|
ProvostZak posted:Two quick questions about the megapack (thnaks so much for it - loving dependencies nightmares). Which bus stops are you talking about? I didn't include any RTMT in the megapack. EDIT: Holy loving poo poo goons can use a lot of bandwidth, Total Bandwidth Usage 113.57 Gig I'm going to have to pull the plug on the HTTP download for the gigapack temporarily, at least until my monthly bandwidth ticks over. I'm not on one of those overselling webhosts, unfortunately.
|
| # ? Feb 28, 2008 19:21 |
|
|
| # ? May 19, 2013 03:42 |
|
Holy crap, you guys weren't kidding about that Gauntlet Island region being huge. It took my new system something like 30 minutes to generate all 181 tiles here, but because I had the program running in the background it failed to render the previews and I basically have to start over. ProvostZak: The new pack has the Suburban Bus Stop mod that looks nice. Use those. Don't use RTMT anywhere, if you can help it. Also, I'd probably suggest living without the left-hand-driving in order to use the new NAM simulators that don't support that yet. They're really quite a lot better and it's worth it over some aesthetics of where the fake cars drive, IMO.
|
| # ? Feb 28, 2008 19:51 |
|
Zygar posted:EDIT: Holy loving poo poo goons can use a lot of bandwidth, If you want to split the larger one into 200mb files, you can upload it to http://mihd.net/ and save your bandwidth. It's like rapidshare except not loving gay. You don't need to register to upload, and no waiting 45seconds before you download.
|
| # ? Feb 28, 2008 20:02 |
|
Lakitu7 posted:ProvostZak: The new pack has the Suburban Bus Stop mod that looks nice. Use those. Don't use RTMT anywhere, if you can help it. Also, I'd probably suggest living without the left-hand-driving in order to use the new NAM simulators that don't support that yet. They're really quite a lot better and it's worth it over some aesthetics of where the fake cars drive, IMO. Oh I misunderstood, I though the RTMT stuff was in the pack, my bad. I'm happy to give up the left-hand side stuff, especially if it lets me use more up to date releases of NAM etc. I've downloaded the 'Left To Right Hand Driving Switch' mod from http://www.simtropolis.com/modding/...details&id=283. Everything seems to have worked properly at first glance (using the Essential Pack). Right-hand-side drivers and my old cities still function, it seems. Hooray!
|
| # ? Feb 28, 2008 20:22 |
|
The bus stops in the pack aren't placeable on the roads. They are simply larger versions of bus stops with features like a park.
|
| # ? Feb 28, 2008 20:46 |
|
Myrddin Emrys posted:I've never had an issue with this game in Vista. It works for me right now and I am on Vista Ultimate. :O this is poo poo, I couldn't get it working for me last time. Oh well. Maybe I'll get back into this afterall!
|
| # ? Feb 28, 2008 20:50 |
|
Other discovery: The -w switch on the command line can be used to make the game run windowed. Which is useful because on the REALLY new drivers (like what I use!) it's about the only thing that will give you proper 32-bit color. Also it's easier to switch tasks. It almost certainly won't work on a resolution you haven't made available to your desktop, though. Edit: I can't believe I didn't notice that. Sir Unimaginative fucked around with this message at Mar 2, 2008 around 14:07 |
| # ? Feb 28, 2008 21:49 |
|
I swear to god I am the worst at this loving game... I just started a new city, before I even took it off pause, I had spent some 350K making the nicest NON GRIDDED city ever, the second I put it to cheetah everything exploded and i was making like 8K a year it was AWESOME. But even after I got the NAM, the sims are still too loving stupid to live. I have avenues rimming everything with roads on the inside linking things, and the fuckers just refuse to take the loving avenues. My nice suburban roads are clogged to all hell with traffic of these clods trying to get around, and yet my avenues are all showing perfectly green traffic... I have 2 avenue bridges connecting one part of town to the other, and they ONLY. USE. ONE. And of course they only take roads to get to it. Im going to loving nuke it and start over with probably triple the avenues.... I hope Sim City 5 has more intelligent sims.
|
| # ? Feb 28, 2008 22:07 |
|
thesurlyspringKAA posted:But even after I got the NAM, the sims are still too loving stupid to live. I have avenues rimming everything with roads on the inside linking things, and the fuckers just refuse to take the loving avenues. My nice suburban roads are clogged to all hell with traffic of these clods trying to get around, and yet my avenues are all showing perfectly green traffic... One thing I've experienced (and I don't know if the newest version of NAM fixes this) is that sims'll still try to take the most direct route to somewhere, even if it's through simple streets. You have to force them to take avenues and highways sometimes, because they love to skip over those whenever possible.
|
| # ? Feb 28, 2008 22:19 |
|
thesurlyspringKAA posted:I swear to god I am the worst at this loving game... Which version of the pathfinding simulator are you using? If you've got my Essentials pack, it includes NAM with the pathfinding simulator which will make sims avoid congested routes and seek out a route which will take the least amount of time as opposed to the shortest distance.
|
| # ? Feb 28, 2008 22:53 |
|
Zygar posted:Which version of the pathfinding simulator are you using? If you've got my Essentials pack, it includes NAM with the pathfinding simulator which will make sims avoid congested routes and seek out a route which will take the least amount of time as opposed to the shortest distance. I have....no idea. Where do I find out which one I'm using? I havent installed the essentials pack yet, just the NAM alone...should I uninstall the NAM and install the essentials?
|
| # ? Feb 28, 2008 23:18 |
|
thesurlyspringKAA posted:I have....no idea. Where do I find out which one I'm using? I havent installed the essentials pack yet, just the NAM alone...should I uninstall the NAM and install the essentials? Depending on how much you want. If the only thing you want is the NAM, and you don't need some of the other stuff like realistic water, just install the January 2008 update for NAM (I think it's on Simtropolis), then install this pathfinding simulator - the B one is what I use and it works great. It should come with installation instructions, I'd recommend the Hard difficulty simulator, with no park and ride if you're just working with small cities. If you want pretty bus stops and a clean waste to energy plant and a couple of other extra plugins, check the OP for the essentials pack.
|
| # ? Feb 28, 2008 23:28 |
|
Well I already downloaded the essentials pack, I just havent installed it. Anyway, are there any adverse effects with going with Medium or Easy? Why are you using hard? Just to be a bit more accurate? Whats wrong with the A pack? 43 tiles does seem a little excessive... Thanks for the link and the explanation dude!
|
| # ? Feb 28, 2008 23:36 |
|
thesurlyspringKAA posted:Well I already downloaded the essentials pack, I just havent installed it. I have it set to Hard because the other settings increase the capacity of your transport networks by silly amounts. Hard has the most realistic capacities. From the explanation I read, A uses a slightly less accurate pathfinding engine, while B is more balanced.
|
| # ? Feb 28, 2008 23:41 |
|
The better pathfinding goes a long way, but a big part of this game is forcing people to use the right routes when commuting. That means that each side street connects only to one road, which connects to one avenue, etc. Nobody should be communiting through a side street unless they live on it. If you make this impossible for them to do, they won't. You only start to have a real problem when you grid everything in suburbs.
|
| # ? Feb 28, 2008 23:47 |
|
Zygar posted:I have it set to Hard because the other settings increase the capacity of your transport networks by silly amounts. Hard has the most realistic capacities. From the explanation I read, A uses a slightly less accurate pathfinding engine, while B is more balanced. Ah okay, so even hard increases capacity? Great!
|
| # ? Feb 28, 2008 23:48 |
|
I finished Moleville, the proof of concept all-subways-and-walking city. It's not a giant metropolis or anything, but it does indeed prove that the concept is viable. Notice the giant all-pedmall downtown commerce area supported by that one central subway station (Its capacity is at max, but it just barely reached that when I finished). Fire protection is a really big pain in the rear end until you get the runway, since the fire fighters can't get anywhere. You just have to sprinkle the stations everywhere and hope the simulator doesn't throw you a random fire anyway. Otherwise, just don't let any residential connect to any C/I without taking a subway. When forced into a route, they'll do it. Industry needs a road out of town for freight. There's not much I could do about that. Residential needs streets in front of their house, but they don't have to connect to anything but mass transit if you don't want them to. The only motor traffic volume on the map is from freight and one guy that drives down the block to a fire station. Theoretically, though, you can avoid this by placing those in the C/I zones, and there will be no cars but freight. ![]() ![]()
|
| # ? Feb 29, 2008 00:43 |
|
drat nice proof of concept but that is one UGLY city...
|
| # ? Feb 29, 2008 00:58 |
|
Per the Dual Core / Multi-CPU performance problem. I have had games give me trouble with that in the past, but since I have installed the amd cpu optimizer, I haven't had that problem with a lot of games. You might want to try it, as I am not having a performance issue with my system and I am not having to force CPU affinity. It basically is a hot fix for programs that get their clock the wrong way. This also works for Intel CPUs.
|
| # ? Feb 29, 2008 01:00 |
|
My sims still refuse to commute to any neighboring city but one. They also refuse to use any passenger train station except for a single station. I'm about ready to drop some killer robots on them if they don't wise up.
|
| # ? Feb 29, 2008 01:22 |
|
Hikaki posted:I suck at making aesthetically pleasing cities so I make ones like this: Is there a demo for this game? It looks really fun, and I had a blast back in the days with SimCity 2000. Would you say this is harder or easier than 2000? EDIT: Trying to track down a demo got me to http://simcitysocieties.ea.com/about.php this game might not be simcity 4 but it looks pretty cool E2M6 fucked around with this message at Feb 29, 2008 around 02:24 |
| # ? Feb 29, 2008 01:22 |
|
Armacham posted:My sims still refuse to commute to any neighboring city but one. They also refuse to use any passenger train station except for a single station. I'm about ready to drop some killer robots on them if they don't wise up. I prefer meteors when I get frustrated.
|
| # ? Feb 29, 2008 01:24 |
|
Feathers posted:I once made a bizarre board game in like 3rd grade and the actual play area thingy was a city that looked pretty much exactly like this. I used to find 2000 easier to play until I wrapped my mind around micromanaging funding, and regional play. Now I'm horrible at 2k, but building a city on Hard that's making $1000 profit per month is child's play. I guess they're different mindsets. In SC4, you really do need to expand rapidly after building new services in your city, though. It can feel dangerous at first, but rapid residential expansion is a sure way to get some good clean profit.
|
| # ? Feb 29, 2008 01:29 |
|
I installed the gigapack thing, and I dont think something is working because all my buildings retain that brown dirt ground that they get when they are building but it doesnt go away. All my houses and businesses look like that. Also all of the new bus stops dont appear, if I place them they are invisible. It makes me wonder what else is not working and I dont really know what to do to fix it.
|
| # ? Feb 29, 2008 01:31 |
|
Beautiful Princess posted:I installed the gigapack thing, and I dont think something is working because all my buildings retain that brown dirt ground that they get when they are building but it doesnt go away. All my houses and businesses look like that. Also all of the new bus stops dont appear, if I place them they are invisible. It makes me wonder what else is not working and I dont really know what to do to fix it. How big was the SC4_Gigapack.zip file that you downloaded? How big is your plugins directory? (in MB) Did you unzip to My Documents\SimCity 4\Plugins, or did you put it in another directory? Do you have Rush Hour? Your plugins directory should look like this: ![]() And the Dependencies folder specifically should be 988mb.
|
| # ? Feb 29, 2008 01:41 |
|
thesurlyspringKAA posted:drat nice proof of concept but that is one UGLY city... Hah. That's good looking, for me. I actually have some trees and empty space. I can play this game functionally very well but it always ends up looking like rear end.
|
| # ? Feb 29, 2008 02:15 |
|
Lakitu7 posted:Hah. That's good looking, for me. I actually have some trees and empty space. Well my cities arent exactly prom queens either, but what someone said about "organic growth" is totally right, I always try to follow the lay of the land well, use plenty of diagonals, and make sure to include some empty space/greenery along with every little development you make...at least thats what I do.
|
| # ? Feb 29, 2008 02:45 |
|
A ridiculous amount of time spent in SC2000 taught me that the game ends when you run out of space, so you best drat use every tile! It's a really hard habit to break.
|
| # ? Feb 29, 2008 02:56 |
|
I need to reinstall this to play (my user account got corrupted) but I can't find my CD Key. I remember I had a hard time actually finding it before, too... where do you look with the Deluxe Edition? It's not on the case.
|
| # ? Feb 29, 2008 02:58 |
|
As far as organic looking cities go, I like to follow a cycle of development akin to my own town - Christchurch (New Zealand) was a fully planned development to start with back in the 1800s, so there was a very well defined grid in our city centre, and everything is logically placed. Then suburban sprawl hit and everything went to hell. razoras posted:I need to reinstall this to play (my user account got corrupted) but I can't find my CD Key. I remember I had a hard time actually finding it before, too... where do you look with the Deluxe Edition? It's not on the case. Tried looking on the inside of the case underneath the CD? That got me every time with UT2004, where they hid the sticker under the play disk. Never mind the fact that you wouldn't be using said disk until you'd installed using the CD key.
|
| # ? Feb 29, 2008 03:01 |
|
What the ever loving gently caress? Ok, I installed that game, built up a nice, tiny, quiet little farming community, and in my second year I have a goddamn riot. ![]() I'd almost swear my game bugged, because I'd send patrol cars out, they'd form a line... and then do jack poo poo while the rioters just go off and start a fire somewhere else. I finally had to blast their tiny asses with earthquakes to get them to dissipate. Then the chief of police comes up to me and says "Good job handling that riot, Deadman!"
|
| # ? Feb 29, 2008 03:09 |
|
what the poo poo? I've never had a riot...ever in this game, and I've been playing off and on for a few years!
|
| # ? Feb 29, 2008 03:15 |
|
What in the hell? I've never once seen a riot in this game, the closest I've had to rioting is the striking which I always get in my education system because I'm a cheap bastard. How'd you manage that?
|
| # ? Feb 29, 2008 03:17 |
|
Lakitu7 posted:I finished Moleville, the proof of concept all-subways-and-walking city. It's not a giant metropolis or anything, but it does indeed prove that the concept is viable. Notice the giant all-pedmall downtown commerce area supported by that one central subway station (Its capacity is at max, but it just barely reached that when I finished). Holy freaking crap, did they finally figure out a way to tweak the pedmall squares so you don't get the no-car zots? Does it only work with commercial? Don't they suffer from the lack of traffic? I had a mod-free carless city years ago, by building an R core, surrounded by monorail, and a C/I outer ring, with subway stations scattered around. Sadly, once I got into the high density buildings, I had to put additional hospitals and schools inside the R core, which provided jobs and of course the lazy bastards decided to drive.
|
| # ? Feb 29, 2008 03:38 |
|
Apparently I didn't need to reinstall, my "Play Disc" just happens to be "Disc 2"
|
| # ? Feb 29, 2008 03:51 |
|
thesurlyspringKAA posted:what the poo poo? I've never had a riot...ever in this game, and I've been playing off and on for a few years! I don't think riots even happen unless you have a mayor rating around zero. My city Le Ghetto recently attained that goal and I had two riots within a month of each other. What sucks is the fact that my cop cars keep getting stuck and not moving up to where the rioters are, forcing me to build roads over the streets they are rioting on and consequently forcing me to actually improve the city's standard of life
|
| # ? Feb 29, 2008 04:45 |
|
Riots happen when low wealth NIMBY lots, like the adult bookstores (SimGoobers on the STEX I believe) show up near residential areas. They're not very common I didn't see them at all until I got into the mods and had buildings like that growing in. Theoretically, I think you could incite one with power plants and the likes in the middle of a neighborhood, but that's just about the only way to pull it off in a normal game. Low mayor rating might be a factor, but I couldn't say with any degree of certainty.
|
| # ? Feb 29, 2008 05:29 |
|
Lakitu7 posted:Industry needs a road out of town for freight. There's not much I could do about that. Residential needs streets in front of their house, but they don't have to connect to anything but mass transit if you don't want them to. Think the industry might be able to use freight trains instead of roads out of towns? Or shipyards, for bigger areas?
|
| # ? Feb 29, 2008 05:40 |
|
SlightlyMadman posted:Holy freaking crap, did they finally figure out a way to tweak the pedmall squares so you don't get the no-car zots? Does it only work with commercial? Don't they suffer from the lack of traffic? I don't think anything's changed in pedmall technology except that I did download the pedmall "connector" lots, which let you do road->connector->pedmall->connector->road. I used it in one of the screenshots there. It wasn't a factor in the all-pedmall commercial mall though. Folks could always use a pedmall from a bus or subway. You just need the connector squares if you want people to be able to walk from road->pedmall or pedmall->road. Hmm, monorail's not a bad idea. I wonder if you could actually build an all-monorail city and have it be profitable. Sounds like a new thing to try, though I imagine, like the subway, it'll still need streets for R and a road for industry. It could turn out impractical because monorails are purposely made to be incredibly expensive, or because they're SUPPOSED to be for across-region travel, but we'll see. ![]() Also, as I warned in the last thread, the game lets you build pedmall squares ANYWHERE, even over pieces of other buildings. If you build one on top of something you shouldn't, you can't get it to go away, so be warned. Maybe it works if you save and reload; I've never risked it to try. Iunnrais posted:Think the industry might be able to use freight trains instead of roads out of towns? Or shipyards, for bigger areas? Trains do work, yeah. I tried that in the industry corner a little bit. However, pedestrians (I assume) can't walk down train tracks, so I'd have needed pedmalls too and I figured I might as well just let the road serve dual purpose. Seaport should logically work, but I don't know. Of course, there's also the possibility of an all-walking city, really, where nobody's homes connect to anything but pedmalls. It'd have to be a real OCD-style checkerboard of zones, though, unless you used a mod that jacks up walking distance to higher than 7. Phrog posted:I don't think riots even happen unless you have a mayor rating around zero. My city Le Ghetto recently attained that goal and I had two riots within a month of each other. What sucks is the fact that my cop cars keep getting stuck and not moving up to where the rioters are, forcing me to build roads over the streets they are rioting on and consequently forcing me to actually improve the city's standard of life I searched the Simtropolis forums and they too seem to associate it with mayor rating. I'd figure that someone was way in debt, so the game offered them those "deals" for nimby buildings. Then they put the casino/megamall/nuclear waste dump in the middle of residential-land. Lakitu7 fucked around with this message at Feb 29, 2008 around 06:14 |
| # ? Feb 29, 2008 06:11 |
|
|
| # ? May 19, 2013 03:42 |
|
Thanks to the advice of this thread, I finally created a city that wasn't operating on a shoestring budget, nor depriving its citizens of the right to not live in a garbage infested wasteland. However, a nuclear power plant did blow up up in the south-west corner where I had stuffed a bunch of dirty industry. It provided the perfect excuse to build half a dozen cheaper coal plants and convert the crater into a landfill. Traffic was still a pain since I still refuse to use highways. Question: Is there any reason not to use high-density zoning from the get-go, except for the fact it might not produce high-density buildings?
|
| # ? Feb 29, 2008 12:40 |






















