安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






It might be worth (on a copy of your save, of course!) demolishing the theme parks to see if your idea is correct.
- Use building lot size instead of prefab size when recalculating CitizenUnits for buildings with PrivateAI
- Fix historical buildings being reset to prefab instead of instance level when rebuilding CitizenUnit arrays
Manually rejiggering the building levels with Advanced Level Control did get the buildings working correctly but doing so to tens of thousands of buildings is a non-starter. Help?
In short, if you are hitting the limit provided by this mod, you have an issue with your save and you need to fix it - adding more units won't help you.
Yet that would probably need so many patches and your right the game seems to be mostly bottlenecked by the citizen instances as im allready only running 15 FPS with 61500 instances and 390k pops 18k cars without hitting any of my PCs limits
Lets just hope teh new game gets better so i actually want to build my next big city there....
Id expect teh game to get way slower but a bump to around 80k would be really nice
However, there's currently no known 'artificial leakage' of CitizenUnits the same way that e.g. pathing errors can cause PathUnit leakage.