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No slope mods in the download. It does have probably the best beach mod available. Has seawalls also and canals.
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# ? Sep 8, 2014 03:37 |
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# ? May 15, 2024 02:21 |
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Tai posted: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. Actually, as long as a street/road touches the lot in some way traffic can enter/leave the lot, even if the arrow on the lot points at a transit-enabled lot. I usually put the RTMT station on a road tile right next to an intersection, so any 1x2 lots can access the road parallel to them, and they'll develop just fine.
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# ? Sep 8, 2014 09:54 |
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Tai posted:https://drive.google.com/file/d/0B0QVgeytQAimX2E5eEVsX25tZlk/edit?usp=sharing Sweet, thanks, gonna give this a try. Tried to merge the other two packs, removing duplicates and DATpacking everything but (a fresh newly-downloaded) NAM- constant crashola.
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# ? Sep 8, 2014 11:21 |
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I'd avoid left hand drive (UK roads) if you are using it. A lot of the transit mods haven't bothered to configure LHD and it will crash. Also, if you are using right hand drive and crashing since using my plugin, make sure its software mode. My rig doesn't like hardware mode so some mods are SD.
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# ? Sep 8, 2014 13:46 |
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In regards to DAT packing, I downloaded the .exe for it but all those instructions make me nervous a bit. Can I just DAT pack everything or do I have to move everything around like it recommends? My plugin folder isn't exactly well organised and I'm also very lazy.
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# ? Sep 8, 2014 13:48 |
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Tai posted:No slope mods in the download. It does have probably the best beach mod available. Has seawalls also and canals. Alright, cool on both counts, thanks for the reply dude. e; Just fired it up and poked around and this might be my favorite megapack yet. It's got a shitload of cool stuff and just about every mod I like to pick up on a reinstall. You're alright, Tai. Ms Adequate fucked around with this message at 16:29 on Sep 8, 2014 |
# ? Sep 8, 2014 14:07 |
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Sweet, glad you are happy with it. Let me know if you find a dependency missing as I've not fully used every mod yet.
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# ? Sep 9, 2014 18:16 |
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Gah, I was going to put in some work on my region, but it appears my game has developed a severe case of random CTD . Why can't there be a decent city sim that isn't 10+ years old...
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# ? Sep 11, 2014 21:15 |
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HappyHelmet posted:Gah, I was going to put in some work on my region, but it appears my game has developed a severe case of random CTD . Why can't there be a decent city sim that isn't 10+ years old... Yeah, it's pretty drat annoying working on a city with the game crashing all the time. Let's hope Citybound or Cities: Skylines turn out to be great.
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# ? Sep 11, 2014 21:56 |
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HappyHelmet posted:Gah, I was going to put in some work on my region, but it appears my game has developed a severe case of random CTD . Why can't there be a decent city sim that isn't 10+ years old...
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# ? Sep 12, 2014 00:10 |
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Elukka posted:You might already be doing this, but have you set the CPU affinity to a single core in the task manager? SC4 really doesn't like running on multicores. Yeah it's all setup in "optimal" fashion. It's just SC 4 being SC 4 really. Sometimes it just likes to decide that it's pants making GBS threads time. Edit: I double checked and turns out I was running on multiple cores. Back in business for now! I'll post some updates later. HappyHelmet fucked around with this message at 06:00 on Sep 12, 2014 |
# ? Sep 12, 2014 00:14 |
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What's the SC4 community's consensus on CitiesXL Platinum? I don't have any time spent with the game hands on, but my brother was showing me around his poorly managed town recently and it looked pretty good.
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# ? Sep 12, 2014 18:53 |
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XL is better in my view without mods then SC4 but the mod community is huge and much bigger choice then XL. I found XL a bit static since it doesn't evolve as much as SC4. The simulation of SC4 is by far better. It also needs a decent CPU/GPU for XL and ideally 8 GB of memory. I prefer SC4 but only because of the depth of mods available.
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# ? Sep 12, 2014 19:18 |
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Hey Tai, found some missing dependencies; NHP ADC Peristyle Avenue Roundabout NHP LGBT Memorial Park NHP ADC Buckingham Fountain BSC Parks
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# ? Sep 13, 2014 02:30 |
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Thanks! http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1466 All files needed are here. Sorry, it's a devotion site it seems. This might be a file from OFv3 as I don't remember getting this mod.
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# ? Sep 13, 2014 14:52 |
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HappyHelmet posted:Yeah it's all setup in "optimal" fashion. It's just SC 4 being SC 4 really. Sometimes it just likes to decide that it's pants making GBS threads time. Another crash cause that's often overlooked: Don't mouse over a transit enabled lot with a puzzle piece on your cursor. Instant CTD if you do.
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# ? Sep 13, 2014 16:15 |
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Anyone remember what that fix someone found for CTDs was? I used to have it, and it worked for the mouse over bug atleast. I remember it having something to do with a debug program or something that let the exe keep running instead of shutting itself down.
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# ? Sep 13, 2014 20:38 |
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zxqv8 posted:Another crash cause that's often overlooked: Don't mouse over a transit enabled lot with a puzzle piece on your cursor. Instant CTD if you do. I purposely don't use any puzzle pieces in my cities for this reason. Well that and it saps all the fun out of the game when you spend hours working on just a single plot of land.
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# ? Sep 13, 2014 20:53 |
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HappyHelmet posted:I purposely don't use any puzzle pieces in my cities for this reason. Well that and it saps all the fun out of the game when you spend hours working on just a single plot of land. I agree with you fully, it became so much of a pain to put it exactly right and then it would not work or whatever and eventually still look like poo poo. But different things appeal to different people I guess.
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# ? Sep 14, 2014 13:31 |
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I used to be the same way, but one time I needed a traffic solution in an incredibly busy city, and I played around with tram-in-road puzzle pieces. It was a lot of work but the end result was genuinely great and one of my favorite things I've ever made in a SimCity.
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# ? Sep 14, 2014 14:51 |
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HappyHelmet posted:I purposely don't use any puzzle pieces in my cities for this reason. Well that and it saps all the fun out of the game when you spend hours working on just a single plot of land. Using roads as an example, I generally skip fractional pieces and just use wide road pieces. They still break up the right angle turns but are easy to place.
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# ? Sep 14, 2014 18:05 |
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If I was just working on a single tile I'd be fine with stuff like that, but generally I'm building things on a regional scale. The thought of having to meticulously place puzzle pieces over 2-3 large tiles in a region is too much for me. And speaking of adding in transportation I've been working on getting the first avenue/country highway setup in my region: This is the relatively small town of Limpa. It's East of the largest town in the region Ciabatta, which has been forced to build a larger transportation network as it continues expand into something more like a city. The road was not really something Limpa was ready for as they didn't have the funds to support the additional infrastructure. And when regional pressure forced them to continue the road toward the South to the city of Pain Normand the mayor took action. It's hard to see the difference in this shot, but the once small population of Limpa essentially doubled over night. The mayor having been forced to open up the city into a burgeoning bedroom community to Ciabatta in order to pay for the new road. Though despite the addition of several new houses, and commercial buildings to the heart of Limpa the area has remained fairly true to it's agricultural roots. The founding of the tiny farming town Cinnamon Raisin is a testament to that. To the South is the Pane di Terni area. It's also of an agricultural mindset, but with the combined support of three large(ish) farming towns the new road had less of an impact. Population did rise, and new businesses moved in, but it was mostly to support the influx of new farmers moving in to sell their goods in the growing cities of Ciabatta and Pain Normand (just South). A regional view. This is actually already out of date, but gives a broader view of the goings on. Ciabatta is larger, Pain Normand is much larger, and the Limpa/Ciabatta border is much less clear. I'll try to get some other photos next time I'm in the game.
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# ? Sep 14, 2014 18:38 |
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Re uploaded my mega pack. Cleaned it up a bit with most of the duplicates from OF3. Moved all Simgobber, PEG etc mods to one file. Fixed the dependency issue mentioned earlier. Added more stuff (I'm addicted) such as bus/parking combined, high capacity underground parking, more low to medium rise growable/ploppable residential and commercial. More sky scrapers, more park related stuff like indoor/outdoor pools, decent looking tennis courts. Added a few combined elementary/high schools (see small county school, it owns for small towns with its big radius). Ninja related mods are still hosed, sorry. I just can't find the mod needed to stop the green roof. https://mega.co.nz/#!5ck33KzS!Wq04elB3H7-hyq1O1rdJhzd5Dg2D7eyB-UkIO-909Sg E - Its still not dat packed. If anyone would like to do this, I'd be very appreciative. I'm dubious about doing it since it says move lots of poo poo and I'd rather not break my plugins. E - Also what's really cool is the modular roadside parking set. It's low capacity but looks great with residential areas. I think it's something like 50 cars per tile but you can do some cool stuff with it. Double sided parking too. Tai fucked around with this message at 18:39 on Oct 8, 2014 |
# ? Sep 16, 2014 15:24 |
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Hey Tai, did you mess with the trees and foliage in OldFashioned Pack? I ask because I just set up the Fhuzo region and it all works fine, except that no trees are showing up on any cities despite all being present on the region map.
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# ? Sep 19, 2014 17:38 |
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Yes I did, the terrain mod pack is not in my version as it causes stability problems for me and as Fhuzo map doesn't work for me, I'd guess that is what you need to add for terrain related features to show up. As far as specific flora related mods, nothing else has been touched with. I've only added flora mods. I am pretty sure though its the terrain folder that you will need to make Fhuzo work. E - I think this is the link for it http://sc4terraformer.sourceforge.net/ . I'm not 100% sure though so better to have someone else confirm it. Tai fucked around with this message at 18:19 on Sep 19, 2014 |
# ? Sep 19, 2014 18:14 |
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Ah alright, thanks for the quick reply and I'll look into that
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# ? Sep 19, 2014 19:07 |
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HappyHelmet posted:If I was just working on a single tile I'd be fine with stuff like that, but generally I'm building things on a regional scale. The thought of having to meticulously place puzzle pieces over 2-3 large tiles in a region is too much for me. What puzzle piece work at the regional scale are you doing? Normally I'll set up a regional rail network, and then within a city there'll be a tram or bus system which hooks up to the rail network. Regional stuff gets up quick and easy, and then the municipal stuff gets fleshed out in more detail.
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# ? Sep 19, 2014 19:16 |
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Anyone have any decent I-HT buildings and/or growables? I've got the main stream stuff but I'm still lacking badly on HT buildings as the shame poo poo grows over and over. The picture shows how limited my HT choice is and it's annoying.
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# ? Sep 19, 2014 20:15 |
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Tai posted:Anyone have any decent I-HT buildings and/or growables? I've got the main stream stuff but I'm still lacking badly on HT buildings as the shame poo poo grows over and over. The picture shows how limited my HT choice is and it's annoying. Have to admit, even tho it is the same buildings repeated you do make the best of it cause that looks sweet!
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# ? Sep 20, 2014 09:00 |
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Why do $$$ buildings keep popping up when they shouldn't, and is there any way I can stop it? They show up when demand is significantly negative, in areas with no services except water. They get built, and almost immediately downgrade to medium wealth. The only plugins I run are NAM, SPAM, Peg's garbage chute, the Chamber of Commerce, and a bunch of SimGoober BATs.
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# ? Sep 21, 2014 18:24 |
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I sometimes get bigger then normal buildings appearing when they shouldn't and look out of place. It's best to just keep blowing them up till they build as something else.
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# ? Sep 22, 2014 00:11 |
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It's an issue with some modded buildings. Whoever made the building likely used the wrong tag, and now the building is in the wrong class.
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# ? Sep 22, 2014 01:22 |
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HappyHelmet posted:It's an issue with some modded buildings. Whoever made the building likely used the wrong tag, and now the building is in the wrong class. Should a $$$ medium density building of any type show up in a place where the only service is water? WithoutTheFezOn fucked around with this message at 01:49 on Sep 22, 2014 |
# ? Sep 22, 2014 01:37 |
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Water and no power? It shouldn't even build any type. E - Assuming you meant you have power too, the big ones for getting $$$ is decent education, health, fire/police coverage and also any park related stuff nearby. Also ordinances have quite a big effect too if you have them all turned on. CPR, pro reading, smoke. Those kind of boosts to the overall area. If you are after a slum or low rise/low wealth commercial area then just make sure to knock down all of the above. Tai fucked around with this message at 03:09 on Sep 22, 2014 |
# ? Sep 22, 2014 03:05 |
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Sorry, yes power too. I forget about that since it's necessary. Here's the kind of thing that's getting frustrating: I have let's say about 4000 demand for CO$$ and negative 5000 demand for CO$$$. I go off to a spot that's not in the coverage circles for any education, health, fire, or police, or any parks. Just power and water. I zone some medium density commercial, and a third to a half of what shows up is CO$$$. Why? how? Either something is making demand completely non-functional or I'm missing something, it seems.
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# ? Sep 22, 2014 03:55 |
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Are the buildings that pop up player designed buildings or default maxis ones?
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# ? Sep 22, 2014 13:07 |
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Both, as far as I can tell. For instance, the Chalmers Co, Stampel Printing, Molon Condos, and Packard Apartments are all Maxis buildings, correct?
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# ? Sep 22, 2014 14:40 |
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I can't tell you offhand. If you click on each buildings info, it will be fairly obvious if it's a player created building. Likely hood is that someone either added it in the wrong $$$ or just designed a building a bit too big for the $$$. Some buildings like skyscrapers are not always CO$$$ and it can be a pain if I'm trying to build a mid rise commercial sector in a town. I just have to keep blowing them up till something else that's suitable for the surrounding area pops up then lock it by making it historical.
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# ? Sep 22, 2014 17:59 |
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I get what sounds like a similar issue. I nearly always have fully pegged positive demand for CS (or R$/R$$) , but even if the most minimal CO (or R$$$) demand is there, the CS gets skipped over and yet another Marshall Printing building or luxury villa will pop up on my 4x4 high density lot. I just have yet to muster up the willpower to knock down massive amounts of low-medium density CO, wait for it to fill at least partially with CS, mark the CS historical, and repeat a few times.
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# ? Sep 22, 2014 21:18 |
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# ? May 15, 2024 02:21 |
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metallicaeg posted:I just have yet to muster up the willpower to knock down massive amounts of low-medium density CO, wait for it to fill at least partially with CS, mark the CS historical, and repeat a few times. This is how I build a lot of my neighbourhoods, especially residential, when I want them all to be the same or fit together. This, for example, is a work in progress:
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# ? Sep 22, 2014 21:43 |