California
Contact:

Postby Tinkerbell » Thu May 19, 2011 10:24 pm

Yay!

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

Postby Azeem » Sat May 21, 2011 10:00 pm

One of the major things to notice is that you now have to build a lot more extra venues if you want to bring in travellers. Traveller sims bring a new source of income, but they also can bring in extra problems. There are a lot more specialist sims in SCSD, also. :)

TEP
Posts: 38
Joined: Tue Sep 20, 2005 11:59 am
Location: Land of DeKay

Postby TEP » Mon May 23, 2011 6:10 am

There is a small glitch with the farmers that you may want to be aware of.
Description (and workaround) here.

Trust me to focus on the negative. :rolleyes: Congratulations on getting Destinations. A great expansion to a great game. :)

MidrealmDM70
Posts: 693
Joined: Wed Apr 29, 2009 4:57 pm
Location: USA, Arkansas

Postby MidrealmDM70 » Sat May 28, 2011 11:08 pm

Several players have noticed unhappy Travelers getting stuck in the city and not leaving.

For me it was mostly Gamblers, but for others it has been children Sims,
and I think a Gourmand once.

Some workaround ideas are posted here.

But to my knowledge no real solution has been found.

Let us know what you think of the additions to the game

MidrealmDM70
Posts: 693
Joined: Wed Apr 29, 2009 4:57 pm
Location: USA, Arkansas

Postby MidrealmDM70 » Sat May 28, 2011 11:30 pm

"Azeem" wrote:One of the major things to notice is that you now have to build a lot more extra venues if you want to bring in travellers.


In destinations there are two files
\DataXP1\XMLDb\Game\Traveler Data\Traveler Attractions\
Where there is a file that defines the attraction level of the buildings in the game, which will be used in determining the spawn rate of Travelers.

\DataXP1\XMLDb\Game\Traveler Data\Traveler Environment\
Where there is a file that defines the effects that the environment has on the Traveler spawn rate.

Basically these files together tell the game which buildings and venues attract travelers into your city, and will affect the star rating of your city.

For example an Atomic Test site, Colossal Foundry, and Coal Hydrogen plant all reduce the spawn rate of travelers, while Botanical Gardens, The Sports Stadium, and many decorations increase this.

Nutshell version, most buildings that have the eyesore reduce it.
Its nothing that can't be overcome, but if you are aiming for a five star destination it is something that you might want to consider.


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