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Author Topic: Dimler's Bay by pat! Screenies and YES THE STUFF EVOLVES!  (Read 2681 times)
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zorba
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« Reply #10 on: November 17, 2007, 09:10:33 AM »

Here is what i've found about evolution in the game (from an excerpt of the Prima guide found on the web:

Every building has a value (positive or negative) attached to one or more profiles ( small city, industrial, etc).   When the score reach a certain threshold for a profile, part of the city change.    Those scores are calculated by the game and we do not see them. 

There are 3 levels of change depending on the scores:

- 101-250: minimal changes
-251-500:  moderate changes
-501-100: total changes. 

 The changes are related to:

1- street and road appearance
2- Background music
3- Sim clothing ans animations
4- Sky color
5- Sun and moon appearance and position
6- Lightning quality
7- Exterior textures of all buildings
8- Text description on buildings
9- Props and décoration on certain buildings

Hope this help a better understanding of the game

 
EDIT:

Two things i forgot to mentionned:

- After the third change, the metamorphosis is complete. . unless the score drops below the last threshold;

- If a building has high scores for more than one threshold, wichever is higher will guide the city's look and feel.
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pad11
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« Reply #11 on: November 17, 2007, 09:19:20 AM »

Thank you Zorba!  I actually like the fact that the changes are subtle!  It's 'different' from what were used to and more in the line of..again...Children of the Nile!

later,
pat!
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« Reply #12 on: November 18, 2007, 03:57:27 AM »

The last four!


The first is a shot of the college section of town with the Liberal Arts school on the left

The second is a nifty shot near the shore where a winery gave birth to some chalet's!

The third is one of my favorites!  As Dimler's Bay expanded across the bay, this shot is from the newer, artsier section of town back across the bay with city center in the distance!

The fourth is from above City Center as I got the award for Legendary Bard w/ the fireworks!  Too bad it didn't happen at night, but oh well!

pat!




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« Reply #13 on: November 18, 2007, 04:32:09 AM »

Great screenies Pat, I too put some vineyards down. also some sugarcane fields, the farmer drove his tractor all around the dirt roads, (drag a dirt road over a river and you've got a covered bridge) Happy Dance
and with the modding, we can expect to see custom buildings and fields I bet.
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« Reply #14 on: November 18, 2007, 05:03:41 AM »

Thanks Sandra!  I wish I knew how to mod this stuff!!!

pat!
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« Reply #15 on: November 18, 2007, 06:42:22 AM »

Im looking forward to seeing what people come up with.  I already came up with the 3rd mod on the official SimCity.com exchange, it changes all the stop signs so that they actually read "STOP" on them instead of the simmish language *screenshot below: Riverbend_7.jpg).  i also put in an easter egg of sorts where our website name is posted on one of the ingame advertisement placards, though Im not really sure where it shows up in the game but it's part of the default set so it should show up somewhere Laughing

I like the way that the bridges change over too, I had the regular concrete bridge in my capitalist city game and next thing I know I went over to the ritzy side of the river and the bridge had changed into a giant blue suspension sort of type of bridge (screenshot 3 below)  which I like much more than the concrete bridge.

I especially look forward to somebody coming up with some changes to existing buildings graphics as I really don't care much for the banks graphics it looks too much like it was taken from Caesar IV in my opinion, and I'd rather see it more boxy and like a conventional bank that we find here in the states.  It just looks out of place to me in it's current form.

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