Path: utzoo!utgpu!news-server.csri.toronto.edu!rutgers!cs.utexas.edu!samsung!dali.cs.montana.edu!milton!phaedrus From: phaedrus@milton.u.washington.edu (Mark Phaedrus) Newsgroups: comp.sys.mac.games Subject: Re: SimCity Message-ID: <11814@milton.u.washington.edu> Date: 28 Nov 90 06:12:47 GMT References: <11590@milton.u.washington.edu> <90330.145528RJGRAHAM@MIAMIU.BITNET> <1990Nov27.025729.11249@midway.uchicago.edu> Organization: University of Washington, Seattle Lines: 26 In article <1990Nov27.025729.11249@midway.uchicago.edu> francis@daisy.uchicago.edu (Francis Stracke) writes: > ...in my rail-only cities (yeah, it's expensive; but >it does wonders for my pollution levels! I've never had pollution in a >residential district.), even when I've got huge rail lines all over the >place, and there is no conceivable way they could be overflowing, when the >traffic map shows no measurable activity at all, I get demands for roads. >Kinda silly. I wondered about this myself; the same thing was happening in my rail- only cities. (I mean, *really*, Sims; every one of you has at least six squares' worth of access to rail lines. What more do you want from me? :) ). I think I finally figured out the connection, though. If you have rail spurs (rail lines that don't form closed loops), when the little on-screen train reaches the end of a spur and has to turn around, a "More roads needed" message is generated. This may not be the only reason, but it happened four times while I was watching. -- Internet: phaedrus@u.washington.edu (University of Washington, Seattle) The views expressed here are not those of this station or its management. "If you can keep your head while those about you are losing theirs, consider an exciting career as a guillotine operator!"