My Review of Patch 1.1
Posted: Sat Dec 23, 2006 9:50 pm
I just wanted to point out my thoughts about SMR Patch 1.1 after playing my first game with it installed.
Double-Tracked Tunnels
This was a pretty weak attempt to fix ugly double-tracking. As you can see from the screen shot below, my first ne turned out just as ugly as before. It seems all they did was make the walls of the tunnel thinner to attempt to clean it up. If this is all it was going to be, they should have just left it alone.
See attachment - SMRTunnel.jpg
Four-Track Terminals
This is a mixed bag. As can be seen in the first screen shot, traffic is freed up quite well and I didn't have a single cross-over track for the first time since I've played SMR.
See attachment - SMR4Tracks.jpg
As a counter-point, they seem to have done a pretty half-assed job with the graphics, as now the people walk on thin air and the first part of the stairs didn't get moved with the rest of the terminal.
See attachment - SMRTerminal.jpg
Station-Connected Track
This seemed like a pretty cool idea, but the implementation is random at best. There is no consistency of what track gets re-drawn versus left alone. I hope there is a way to disable this new "feature" as now my stations look like they have blind construction workers laying concrete on my tracks.
See attachment - SMRStation.jpg
AI
The AI's behavior has changed. They seem to be able to expanded faster and make profitable routes, and I didn't have any AI that fell way behind (as I usually do). On the other hand, a bug that had been fixed with 1.01 seems to be back, as I have yet to have an AI initiate an industry auction.
Free Camera
This new in-game camera works great and it can be a lot of fun lining up some great shots!
No More Clouds
Thankfully I can now zoom out and not have an obstructed view. Thanks Firaxis!
Things I Haven't Tried
I still haven't tried the new iTurnsPerMonth feature to slow time down or the map editor, so others will have to report back on that. I've gotten used to the time scale but am sure I'll mess with it in the future.
Double-Tracked Tunnels
This was a pretty weak attempt to fix ugly double-tracking. As you can see from the screen shot below, my first ne turned out just as ugly as before. It seems all they did was make the walls of the tunnel thinner to attempt to clean it up. If this is all it was going to be, they should have just left it alone.
See attachment - SMRTunnel.jpg
Four-Track Terminals
This is a mixed bag. As can be seen in the first screen shot, traffic is freed up quite well and I didn't have a single cross-over track for the first time since I've played SMR.
See attachment - SMR4Tracks.jpg
As a counter-point, they seem to have done a pretty half-assed job with the graphics, as now the people walk on thin air and the first part of the stairs didn't get moved with the rest of the terminal.
See attachment - SMRTerminal.jpg
Station-Connected Track
This seemed like a pretty cool idea, but the implementation is random at best. There is no consistency of what track gets re-drawn versus left alone. I hope there is a way to disable this new "feature" as now my stations look like they have blind construction workers laying concrete on my tracks.
See attachment - SMRStation.jpg
AI
The AI's behavior has changed. They seem to be able to expanded faster and make profitable routes, and I didn't have any AI that fell way behind (as I usually do). On the other hand, a bug that had been fixed with 1.01 seems to be back, as I have yet to have an AI initiate an industry auction.
Free Camera
This new in-game camera works great and it can be a lot of fun lining up some great shots!
No More Clouds
Thankfully I can now zoom out and not have an obstructed view. Thanks Firaxis!
Things I Haven't Tried
I still haven't tried the new iTurnsPerMonth feature to slow time down or the map editor, so others will have to report back on that. I've gotten used to the time scale but am sure I'll mess with it in the future.