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[新闻] 【SimCity】2014年官方博客索引:4月6日更新

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发表于 2013-12-25 12:36 | 显示全部楼层 |阅读模式
本帖最后由 紅塵市長 于 2014-4-25 11:02 编辑



本帖整理2014年
全部官方博客对于《模拟城市》的解读



SimCity官方博客地址:www.simcity.com

目录

Blog:How Things Work: Lot Sizes
——运作原理:LOT尺寸【紅塵市長译文、lrdcq校对】

Apr 02, 2014 Cristian St. Aubyn, Senior Technical Artist

Blog:CHALLENGE #5(链接出错,请查询43#)
——挑战#5【紅塵市長译文】

Apr 04, 2014  MAXIS

SimCity: The Extended Worker Data Mod and more
——《模拟城市》建筑人口调查等MOD【紅塵市長翻譯、殿堂级精英控校對】

Mar 20, 2014  Guillaume Pierre, Lead Gameplay Scripter

SimCity Offline Play Now Available for PC and Mac, New Details Inside
——《模拟城市》离线模式PC&MAC,新的细节内容【紅塵市長译文】

Mar 18, 2014 Meghan McDowell, Producer

Blog:CHALLENGE #4
——挑战#4【紅塵市長译文】

Mar 12, 2014  Associate Producer George Pigula

Blog:CHALLENGE #3
——挑战#3【紅塵市長译文】

Feb 05, 2014  George Pigula, Associate Producer

Blog:How Things Work: Architecture and Space in SimCity
——运作原理:《模拟城市》结构与空间【殿堂級精英控译文】

Jan 30, 2014  Cristian St. Aubyn, Senior Technical Artist

Blog:SimCity Cities of Tomorrow: The Hybrid Strategy Blog
——《模拟城市-未来之城》混合策略博客【紅塵市長译文】

Jan 21, 2014  Game Designer Chris Schmidt

Blog:Engineering SimCity for Offline Play
——《模拟城市》离线工程【紅塵市長译文】

Jan 14, 2014  Simon Fox, Lead Engineer, Single Player Mode

Blog:SimCity Offline Is Coming
——《模拟城市》离线模式到来【紅塵市長译文】

Jan 12, 2014  General Manager of the Maxis Emeryville studio Patrick Buechner

Blog:Modding and SimCity
——模组与《模拟城市》即Mod规则【紅塵市長译文,ccy016校对个别句子】
http://www.simcity.cn/thread-129617-1-1.html
Jan 09, 2014  SimCity Development Team

Blog:CHALLENGE #2
——挑战#2【紅塵市長译文】

Jan 07, 2014  George Pigula, Associate Producer
 楼主| 发表于 2014-1-10 22:37 | 显示全部楼层

SimCity1月8日,官方博客解读:挑战#2

本帖最后由 紅塵市長 于 2014-1-11 00:30 编辑

CHALLENGE #2【译文】
Jan 07, 2014  George Pigula, Associate Producer
Challenge Type: Skill
挑战类型:技巧
Submitted by User: TheCraftKid
上传用户:TheCraftKid
Region: Desolation
区域:荒凉
City Site: Vastrap Ridge
城市地点:固守山脊
Restrictions: No use of OmegaCo Coal or Ore Shafts. No use of the meteor natural disaster.
限制:不能使用OmegaCo的加大原矿竖井、加大煤矿竖井、进阶加大煤矿竖井。不能使用流星灾害。
Start Date: Jan 8th, 2014
开始日期:2014年1月8日
End Date: Jan 24th, 2014
结束日期:2014年1月24日
Winners Announced: Jan 31st, 2014
2014年1月31日公布获奖名单

Title: Digging in the Desert
标题:沙漠中的开采
Challenge: Vastrap Ridge is lacking in water, scenic views, and herds of llamas. But it does have tons of coal and ore just beneath the surface. This challenge is all about maximizing your mining effort. You may need supporting cities in your region to keep your mining effort working smoothly.
挑战:固守山脊是缺乏水的,风景秀丽,和成群的羊驼。但它确实有成吨的煤和矿石在地底。这个挑战有关于最大化的挖掘。你可能需要在你的地区有城市互动让你挖掘的工作的顺利进行。
You will be judged on the amount of coal and ore you can dig up per day. This stat can be seen on the mining tab of the City Specialization menu. Submit your screenshot/video of this screen along with your entry.
我们将会以你的煤矿和矿石的每日开采量来进行评价。这个属性可以在城市的专业化菜单选项卡中看到挖掘信息。在您的参赛过程中提交您的截图/视频。
Submissions: To submit your city go here and post the following required info.
提交材料:在这里http://forum.ea.com/eaforum/posts/list/0/9900125.page提交你的城市,发布以下信息。
When entering your city include the following details (entries without these details will not be considered):
你的城市包括下列内容(如果没有这些细节的作品将不予考虑):
·Screenshot or video of your city
  你的城市的截图或视频
·Screenshot of your mining panel
  你挖掘面板截图
· Origin ID
  Origin ID
· Server Name
  服务器名称
· City Name
  城市名称

These details will be used to verify your entry and will be judged by a panel of developers from the Maxis studio. Eligible cities must be created on or after the start date of the Challenge. Cities created before this date will be disqualified. Only one submission per Origin ID accepted.
Maxis工作室的开发小组将会用这些信息来确认您在输入板面上的信息。符合条件的城市必须在挑战的开始日期或之后创建。在这之前创造的城市将会取消比赛资格。我们只接受一个Origin ID的信息。

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 楼主| 发表于 2014-1-13 22:58 | 显示全部楼层

SimCity1月13日,官方博客解读:《模拟城市》离线模式到来

本帖最后由 紅塵市長 于 2014-1-14 12:09 编辑



SimCity Offline Is Coming【译文】
Jan 12, 2014  General Manager of the Maxis Emeryville studio Patrick Buechner

Let’s get right to it.
让我们开始吧。

SIMCITY OFFLINE IS COMING!
《模拟城市》离线模式到来!


I’ve wanted to say those words for quite some time, so my apologies that I didn’t take the time to say Happy New Year first.
我想说的那些话会有很长的时间,所以我很抱歉的是我没有花时间来说的第一个新年快乐。

Yes, Offline is coming as a free download with Update 10 to all SimCity players. When we launch it, all of your previously downloaded content will be available to you anytime, anywhere, without the need for an internet connection. We are in the late phases of wrapping up its development and while we want to get it into your hands as soon as possible, our priority is to make sure that it’s as polished as possible before we release it. So, until then… testing, testing and more testing. As one of the final steps, we’re putting Offline into the hands of some of our most hardcore players, the DevTesters. This group of volunteers is going to put Offline through its paces before we release it.
当然,离线模式的到来需要在10.0的更新中免费下载到《模拟城市》的玩家手中。所有你以前下载的内容将提供给你在任何时候、任何地方、没有互联网连接的需要。我们是结束了它后期发展阶段来尽快的在你手中得到它,我们的首要任务是确保它在我们释放它之前尽可能完美。所以,在这之前进行了测试、测试……还是许久的测试。最为最后的一个步骤,我们把离线模式加入到我们的一些铁杆玩家手里,支持测试的朋友。这些志愿者在我们释放它之前就已经进行了离线模式。

In Update 10, you can still play solo in Regions on your own, or in Multiplayer with people from around the world. What’s new is the Single Player Mode, which allows you to play the game Offline by yourself. And because your saved games in this mode are stored locally, you can save and load to your heart’s content. Our team will be delivering a follow-up blog that will outline the full details in the near future so stay tuned.
在10.0的更新,你仍然可以在自己的区域唱独角戏,或者与来自世界各地的人进行多人游戏。那么这个新的单人游戏,你可以自己搞单机。因为你的游戏存档可以存到本地,你可以保存和载入你的得意之作。我们的团队将在不久的将来后续的博客勾勒出完美的细节,敬请关注。

So what does this mean for the Online game? All of the benefits of being connected will remain including access to Multiplayer, the Global Market and Leaderboards. And all of your pre-existing saved cities and regions will still be accessible should you log-in to the Online game.
那么线上游戏的意义何在?所有被链接的玩家仍然可以多人游戏、全球市场、挑战榜。如果你选择的线上,之前的区域城市存档仍然可以使用。

Bringing the game Offline means big things for our wonderful community of Modders. They can now make modifications to the game and its components without compromising the integrity of the Online game. Modding is a big part of our studio’s legacy and we’re excited to see what you guys create. Check out this thread to learn about Oppie85’s Central Train Station, which you can put into your game right now, and if you’re interested in making your own content take a look at the Modding Policy. To get you started, we will be rolling out a series of tutorials from the studio that surfaces how we’ve created some of the content that you’ve seen so far in hopes of inspiring your creativity.
离线游戏最大的意义就是精彩的Mod。现在他们可以在忽略线上游戏平衡性的基础上对游戏的内容进行调整。Mod是我们团队的遗产的一个重要组成部分,我们很兴奋看到你们创造。点击this thread来看看ST的Oppie85’s Central Train Station,你可以使用它!如果你在制作它们,可以点击Modding Policy这个。为了让你们开始行动,我们将陆续在工作室推出一系列来阐述我们如何去创造一些你们已经见过的组件的教程一次来激发你们的创造力。

So that’s it from me for the time being. Keep an eye out for more information on Offline shortly. We’ll be releasing more information on how it all works. And as always, get in touch with me on Twitter @EAGamer, I’m always eager to read your feedback.
因此从现在起,立刻留意离线信息。我们将会发布更多的工作信息。和以往一样,在Twitter的@EAGamer来联系我,我一直想得到你的回馈。

From me, and everyone at the studio, thank you again for staying with us. We look forward to getting Offline for SimCity into your hands as soon as possible.
我以我工作室的所有人,再次感谢您和我们在一起。我们期待你的离线《模拟城市》尽快入手。
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发表于 2014-1-13 23:20 | 显示全部楼层
很好,EA迫使Maxis用一次性的销量,把核心用户群全部耍了一遍。坐等EA主动关停大批服务器。
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 楼主| 发表于 2014-1-13 23:33 | 显示全部楼层
ccy016 发表于 2014-1-13 23:20
很好,EA迫使Maxis用一次性的销量,把核心用户群全部耍了一遍。坐等EA主动关停大批服务器。 ...

10.0的更新后,这玩意目送掘墓
难道名誉要和当年的SCS的凯撒齐头并进
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发表于 2014-1-14 08:48 | 显示全部楼层
令人____(自己想象)的时刻终于到来了。
我想起了在线CXL,SCS……
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发表于 2014-1-14 12:25 | 显示全部楼层
离线能用MOD是好事.EA坑够钱了,才放手,o(︶︿︶)o 唉

点评

有人愿买,有人愿卖。这就是市场!  发表于 2014-1-14 12:39
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发表于 2014-1-14 15:43 | 显示全部楼层
要是EA真的做到不对离线MOD审核,再加上解一些长时间游戏情况下累积性的问题(比如平常不堵,连续玩了5+小时突然开始堵起来然后各种崩溃,希望现在已经解决),会考虑买一份来玩。
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 楼主| 发表于 2014-1-14 15:50 | 显示全部楼层
本帖最后由 紅塵市長 于 2014-1-14 15:54 编辑
ccy016 发表于 2014-1-14 15:43
要是EA真的做到不对离线MOD审核,再加上解一些长时间游戏情况下累积性的问题(比如平常不堵,连续玩了5+小 ...

功能性mod
“ non-commercial license to use and display the SimCity Content and to create derivatives based on the SimCity Content solely in connection with the Mod and conditioned on compliance with these Rules. ”
看来边界拓展mod正版很危险!
另外交通还是需要靠自己解决,崩溃倒是没有发生
只是刁民的汽车(特别出租车、货运车)到处绕圈圈
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发表于 2014-1-14 20:38 | 显示全部楼层
不幸言中……MOD才是建设经营类游戏的延续良药啊
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发表于 2014-1-14 20:43 | 显示全部楼层
估计是卖得差不多了。。。之后你们想盗版的就盗版去吧,顺便还可以省下服务器的维护费用
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 楼主| 发表于 2014-1-15 13:53 | 显示全部楼层

SimCity1月15日,官方博客解读:《模拟城市》离线工程

本帖最后由 紅塵市長 于 2014-1-15 14:15 编辑


Engineering SimCity for Offline Play【译文】
Jan 14, 2014  Simon Fox, Lead Engineer, Single Player Mode

Hi, I’m Simon Fox, lead engineer on the Single Player Mode for SimCity, and I’m here to tell you more about how we engineered Offline gameplay for SimCity.
嗨,我是Simon Fox,《模拟城市》离线工程师,在这里我会告诉你关于更多的《模拟城市》我们是怎么设计离线模式的。

When the game released, our fans were calling for Offline. I rallied the team to start making that happen as soon as practical after launch.
当游戏发行时,我们粉丝呼唤离线。事情发生后我召集我的团队开始制作。

REENGINEERING A CREATIVE VISION
重现创意

The original creative vision for SimCity was to make a game where every action had an effect on other cities in your region. As such, we engineered the game to meet this vision, setting up the player’s PC (client) to communicate all of its information to the servers. That means that our entire architecture was written to support this, from the way that the simulation works to the way that you communicate across a region of cities. So yes, while someone was able to remove the “time check” shortly after launch, they were unable to perform key actions like communicating with other cities that they had created locally, or with the rest of their region(s), or even saving the current state of their cities.
在您的区域中每一种动画都显现在您的城市中是做这个《模拟城市》原有的视觉创意。因此,我们设计这个游戏来满足这个愿望,所有服务器的信息通过建立玩家的PC(客户)来沟通。这意味着我们整个结构体系都是支持这个东西,你在城市之间互动的方式是来自模拟工作的方式。所以有些人能够在发布之后移走这个“同步校对”,他们不能在这个关键功能中进行工作就想他们在本地创建来进行城市间的互动,或者是其他的区域中,或者以至于保存他们城市的当前状态。

My team did, however, see a path forward towards Offline, one that would maintain the integrity of the simulation. Lucy once said that Offline wouldn’t be possible “without a significant amount of engineering work”, and she’s right. By the time we’re finished we will have spent over 6 ½ months working to write and rewrite core parts of the game to get this to work. Even things that seem trivial, like the way that cities are saved and loaded, had to be completely reworked in order to make this feature function correctly.
然而,我的团队所做的是寻找离线的路径,一个能够完整保持模拟的东西。Lucy之前说过离线不是不可能的“如果不是什么大量有意义的工程”,但是她说的对。在这结束的时候我们花了超过6个半月的时间来重写游戏核心部分的这个工作。即使是件小事,像城市存取的方式,已被完全重新设计以正确的做出这个程序。

REWRITING KEY PIECES
重写关键部分

I wish it were as simple as flipping a switch and telling the game to communicate with a dummy client rather than our server, but it’s more than that. Entire calculations had to be rewritten in order to make the game function correctly.
我希望它是扳动开关一样简单以及告诉游戏是与虚拟客户端连接而不是服务器连接,但是是超过它。整个计算已经被改写为正确的游戏程序。

SimCity was written to rely on the servers. The game routinely pings the servers for critical pieces of data (region status, workers, trading etc.) and it relies on that information to keep the simulation moving. This meant rewriting the entire system, which previously existed in Java, and putting it into C++. We’ve had to knock out the internet pipe stuff. There’s lots of code that hits the servers looking for information. We’ve had to write a lot of code to produce that data locally, specifically for region information.
《模拟城市》是依靠服务器的。数据(区域状态,劳工,交易等)的关键是游戏常规的服务器,它依赖于信息的模拟运作。这意味着重写整个系统,这之前存在的Java,把它放进C++中。我们不得不淘汰互联网传输资料。那里有大量需要访问服务器的代码。在本地我们已经写了很多产生数据的代码,特别是区域信息。

Our game routes pieces of data from one city to another as data flows through the regions. All of that code exists on the server, and now we’ve brought all of that down into the client. The client processes the region box, which is what all of the cities pushes their data into. We’ve brought that down into the client as well.
我们的游戏路线数据流经的区域是从一个城市到另一个城市。所有的代码存在于服务器,现在我们已经把所有的放到了客户端。客户端进程是个区域盒子,是所有城市的数据。此外我们把它带给了客户。

And now, all of the regional simulation needs to be done locally. The algorithms governing trading between cities needed to be retuned in order to make the behavior between cities more responsive for this type of play. This in itself required major optimizations in order to run the simulation locally. We have an obligation to make the game fun and functional on all specs of machines. We wouldn’t want someone who was enjoying the Multiplayer game to find the Single Player game crippled due to poor optimization.
现在,所有区域模拟需要在本地完成。算法管理需要在城市之间重新调整,这种类型的活动是为了响应城市的响应之间的行为。为了在本地运行模拟这本身就需要重点优化。我们必须有义务让各种规格的机器是游戏有趣又有功能。我们不希望由于不良的优化,有人在享受多人游戏中发现的单人游戏的缺点。

And it’s not just adding, we had to remove parts of the game for it to function properly as well. This means removing lots of code integral to Multiplayer include code and UI supporting Trading, Social Features, Global Market, Leaderboards and Achievements. And, all without crippling the Multiplayer game.
这不仅是增加,我们不得不在游戏中删除它的功能很好的一部分。这意味着去除大量的代码包过整体的多人游戏和交易界面、社会功能、全球市场、挑战榜、成就。以及没有多人游戏的不良影响。

So where are we at right now? We’ve been working on this since August and now, we’ve hit Alpha and are in the final stages of testing before we release it as part of Update 10 in the future. On behalf of the engineering team, thank you for your patience on this one. We know you want Offline play in SimCity and we are really happy that we are finally getting ready to deliver it to you.
因此,我么现在在做什么?从8月到现在我们一直在做,我们已经很透明以及在测试的最后阶段我们将作为10.0的更新将他在以后释放出来。代表工程团队,感谢您对我们的耐心。我们终于准备把它交给你,我们想知道您在离线的《模拟城市》中获得快乐。
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发表于 2014-1-15 14:16 | 显示全部楼层
难以为继了?
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发表于 2014-1-16 09:57 | 显示全部楼层
终于来了,不过我现在更关心傻逼行人的行为什么时候解决
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发表于 2014-1-16 10:02 | 显示全部楼层
作为一个程序员,其实我感觉不到这个工程的难点在哪里。。。
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发表于 2014-1-17 00:12 | 显示全部楼层
本帖最后由 yangxinhu1111 于 2014-1-26 10:26 编辑

何时开启啊??
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发表于 2014-1-20 15:07 | 显示全部楼层
难点就是怎么能在连线模式上拖久点时间...
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 楼主| 发表于 2014-1-22 12:22 | 显示全部楼层

SimCity1月22日,官方博客解读:《未来之城》混合策略

本帖最后由 紅塵市長 于 2014-1-22 12:22 编辑

SimCity Cities of Tomorrow: The Hybrid Strategy Blog【译文】
Jan 21, 2014  Game Designer Chris Schmidt

In SimCity Cities of Tomorrow, players have two new specializations to choose from: the green Academy, and the money making OmegaCo. While these two may seem like they are in opposition, they actually share a number of advantages when used together to form a Hybrid city. A Hybrid city takes the profits of Omega sales and applies them towards the development of the Academy technology which allows a skilled player to take advantage of the content SimCity Cities of Tomorrow has to offer in a single city.
在《模拟城市-未来之城》,玩家有两种新产业可供选择:环保的研究中心与金钱至上的OmegaCo。当然他们看起来很对立,他们在一起使用形成混合城市的时候分享了各自的优势。混合城市利用Omega销售的利润为研究中心提供科研资金为科研技术发展,这需要熟练掌握《模拟城市-未来之城》的玩家在单城中运用它们。

The Academy brings to the table a number of great technologies, but its biggest weakness is the reliance on finicky high-wealth Sims to keep their facilities humming with ControlNet, and the overall expense of running an Academy city. OmegaCo on the other hand provides your Sims with the Omega they crave and a nice green lining for your treasury, but you’ll find it to be at the expense of your Sims’ health. When building a Hybrid city, it’s important to find a balance between these two.研究中心会带来很强大的科技,但是最大的缺点就是需要高收入Sims的能力产生更多的ControlNet,以及运作研究中心城的昂贵费用。OmegaCo一方面为你的Sims提供渴望的Omega,另一方面在国库提供收入,但是你会发现这一切的代价是牺牲你Sims的健康。当建立这种混合城市时,发现这两者之间的平衡是很重要的。

WHERE TO START?
从哪里开始?


Generally speaking it’s easiest to start on your road to a Hybrid city by focusing on whichever one of the two you want to take advantage of first. Starting with OmegaCo will provide a nice boost to your economy, but requires you to build a lot of factories and may heavily pollute your city. This may give you the money to take advantage of the pollution scrubbers to reverse the damage later, but it may make for a rough start getting your Academy up and operational. On the flipside, starting with the Academy will require more planning in advance, if you don’t you may find yourself bulldozing your downtown in order to get to the precious Oil you need to get a head start in building out your OmegaCo.
通常来说最容易的开混合城市道路你可以通过专注于你想利用哪一方。从OmegaCo开始会给你提供经济来源,但是你需要修建很多工厂这回污染你的城市。这会花费金钱使用土地洗涤机来扭转污染带来的破坏,但是可以让你粗略开始研究中心升级与操作。另一方面,从研究中心开始需要事先规划,如果你不想为了OmegaCo的原油而铲平你的研究中心你需要从OmegaCo开始。

STARTING WITH THE OMEGACO CORPORATION
从OmegaCo公司开始

The key to a successful Hybrid city is segmentation, or building out your city in such a way as to keep a balance between each group’s needs. When I build a Hybrid city, I usually start out with OmegaCo, choosing a site that has plenty of Ore and Oil if one is available, and checking the wind heavy data layer to make sure I set up my industrial district downwind from where I plan on having my High Wealth Sims live. While this won’t prevent the heavy ground pollution from seeping out, you can delay the effects of pollution on your Sims by keeping the more immediate problem of air pollution at bay. My first priority is getting my OmegaCo up and running so I can turn a profit. It’s important to overbuild your industrial zones at the start so that you can get the most profit out of your Omega, as the conversion of industrial buildings is key to spreading your Omega quickly. Once I have built up enough money to keep my resources and Omega flowing, it’s time to switch gears and build my Academy.一个成功的混合城市的关键是需要细分它们,或是建立一种平衡关系在两者时间保持。当我建立一个混和城市,我通常用OmegaCo作为起点,选择一个有油有矿的矿藏丰富地点开始,检查风向确保工业区在高收入Sims的下风口不会影响高收入Sims的生活。这一点不会阻挡住污染渗透到地面,你可以延迟工业区对Sims的影响,紧迫的问题是让空气污染在一个角落里。我首要的任务是让OmegaCo运作起来给我带来利润。最重要的是建立更多的工业区让Omega获得最大利润,Omega传播的关键是工业区转换。一旦我有了足够的资金让城市运作以及Omega的流动,是时候开始研究中心的建造了。

TAKING ADVANTAGE OF THE ACADEMY
利用研究中心

To get the Academy working properly you will need to have a High Wealth district and to keep your factories working you will need a Low Wealth district in addition to the factories themselves. In SimCity Cities of Tomorrow, the most efficient way to achieve this is through the use of Elite MegaTowers. Elite MegaTowers give players the opportunity to have communities of workers in a compact area, which allows you to satisfy the needs of High Wealth Sims without having to raise the land value of most of your city, or provide as much education and services to keep them happy. In addition it is easier to keep High Wealth Sims away from the pollution that inevitably comes from Omega production. Elite MegaTowers can hold far more population in a small area than with regular RCI buildings. For our purposes you will want to try and keep your MegaTowers as self-contained as possible. It is important to keep an eye on your RCI proportions within the towers, so you don’t have too much of any given level.
使研究中心运作需要大量高收入区域以及保证工业区的运作你需要另一篇低收入区域。在《模拟城市-未来之城》最有效的方法是通过精英超级巨塔。精英超级巨塔可以给予玩家一个紧凑的劳工社区,它可以无需提高城市的地价来满足高收入劳工的需求,或者提供让他们快乐的教育与服务。此外它更容易让你的高收入Sims保持健康远离Omega工厂带来的污染。精英超级巨塔可以在小范围拥有更多RCI建筑的人口。对我们而言你需要更谨慎的来使用超级巨塔。重点是要保存塔内RCI的比例,所以任何水平的模块都不要拥有太多。

At this point your city should be taking shape and you will be well on your way to productivity. Your Academy should start converting your Low Tech factories over to High Tech factories, which will help keep your pollution down, and your Omega business should be on your way to converting your entire city to omega consumers. With all that money you can get the Academy to work providing pollution scrubbers, clean energy, and advanced waste management, while taking advantage of the drone based services which will make for a productive, if somewhat dystopian police state. It’s a good idea to try and keep your wealthy Sims contained in your MegaTowers and it may be a bit of a challenge bouncing your focus between these systems but as long as you keep enough cash in your bank to keep the Omega flowing and keep your ControlNet online, you should find it a rewarding investment!

在这一点上你需要根据城市的形状来进行生产建设。你的研究中心会使低科技工厂转换为高科技工厂,这有助于缓解城市的污染,以及你的Omega商人会使用自己的方式把整个城市变成Omega的世界。运用所有的资金在研究中心研究使用降解污染的设备、清洁的能源、先进的垃圾处理,同时生产和利用无人机的服务,创建一个假象的和谐社会。试着保持你城市所拥有财富的Sims,包括超级巨塔都可能成为你城市挑战的焦点,在这之间的跳跃,只要你保证拥有足够的现金流,保证足够的ControlNet流淌在Omega之间,你需要寻找一个去投资的地方!
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发表于 2014-1-22 22:10 | 显示全部楼层
新手市长路过~~~~~~~~~~~~~~~~~~~~~~~~
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 楼主| 发表于 2014-1-30 23:25 | 显示全部楼层

SimCity1月30日,官方博客解读:《模拟城市》结构与空间

本帖最后由 紅塵市長 于 2014-1-30 23:34 编辑

How Things Work: Architecture and Space in SimCity
Jan 30, 2014  Cristian St. Aubyn, Senior Technical Artist

过节期间,翻译先靠后!


I'm Cristian St. Aubyn, a Senior Technical Artist at the Maxis Emeryville studio, and I work on the art creation process. Recently we released our Modding Policy; you can read that here. Modding is an important part of the history of our studio, and we're excited to see what you create.

Today, I'm happy to introduce you to the first in a series that we call "How Things Work". This series will help you understand the underlying ideas and processes of how we create game assets for SimCity. We hope that this gives insight and understanding that will help you create and build Mods.

This first blog is an introduction to how we create buildings in SimCity. Our pipeline is complex so I will start with a basic description of the building geometry and then go into the more involved topics later. For those interested, we use Maya in combination with a series of in-house custom tools to create almost all of our game models.


SimCity is a sandbox style game. A player's city can have an unpredictable combination of buildings, roads, and the like. Unlike "Levels" in more linear games we do not have strict control over the type and amount of geometry that needs to be rendered at any given time.

Our game engine needs to perform well regardless of the city that a player winds up creating. To address this issue we look at the play area and set various "budgets"; in this case polygon budgets which are based on the two dimensional space a game asset occupies.

Smaller buildings have lower polygon budgets, bigger buildings have larger ones. As long as all buildings stay within their budgets, a city filled from edge to edge with any combination of buildings should stay within the polygon limits of our rendering engine.


Here are a series of screenshots showing what various building geometry looks like.

This image shows one of the smallest buildings in the game, the "Shotgun Shack." It has the lowest polygon budget of all, but due to its small footprint it turns out to be a potential performance hog. While each one isn't very complicated, they can be placed very close together. When they all add up, a city filled edge-to-edge with "Shotgun Shacks" would represent a lot of polygons.

"Shotgun Shack"


Here's the "Highrise Office", an example of a larger more detailed building. Buildings like this take up much more area and therefore have higher polygon budgets.

"Highrise Office"
The repetitive nature of the middle of the building allowed us to concentrate most of the geometric detail at the street-level and at the top of the building where a player is more likely to see it.

"Highrise Office" Street Level
You can see that polygons have been used at the base to create architectural detail at the street level. This helps make the model unique compared to other tower style buildings. It also adds interest at the street level that players will see when they are zoomed in.

"Highrise Office" Roof
Considerable polygons were also focused on the top and roof of the model as this part of the building will show significantly as the game camera passed over the building.


"Medium" sized buildings can actually vary in size, but the lot space they take up on the game map affords then a higher budget than small buildings. While modeling such a building the polygons need to be used where they will give the building detail appropriate to its design.

The coal mine shown below needs to have a skeletal industrial look. Modeling this much cross bracing would not be possible in the budget allocated to small buildings. However, this relatively small building sits on a medium size lot and has a fairly generous budget for the physical size of the model itself.

"Coal Mine"

"Coal Mine" Detail


Level of Detail:

When a model is close, it needs a lot of detail, but when it’s seen from far away, it can be represented with simpler geometry.

This is common technique in game engines, and involves building multiple LOD’s (Level of Detail) for each model. Using LOD’s dramatically improves performance, and can also help mitigate aliasing and other visual problems.

In SimCity, buildings are authored in four LOD’s, going from the most detailed to the least detailed. The game engine automatically selects a given LOD based on the model’s distance from the camera.

LOD-0 is the highest resolution version, LOD-1 is reduced by 50%, LOD-2 is reduced by another 50%, and finally LOD-3 is reduced another 50%.

Here’s a High Wealth, Low Density House and its chain of LOD’s.

"Modern House" LOD-0
Highest polygon version of the model. In this case it is under budget so there is less difference between LOD-0 and LOD-1

"Modern House" LOD-1

Decorative details have been removed such as the balcony railings and the trim at the edges of the metal roves.

"Modern House" LOD-2

Geometry has been significantly simplified while maintaining the overall mass of the building. Curved shapes use less divisions and narrow elements such as the roof edges and decorative cross beams have been removed.

"Modern House" LOD-3

This LOD appears when the camera is at a significant distance from the model and the building will be fairly small on screen. Polygons have been removed everywhere possible leaving only the forms that would show a visible “Pop” if they disappeared when the model transitioned from LOD-2 to LOD-3.


Building Scale:

Technically speaking a Maya unit translates to one meter in our game engine. However, the assets in our game are not true to scale. Small elements are usually exaggerated and very large objects are scaled down. Consider the image on the right comparing a house, a three story building and the Empire State Building (which is over 1200 feet tall). If the game represented a modern skyscraper to scale small buildings, cars, and pedestrians would be all but invisible by comparison.

The best approach to creating a building in SimCity is to find something that “Looks” like the right size in the game and work from there.


A bit more about polygon budgets:

As I mentioned before polygon budgets are based on the area a building occupies. This is actually measured by the lot size of the building not the model itself. Square area is what is taken into consideration not volume. So a taller building is not allowed more polygons simply for being tall. Fortunately most tall buildings sit on larger lots and therefore have reasonable budgets compared to smaller buildings.

The budget is: 0.5 triangles per square meter (for LOD0)

As an example all Shotgun Shacks sit on 16m x 32m lots:

16m x 32m = 512m2
512m2 x 0.5 triangles / m2 = 256 triangles
LOD-0 = 256 x 100% = 256 triangles
LOD-1 = 256 x 50% = 128 triangles
LOD-2 = 256 x 25% = 64 triangles
LOD-3 = 256 x 12.5% = 32 triangles
For LOD-3, the “Shotgun Shack” would need to be reduced to 32 triangles or less. 32 triangles isn’t much, but when a player sees LOD-3 of a building, it’s pretty far away.

Our buildings fall into two categories:
"RCI Buildings": The residential, commercial, and industrial buildings that appear automatically in zoned areas
"Placed Buildings": The player placed buildings such as fire stations, power plants, tourist attractions, etc.

When creating Player Placed buildings we are often more generous on the polygon budgets for two reasons. Firstly, we want these buildings to look a little more interesting as they are special assets. Secondly, they typically show up in limited amounts; you cannot fill the playable area with City Halls for example.

When creating custom buildings you could of course ignore the budgets we follow, but keep in mind the performance problems. If high polygon buildings start to fill a city it will not only affect frame rate, it could even start to take up too much memory. This can become a significant problem on lower spec machines.



I hope this helps give you an idea of how to create building geometry that fit within budget. Next time, I will tell you more about the building shader we use. Here’s a sneak peak at how the building shader allows us to add detail, depth, color variations and more.

Unshaded geometry

Same Model in game with shader applied
Head over to our Modding thread here.

Until next time,
Cristian
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发表于 2014-1-31 15:12 | 显示全部楼层
沙发,虽然不知道写什么
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发表于 2014-1-31 15:19 | 显示全部楼层
不明觉厉
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发表于 2014-1-31 17:55 | 显示全部楼层
就是教你如何做出能随镜头离远而逐渐降低精细度的SC2013建筑

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参与人数 1模拟币 +30 收起 理由
紅塵市長 + 30 简洁!

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 楼主| 发表于 2014-2-6 11:04 | 显示全部楼层

SimCity2月6日,官方博客解读:挑战#3

本帖最后由 紅塵市長 于 2014-2-6 22:13 编辑


CHALLENGE #3
Feb 05, 2014  George Pigula, Associate Producer

Challenge Type: Creative
挑战类型:创新

Submitted by User: MAXIS
上传用户:MAXIS
Region: Discovery Delta
区域:三角洲
City Site: Magnolia Wetlands
城市地点:木兰湿地
Restrictions: City must be created on or after Feb 5th, 2014. All submission images must be taken with the in-game tools. Post-editing is not allowed. In-game filters are allowed.
限制:城市必须是2014年2月5日之后创。提交图像必须是使用游戏中的滤镜,不能使用其他工具编辑。
Start Date: Feb 5th, 2014
开始时间:2014年2月5日
End Date: Feb 21st, 2014
结束时间:2014年2月21日
Winners Announced: Feb 28th, 2014
公布获奖名单:2014年2月28日

Title: Swamps to Cityscapes
标题:Swamps to Cityscapes(沼泽地的风景)

Challenge: It is time to get those creative juices flowing. This month's challenge is to build up the swamplands of Magnolia Wetlands into a city that will impress the world. How much or how little you build is all up to you. Will you work with the terrain or against it? This challenge is all about the aesthetic and not at all about the performance of your city. Take all the time you need to craft the perfect urban landscape.
挑战:是时候展现你创作的灵感。本月的挑战是建立木兰湿地沼泽城市。你如何建立,地形限制你的工作?这个挑战是关于审美而不是展示你的行为艺术。你需要花费大量时间在你的城市美的方面

When you have finished your creation come back to the Challenge Forum and post your submission. You need to submit one beauty shot of your city that you know best shows off that city. You are required to submit one aerial shot so we can see the full layout of your city. It is recommended that you take these screenshots with high settings turned on. Feel free to include a link to additional photos of your city to share with other community members. Just remember that these images will not be looked at for the 1st round of voting.
当你完成了你的创作发表你到“挑战论坛”提交它们。你需要提交一个展示你美丽的城市的图片,是你知道的最好的拍摄角度。你需要提交一个空中拍摄的角度,我们可以看到你的城市全面布局。建议你把这些截图选项中的数据全部开为高特效。包含附加你的城市的其他照片和区域其他成员城市的链接分享。记住,这些图片将不会成为第一轮投票。

The two submission images will be posted inside the Maxis Studio and voted on by the Maxis team. When the top 10 are narrowed down the vote will go back to the community. The polls will be open for one week. Submissions: To submit your city go here and post the following required info.
提交的两个图片将会张贴在Maxis工作室中以及得到Maxis团队的表彰。前十名的投票将会回到社区,进行1周的投票调查。
提交材料:提交到这里:http://forum.ea.com/eaforum/posts/list/9962834.page
When entering your city include the following details (entries without these details will not be considered):
你的城市包括下列内容(如果没有这些细节的作品将不予考虑):

· Origin ID
Origin ID
· Server Name
服务器名称
· City Name
城市名称
· Region Name
区域名称
· City Glamor Shot
城市魅力镜头
· City Aerial Shot
空中拍摄镜头
· Links to Additional Images
额外图像链接

These details will be used to verify your entry and will be judged by a panel of developers from the Maxis studio. Eligible cities must be created on or after the start date of the Challenge. Cities created before this date will be disqualified. Only one submission per Origin ID accepted.
Maxis工作室的开发小组将会用这些信息来确认您在输入板面上的信息。符合条件的城市必须在挑战的开始日期或之后创建。在这之前创造的城市将会取消比赛资格。我们只接受一个Origin ID的信息。
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发表于 2014-2-6 11:58 | 显示全部楼层
什么时候多了个版主,我怎么不知道。。。
不过这个活动我们这有没有人参加

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2013年10月10日双十节,地点:http://www.simcity.cn/thread-125667-1-2.html :-D  发表于 2014-2-6 17:11
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发表于 2014-2-6 13:21 | 显示全部楼层
这个,是类似SC4的城建大赛么?感觉很有趣的样子,好像看看各国高手的作品呀~
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 楼主| 发表于 2014-2-6 17:06 | 显示全部楼层
黃泉劍主 发表于 2014-2-6 11:58
什么时候多了个版主,我怎么不知道。。。
不过这个活动我们这有没有人参加 ...

这个是官方的活动,不会在SCCN参加的。
不过如果有人参加,发帖会发到官方论坛那里。至于官方要求的额外链接就说不准了。
另外,这个属于SC2013的官方信息,所以可以发到这里来
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发表于 2014-2-6 21:16 | 显示全部楼层
紅塵市長 发表于 2014-2-6 17:06
这个是官方的活动,不会在SCCN参加的。
不过如果有人参加,发帖会发到官方论坛那里。至于官方要求的额外 ...

亲,你的翻译是机器人做的吧

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部分内容来源于机翻,不过大致意思应该没问题  发表于 2014-2-6 22:21
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发表于 2014-2-7 20:36 | 显示全部楼层
谢谢分享了!












[抱歉, 本论坛已禁止使用大号字体, 请修改]
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 楼主| 发表于 2014-3-13 13:22 | 显示全部楼层

SimCity3月12日,官方博客解读:挑战#4

本帖最后由 紅塵市長 于 2014-3-13 13:29 编辑

CHALLENGE #4

Mar 12, 2014  Associate Producer George Pigula

Challenge Type: Skill
挑战类型:技巧

Region: Desolation
区域:荒凉
City Site: Fallout Epicenter and Semipalantinsk Steppes
城市地点:核爆震央&塞米巴拉金斯克草原
Start Date: Mar 11th, 2014
开始时间:2014年3月11日
End Date: Mar 26th, 2014
结束时间:2014年3月26日
Winners Announced: Mar 31st, 2014
赢家公布时间:2014年3月31日

Title: The Prosperous Desert
标题:The Prosperous Desert-繁荣的沙漠

Challenge: It is time to tackle the sand, tumble weeks, and nuclear contamination of Desolation. This month's challenge will require you to take on the ownership of multiple cities working together to make this region prosper.
挑战:是时候解决沙漠的核辐射、滚滚黄沙、不毛之地了。本月挑战需要你拥有多个城市建造一个繁荣的沙漠

The Fallout Epicenter was once the jewel of the desert. A group of eccentric billionaires would like you to make this a playground for the rich once more. Clean up the area and raise as many high wealth homes and offices as you can. Semipalantinsk Steppes lacks natural resources. The cheap land and easy access to highways makes it a prime location for the gambling industry to take root. This will be a perfect weekend getaway for those rich business men and women living just down the road.
核爆震央是个宝藏之地。希望成为富商需的朋友要把这里变成财富乐园。清除污染,建立你的办公地点。塞米巴拉金斯克草原缺乏资源,博弈产业可以在这里欣欣向荣。这里将是一个城市白领的度假天堂

These cities cannot exist alone though. You must create at least two more cities in the region with a population of 100,000 or more.
区域中不能存在单城。你必须建立两个及其以上的城市让区域拥有10w人以上。

Submissions: To submit your city go to this forum post: CHALLENGE #4 and provide the following required info.
提交材料:提交到这里:http://forum.ea.com/eaforum/posts/list/10014599.page

When entering your city include the following details (entries without these details will not be considered):
你的城市包括下列内容(如果没有这些细节的作品将不予考虑):

A screenshot of your Population Panel showing the # of workers in Fallout Epicenter.
人口版面截图
A screenshot of your Gambling Panel showing the Profit Today
博弈利润截图
A screenshot of the populations of at least two more cities in your region that are 100k+ in population.
区域人口至少10w且显示2个城市截图
Origin ID
Origin ID
Server Name
服务器名称
City Names
城市名称
These details will be used to verify your entry and will be judged by a panel of developers from the Maxis studio. Eligible cities must be created on or after the start date of the Challenge. Cities created before this date will be disqualified. Only one submission per Origin ID accepted.
Maxis工作室的开发小组将会用这些信息来确认您在输入板面上的信息。符合条件的城市必须在挑战的开始日期或之后创建。在这之前创造的城市将会取消比赛资格。我们只接受一个Origin ID的信息。
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发表于 2014-3-13 16:16 | 显示全部楼层
挑战?????
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发表于 2014-3-13 16:29 | 显示全部楼层
已经几个星期没能连上服务器了。。
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发表于 2014-3-13 19:04 | 显示全部楼层
已經不想玩了 還不出新東西 搞什麼挑戰~乾脆務實點 出大地圖 地鐵~  城市出入口~
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 楼主| 发表于 2014-3-19 09:58 | 显示全部楼层

SimCity3月18日,官方博客解读:离线模式PC&Mac,新的细节内容

本帖最后由 紅塵市長 于 2014-3-19 13:44 编辑

SimCity Offline Play Now Available for PC and Mac, New Details Inside
《模拟城市》离线模式PC&MAC,新的细节内容
Mar 18, 2014丨Meghan McDowell, Producer

Hi. I’m Meghan McDowell and I’m the Producer for the Single-Player Mode for SimCity that enables Offline Play. Starting today Offline Play is available for all PC and Mac SimCity players worldwide. If you want more info on how we got here make sure you check out Simon’s Engineering Offline Blog where he talks about the 6 ½ month journey from conception to completion. I’m here to tell you more about how it all works.
嗨,我是 Meghan McDowell离线单人模式的制作人员。从现在开始,离线模式适用于全世界的PC&Mac的《模拟城市》玩家。如果你想看到关于更多的信息,点击Simon的离线工程博客这里,我们用了超过6个半月来商讨和完成它们。我在这里要告诉你们这是如何运作的。

Above is a screenshot of the new Main Menu for the game. Here you see two options, "Single-Player" and "Multiplayer". You will be able to switch back and forth between them so that you can still enjoy the benefits of the Online game (Multiplayer) or unplug and fly solo in Single-Player. Once you’ve put your game into Single-Player Mode, you won’t have to go Online again if you don’t want to. You can launch the game straight from your launcher, without an internet connection.
上面是游戏新菜单的截图。你可以看到“单人”和“多人”两个选项卡。你可以在他们之间来回切换,你仍然可以享受在线上模式(多人)或者独奏单人游戏。一旦你进入单人模式,你没必要再去选择线上模式。你可以从这里开始,启动一个没有联网的内容。

You’re already familiar with what Multiplayer entails, it’s the game that you’re currently playing today and all of that will remain unchanged. Let’s talk about the new Single-Player Mode.
你已经熟悉了多人模式下的规则,现在这些仍然么有改变。我们来谈论单人模式吧。

It was our goal to make the Single-Player experience feel just as expansive and engaging as the Multiplayer mode. That meant that the core fundamentals of the game needed to remain intact: multi-city play, Regional interdependence, and city specializations. Every Region, building and core gameplay concept remains intact. When you lay down a road, when the Sims move in – this will all look and feel the same whether you play Online or Offline.
我们的目标就是让单人模式体验到多人模式的感觉。这意味着需要保证一个完整的游戏核心基础:多城市互动、区域影响、城市产业。每一个区域、建筑和核心内容都是完整的。当你铺下道路,当Sims在游荡你不会感到是在线上模式还是离线模式。

You can manage as many cities as you’d like within a Region and because they are stored locally, you have more options on how you decide to Save and Reload them. The new “Save As” option allows you to create multiple versions of your Regions and now you can turn off AutoSave completely so that you have full control over the save states of your Regions. This opens up more options for you to prod, tinker, and most importantly, destroy all of your little creations. I know that I can’t help but get a kick out of unleashing a giant lizard attack on my unsuspecting Sims without the fear of losing my progress.
你可以想象到区域众多的城市被你管理,因为他们是本地存档,你可以做成载入和储存它们的决定。新“保存”功能将会让你创建多个副本,你可以关闭自动保存功能来挽救你之前对区域做过的抉择。增加了一些选项让你修复和思考,最重要的是可以摧毁掉之前不必要的操作。我知道,你不能忍受到一只大蜥蜴在Sims毫不知情下蹂躏他们让你失去进一步建设的想法。

It’s important to us that you retain control of the game you purchased and all the content associated with it. All of your previously downloaded content will be available for you to use in both Modes. This includes any of the Regions we’ve given away throughout the past year and any DLC you own.
重要的是你可以使用之前够买激活的DLC的任何操作。他们适用于两种模式。过去的一年中,任何的区域都可以使用你自己激活的DLC。

So, what’s different in Single-Player Mode?
那么,单人模式的不同在哪?

Players who choose to play Single-Player Mode will not have access to Online-only features such as Multiplayer, SimCity World, Leaderboards, Achievements, dynamic pricing of resources in the Global Market and Cloud Saves. I also want to point out that saved Regions cannot be transferred between Modes. This means that if you play a Region in Single-Player Mode, you will not be able to play it in Multiplayer. We want to keep the competitive aspects of the Online game intact.
玩家在单人模式不能使用多人模式的任何功能如,模拟城市世界、排行榜、成就、市场价格、全球市场和云存储。另外不能相互使用两种模式的存档。那就是单人模式区域不能多人进行。我们会在在线游戏下作的更完整,更有竞争力。

Offline Play opens up a whole new world of possibilities for our Modders. They’ll now be able to Mod components of the game without harming the integrity of the Online game. It’s more than just buildings and palette swaps, they’ll be able to dig into the UI, modify the simulation and more. Yes we’ve mentioned Oppie’s Train Station in the past, but check out Guillaume’s fun UI Mods over at Simtropolis. Maxis has a long history of supporting Mods and we continue to be Mod friendly to this day. Take a look at our past if you want an idea of how we intend to manage our community of Modders for this SimCity.
离线模式开展了Mod新世界的可能性。这个不会涉及到在线游戏的完整功能和游戏文件。不单单是之前的改动贴图,可以更深入到用户界面,修改更多。我们之前已经提到了Oppie的Train Station,也可以看看Guillaume在Simtropolis的更多东西(都已转载到SCCN)。Maxis有着Mod开放的悠久历史,我们会支持Mod。如果你有更多打算来计划你的《模拟城市》经营,Mod社区很适合你。

To see more about how Offline works make sure to check out our new walkthrough video. Let us know if we can answer any additional questions for you. We’ve set-up this Forum thread specifically for Offline Play. It currently houses our FAQ which outlines some of your most common questions.
想了解更多离线模式点击youtube频道。我们想聆听你的问题。我们在官方论坛有离线模式的说明。这里列出了已知和最常见的问题。

Thanks.
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发表于 2014-3-19 13:15 | 显示全部楼层
有出现MOD加载框架么~我怎么没看出来
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 楼主| 发表于 2014-3-19 13:18 | 显示全部楼层
lrdcq 发表于 2014-3-19 13:15
有出现MOD加载框架么~我怎么没看出来

我也么看到,Maxis说好像会在今后的博客陆续介绍
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发表于 2014-3-19 16:00 | 显示全部楼层
其實我想說,我開個沙盤模式自己鎖住自己玩跟離線什麼不一樣,就是保存不能另外保存..有什麼意思..乾脆出大地圖吧..
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发表于 2014-3-20 20:07 | 显示全部楼层
终于出离线了,真是太好了,再也不用担心服务器延迟!另外伟大工程现在也应该快很多吧。
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发表于 2014-3-20 22:16 | 显示全部楼层
此区要火!
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 楼主| 发表于 2014-3-20 22:23 | 显示全部楼层

希望吧
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发表于 2014-3-24 16:00 | 显示全部楼层
大地图,立交桥,高架,地铁。这四样是城市的灵魂
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发表于 2014-3-28 12:43 | 显示全部楼层
我的显卡是GT240 512MB显存,能玩这游戏吗?
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 楼主| 发表于 2014-4-3 13:03 | 显示全部楼层 |阅读模式
本帖最后由 紅塵市長 于 2014-4-3 13:23 编辑

CHALLENGE #5
Apr 04, 2014  MAXIS

Challenge Type: Creative
挑战类型:创造力
Submitted by User: MAXIS
上传用户:MAXIS

Region: Titan Gorge
区域:泰坦峡谷
City Site: Hickory Ridge
城市地点:山核桃岭
Restrictions: City must be created on or after April 2nd, 2014. All submission images must be taken with the in-game tools. Post-editing is not allowed. In-game filters are allowed.
限制:城市必须是2014年4月2日以后创建,提交图像必须是使用游戏中的滤镜,不能使用其他工具编辑
Start Date: Apr 2nd, 2014
开始时间:2014年4月2日
End Date: Apr 23rd, 2014
结束时间:2014年4月23日
Voting Period: Apr 25th - Apr 29th, 2014
投票时间:2014年4月25日-29日
Winners Announced: Apr 30th, 2014
公布获奖时间:2014年4月30日
Title: Rise above it all
标题:Rise above it all-挑战艰难
Challenge: The air is thin up on Hickory Ridge. Take a deep breath and soak in the vista. It is time to build your perfect mountain town. Show off your road laying skills as you attempt to climb the steep slopes. Will you build a quiet mountain town or reach further into the sky with steel skyscrapers?
挑战:空气稀薄的山核桃岭,视角在这里凝结。这是你建立山城的时候,考验你盘山公路建设。你会在山顶修建摩天楼还是宁静小镇?

When you have perfected your creation come back to the Challenge Forum and post your submission. You need to submit one post card shot which best represents your creation. You will also submit one aerial shot so we can see the full layout of your city. Feel free to include a link to additional photos of your city to share with other community members, but only post two images.
当你完成了你的创作发表你到“挑战论坛”提交它们。你需要提交一个展示你美丽的城市的图片,是你知道的最好的拍摄角度。你需要提交一个空中拍摄的角度,我们可以看到你的城市全面布局。建议你把这些截图选项中的数据全部开为高特效。包含附加你的城市的其他照片和区域其他成员城市的链接分享。

The two submission images will be posted inside the Maxis Studio and voted on by the Maxis team. When the top 10 are narrowed down the vote will go back to the community. The polls will be open from April 25th to April 29th.
提交的两个图片将会张贴在Maxis工作室中以及得到Maxis团队的表彰。前十名的投票将会回到社区,在本月25-29日进行投票调查。

There are no restrictions on game modes, expansion pack, or DLC content. Please do not include any Mod content for this contest.
不限模式、游戏版本、DLC。禁用MOD(←YOUR SISTER!)。

Submissions: Please provide the following information to this forum thread.
提交材料:提交到这里:http://forum.ea.com/eaforum/posts/list/9962834.page


· Origin ID
Origin ID
· Server Name
服务器名称
· City Name
城市名称
· Region Name
区域名称
· City Glamor Shot
城市魅力镜头
· City Aerial Shot
空中拍摄镜头
· Links to Additional Images
额外图像链接

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发表于 2014-4-8 18:07 | 显示全部楼层
这个图我有印象,接手别人的城市,好不容易才把路修上去。。。然后没钱了,贷款全满,还不上,也撤了。。
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发表于 2014-4-8 23:23 | 显示全部楼层
有难度
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发表于 2014-9-3 18:44 | 显示全部楼层
好东西,谢谢
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发表于 2014-9-24 22:18 | 显示全部楼层
模拟城市为什么很长时间都没有大的更新了?
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发表于 2014-10-20 19:56 | 显示全部楼层
奇葩呀。。N年前就注册了这个帐号了,结果很长时间没有登录,今天上来一看居然这么少的积分。。这几年在游戏行业打拼,历经端游的兴起手游的爆发,繁华过后存活下来的经典之作中,SIM4算是一个很成功的案例,今日立贴为证,模拟城市类型的游戏,以后必然爆发,类如如今的MOBA
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