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Okay, I've got a small city of commuters that travel to a much larger adjacent city. I've got a road connection and a subway connection. It's spamming me with notifications that the road connection is over capacity. I checked and the load is almost entirely commuters riding busses from one end of the city out to the adjacent city to work. If I plop down more subway stations and parking garages will more switch to the subway or is there a limit to subway capacity? I'd rather not tear up my downtown to put down highways or monorails if I can help it. I'm on a Mac so no NAM. e: I found some instructions on installing NAM on the Mac version. Now everyone either walks to work, takes the subway, or is smart enough to transfer between my many mass transit options. Luigi Thirty fucked around with this message at 21:11 on Jun 16, 2014 |
# ? Jun 16, 2014 19:56 |
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# ? Jun 3, 2024 22:52 |
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Luigi Thirty posted:Okay, I've got a small city of commuters that travel to a much larger adjacent city. I've got a road connection and a subway connection. It's spamming me with notifications that the road connection is over capacity. I checked and the load is almost entirely commuters riding busses from one end of the city out to the adjacent city to work. If I plop down more subway stations and parking garages will more switch to the subway or is there a limit to subway capacity? I'd rather not tear up my downtown to put down highways or monorails if I can help it. I'm on a Mac so no NAM. Yeah, without NAM transportation is totally broken. It really is a total necessity.
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# ? Jun 17, 2014 19:52 |
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Getting close to finishing the region I started a few months ago. One more city tile, a couple farm tiles and a crap load of large tiles filled with dense forest (planting the forests is going to take a bloody like time :/) Better quality image here All going well it will be the first region I've ever completed in the 10-11 years I've been playing this game. There are also a ton of things I would change next time I try something like this as I'm not particularly happy with the layout. Also while the city doesn't look too bad in the region view, it does get very griddy and kind of ugly when you are actually playing a city.
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# ? Jun 20, 2014 11:46 |
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Good job, you haven't considered adding smaller towns and villages in remote areas as well?
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# ? Jun 20, 2014 12:41 |
Jugderdemidiin posted:Getting close to finishing the region I started a few months ago. One more city tile, a couple farm tiles and a crap load of large tiles filled with dense forest (planting the forests is going to take a bloody like time :/) Do a ski resort for that mountain.
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# ? Jun 20, 2014 14:37 |
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Mt Sinai totally deserves a ski resort.
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# ? Jun 20, 2014 17:04 |
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I say this everytime I start getting back into this game, but seriously gently caress the modding community for this game. Not only are they overly obsessed about all the dependency crap, but they are total a-holes about it too.
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# ? Jun 20, 2014 20:23 |
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Jugderdemidiin posted:Getting close to finishing the region I started a few months ago. One more city tile, a couple farm tiles and a crap load of large tiles filled with dense forest (planting the forests is going to take a bloody like time :/) Huh, griddy or otherwise it looks decently realistic from the regional view. I never thought of delegating entire subsections of the region to each letters of RCI, maybe it's something I should try for my next region. Could you post a traffic map by any chance? HappyHelmet posted:I say this everytime I start getting back into this game, but seriously gently caress the modding community for this game. Not only are they overly obsessed about all the dependency crap, but they are total a-holes about it too. My only advice is to use one of the megapacks (goon-made or otherwise) and bypass that insular and toxic community entirely.
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# ? Jun 20, 2014 20:56 |
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Brotato Broth posted:My only advice is to use one of the megapacks (goon-made or otherwise) and bypass that insular and toxic community entirely. I'm mostly using the old fashioned pack, but there's always a few things I like to bring in myself with the megapacks. Which inevitably leads to wading into the SC4 community and hoping for the best (it's never good).
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# ? Jun 20, 2014 21:21 |
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Oh, god... down the rabbit hole I go. 4x3 large city map of someplace in Washington state that I can't remember pre-terraforming: 2-3 hours of Terraforming later: Added some mountain ranges in the North, wiped a couple of the rivers, and put in a few lakes. Also flattened a lot of terrain to make it easier for building towns/cities because hills always look so ugly in this game. Trees added!:
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# ? Jun 21, 2014 17:17 |
That is some beautiful scenery-crafting. Nice work.
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# ? Jun 22, 2014 04:29 |
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Words incomming :V Thanks for the replies and suggestions guys, I guess I need to go find some suitable ski resort sets for Mt Sinai now I'm also thinking about culling the skyscrapers, there are far to many of them IMO and they look a bit stupid. I was aiming for a western world city look, not Hong Kong! Brotato Broth posted:Huh, griddy or otherwise it looks decently realistic from the regional view. I never thought of delegating entire subsections of the region to each letters of RCI, maybe it's something I should try for my next region. Most of the cities are self-sufficient when it comes to providing jobs for the residents. IIRC there is a hard cap (40K I think?) in the game that prevents large scale movements across city borders for work which makes it hard for even small-medium sized cities to function. Over the years I have acquired various mods and created some of my own that can force large growth in cities to make it appear like there is a large CBD on one tile fed by surrounding suburb tiles. Unfortunately I deleted my un-datpacked backup files a few years ago by accident so I don't have the original files anymore to give out Here is a traffic map of the region. For some reason the game used highway black for the roads in some cities but there isn't much I can do about that. Also try to ignore the blank areas, they are unrendered tiles that I will probably just delete at some stage as they are only really good for forests and wilderness but I don't want to spend 15 minutes per tile planting trees over 50+ tiles Better quality Minus link Standard view for comparison Kamrat posted:Good job, you haven't considered adding smaller towns and villages in remote areas as well? Thanks, I think you are right in that some towns would be good for the farming areas, it doesn't really look right as it is. Here's a current view of the region with some early road planning for the last city tile on the north-eastern side. I also left all the unrendered tiles in so you can see the rest of the map that I don't intend on using. Here's another region I started a long time ago but never really played until today when I started again. Using a region of my home city although the scale is probably only 50-60% of the real size. This time I'm keeping the CBD and skyscrapers to a minimum and extending the suburbia outwards which I think will look much more realistic. Minus links Region view Transit view HappyHelmet posted:Oh, god... down the rabbit hole I go. That looks really good, do you have any plans for how you will develop it yet? Or just going to start building and see where you end up? Jugderdemidiin fucked around with this message at 09:31 on Jun 22, 2014 |
# ? Jun 22, 2014 09:27 |
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So, I grabbed the new Mac version and it runs great save for: how do I get NAM installed? I tried copying over my Plugins dir from my Windows install, which has NAM in it and runs fine on Windows, but on the Mac that leads to the game loading with no text on any of the UI elements :S
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# ? Jun 30, 2014 14:21 |
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You're getting further than most, unfortunately.
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# ? Jun 30, 2014 15:01 |
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smr posted:So, I grabbed the new Mac version and it runs great save for: how do I get NAM installed? Some plugins in NAM are incompatible with the Mac version. I just opened up the installer in Unarchiver and extracted the base plugin and the new traffic models out of the extracted plugins folder (I don't remember what they're called but there's 3 or 4 and you'll know them when you see them) and put them in my plugins folder. I figure I can just use that until they put out a Mac version.
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# ? Jun 30, 2014 15:54 |
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CitrusFrog posted:That is some beautiful scenery-crafting. Nice work. Thanks! It's mostly about blanketing everything it trees I find. Jugderdemidiin posted:That looks really good, do you have any plans for how you will develop it yet? Or just going to start building and see where you end up? I try not not to think too much of how I am building things ahead of time. I typically lay down rail lines in places that make sense, then drop in rail stations along it in places where I think people would want to live. After that I place power plants down in central locations where power can be easily shared with neighbors, and grow out some small farming communities from the stations. When I'm satisfied with that I link everything up with roads, and continue growing cities/tows organically. Taken after I linked up the roads: Usually the towns where I put in power plants end up being the industrial centers because it makes sense to me to put the dirty industry next to the big polluting power plant. While the nearby towns remain largely agricultural to feed the industrial cities.
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# ? Jun 30, 2014 16:32 |
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Luigi Thirty posted:Some plugins in NAM are incompatible with the Mac version. I just opened up the installer in Unarchiver and extracted the base plugin and the new traffic models out of the extracted plugins folder (I don't remember what they're called but there's 3 or 4 and you'll know them when you see them) and put them in my plugins folder. I figure I can just use that until they put out a Mac version. Thank you, I'll give this a shot.
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# ? Jun 30, 2014 22:44 |
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Woo, regioin postin' time. pictured: terrifyingly immature city names Here's the one I'm working on right now. In hindsight I should've varied up the terrain a bit more, but it's such a pain in the rear end trying to build anything at all on slopes without adjacent buildings and pipelines demolishing themselves mysteriously. Also there's too many farms.
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# ? Jul 1, 2014 00:26 |
Brotato Broth posted:Woo, regioin postin' time. Nice looking region! It must be a long and hard trip getting between Dongsbay and Cock Rock Brotato Broth posted:In hindsight I should've varied up the terrain a bit more, but it's such a pain in the rear end trying to build anything at all on slopes without adjacent buildings and pipelines demolishing themselves mysteriously. It is? I build on slopes all the time and never have mysteriously disappearing pipes or buildings. Do I have some terrain mod without even realizing it?
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# ? Jul 1, 2014 00:37 |
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HappyHelmet posted:Taken after I linked up the roads: Now you made me want to visit a bakery. For the power, I use windmills in small towns that over time expand to a few geothermal power plants. When my town really get big and needs a lot of power, I build some other mod that gives me pollution free energy. Thinking about it, I try to avoid pollution as much as possible, that must be my inner hippie.
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# ? Jul 1, 2014 10:01 |
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Keetron posted:Now you made me want to visit a bakery. I try to imagine when I am doing all of this early stuff that it is still the turn of the century. Nobody really gives a poo poo about pollution and your only options for power are really Coal/Oil since Hydro isn't in the game. It really helps with making your communities look more realistic.
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# ? Jul 1, 2014 19:56 |
HappyHelmet posted:I try to imagine when I am doing all of this early stuff that it is still the turn of the century. Nobody really gives a poo poo about pollution and your only options for power are really Coal/Oil since Hydro isn't in the game. It really helps with making your communities look more realistic. I kind of do this too, though I just pretend that my cities are rust belt style cities that never de-industrialized. Settle down citizens, living next to an incinerator/industrial zone builds character! It's also a convenient way to keep cities from filling up with high wealth residential, and to force rowhouses and tenements to grow.
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# ? Jul 1, 2014 21:03 |
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Are there mods that try to model energy generation more realistically? Intermittency and storage for renewable sources, approximating real-world capital/on-going costs, that kind of stuff.
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# ? Jul 1, 2014 22:38 |
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AreWeDrunkYet posted:Are there mods that try to model energy generation more realistically? Intermittency and storage for renewable sources, approximating real-world capital/on-going costs, that kind of stuff. I wish Maxis had done like the earlier games where you could select era you start out in. I'm glad they didn't add in a resource generation though. It just ends up turning games into resource collectors like Tropico or Anno (which are fine games, but not what Sim City is about).
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# ? Jul 2, 2014 00:47 |
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Installing SC4 again next week and totally forgotten everything so going to ask a few dumb questions. As the OP is relatively old, are there any big mod packs out there with all the good poo poo bundled in? NAM, opera house, buttloads if cool buildings and game tweaks (for the better). I can't remember what my huge mod folder had in it appart from NAM, opera and HT jobs. Zoning, if I'm not mistaken, didn't it auto zone streets? Was this good or bad. I've forgotten. I remember vaguely it didn't allow me to make areas as dense as I wanted it to be due to streets. Wasn't it worth zoning over the streets with roads due to congestion not long after they zoned? I've forgotten so much!
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# ? Jul 13, 2014 12:50 |
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zoning does autozone streets, this is a bad thing as it leads to ugly and sub optimal grids. Rather draw the streets yourself and fill it in with the desired type. hold shift (I think it was) to prevent streets and mess with alt and/or ctrl to get change alignment. Not sure if there is a new megapack we all love. For me, I am trying to consolidate everything I own and several megapacks I downloaded over time into one without duplicates and this is a challange. I basically dumped everything in one folder to get rid of file duplicates so it is one big soup without structure (NAM is kept away from this). I removed all files that had the word "ploppable" in the filename. Now slowly I am removing brown boxes and I want to get rid of about half of my park options but I have no clue how. The brownboxes are challanging as sometimes I cannot find the lot that causes the brown box or I have trouble finding the model. If anyone knows of trick to resolve this, please let me know. Finally, with a 7G plugin folder, load times are horrible and I wanted to put everything into a .dat set. This is not working satisfactory, the program crashes halfway. Making a whole series of 300Mb sized subfolders, but I must admit I feel like some sort of monkey now and then and this is a typical case of addon insanity, but I am still in denial it is that bad. And this post was actually meant to give you guys some awesome screenshots of the region and my cities so that one is in the pipeline.
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# ? Jul 13, 2014 13:03 |
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The datpacker should work ok if you feed it about 1GB of files at a time. I think it was an older version that used to cause those issues anyway so there might be an updated version you could use.
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# ? Jul 13, 2014 19:51 |
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I made smallish subdirs with a few hundred Mb each. This was datpacked properly. The load was superfast, as predicted but any city crashed on arrival. When reverting to the old way of doing it, load took ages but the city was stable. And of course you have a crash 40 minutes in after the autosaver is not turned on for some reason, my first crash on this region and addon pack. The huge addon pack will not really run on my 4 year old laptop, will have to use OldFashioned for that I think, with some personal additions for garbage and power. And schools. But without farms, hot drat, do the farm modifications slow down EVERYTHING. I think it has to do with the huge area's that need to be drawn. Best thing about SC4 is that you can put it away and come back later, I made the stupid mistake three weeks back to get a months worth of WoW. I enjoy playing because it tickles by brain in some way but when not playing I am a huge rear end in a top hat, for the first time since we are together (7 years) my girlfriend asked me not to play anymore, ever. Simcity is fine though
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# ? Jul 14, 2014 08:12 |
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I started playing SC4 again as a way to relax after the pubbies in World of Tanks became too unbearable to deal with. Now that I have stopped playing tonks I find that I no longer have a reason to play SC4 I did however play for a while a week or so ago and made an accidental discovery that will help in my spergy quest for the perfect slope. Building a transport network on the edge of a cliff allows for an infinitely long slope and lets you create some pretty interesting things. Jugderdemidiin fucked around with this message at 10:45 on Jul 14, 2014 |
# ? Jul 14, 2014 10:26 |
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Every time I want to build a tranquil island I get carried away... another one of the region rightclick, view image for superbig
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# ? Jul 18, 2014 20:39 |
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Well, uh. That's something. I'll have to try this as soon as I get home. Keetron posted:Every time I want to build a tranquil island I get carried away... Make it denser. You know you want more Manhattan Islands in your region.
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# ? Jul 18, 2014 20:53 |
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Keetron posted:Every time I want to build a tranquil island I get carried away... Looks good, but I never use beaches in SC4 because
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# ? Jul 19, 2014 03:33 |
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Every time I use a slope mod I get this weird oscillating thing going on. The road will always dip lower than I intend and then rebound in smaller oscillations like a spring. I've mostly used the Enneti medium slope mod but it happens with most of the ones I've used. Am I just building roads wrong or...? Also diagonal bridges always result in miserably bad textures. Even when I try to use the puzzle pieces or skins they glitch out bad- randomly disappearing and whatnot.
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# ? Jul 19, 2014 07:13 |
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HappyHelmet posted:Looks good, but I never use beaches in SC4 because Yeah, vanilla beaches look so out of place. Are there any good alternatives?
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# ? Jul 19, 2014 08:02 |
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Poizen Jam posted:Every time I use a slope mod I get this weird oscillating thing going on. The road will always dip lower than I intend and then rebound in smaller oscillations like a spring. I've mostly used the Enneti medium slope mod but it happens with most of the ones I've used. Am I just building roads wrong or...? It's an unfortunate side effect from the modding option that allows you to use single road tiles to level terrain. Just build a street first and then drag the road over it and it will keep the street's slope without the stupid hole. Kamrat posted:Yeah, vanilla beaches look so out of place. Nope, they basically all look crap because they use their own textures which don't blend with the terrain. You can however make your own ones with ploppable boats and rocks/coral that plop onto the terrain. They won't be warm sandy beaches, but they will do fine for boating/sports/fishing type beaches. The only one I've ever bothered to make; Jugderdemidiin fucked around with this message at 08:21 on Jul 19, 2014 |
# ? Jul 19, 2014 08:09 |
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Here's a guide to create good beaches: http://www.simtropolis.com/omnibus/_/simcity-4/tutorials/how-to-make-eye-pleasing-realistic-beaches-r106 Basically you get some mods, and the most import one is beaches for irregular coasts: http://community.simtropolis.com/files/file/2045-fmbeachesforirregularcoasts/ Then you terraform the land a bit and plop the proper beach lots on top.
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# ? Jul 19, 2014 11:18 |
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Brotato Broth posted:Make it denser. You know you want more Manhattan Islands in your region. here is some close ups of the bigger island. There is another huge island further north and while it is tempting to fill it up, for those larger islands it makes less sense. Not even Manhattan is high rises all over the place, check this out: Kamrat posted:Yeah, vanilla beaches look so out of place. Samopsa posted:Here's a guide to create good beaches: http://www.simtropolis.com/omnibus/_/simcity-4/tutorials/how-to-make-eye-pleasing-realistic-beaches-r106 Gonna look into this, the bloody menu's are so loving cluttered already... What was the mod again to make your own? And to add more content, I figured I could put in some screenshots of the bigger isle: Finally a few of a more rural region: Keetron fucked around with this message at 14:13 on Jul 19, 2014 |
# ? Jul 19, 2014 11:55 |
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Keetron posted:And to add more content, I figured I could put in some screenshots of the bigger isle: Looks good but drat you really need to cut back on some of those duplicate growables.
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# ? Jul 20, 2014 06:11 |
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# ? Jun 3, 2024 22:52 |
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Also the high rises above 10 levels in the rural zone looks completely out of place.
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# ? Jul 20, 2014 06:33 |