I use one that shows what each service vehicle is doing, for example. In principle, mods can fix some of these oversights. It still just shows the routes that end at the building though, so you end up seeing just those service vehicles that are going home and people who are going to work at the service building. The exception is service buildings like fire or police each one supplies a fixed number of vehicles, and in theory the tool could show what all of those vehicles are doing. Thus, when you click on a building to show the associated traffic routes it can only show routes with that building as a destination. Agents know their destination and chosen route, but they don’t remember where they are coming from. The built–in tools are also somewhat hit and miss, and that is partly driven by what information the game holds on to and what it throws away for increased efficiency. Mods can increase this somewhat, which is usually safe because our computers have gotten faster. These numbers were chosen so that the minimum spec computer at time of the initial release would get 60fps. Most of the agents in a building are not actually doing anything most of the time the game has a strict limit of 16,383 moving and 32,767 parked vehicles. You had to build your transport system to fit the simulation method, if you wanted a viable city. In other words, the transport simulation is too different to real life to be playable. Traffic would go into this, and never emerge. You could show this issue clearly by building a square block of road tiles - each tile then having four junctions. So if you build, say, a round-about, or a subway system which is a loop with branches, it's death and ruin trips have no idea where they should get off (this branch leads to industry, for example), and some trips just keep going round and round until they reach their max travel distance and fail. However, at each junction, the trip randomly selection one of the routes. The game simulates "trips" emerging from each zone type, and a sufficient number of those trips need to reach particular other types of zone, for the origination zone to be successful. I came to the conclusion the game was fundamentally flawed, due to limitations in the transport simulation. I spent a lot of time investigating SC2K.
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