Theotown updates (and New beta versions)

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waders
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Re: Theotown updates (and New beta versions)

#526

Post by waders »

The new menu is good. I have one question why there are so many categories under public category. There, only sports, parks and churches should be found, I think so
Screenshot_2018-03-16-19-07-53.png

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waders
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Re: Theotown updates (and New beta versions)

#527

Post by waders »

public categories there should still be prizes and special buildings

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Re: Theotown updates (and New beta versions)

#528

Post by waders »

Josh wrote:
16 Mar 2018, 20:13
Because it's locked, it means it is not yet avaible for "normal" users
I understandi

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Re: Theotown updates (and New beta versions)

#529

Post by waders »

What is it and what it does in the road category :bq
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Re: Theotown updates (and New beta versions)

#530

Post by CommanderABab »

Pickle road.

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Re: Theotown updates (and New beta versions)

#531

Post by wetguy »

@Lobby , there are some things about the latest update that I disapprove of.
1. Why was the pollution level exaggerated?
2. Why does the pollution turns trees and ground red-orange-ish-brown, and more than before? It makes every industrial area look like a scorched wasteland. Also, last time I heard that trees intake carbon dioxide and release oxygen.
3. The Hearst tower does not look like the real Hearst tower. You just took Montemarino's building INSPIRED by the Hearst tower and did almost nothing to edit it to look like the real thing. (however this is the least of my complaints.)
4. Why don't the cars "bounce" around anymore. Moving extremely smoothly just looks kind of.... unnatural.

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Re: Theotown updates (and New beta versions)

#532

Post by 22Alpha »

2. excess amount of industry cannot be contained by a number of trees on the perimeter. Therefore there would still be excess CO2 that would be released in the atmosphere. Also, pollution is not limited to CO2. We have N2O and CH4 as well. And there are 3 more that are not yet fully studied how to calculate its impact on the environment and climate change.

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Re: Theotown updates (and New beta versions)

#533

Post by Bearbear76 »

I feel like the rugby field should have more improvement looks too plain

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Re: Theotown updates (and New beta versions)

#534

Post by wetguy »

22Alpha wrote:
29 Mar 2018, 02:39
2. excess amount of industry cannot be contained by a number of trees on the perimeter. Therefore there would still be excess CO2 that would be released in the atmosphere. Also, pollution is not limited to CO2. We have N2O and CH4 as well.
I know, but the pollution in the new update is exaggerated. Why does every industrial zone have to be surrounded by dead trees and grass, like some kind of post-apocalyptic wasteland. It also made the housing shortages in some of my cites worse, due to increased pollution levels.

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Re: Theotown updates (and New beta versions)

#535

Post by wetguy »

I think the cars should "bounce" in their movement a little, but not too much. Moving entirely smoothly makes it look static and less "lively".

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Re: Theotown updates (and New beta versions)

#536

Post by 22Alpha »

As long as it is only two rows of trees are affected too much! and also maybe the design should not be too much, maybe only just dead tree on the 1st row and dirt ground then slight dead on the second row then a little less grass.

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Re: Theotown updates (and New beta versions)

#537

Post by BetterBear »

@wetguy
1. Wait, what? It isn't!
2. It actually looks more realistic, especially if the pollution reaches a water tile. Try placing an industry or a building that produces pollution near a water tile. When a water tile is polluted, the more darker and reddish pollution color really makes that water tile seem polluted. The dark ground pollution texture, both in water and land, is just like 60% of how it was in real life.
3. I agree. But I think its enough.
4. I actually like this more. It makes you feel that the game is smoother, even if it actually didn't. This is just like an illusion.

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Re: Theotown updates (and New beta versions)

#538

Post by Bearbear76 »

I'm fine with the smooth cars but the pollution that's too much...

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Re: Theotown updates (and New beta versions)

#539

Post by -LeoLeo- »

I like the cars moving smoothly!! Nice for time-lapses!

I mean, seriously. Like you are playing the game on 60 fps or something. You are lucky to even get over 35....

I mean... If you play on 40 fps or up, congratulations! Can you share how you get the framerate that high!?!??? :D :lol:
^ ^

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Re: Theotown updates (and New beta versions)

#540

Post by -LeoLeo- »

Help!! My seaport is covered in BLOODDD!!!!!
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WOW, I get what you mean now...
WOW, I get what you mean now...

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Re: Theotown updates (and New beta versions)

#541

Post by wetguy »

@BetterBear
1. Wait, what? It isn't!
2. It actually looks more realistic, especially if the pollution reaches a water tile. Try placing an industry or a building that produces pollution near a water tile. When a water tile is polluted, the more darker and reddish pollution color really makes that water tile seem polluted. The dark ground pollution texture, both in water and land, is just like 60% of how it was in real life.
3. I agree. But I think its enough.
4. I actually like this more. It makes you feel that the game is smoother, even if it actually didn't. This is just like an illusion.


1. It was exaggerated in a previous update, it no longer is.
2.I'm fine with visible water pollution, that is realistic, but the air pollution over ground just makes everything around an industrial area look like a burning wasteland in the autumn. The intensity of this ground and tree change should be lowered.
4. I'm fine with cars moving smoother, but not TOO smooth. There are some bumps in the road.

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Re: Theotown updates (and New beta versions)

#542

Post by Pounkiller »

I am fine with ground pollution being something switchable but I am not fine with this being a unchangeable mechanic...
(I know this excisted for a while but not in this level)
But cars moving smothly is a nice thing...

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Re: Theotown updates (and New beta versions)

#543

Post by Bearbear76 »

I can't say any improvements or anything but the cloud shadows look like dust or something flying since it's too fast and transparent

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Re: Theotown updates (and New beta versions)

#544

Post by Mg3094066 »

The clouds idea was mine but i expected something like this:
(Its still good the currently feature but this is a little more).
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Re: Theotown updates (and New beta versions)

#545

Post by wetguy »

Mg3094066 wrote:
03 Apr 2018, 06:43
The clouds idea was mine but i expected something like this:
(Its still good the currently feature but this is a little more).
I agree, but the clouds should be bigger, like in this picture:
478.JPG

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