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Wonderful pack! Gonna try it out when I get home. Can that be combined with the old fashioned 3.0 pack? I like the rustic looking farming towns and such
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# ? Jan 15, 2015 20:40 |
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# ? May 30, 2024 14:12 |
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Avocados posted:Wonderful pack! Gonna try it out when I get home. Can that be combined with the old fashioned 3.0 pack? I like the rustic looking farming towns and such Are you on Mac or PC? I know that OF has SPAM (the dependencies are what made my little farm city look like that),NAM, & CAM are all in OF, you could try and see if it'll work but I kind of doubt it since OF is so huge that idk exactly what's in it. The terrain mods are the only things I can say will probably work, but on Mac it was iffy.
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# ? Jan 15, 2015 20:58 |
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I'm on Mac. It's understandable though. Just thought I'd ask.
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# ? Jan 15, 2015 21:10 |
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Avocados posted:I'm on Mac. It's understandable though. Just thought I'd ask. I'm going through Simtropolis for little things like Hockey Arenas, NFL stadiums, large capacity Universities, and more rural stuff to add, so if I come across anything good and it works I'll let you know!
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# ? Jan 15, 2015 21:28 |
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Okay why haven't one of you nerds made this editable name into the Richard "Lowtax" Kyanka Memorial Hospital
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# ? Jan 15, 2015 21:41 |
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So I take it Cities XXL will be another big disappointment?
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# ? Jan 15, 2015 21:44 |
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Tusen Takk posted:I'm going through Simtropolis for little things like Hockey Arenas, NFL stadiums, large capacity Universities, and more rural stuff to add, so if I come across anything good and it works I'll let you know! Thanks for the pack! Any plans to add Roadtop Mass Transit?
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# ? Jan 15, 2015 22:01 |
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Shibawanko posted:So I take it Cities XXL will be another big disappointment? Steam just popped up with that one moments ago, and deep inside me, I just went: "Nope, thats gonna be a big pile of poo poo."
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# ? Jan 15, 2015 22:09 |
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I'm waiting for Cities XXXL: Red Light District, personally.
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# ? Jan 15, 2015 22:11 |
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Shibawanko posted:So I take it Cities XXL will be another big disappointment? Probably. There's no mention of them fixing the original Cities XL's terrible memory leak problem (which lead to the game barfing as soon as towns got bigger than 100,000 or so), no mention that it can actually use multi-core CPUs, and no mention of it being 64-bit. If they had fixed these problems, they'd be trumpeting them from the rooftop, because loving nobody's made a 64-bit city sim and the original memory leak problem singlehandedly prevented what's actually a pretty good city sim from ever becoming popular.
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# ? Jan 15, 2015 22:11 |
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Tusen Takk, this pack is NOT compatible with PC. The MAC specific stuff can really gently caress up the PC versions sporadically unfortunately. I'd remove it from the description as it would suck for a PC goon to use it and then get whacked with having to remove the pack and having to make a PC working version just to get their region running again. Sucks, looks nice though. Good loving effort.
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# ? Jan 15, 2015 22:19 |
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Tai posted:Tusen Takk, this pack is NOT compatible with PC. The MAC specific stuff can really gently caress up the PC versions sporadically unfortunately. I'd remove it from the description as it would suck for a PC goon to use it and then get whacked with having to remove the pack and having to make a PC working version just to get their region running again. I tested it on my PC and I verified the files that NAM and CAM use (I actually have been using CAM that I copied off my PC). The only difference between the PC and Mac versions are just the installer, but if PC users want to wait while I hard test it tonight that's fine. Thanks though
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# ? Jan 15, 2015 22:22 |
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Orcs and Ostriches posted:I'm waiting for Cities XXXL: Red Light District, personally. SC4 already has it! http://community.simtropolis.com/files/file/22743-naughty-nimby-pack-volume-1/ http://community.simtropolis.com/files/file/22797-naughty-nimby-pack-volume-2/ http://community.simtropolis.com/files/file/22848-naughty-nimby-pack-volume-3/ http://community.simtropolis.com/files/file/14696-nimby-collection-1/ (porn free)
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# ? Jan 15, 2015 22:23 |
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Tusen Takk posted:I tested it on my PC and I verified the files that NAM and CAM use (I actually have been using CAM that I copied off my PC). The only difference between the PC and Mac versions are just the installer, but if PC users want to wait while I hard test it tonight that's fine. PC to MAC works due to apsyr(?) port but something about the reverse doesn't always work and can cause instability on some mods that do more then just drop a building. Anything that fiddles with stuff can randomly gently caress up at any given time.
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# ? Jan 15, 2015 22:26 |
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Tai posted:PC to MAC works due to apsyr(?) port but something about the reverse doesn't always work and can cause instability on some mods that do more then just drop a building. Anything that fiddles with stuff can randomly gently caress up at any given time. Okay, I'll edit that part just to be safe. edit: also added fixes for these brown boxes:
FAT32 SHAMER fucked around with this message at 22:37 on Jan 15, 2015 |
# ? Jan 15, 2015 22:32 |
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Tai posted:SC4 already has it! Now, as forever, SC4 holds the city-builder crown.
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# ? Jan 15, 2015 22:36 |
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Tusen Takk posted:Okay, I'll edit that part just to be safe. I'm going to properly fire up SC4 again this week since I just nuked all my regions to start from scratch so I'll give links to any must have mods that I can;t do without and post a link here to see if you like them for your pack. I'll start with 4 transport ones that I loving love and always use. http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1726 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1179 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=113 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=111 (MAC version linked) PC users, do not download. Causes roads to randomly gently caress up on the entire strip that the cul de sac is linked.
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# ? Jan 15, 2015 22:46 |
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I'm trying to get skyscrapers to come up but zoning the lots in my city's main area isn't doing jack poo poo. I have proper needs set up and I've tried putting plazas in but nothing happens. What am I doing wrong?
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# ? Jan 16, 2015 03:48 |
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Public transportation, demand, desirability, and services. Check your data maps. Failing that, work on your neighbouring cities and create a bunch of connections. Skyscraper stages won't appear until after you surpass minimum residential/commercial populations.
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# ? Jan 16, 2015 04:01 |
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I guess I have to work on nearby cities because I can't for the life of me figure out what demand I need to meet. My city is haphazard though so I can't figure out where the gently caress to put a proper commercial zone because I just sort of put residential and commercial zones all over the place.
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# ? Jan 16, 2015 04:06 |
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Is SimCity Homelessness A Bug Or A Feature?? One of these days Sim City 5 will finally come out… right guys?
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# ? Jan 16, 2015 04:42 |
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Zeether: Make sure to actually use Avenues and Roads properly. Don't just plop down a road for every street. Once that occurs, you should start seeing obvious places for a downtown core. If there's one thing I've noticed from newbie builders, they also tend to overzone higher density. I'll use my city as an example: Hamilton, Ontario I actually really like this image because it's really easy to identify the stratification of the zoning densities and how the transportation system serrves the city. A few things to note:
Even in a 500k+ city, the downtown core is a few city blocks with a handful of 20+ story buildings. The majority of buildings are still low density. Medium density buildings tend to occur near the intersections of major roads. High density skyscraper zones should be fed by all of your mass transit
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# ? Jan 16, 2015 04:47 |
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This is currently the area I guess would make a good downtown section but I feel like it's going to need to be renovated entirely:
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# ? Jan 16, 2015 05:14 |
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I LIKE TO SMOKE WEE posted:One of these days Sim City 5 will finally come out… right guys? I really hope that if they do, they will take their time with development and release something worthy of the franchise name.
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# ? Jan 16, 2015 05:17 |
Poizen Jam posted:Zeether: Make sure to actually use Avenues and Roads properly. Don't just plop down a road for every street. Once that occurs, you should start seeing obvious places for a downtown core. If there's one thing I've noticed from newbie builders, they also tend to overzone higher density. Also city cores are often located on a coastline (such as where there's a nice harbor/bay) or a river, or at the confluence of multiple rivers. And you can often find light industrial zones (mostly warehouses and such) close to many downtown areas. Industrial areas are often sprawled along sections of waterfront too. And don't forget to throw parking lots in, even when you're trying to make a very densely populated city. Poizen Jam posted:Wall-to-wall zoned grids are unrealistic. Not in the United States of American Freedomland, they aren't Some aerial photos of SF, for example: like 95% the city is an unbroken street grid with wall-to-wall construction. I'm pretty sure you can find large swathes of wall-to-wall gridded areas all over Canada and many other parts of the world too. edit: though I guess no city is a single grid covering literally everything, maybe that's what you meant. In SF for example, there are a few different grids that meet at weird angles...but almost the entire city is definitely on a street grid, and it' s almost all wall-to-wall construction. Rah! fucked around with this message at 05:28 on Jan 16, 2015 |
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# ? Jan 16, 2015 05:19 |
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Poizen Jam posted:Zeether: Make sure to actually use Avenues and Roads properly. Don't just plop down a road for every street. Once that occurs, you should start seeing obvious places for a downtown core. If there's one thing I've noticed from newbie builders, they also tend to overzone higher density. Edit: Also, this just happened to me and I don't know how to fix it Zeether fucked around with this message at 05:49 on Jan 16, 2015 |
# ? Jan 16, 2015 05:34 |
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Here in Metro Detroit we have a grid with mile roads (12 Mile Rd, 13 Mile Rd, etc) every mile and roads intersecting every mile (for instance I work at Coolidge and 16 Mile Rd and live at Squirrel and 24 Mile Rd). This goes from the centre of Detroit (1 Mile road is called something else, I forget what) all the way to 45 Mile Rd. So yeah grids are hugely common here and it makes finding your way around super easy.
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# ? Jan 16, 2015 05:51 |
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Rah! posted:
I get that- there's very little green space. But if you look at those buildings, many of them would still be included under 'medium' density in SC4, or maybe the lower end of high density. wall-to-wall high Density zoning might be appropriate for, like, Hong Kong or Tokyo. Tusen Takk posted:Here in Metro Detroit we have a grid with mile roads (12 Mile Rd, 13 Mile Rd, etc) every mile and roads intersecting every mile (for instance I work at Coolidge and 16 Mile Rd and live at Squirrel and 24 Mile Rd). This goes from the centre of Detroit (1 Mile road is called something else, I forget what) all the way to 45 Mile Rd. I didn't mean to imply wall to wall gridding doesn't occur. Even the example I posted of Hamilton is largely a grid, save for a few streets. I just mean to say there's no 4km long stretches of nothing but skyscrapers on grids. PoizenJam fucked around with this message at 05:54 on Jan 16, 2015 |
# ? Jan 16, 2015 05:51 |
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Poizen Jam posted:I get that- there's very little green space. But if you look at those buildings, many of them would still be included under 'medium' density in SC4, or maybe the lower end of high density. wall-to-wall high Density zoning might be appropriate for, like, Hong Kong, Jakarta, or Tokyo. It depends on the city/state/country ordinances, too. A high density building in Hamilton or even SF may only be a low or mid density building in New York or Tokyo. Edit: yeah that is very true
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# ? Jan 16, 2015 05:55 |
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Tusen Takk your pack has been added to the OP. However I don't know how to link to your post like you requested - is this a new feature to the forums? Good to have a mac-specific modpack! Also as far as the CAM farms go, it's been a while but I seem to remember them being mutually exclusive with the SPAM stuff. Even if they aren't, the majority are rear end-ugly in comparison to the SPAM stuff. And they're a pain in the rear end to install: specific load orders, gajillions of (somewhat out of date) specific dependencies, etc. I tried them in an early test version of OldFashioned and they were terrible. If SPAM works on mac, there's zero reason to bother with them.
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# ? Jan 16, 2015 06:12 |
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You can just quote his post, or copy the link from the little # sign in the bottom left of a post.
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# ? Jan 16, 2015 06:13 |
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Had the worst luck with crashes today. Accidentally moused over a TE piece with something I shouldn't have - crash. Trying to take some screenshots - crash. Just now thought "ah better be cautious just in case", saved, it crashed. Fortunately the last one did actually save my poo poo so I don't have to redo anything there, but man. Ms Adequate fucked around with this message at 06:23 on Jan 16, 2015 |
# ? Jan 16, 2015 06:19 |
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Poizen Jam posted:You can just quote his post, or copy the link from the little # sign in the bottom left of a post. Yeah that! I grew a bunch of industrial buildings and some stage 14-15 and found three more brown boxes that I fixed on my end I gotta upload the .sc4model files since they're all in .exes and for some reason the trial version of file juicer won't extract those types of files, which means most MacBook Bros won't be able to get at em. ANYWAYS I'm hoping that I find more now that my biggest city is almost at 1,000,000 citizens so I can be 100% sure there won't be any more brown boxes.
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# ? Jan 16, 2015 06:32 |
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Zeether posted:
That looks like something I had while running the game in HD. Fixed once I swapped to SD rendering. Zeether posted:I'm trying to get skyscrapers to come up but zoning the lots in my city's main area isn't doing jack poo poo. I have proper needs set up and I've tried putting plazas in but nothing happens. What am I doing wrong? Best way of hitting sky scrappers I've found. Around 30k of already active commercial services. Links to Sim Nation. Airport is a good one Decently educated sims. Doesn't need to be Einsteins but if you are mostly R$ everywhere with meh education, the demand is reduced. Lowering taxes on CO$$ and CO$$$ by 2-3% Pollution reduction ordinances but NOT paper one. Never use that one Tourist Promotion Convention centre and Stock Exchange Random green belt strips or 2x2,3x3 parks here and there. Fire/Police coverage Skycrappers HATE traffic so get the on street bus stops and zone those 1-2 per block. Skycrappers HATE pollution so if you have bad traffic, good night! Transportation that doesn't suck. On street bus stops 1-2 per block. Don;t build a high way close by. They aren't going to just fly up on a newish city. If you start seeing mid rise CO$$ and CO$$$ then you are nearly there. Even if your demand is low, then all you need is more sims to move in to increase the demand and those mid rise blocks will be automatically blown up and a large falice will pop up.
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# ? Jan 16, 2015 08:12 |
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Hey Tai, found something; SAM street number 6 is missing, so the tile piece is a checkered box and when laid down, nothing is there. I believe it's the red brick with a yellow line one. Also it occurs that you may want to include the RTMT stops on SAM streets in the next version of the megapack; http://community.simtropolis.com/files/file/26725-jb-sam-bus-stops/ Really handy to have those if you're doing any extensive SAM stuff.
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# ? Jan 16, 2015 16:19 |
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So my city seems to be hitting a CAP somewhere, but I have no idea how to read this. Can anyone shed some light on it? (Click for huge)
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# ? Jan 16, 2015 19:52 |
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Mister Adequate posted:Hey Tai, found something; SAM street number 6 is missing, so the tile piece is a checkered box and when laid down, nothing is there. I believe it's the red brick with a yellow line one. SAM street? I'm probably blanking and/or being dumb since I just got in from work....
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# ? Jan 16, 2015 19:58 |
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Tusen Takk posted:So my city seems to be hitting a CAP somewhere, but I have no idea how to read this. Can anyone shed some light on it? "A demand cap is a cap or limit on the amount of demand - and therefore development - on certain aspects of your city. This cap or limit can be increased by building several buildings and utilities. " The census, can tell you more about your city CAP. Regularly for residential CAP, the rewards help reduce it. Commercial CAP, some rewards and neighbor connections, the same for Industry. For IR, it tends to hit it easily if your city develops. Further reading: http://community.simtropolis.com/topic/21780-demand-caps-for-sim-city-4/
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# ? Jan 16, 2015 20:25 |
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Tusen Takk posted:So my city seems to be hitting a CAP somewhere, but I have no idea how to read this. Can anyone shed some light on it? That's a pretty cool screen, what Mod building gives you access to it?
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# ? Jan 16, 2015 20:41 |
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# ? May 30, 2024 14:12 |
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SpaceCadetBob posted:That's a pretty cool screen, what Mod building gives you access to it? This mod: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1831
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# ? Jan 16, 2015 20:50 |