SimCity 2000 Bugs: Difference between revisions

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starting page documenting bugs.
 
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==Windows 3.11==
==Windows 3.11==
===Military Base development===
===Military Base development===
===Military Base - No Naval Base possibility===
===Military Zone - No Naval Base possibility===
===Industrial Connex Bug===
===Industrial Connex Bug===
===EQ decay causing negative overflow===
===EQ decay causing negative overflow===
==Windows 95==
==Windows 95==
===Military Base development [Fixed]===
===Military Zone development [Fixed]===
Due to an oversight with how the RCI Developer (SimulationPlaceBuilding?) operates the Simulator is unable to build or develop any structures inside a Military zoned tile since the game checks whether the player is able to develop there, which it cannot so it always fails. Except for a single runway tile.
Due to an oversight with how the RCI Developer (SimulationPlaceBuilding?) operates the Simulator is unable to build or develop any structures inside a Military zoned tile since the game checks whether the player is able to develop there, which it cannot so it always fails. Except for a single runway tile.
===Military Base - Army [Fixed]===
Although the Army Base is a possibility for the '''SimulationProposeMilitaryBase''' function, it does not handle the setup and preparation of the selected area correctly. The function is entirely missing the placement of roads and any runway cross-tiles as correctly seen in the DOS port and Apple version. Instead a 8x8 zoned area is placed down like the air force base and the function is done.
===Military Base - No Naval Base possibility===
===Military Base - No Naval Base possibility===
Naval Bases as a possible outcome for the SimulationProposeMilitaryBase function simply doesn't exist and there's no possibility for the city for be selected as a site for a Naval Base.
Naval Bases as a possible outcome for the '''SimulationProposeMilitaryBase''' function simply doesn't exist and there's no possibility for the city for be selected as a site for a Naval Base.
===Industrial Connex Bug [Fixed]===
===Industrial Connex Bug [Fixed]===
Existing land based Industrial Connections such as Railroads and Highways are not properly reloaded by the Simulator when loading a saved game. This causes all industrial zones in the city to immediately hit their industrial caps upon load for sufficiently large cities and crash the economy.
Existing land based Industrial Connections such as Railroads and Highways are not properly reloaded by the Simulator when loading a saved game. This causes all industrial zones in the city to immediately hit their industrial caps upon load for sufficiently large cities and crash the economy.
===EQ decay causing negative overflow===
===EQ decay causing negative overflow===
In cities with no Schools or Colleges and no Pro-Reading Ordinance, over time and with extreme population stability the decay in EQ will become so severe that it causes a negative overflow resulting in the EQ subsystem having unintended outcomes such as an average EQ of 12948.
In cities with no Schools or Colleges and no Pro-Reading Ordinance, over time and with extreme population stability the decay in EQ will become so severe that it causes a negative overflow resulting in the EQ subsystem having unintended outcomes such as an average EQ of 12948.

Revision as of 00:47, 14 March 2025

Different versions of Simcity 2000 have different bugs.

Apple

EQ decay causing negative overflow

DOS

Industrial Connex Bug

EQ decay causing negative overflow

Windows 3.11

Military Base development

Military Zone - No Naval Base possibility

Industrial Connex Bug

EQ decay causing negative overflow

Windows 95

Military Zone development [Fixed]

Due to an oversight with how the RCI Developer (SimulationPlaceBuilding?) operates the Simulator is unable to build or develop any structures inside a Military zoned tile since the game checks whether the player is able to develop there, which it cannot so it always fails. Except for a single runway tile.

Military Base - Army [Fixed]

Although the Army Base is a possibility for the SimulationProposeMilitaryBase function, it does not handle the setup and preparation of the selected area correctly. The function is entirely missing the placement of roads and any runway cross-tiles as correctly seen in the DOS port and Apple version. Instead a 8x8 zoned area is placed down like the air force base and the function is done.

Military Base - No Naval Base possibility

Naval Bases as a possible outcome for the SimulationProposeMilitaryBase function simply doesn't exist and there's no possibility for the city for be selected as a site for a Naval Base.

Industrial Connex Bug [Fixed]

Existing land based Industrial Connections such as Railroads and Highways are not properly reloaded by the Simulator when loading a saved game. This causes all industrial zones in the city to immediately hit their industrial caps upon load for sufficiently large cities and crash the economy.

EQ decay causing negative overflow

In cities with no Schools or Colleges and no Pro-Reading Ordinance, over time and with extreme population stability the decay in EQ will become so severe that it causes a negative overflow resulting in the EQ subsystem having unintended outcomes such as an average EQ of 12948.