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http://motherboard.vice.com/read/this-107-million-person-simcity-region-is-a-portrait-of-our-megacity-future 107 million sims region, 9 by 9 large cities. Pretty weird and neat and I wonder how fast or slow the recalculation of his traffic is. Ah, using no mods, now that is a feat! Keetron fucked around with this message at 09:00 on Sep 1, 2014 |
# ? Sep 1, 2014 08:40 |
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# ? May 30, 2024 12:09 |
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Keetron posted:http://motherboard.vice.com/read/this-107-million-person-simcity-region-is-a-portrait-of-our-megacity-future Sod that
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# ? Sep 1, 2014 22:37 |
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Keetron posted:http://motherboard.vice.com/read/this-107-million-person-simcity-region-is-a-portrait-of-our-megacity-future Still not optimally efficient: - Too many roads consume valuable zoning space - Inadequate subway system; most transit could be handled underground - Intentionally devaluing high-wealth high-density areas could double population density - Etc, etc You could probably fit 3 million per tile if you actually tried.
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# ? Sep 2, 2014 05:12 |
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Glorgnole posted:Still not optimally efficient: With the third point, how do you keep desirability up for R$? R$$ and R$$$ are relatively easy to do with high density C$$ and C$$$, but I found that if you really want loads of slums all over the place, you need to go either IA or ID and both eat up huge tracks of land without providing many jobs, at least not enough. Is there a "Bangladesh sweatshop" mod that will put thousands of workers in regular IM or should I just go with the Industry jobs multiplier?
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# ? Sep 2, 2014 11:11 |
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Keetron posted:http://motherboard.vice.com/read/this-107-million-person-simcity-region-is-a-portrait-of-our-megacity-future Still hasnt beat the record.
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# ? Sep 2, 2014 18:09 |
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Imapanda posted:Still hasnt beat the record. Is that mod free and 9*9?
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# ? Sep 2, 2014 18:15 |
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Keetron posted:Is that mod free and 9*9? No, but it's loving gorgeous. Do you have a higher res screenshot?
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# ? Sep 2, 2014 20:31 |
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I have this weird graphical glitch in region view, do anyone know what could be causing it? I'm running the OldFashioned pack 3.0 with a couple of extra buildings.
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# ? Sep 3, 2014 17:15 |
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ThaumPenguin posted:I have this weird graphical glitch in region view, do anyone know what could be causing it? e: I'm a moron, ignore me!
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# ? Sep 3, 2014 17:55 |
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I love the Fhuzo map but it crashes on me after a few minutes. Im guessing its to do with the terrain mod needed and the fact I have to run the game in software mode.
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# ? Sep 3, 2014 18:03 |
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ThaumPenguin posted:I have this weird graphical glitch in region view, do anyone know what could be causing it? It looks like a glitch in the region view generator when you save the file. Did you try to save and go back to region view once more?
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# ? Sep 3, 2014 18:57 |
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Keetron posted:It looks like a glitch in the region view generator when you save the file. Did you try to save and go back to region view once more? Yup, I've had this bug for the last few days, I think it might have something to do with my custom resolution (1920*1200), so I'm gonna try setting it to one of the "normal" ones.
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# ? Sep 3, 2014 19:44 |
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Trogdos! posted:As a side note, HappyHelmet, I really love your map(s) like the one in the most recent update, good work. Thanks! ThaumPenguin posted:Yup, I've had this bug for the last few days, I think it might have something to do with my custom resolution (1920*1200), so I'm gonna try setting it to one of the "normal" ones. I'm pretty sure I've run into this issue before as well. Try change the resolution to the standard 1366x768, and see if that makes a difference for you.
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# ? Sep 3, 2014 20:10 |
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HappyHelmet posted:I'm pretty sure I've run into this issue before as well. Try change the resolution to the standard 1366x768, and see if that makes a difference for you. Doesn't seem like it worked; removed the custom resolution Launch Option, Switched to Software mode, entered a city, saved, exited to region, didn't change anything. I did all that over a couple of restarts though, so I might have missed something while doing it. Thanks for the suggestion, though.
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# ? Sep 3, 2014 21:14 |
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I'm being very lazy but got a link to helmets map(s)?
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# ? Sep 3, 2014 21:39 |
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Tai posted:I'm being very lazy but got a link to helmets map(s)? Here is the original (it's huge): http://community.simtropolis.com/files/file/11005-nwcrdn/ Here is the version version I made (4x3, large cities): bmp: grayscale: Keep in mind I heavily modified that map using the in-game editor as well. You'll likely need to spend a few hours gussying things up to get it in a presentable state, but that's how it always goes with custom maps.
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# ? Sep 3, 2014 22:21 |
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With a city of 30K-50K pop, is it normal that when on the fastest speed, entries in the (detailed) RCI graph change by 3000 or so every "tick"? As in, go from +1000 to -2000 instantly? (and then usually pop back sometime later) I just have NAM, SPAM, Black Hole Garbage, and a bunch of SimGoober's BATs installed.
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# ? Sep 3, 2014 23:04 |
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ThaumPenguin posted:Doesn't seem like it worked; removed the custom resolution Launch Option, Switched to Software mode, entered a city, saved, exited to region, didn't change anything. I did all that over a couple of restarts though, so I might have missed something while doing it. Thanks for the suggestion, though. Did you play in windowed mode and happen to adjust the window size somehow, like by moving it to the top of the screen in Windows 8 or something? Because I used to get that exact problem When I did that- if the resolution was messed up in any way my plots wouldn't line up properly.
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# ? Sep 4, 2014 06:46 |
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WithoutTheFezOn posted:With a city of 30K-50K pop, is it normal that when on the fastest speed, entries in the (detailed) RCI graph change by 3000 or so every "tick"? As in, go from +1000 to -2000 instantly? (and then usually pop back sometime later) This is something I encountered as well and I think it has to do with the build time for some bigger lots, especially mods. What happens is that you have this +2000 or +5000 or whatever demand. This is an incentive by the engine to develop new buildings. Either a few bigger buildings start at the same time or while some are under development, they are not active so the demand is still present and more development starts. Sometimes, the unfinished buildings are build on a plot where something else was, removing the occupants and thus boosting demand up triggering more development. After a while, these buildings are finished, taking a bite out of demand. If there is more in development then there is demand surplus, it will dip into the negative leading to either abandonment or a lack of future growth, but this is fine. Just do not assign more plots to that segment. Something I have found myself is that demand is weird with regards to jobs. Businesses are fine having tons of open jobs and sims are fine being jobless. Especially unemployment is fine, you can have twice as many people than jobs in any given city in a region and there will still be demand for more houses, driven by regional demand. Getting true detroit style abandonment is hardly possible. Found this on the internet: quote:Demand is a very important concept in SimCity. Without demand, no buildings will grow, therefore it is important to keep demand stable throughout the game. When you start a new city, you get some initial demand, once you start up your city, the demand should start to rise up. So basically, with C-demand growing based on population and population growth based on job, you can build huge rear end cities with nothing but C-based jobs. This is hardly news to many of us but leads to funny things where driving up R$ demand because we want to build slums can only be done by ID and IM for spacing reaons. Anyway, if you run into demand issues just lower taxes for the segment you want to increase demand for. Unless it is a cap, then build the appropriate cap buster...
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# ? Sep 4, 2014 10:02 |
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Keetron posted:After a while, these buildings are finished, taking a bite out of demand. If there is more in development then there is demand surplus, it will dip into the negative leading to either abandonment or a lack of future growth, but this is fine. Just do not assign more plots to that segment. Now that I think of it, the demand bouncing is mostly the $$$ and HT bars. Maybe I'm right on the edge of education/desirability/something?
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# ? Sep 4, 2014 16:57 |
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Is there another download location for the Oldfashioned v3? The one in the op exists, but downloads at single kB/s.
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# ? Sep 5, 2014 06:47 |
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KillHour posted:No, but it's loving gorgeous. I wish. it's like 5 years old and I had to google to find it.
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# ? Sep 5, 2014 07:01 |
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StealthArcher posted:Is there another download location for the Oldfashioned v3? The one in the op exists, but downloads at single kB/s. You sure it's not your connection? I'm getting solid 10Mbyte/s. Can someone else check please?
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# ? Sep 5, 2014 07:54 |
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Is there anywhere decent to upload my plugins to (not torrent)? Its over 3 GB, contains the old fashioned along with latest NAM and a butt gently caress tonne of other stuff. There is the odd duplicate and the very very very occasionally missed dependency is all.
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# ? Sep 5, 2014 20:43 |
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Tai posted:Is there anywhere decent to upload my plugins to (not torrent)? Its over 3 GB, contains the old fashioned along with latest NAM and a butt gently caress tonne of other stuff. There is the odd duplicate and the very very very occasionally missed dependency is all. Actually I used google drive myself, you get like 10Gb free or was it 15?
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# ? Sep 6, 2014 08:11 |
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There seems to be a problem with Oldfashioned 3.0, where HT industry does not grow beyond roads. ID and IM work fine, they fill up the entire plot with buildings, IH only grows next to roads leading to much empty allocated space. Also one of the buildings causes pollution and even tho it is medium, it fucks up the desirability for new development. Is this a feature or an undesired effect that will be fixed in 4.0? I am using Oldfashioned on my laptop as it is lightweight vs my desktop modfolder which needs a powerhouse... Looking forward to Tai's version and what is added (and if it still runs smooth on the laptop).
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# ? Sep 6, 2014 09:11 |
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I'll set it uploading once I go to sleep (and remember). Its not in a compressed DAT file. I'll be working on that at some point but it needs a lot of moving poo poo around. Some of the stuff added: Lots of plopabbles. From sky scrapers to shopping malls to low rise shops to new york style suburban garden houses. Loads of park and mountain modular trails. Huge logging camp modular set with freight stations, pubs, accommodation, warehouses etc Modular shopping malls Tonnes of monorail, freight, passenger and subway stations. ON STREET BUS STATIONS More police, fire, hospital and education stuff with various influence sizes including ones that cover the biggest tiles. Loads of parks/tree's including the cash park. I admit, I use it as I'd rather build a realistic region rather then balance budget. The SPAM farm mod. It's a big overhaul of the default one and zones it a lot better as well as adding ploppables. A tonne of growable CS/CO/RS/IM/ID/HT More parking ploppables. Use these, holy poo poo they make transport flow better. Lots of aesthetic stuff like security fences, hedges, on street trees, avenue fillers, diagonal tile fillers, curve fillers etc etc OF 3.0 Be warned, this file will have a jobs doubler mod in it so make sure to remove it if you don't want it in. It doesn't contain any of the other big mod changers like ordinance or demand mods in. E - There are a few Ninja related transit things I'm missing a file for and glitch out. I just can't find it.. Cleanitrol has been run through it removing all files not related to SC4. I'll add it tonight as I've just installed google drive. Tai fucked around with this message at 13:09 on Sep 6, 2014 |
# ? Sep 6, 2014 13:02 |
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Be careful with on-street mods, some of them can seriously gently caress up the car traffic simulators by causing them to consider each time they pass a station as the end of a route and the start of a new one.
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# ? Sep 6, 2014 14:26 |
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MikeJF posted:Be careful with on-street mods, some of them can seriously gently caress up the car traffic simulators by causing them to consider each time they pass a station as the end of a route and the start of a new one. If it's RTMT I think it's okay, but that's pretty much the only on-street mod I trust. Sounds like my kind of package Tai, and it's been awhile since I've played SC4 so I might just grab this once it's up and get to designing human settlements.
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# ? Sep 6, 2014 15:29 |
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As far as the on street bus station, yes it is RTMT. The only downside to it, is that its not considered a road connecter for painted zones for 1x1,1x2 and 1x3 tiles with the 1x being where it would touch the road.
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# ? Sep 6, 2014 17:18 |
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Very WIP region: Center of region (there's a bit more to the region upriver) Capital, New Amsterdam I like to make really cramped, unplanned-looking cities, and then after they've all filled up and become a huge clusterfuck I like to try to impose urban planning on them, kind of like how it works in real life. Getting any kind of cohesive road system through this region was huge bitch, especially since I don't use diagonal bridges; I still tried to build them in places that would make more sense (shorter spans). Having to deal with all the islands and water is super fun, though. Transportation Map Early on New Amsterdam Current
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# ? Sep 7, 2014 01:52 |
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At the risk of asking a question that may have been answered several times (though I couldn't find it in the OP) does this game still require a connection to EA's servers? It was a deal breaker when this game came out, as much as I wanted to play a new Sim City.
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# ? Sep 7, 2014 02:10 |
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Bell_ posted:At the risk of asking a question that may have been answered several times (though I couldn't find it in the OP) does this game still require a connection to EA's servers? Wrong SimCity. This is SimCity 4, from 2003. I believe an offline mode has been patched into SimCity 2013.
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# ? Sep 7, 2014 02:16 |
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Bell_ posted:At the risk of asking a question that may have been answered several times (though I couldn't find it in the OP) does this game still require a connection to EA's servers? Play this one instead, it's cheaper and better.
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# ? Sep 7, 2014 02:19 |
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Haha, awesome. And the screenshots you guys provided are just gorgeous I'll have a lot to learn! The last one I played was Sim City 2000, a long time ago.
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# ? Sep 7, 2014 05:48 |
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Maltor posted:Very WIP region: Holy poo poo, this is a stellar looking city/region, awesome job.
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# ? Sep 7, 2014 09:12 |
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Bell_ posted:Haha, awesome. And the screenshots you guys provided are just gorgeous You pretty much know most of what you need to know to play Sim City 4 already. It's a bit more involved than 2000, but it's still sim city and the same basic tenets of gameplay still apply. What you'll probably learn, though, is that Sim City 4 tends to be a bit more of a zen garden city sculptor than a challenging simulation. I mean, you can still play it with all the sim city gameplay conceits and have a good time, but if you start to get into adding lots and different mods and so forth, you'll find it becomes absurdly easy to make a profitable city without a ton of effort. And so, many people find this to be more of an interactive growing model kit than anything else. Any way is a good way to play, just make sure that you install NAM, regardless of how you want to. The game just doesn't behave as well without it.
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# ? Sep 7, 2014 15:52 |
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Adding to what zxqv8 said, the only real pitfall (outside of one or two bugs) in SimCity 4 is adding city services too early in the city's lifespan. You can easily leave yourself in the hole if you plop down fire, police, healthcare, and schools for your 1,200 resident village. Be like a real government; ignore the cries of the people until it is actually necessary. No fire station until a fire breaks out. No cops until crime is endemic or a riot occurs. Healthcare and education are completely optional, depending on the type of city you're after.
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# ? Sep 7, 2014 16:27 |
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https://mega.co.nz/#!5ck33KzS!Wq04elB3H7-hyq1O1rdJhzd5Dg2D7eyB-UkIO-909Sg Think thats a link to my plugin zip. Shows up for me anyway. Few more points, it doesn't have terrain mod folder and some stuff doesn't show up till you place a 1x1 tile then the stuff appears in the menu. Just browse through it and you'll see them. E - New link for updated mega pack. Tai fucked around with this message at 18:40 on Oct 8, 2014 |
# ? Sep 7, 2014 17:03 |
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# ? May 30, 2024 12:09 |
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Downloading now; is there a slope mod in it? Also semi-related, are there ANY good beach/seaside mods out there? I can do good stuff with seawalls and what have you but anything that just slopes down to the water tends to look awful for me and the best I can do is have a barrier of trees along every non-seawalled shore.
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# ? Sep 8, 2014 03:16 |