Theotown updates (and New beta versions)

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waders
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Re: Theotown updates (New beta versions)

Post by waders » Tue Feb 27, 2018 10:26

The underground electric cable can not be removed
Screenshot_2018-02-27-09-23-06.png
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Re: Theotown updates (New beta versions)

Post by CommanderABab » Tue Feb 27, 2018 12:06

:)
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:)

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Re: Theotown updates (New beta versions)

Post by Luigi » Tue Feb 27, 2018 12:19

this is great news, im playing on my new tablet and i will be making my new country.
im not a fairview coast president anymore "sad but im just tempted to forget it because all of the data is gone"
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using the latest version as always.
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Re: Theotown updates (New beta versions)

Post by JustAnyone » Tue Feb 27, 2018 19:04

waders wrote:
Tue Feb 27, 2018 10:26
The underground electric cable can not be removed
Screenshot_2018-02-27-09-23-06.png
*cough* it's public *cough*
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Re: Theotown updates (New beta versions)

Post by CommanderABab » Tue Feb 27, 2018 20:45

JustAnyone wrote:
Tue Feb 27, 2018 19:04
waders wrote:
Tue Feb 27, 2018 10:26
The underground electric cable can not be removed
Screenshot_2018-02-27-09-23-06.png
*cough* it's public *cough*
Just consider this the updates thead!


...Just consider this the updates thead!


...Just consider this the updates thead!
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Re: Theotown updates (and New beta versions)

Post by CommanderABab » Wed Mar 07, 2018 0:10

Screenshot_20180306-164032.jpg
What ice pługin? :D
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Re: Theotown updates (and New beta versions)

Post by A guy from Shireport » Wed Mar 07, 2018 10:10

Since Lobby put :) or :D , i guess it has lot of meaning
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Re: Theotown updates (and New beta versions)

Post by THEMAX » Wed Mar 07, 2018 21:44

Maybe :)
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Re: Theotown updates (and New beta versions)

Post by waders » Fri Mar 16, 2018 20:04

Why can not I build these two buildings?
Screenshot_2018-03-16-18-58-14.png
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Re: Theotown updates (and New beta versions)

Post by Josh » Fri Mar 16, 2018 20:13

Because it's locked, it means it is not yet avaible for "normal" users
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Re: Theotown updates (and New beta versions)

Post by waders » Fri Mar 16, 2018 20:14

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
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Re: Theotown updates (and New beta versions)

Post by waders » Fri Mar 16, 2018 20:18

public categories there should still be prizes and special buildings
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Re: Theotown updates (and New beta versions)

Post by waders » Fri Mar 16, 2018 20:19

Josh wrote:
Fri Mar 16, 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)

Post by waders » Thu Mar 29, 2018 0:43

What is it and what it does in the road category :bq
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Screenshot_2018-03-29-00-37-23.png
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Re: Theotown updates (and New beta versions)

Post by CommanderABab » Thu Mar 29, 2018 1:00

Pickle road.
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Re: Theotown updates (and New beta versions)

Post by wetguy » Thu Mar 29, 2018 1:01

@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)

Post by 22Alpha » Thu Mar 29, 2018 2:39

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. 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)

Post by Bearbear65 » Thu Mar 29, 2018 3:43

I feel like the rugby field should have more improvement looks too plain
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Re: Theotown updates (and New beta versions)

Post by wetguy » Thu Mar 29, 2018 3:56

22Alpha wrote:
Thu Mar 29, 2018 2:39
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)

Post by wetguy » Thu Mar 29, 2018 5:33

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)

Post by 22Alpha » Thu Mar 29, 2018 6:13

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)

Post by BetterBear » Fri Mar 30, 2018 9:49

@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)

Post by Bearbear65 » Fri Mar 30, 2018 9:52

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)

Post by -LeoLeo- » Fri Mar 30, 2018 13:22

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)

Post by -LeoLeo- » Fri Mar 30, 2018 16:03

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