I'm in a Pocket Planes mood for some reason. Fantastic game though for some reason the damn thing couldn't find my cloud save. Odd too. No cloud save... yet it remembered I am in toucharcade flight crew... I suspect they want me to invest in IAP. I've done that in the past to jump start my airline company but with this fresh start I'm going to go IAP free. They've made enough money off me over the years between this game and Tiny Tower. You hear me nimblebit? Update pocket planes and I'll make a purchase! Till then...
I've been at it for a week, proud owner of:
5x birchcraft
3x pearjet
1x aeroeagle
The birchcraft are handling new work to chicago, mexico, los angeles. They collect all london delivers and leave them at New york where the Pears and Aero long haul to london for max profit.
Showing posts with label followup. Show all posts
Showing posts with label followup. Show all posts
Wednesday, June 15, 2016
Friday, January 2, 2015
Simcity BuildIt Followup
Happy New years everyone :) Make any cool resolutions?
Follow up to iOS Simcity Buildit, I've hit level 16! This marks end game for the periodically added required services that your citizens will demand. There are still three more specializations to unlock at 20, 25 and 30 but those are all optional. Beyond those, I still need to hit 90k population in order to unlock the final mini game, disasters. My original plan was to stop building residentials at 16 and start improving quality of life for my existing buildings to increase population that way... but keys take way to long when solely working off the docks and in game cash comes in way to slow if your not upgrading residential buildings unless you build and sell on the player market. Keys spent on education would be the quickest way for me to boost population, but with the Docks, at best I'm averaging three keys a day due to down time between ship arrivals.
Hrm.
Any who, bullet note observations follow.
. There are six total specializations. Parks, Education, Transportation, Entertainment, Gambling, Landmarks.
. Parks are required, your residentials wont advance beyond a certain point without them and your citizens will abandon your residentials if you remove them after. The various parks require population milestones to unlock and require a mix of in game and iap currency's to purchase. Parks annoyingly also require road access.
. The remaining five have a in game cost of entry building that must be placed at all times in order to have access to the rest of the buildings in each category. All the rest of the buildings in each category cost keys. Keys are earned via Docks and Disasters.
. Docks generate work every 6 hours and you have 18 hours to complete the work.
. Disasters require components randomly acquired by reading your citizens thought bubbles or purchased off the player market.
. You will need 32 fully developed residential buildings to reach level 16.
. At level 16 I have the above mentioned 32 residentials. I also have 3 small fire/police/park/medical buildings providing total coverage to them. My city is running off 3 waste management, 5 small sewage, 4 small water towers, one large wind generator and 2 small wind generators.
Tips follow.
. Do not spam build residential buildings. Finish building one then build another. This lets you focus your industrial/ commercial work and also frees you up for maybe selling excess industrial/ commercial product on the player market. If you build your residentials too fast you'll always be broke trying to keep up with the new required services as you level up.
. Ignore the random purchase requests around your city unless your really strapped for cash and your market is full of unsold product. If you must use the random purchase requests, aim for the ones asking for components for inventory/land upgrades and disaster scenarios. Yes selling those can set your progress back on land/inventory and key generation but at least they sell for a decent price. Everything else from those random purchase requests are an insult.
. I've unlocked four work slots on each of my commercial buildings, still have lots of unspent iap and haven't had to spend a dime on this game yet.
Random photos of my city at level 16!
My original feelings for this game stand. Its an excellent attempt by EA. The iap prices of certain buildings are really overpriced and speeding up any timers is a total rip off but the iap currency store is decent and the entire game is playable and enjoyable without spending a dime. I haven't spent a penny yet, I will be to support them but its nice knowing that I didn't have to.
What I do BADLY want though is one of two things. Either a edit mode where I can inventory and rearrange my entire city or a pause button where I can move things around without pissing my citizens off.
Follow up to iOS Simcity Buildit, I've hit level 16! This marks end game for the periodically added required services that your citizens will demand. There are still three more specializations to unlock at 20, 25 and 30 but those are all optional. Beyond those, I still need to hit 90k population in order to unlock the final mini game, disasters. My original plan was to stop building residentials at 16 and start improving quality of life for my existing buildings to increase population that way... but keys take way to long when solely working off the docks and in game cash comes in way to slow if your not upgrading residential buildings unless you build and sell on the player market. Keys spent on education would be the quickest way for me to boost population, but with the Docks, at best I'm averaging three keys a day due to down time between ship arrivals.
Hrm.
Any who, bullet note observations follow.
. There are six total specializations. Parks, Education, Transportation, Entertainment, Gambling, Landmarks.
. Parks are required, your residentials wont advance beyond a certain point without them and your citizens will abandon your residentials if you remove them after. The various parks require population milestones to unlock and require a mix of in game and iap currency's to purchase. Parks annoyingly also require road access.
. The remaining five have a in game cost of entry building that must be placed at all times in order to have access to the rest of the buildings in each category. All the rest of the buildings in each category cost keys. Keys are earned via Docks and Disasters.
. Docks generate work every 6 hours and you have 18 hours to complete the work.
. Disasters require components randomly acquired by reading your citizens thought bubbles or purchased off the player market.
. You will need 32 fully developed residential buildings to reach level 16.
. At level 16 I have the above mentioned 32 residentials. I also have 3 small fire/police/park/medical buildings providing total coverage to them. My city is running off 3 waste management, 5 small sewage, 4 small water towers, one large wind generator and 2 small wind generators.
Tips follow.
. Do not spam build residential buildings. Finish building one then build another. This lets you focus your industrial/ commercial work and also frees you up for maybe selling excess industrial/ commercial product on the player market. If you build your residentials too fast you'll always be broke trying to keep up with the new required services as you level up.
. Ignore the random purchase requests around your city unless your really strapped for cash and your market is full of unsold product. If you must use the random purchase requests, aim for the ones asking for components for inventory/land upgrades and disaster scenarios. Yes selling those can set your progress back on land/inventory and key generation but at least they sell for a decent price. Everything else from those random purchase requests are an insult.
. I've unlocked four work slots on each of my commercial buildings, still have lots of unspent iap and haven't had to spend a dime on this game yet.
Random photos of my city at level 16!
What I do BADLY want though is one of two things. Either a edit mode where I can inventory and rearrange my entire city or a pause button where I can move things around without pissing my citizens off.
Sunday, July 13, 2014
Followup Supernauts
https://itunes.apple.com/us/app/supernauts/id504504940?mt=8
Free, 82mb download, gamecenter enabled.
Supernauts continues to keep me entertained after more than a week since its launch. I've been steadily completing the robots quests, expanding as told, just unlocked a new turf, the desert looking one. I had originally decided that my main turf was going to be a temple of sorts but last night while staring at it, it occured to me that the game is literally a creative mode minecraft with iap and timers.
With that in mind I decided I would build a supernaut version of something i had built in minecraft, see how it turned out. My first plan was going to build one of those super tall tower keep things with huge arms spanning out from the center pillar that always seems to end up being my home but after fiddling with it briefly I changed my mind. One of my early designs on a multiplayer minecraft server was a airship. And well this game has most of the tiles I like using in the design so a simpler version of my airship it will be.
Several mechanics to the game require certain things be observed when designing. First, you can not place completely free floating blocks, they must always have a connection to a solid surface. Was funny, the first complete outline I did for the ship, when I deleted the connecting blocks to the mainland, the entire ship frame fell to the bottom of the playable area. Embarassment followed as a friend happened to be watching when it happened. Ahh well. Second rule, you have to be within 4 or 5 tiles of earth tile when building. out in to open area. I had originally completely tore out all the ground around the ship frame before even starting the frame and had to completely replace a layer of earth in order to do any building at all.
So yea, frame installed, started working on the belly and the main deck in the above photos.
I got tired of waiting for the deck materials to finish being built at the bots so started spitting out stone that is used here for the air blimp portion of the airship. Added plaster for the blue stripes and the rigging connecting the ship to the blimp is actually sand heh!. Also made some outline progress on the main island. With the ship finished I was able to fully remove the earth from around the ship and even went down there and persued the chests that you dig up when excavating.
Now that the ship is finished I'm working on the main island full force, gutting out all the rock and lower layer of dirt beneath the island. I'll be squaring the entire thing off and am already doing some creative design work so that it dosent look like one big solid square. Definitely having fun with this game :) The crew I'm in is from mojo-farm, we particpate in all the events and tend to pull decent winnings for out efforts.
Events are pretty cool. What happens is an event starts and that blue little boat next to my aiship accepts resources. When you tap on the ship you see a series of materials that the contest wants along with quantities. When you fill all the current crates you receive the reward listed and advance one square across the progress bar. Completing the progress bar is completely optional but the rewards to get increasingly better the further you make it.
The other reason for progressing as best you can is that all the resources you send of actually are delivered to one centeral spot where you will build with your crew mates something based on the theme of the event. We built a stable and some other things cowboy themed for the western event and several crew mates as I post this are working on eiffel tower for the current event.
Cool stuff, good rewards. Good game, get it.
o7
Free, 82mb download, gamecenter enabled.
Supernauts continues to keep me entertained after more than a week since its launch. I've been steadily completing the robots quests, expanding as told, just unlocked a new turf, the desert looking one. I had originally decided that my main turf was going to be a temple of sorts but last night while staring at it, it occured to me that the game is literally a creative mode minecraft with iap and timers.
With that in mind I decided I would build a supernaut version of something i had built in minecraft, see how it turned out. My first plan was going to build one of those super tall tower keep things with huge arms spanning out from the center pillar that always seems to end up being my home but after fiddling with it briefly I changed my mind. One of my early designs on a multiplayer minecraft server was a airship. And well this game has most of the tiles I like using in the design so a simpler version of my airship it will be.
Several mechanics to the game require certain things be observed when designing. First, you can not place completely free floating blocks, they must always have a connection to a solid surface. Was funny, the first complete outline I did for the ship, when I deleted the connecting blocks to the mainland, the entire ship frame fell to the bottom of the playable area. Embarassment followed as a friend happened to be watching when it happened. Ahh well. Second rule, you have to be within 4 or 5 tiles of earth tile when building. out in to open area. I had originally completely tore out all the ground around the ship frame before even starting the frame and had to completely replace a layer of earth in order to do any building at all.
So yea, frame installed, started working on the belly and the main deck in the above photos.
I got tired of waiting for the deck materials to finish being built at the bots so started spitting out stone that is used here for the air blimp portion of the airship. Added plaster for the blue stripes and the rigging connecting the ship to the blimp is actually sand heh!. Also made some outline progress on the main island. With the ship finished I was able to fully remove the earth from around the ship and even went down there and persued the chests that you dig up when excavating.
Now that the ship is finished I'm working on the main island full force, gutting out all the rock and lower layer of dirt beneath the island. I'll be squaring the entire thing off and am already doing some creative design work so that it dosent look like one big solid square. Definitely having fun with this game :) The crew I'm in is from mojo-farm, we particpate in all the events and tend to pull decent winnings for out efforts.
Events are pretty cool. What happens is an event starts and that blue little boat next to my aiship accepts resources. When you tap on the ship you see a series of materials that the contest wants along with quantities. When you fill all the current crates you receive the reward listed and advance one square across the progress bar. Completing the progress bar is completely optional but the rewards to get increasingly better the further you make it.
The other reason for progressing as best you can is that all the resources you send of actually are delivered to one centeral spot where you will build with your crew mates something based on the theme of the event. We built a stable and some other things cowboy themed for the western event and several crew mates as I post this are working on eiffel tower for the current event.
Cool stuff, good rewards. Good game, get it.
o7
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