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Those were my thoughts. Hmm... Random thought. Simtropolis joked about making a full world 1:1 replica region once. Now by my ballpark count that would constitute a region of over 10 000 x 10 000 large plots. Ignoring the limitations on RAM and hard drive size (which is probably more than any computer can reasonably handle, at over 100 000 000) is it even possible? The game engine doesn't seem to have an hard cap for its region size given some of the truly ridiculously huge regions I've encountered.
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# ? Jan 19, 2015 18:48 |
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# ? Jun 5, 2024 08:48 |
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Poizen Jam posted:So how many folks abuse the 'make historical' feature or just plain plop buildings? I generally plop buildings that I want to make an area a focal point or mold it how I would like it to be. Typically I plop for the following. Town centres Sky scraper area Industrial areas Some residential but it's mostly R$$$ beach side stuff for example Aside from the above, anything else ploppable is mostly eye candy or catchy areas e.g some red neck gas stop with a trailer park and lovely looking houses by the side of an avenue in the middle of no where that links major towns/cities. I sometimes use historic tick box if something builds I like the look of and I do bulldoze lovely looking buildings.
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# ? Jan 19, 2015 19:22 |
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Is there a good step-by-step walkthrough or Let's Play of someone doing a cool region? I just want to see how someone maps out their cities from start to finish.
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# ? Jan 19, 2015 19:25 |
Poizen Jam posted:So how many folks abuse the 'make historical' feature or just plain plop buildings? Yeah I abuse the hell out of the historical feature...probably 90% of my cities are marked historical. Gotta keep my row houses from turning into mansions for fancy folks.
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# ? Jan 19, 2015 19:31 |
triplexpac posted:Is there a good step-by-step walkthrough or Let's Play of someone doing a cool region? I just want to see how someone maps out their cities from start to finish. Grand Fromage's perhaps?
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# ? Jan 19, 2015 19:37 |
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More with his second region, he started from scratch.
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# ? Jan 19, 2015 20:03 |
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nielsm posted:Grand Fromage's perhaps? Thanks! This is an interesting read. I might start my region over from scratch, planning out something with rails like he did.
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# ? Jan 19, 2015 21:02 |
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Does anyone know if It's possible to manually edit the NAM file so that citizens will travel up to 30 minutes or an hour instead of whatever the default is? I know that without NAM the vanilla default is 6 minutes but in real life most people travel like 20-30 minutes for work
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# ? Jan 20, 2015 02:50 |
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Tusen Takk posted:Does anyone know if It's possible to manually edit the NAM file so that citizens will travel up to 30 minutes or an hour instead of whatever the default is? I know that without NAM the vanilla default is 6 minutes but in real life most people travel like 20-30 minutes for work Possibly but honestly, you won't need to. Non car transport makes them go from across a giant tile to the furthest point on the other tile without them complaining about commuting distance. It's only car they get butthurt about going long distances.
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# ? Jan 20, 2015 03:01 |
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Tusen Takk posted:Does anyone know if It's possible to manually edit the NAM file so that citizens will travel up to 30 minutes or an hour instead of whatever the default is? I know that without NAM the vanilla default is 6 minutes but in real life most people travel like 20-30 minutes for work 20-30 minutes! Then you live really close. I know people that travel 1 hour being the norm. And if you think SC4 a medium city is 2 km by 2 km, walk half a tile is doable in 15 minutes, but sure sims do live their cars. And you can change travel time with the TSTC. benzine fucked around with this message at 04:18 on Jan 20, 2015 |
# ? Jan 20, 2015 04:14 |
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Note that in the most recent NAM, the default maximum trip time is 10 hours. So... you should probably be okay with leaving it be. In contrast, without NAM, unmodded SC4 maximum trip time is 6 minutes, but because that seemed short even to the developers, they tinkered with the display graph for commute times, and multiplied it by 12... so it would DISPLAY commute times of about an hour and 15 minutes, but the actual engine was computing it as 6 minutes. NAM also fixes this display discrepancy.
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# ? Jan 20, 2015 12:36 |
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Speaking of long commutes I remember, and found, about a man that drove 372 miles daily, from Mariposa to San Jose! I
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# ? Jan 20, 2015 16:05 |
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He should of used Sim Buses...
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# ? Jan 20, 2015 17:55 |
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So I've not played SimCity 4 in years. Whats the mod pack of choice at the moment?
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# ? Jan 20, 2015 20:22 |
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Robzilla posted:So I've not played SimCity 4 in years. Whats the mod pack of choice at the moment? Are you MAC or PC
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# ? Jan 20, 2015 21:10 |
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Tusen Takk posted:Brown Boxes and their fixes: More brown box fixes for the MacPack. My major city hit 1.375mil citizens, so more and more high-stage buildings have been going up.
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# ? Jan 20, 2015 23:04 |
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Tai posted:Are you MAC or PC PC
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# ? Jan 20, 2015 23:26 |
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I would go with Tai's pack then, and if that doesn't work try the OF 2.0 or OF 3.0
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# ? Jan 21, 2015 16:07 |
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Anyone have any tips on building farmland? I am using Tai's pack which has some SPAM buildings so I assume it's all built in there. I'm just not sure how to make good looking, effective farms. I just drag big plots of AGR land and leave it at that.
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# ? Jan 21, 2015 16:54 |
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I always paint farms last. I paint out streets/trees so it removes that lovely grid look and give it some variety. Big squares, small squares, a big square with a small square hanging off the side for a farm house and barns etc. Lastly, I then paint in the zone. SC4 wants to default it to huge squares all the same size and looks poo poo. The streets painted first force SC4 to just paint in the box. Sometimes streets appear if you have made a really big area but just use shift, ctrl or alt to remove it. The coloured in areas are where I usually add a farm with some barns, silos etc. I typically build a redneck village shop stop type thing. There's a batch of rural stores with dirt drives etc you add on the main road. There are some slightly less hillybilly looking shops that fit nicely into something a little bigger. gently caress, there's tonnes of werid poo poo in my mod pack. Farms are a lot of fun to play with and add all the extra jazz that's dotted all over. There's even a full blown logging set in there with everything from rivers, diggers, saw mills, log/freight train yards down to being about to paint on people cutting logs or just having tree stumps. It's well worth just making a region and giving yourself a gently caress load of cash and just playing with everything for a few hours. It also gives you a vague memory of where stuff is since gently caress that landmark and park folder. Don't make it look like this. It looks crap Do it like this Tai fucked around with this message at 17:19 on Jan 21, 2015 |
# ? Jan 21, 2015 17:13 |
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I'd quote GF from his LP.Grand Fromage posted:Farms will look different depending on the area too, most of the ones in this region are big square American ones. European fields are often in smaller, narrow strips or abstract/hedgerowed like that one faux-British one I have out in the west. Most Asian regions will need rice paddies. You can give a good sense by using google earth, of how is farmland in your area. I like to make rectangles divided by one tile and fill it with trees, or try to follow the terrain. Also make small agricultural towns. Some old stuff,
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# ? Jan 21, 2015 17:14 |
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Thanks for the tips! Do you know off the top of your head where you find the dirt roads? I looked for it and can't find it.
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# ? Jan 21, 2015 17:59 |
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I'm pretty sure it's in transport > Misc transport and there's various mods with dirt roads. Look for the log icons. Big selection there.
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# ? Jan 21, 2015 19:30 |
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Tai posted:I'm pretty sure it's in transport > Misc transport and there's various mods with dirt roads. Look for the log icons. Big selection there. Thanks! Great work on the mod pack, I'm loving it.
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# ? Jan 21, 2015 19:41 |
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benzine posted:I'd quote GF from his LP. This is how I do agriculture in my cities as well. Looks really nice. Also trees along rivers.
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# ? Jan 21, 2015 19:48 |
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triplexpac posted:Thanks! Great work on the mod pack, I'm loving it. A new one is coming in a few weeks with some minor bug fixes and a lot of eye candy added. It will still be reverse compatible so don't worry about dropping buildings. Those files will still be in there. Notable stuff is Ploppable on and off road markets. These look bad rear end as gently caress. Makes great market towns. Different park styles along with the various trails, trail endings etc. A bunch of shopping malls and hotels. Some are waterfront stuff so you can't just plop. Needs to be over the water beach style. Extensive addition to residential R$$ and some R$$$. Notably the 19th century style Boston style housing add around 60 lots added of various sizes. Loads of random other poo poo that just looks cool. Porn shops (I'm not joking) More low to mid rise CO/CS $/$$. I added some very large commercial ploppables to make cool looking suburb stuff. Target superstore etc etc
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# ? Jan 21, 2015 19:56 |
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That's awesome. I've just been using the stock Simcity regions and they're a bit boring. Maybe I should mess around with terraforming a bit more to get some rivers and mountains in there.
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# ? Jan 21, 2015 20:00 |
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I'm currently using a region called Lamont, and so far I like it. http://community.simtropolis.com/files/file/29280-lamont/
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# ? Jan 21, 2015 20:06 |
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Eaton is a popular map. It's a no thrills map and mostly flat with plenty of water. They map sizes are large so it gives room for plenty of towns and villages on one tile or to do what ever with. http://community.simtropolis.com/files/file/5315-eaton/ http://community.simtropolis.com/files/file/5516-eaton-map-small/ - Smaller version of the same map
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# ? Jan 21, 2015 21:45 |
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Ugh who made these stupid 1 tile high rises for medium density residential? They're ruining my row houses and making my downtowns look like poo poo, and they're pretty unrealistic to boot. 10-15 story 16x16m buildings? Really? Also, for those familiar to street add on mod... Is there any way to connect a street in one style to a street in another style, or will the skin always spread when they're connected? As for interesting maps, here's one for North Bay, Ontario. If I wasn't currently working on a Fhuzo map I'd definitely use that one- nice harbour port potential with lots of flat land to work with but still interesting geography. PoizenJam fucked around with this message at 21:52 on Jan 21, 2015 |
# ? Jan 21, 2015 21:49 |
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I like how everybody's all "Have a defined downtown. Separate areas with trees. Use ploppables to enhance realism. Base your region off real geography." Then there's me:
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# ? Jan 21, 2015 23:21 |
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I like it. Very SC2K.
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# ? Jan 21, 2015 23:33 |
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Poizen Jam posted:Ugh who made these stupid 1 tile high rises for medium density residential? They're ruining my row houses and making my downtowns look like poo poo, and they're pretty unrealistic to boot. 10-15 story 16x16m buildings? Really? Do not play the realism card unless you're prepared for what may come: Pencil Towers posted:these towers in Hong Kong are so incredibly slender that it is hard to imagine that given the space required for vertical transport, that there is any space left for anything else. A total livable space of 50 square meters or less per floor is not uncommon. 16x16 meters is 256 square meters per floor — actually bigger than real pencil towers. SC4's pencil tower mods are all made by Bixel, a weeaboo in love with Hong Kong.
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# ? Jan 21, 2015 23:34 |
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Curvature of Earth posted:Do not play the realism card unless you're prepared for what may come: I've avoided his stuff actually because gently caress ME he can't loving make proper prop files. Nope, the stupid oval office currently has 24 different packs. Why he can't combine them I don't know...
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# ? Jan 22, 2015 00:01 |
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Well I'll be damned. I'm just annoyed there's no way to reliably zone row houses aside from manually deleting all these buildings. Low density isn't high enough, and with medium density they'll eventually progress to a larger building (unless I purge it). Those ultra high density thin towers should be relegated to high density.
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# ? Jan 22, 2015 00:01 |
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I guess is possible to edit them yourself, but it is easier to erase the towers.
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# ? Jan 22, 2015 00:21 |
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Poizen Jam posted:Well I'll be damned. I'm just annoyed there's no way to reliably zone row houses aside from manually deleting all these buildings. Low density isn't high enough, and with medium density they'll eventually progress to a larger building (unless I purge it). Those ultra high density thin towers should be relegated to high density. Are you looking for this kind of row house W2W (wall 2 wall) or more gaps between each house? http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2480
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# ? Jan 22, 2015 00:29 |
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I get pretty good results growing row housing by zoning 1x2 or 1x3 strips of alternating medium and high density residential. Later on you might have to historicify the high density zones.
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# ? Jan 22, 2015 00:33 |
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Tai posted:Are you looking for this kind of row house W2W (wall 2 wall) or more gaps between each house? I have the Halifax boxes I'm from Atlantic Canada but currently live in Hamilton, Ontario. Inspired by that. So it's weird- the kind of image I have in mind for my region is Atlantic Canada but... Bigger? Think Metro Toronto but with a Maritime Atlantic feel. What if there was a major metropolitan city in that region? PoizenJam fucked around with this message at 00:51 on Jan 22, 2015 |
# ? Jan 22, 2015 00:49 |
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# ? Jun 5, 2024 08:48 |
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Poizen Jam posted:I have the Halifax boxes I'm from Atlantic Canada but currently live in Hamilton, Ontario. Inspired by that. So it's weird- the kind of image I have in mind for my region is Atlantic Canada but... Bigger? Think Metro Toronto but with a Maritime Atlantic feel. What if there was a major metropolitan city in that region? So you just want to make a sprawling NE USA/Atlantic Canada map full of those style of houses without it turning into a medium to high rise residential.
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# ? Jan 22, 2015 01:05 |