Zoom and rotation switching is faster in all cases, due
to changes that made building graphics loading more conservative.
AutoZoomChange:off
Simulation and Frame rates in general are faster for many
cities, due to bug fixes and performance improvements related
to the traffic simulation and neighbor deals.
The application's memory cache is more aggressively reduced
at runtime, so that memory will be freed for other uses,
resulting in less paging on systems with less memory.
Control-Shift-Alt-S (or holding down Alt while clicking
on the city save button) saves the city without updating
the region thumbnail and should significantly improve the
game save time, especially on memory-strapped systems.
Game default detail options have been made more conservative
with respect to memory and processor speed. Because of the
additions to the graphics options, your previous settings
will be lost and reset with new default settings.
The game no longer forces itself into the underground
view unless you have explicitly picked an underground tool.
Three new graphics options have been added under in-game
graphics settings. They are: building detail, texture quality
and building load speed. These options are initially set
at conservative defaults and can be altered for your specific
machine needs. Building detail will enable you to load one
building style set per rank. (1 set=low, 2 sets=medium,
all 3 sets=high). Texture quality will alter the textures
based on the zoom level. Building load speed will enable
tuning options for the rate at which buildings are loaded
in memory. For example, at the low setting buildings will
appear at a slower rate but there will be greater responsiveness
to the mouse and scroll movements.
Caveats:
Very large and dense cities with complex road and underground
networks will continue to be a problem with computers that
have less than 256MB of RAM unless the user turns graphics
options down via the options dialogs and turns down day/night
transitions via the God menu. It wouldn't hurt to turn down
audio options via the options dialog as well in these cases.
The immense scope of SimCity makes it difficult for it to
run quickly at full breadth on machines with lower RAM,
particularly when running complex operating systems such
as Windows XP.
In our efforts to increase the speed and responsiveness
of zoom changes and scrolling we had to make some trade
offs. You will notice quicker response when changing zooms
but one trade off is that the back ground loader will take
more time loading in buildings. The result is that when
loading there may be black boxes in view. This issue can
be controlled to some degree by adjusting the new graphics
option, "building load speed", to better suit the performance
of your specific machine.
Additional Update fixes:
Addressed Life Expectancy issue in how averages were calculated.
This solves problems with sudden drops and oddly low values.
Addressed commuting issues related to highways and double
counting on subways.
Addressed twitching for left hand turning vehicles.
Addressed graph (jobs & population) with multiple occupant
types to toggle each type or with hover query.
Improved art for the heavy truck (industrial prop). It
was previously rendered with 8 bit alpha instead of 1 bit
giving it a large blocky black background.
Addressed neighbor deal status on rail query.
Streamlined garbage graph to display just the current
capacity of landfills and garbage produced by the city.
Addressed several issues in highway connections to neighboring
cities.
Addressed issue for airports and seaports initially showing
up distressed.
Alphabetized region names in the UI.
Addressed issue regarding incorrect lot texture on a high
wealth residential building and a texture with a high wealth
commercial building.
Update for a connection-related neighbor deal problem
associated with water.
Change neighbor deal to allow deals to continue for a
short period of time even if the buying city runs out of
money. This addresses the "neighbor deal cancelled too quickly"
issue.
Added a desirability threshold to prevent abandonment
if lots have high desirability.
Increased RCI demand max (allowing the largest structures
to build easier). This is better known as the Stage 8 issue.
Addressed airport queries to report efficiency.
Addressed landfills to combine easier if drawn adjacent
to each other. Still problematical if drawn between two
landfills, so try adding them one at a time.
Lowered the alpha on distressed and abandoned so cities
don't look so devastated.
Addressed Neighbor deal issues (escalating rates, canceling
during suspension and canceling during obliteration).
Addressed issue of fires starting with missile silo while
game was paused, Also helps stop fires starting from other
special effects while game is paused.
Addressed issues related to power line occupant leaks
that were causing some problems with saved games.
Tax fields in budget can now be entered directly in addition
to using the spinners.
Addressed incorrect links to budget in multi-neighbor
deal messages.
Addressed cost escalation to network tiles after drawing
bridges/tunnels.
Addressed updates for automata (less getting stuck in
intersections, better synching of lights, better stopping
for trains).
Addressed issue for "go to disaster" link if auto go to
disasters is turned off in options.
Addressed some network draw problems related to drawing
highways over other networks diagonally.
Added support for crash report generator. This enables
the creation of a log file if the game happens to shut down
unexpectedly.
Addressed issue for flipped network piece (two diagonal
roads against orthogonal T intersection).
Improved support for cities built with plugins opened
by users who do not have those plugins.
Control-Alt-Shift-X will bring up cheat panel as stated
in the strategy guide.
Lowered 'hotspot' effect for fires. This results in less
fires breaking out.
Lowered frequency of busses (visual automata only) in
large cities.
Update 2 also includes these fixes from the previous update.
Addressed issue related to conflict between MySim and
Transportation Pack.
Addressed issue related to SIS video chipsets.
Addressed several incorrect links in advisor messages.
Updated car zots to display properly.
Addressed issue where the catalog was showing the incorrect
capacity for the Recycling Center.
Addressed issue where industry development would occur
even when commuters could not reach the zone.
Added support for ATI Radeon R300 series that add backing
store capability.
Added option to turn off auto-road when zoning behavior
by holding the shift-key while zoning.
Added option to change orientation of lots when zoning
by holding the alt-key while zoning.
Added whales to the game.
Retuned pollution values for airports and seaports.
Port efficiency is now displayed correctly.
Airport upgrading now works correctly.
Freight trains can now drop cargo at ports.
Updated new zone graphics to better indicate the front
of lots