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By SimMars Team
SimMars is a mod for SimCity 4 taking the game to Mars. It will bring new buildings, transportation systems, user-interface and music and will replace the Maxis SimCity 4 content as far as possible, giving you the feeling to play a colony on Mars.
Beta 3 is another step towards the goal of SimMars. Most main game functions and buildings have been replaced and the mod plays fairly well now. However, it is still a beta and hence unfinished. Not everything is replaced yet or fully functional.
SimMars will install and play completely separate from your SimCity 4 installation.
BETA 3 FILESIZE: 277MB
Due to the size, the installer is hosted on an external file hosting site. Download the dummy text file here to get to the download location.
UPDATE: There's been a bug discovered where the Mars Face landmark has no model file.
Easy fix: Download the this file and place into /My Documents/SimCity 4/Plugins_SIMMARS/+Landmarks/SM_LM_MarsFace
Download the SimMars Region Pack here to add 7 new regions to your game.
This download is for PC users only, a Mac compatible version will be released in the future.
SimMars Beta 3 additions since last release:
- 180 new BATs (buildings) of all types
- new highway, rail, subway, elevated rail, toll booths and spaceport.
- SimMars game launcher: Beta 3 launches individually from SimCity 4 (see installation notes below)
- new User-Interface graphics
- new disaster (Blow-Out, replaces fire)
- 5 new music tracks
- the first few automata models
- new ordinances
- transformed news items
Main goals for the next release are:
- creating and modding new automata models (vehicles)
- implementing NAM elements
- replacing avenue and one way texture
Well it's here! With only 55 days to go, i thought i would bring a development update. Below is dev update 1. Beta 1 If you want to call it that. All dev updates will go here, and the final release will be in the actual City Journal Menu. (Between STEX and Gallery)
Without further ado, SparkleCity Beta 1
In fall of 1995, the population of Prowersville stood at only 32,000. This was already quick growth, since the city was founded as a US territory in 1994. By the kingdom's independence in October 2006, the population reached over 1.5 Million. Eventually, ten years after that, the population stands at 2.4 Million. (2015 Census: 2,476,375) Below are three pics of the major centers of the city. Each dev update will contain three pics.
Part of Downtown Prowersville, A lot of companies have built large complexes consisting of the same building. Several buildings are even copy-pasted all over the place.
A large high school: Station Square High School located in downtown. It places the highest on the Sparkle Kingdom College Placement Exams (SKCPE) with a 2270/2500 (91%) Average Score on the exams. Most of the highest placing students go to the University of Prowersville.
The Miles Prower Mall, located in the Jasmine Falls township. Since it is 10PM, the mall is closed to anyone under the age of 21. (21 is the legal
adult age in the SK) The mall contains a massive 374 stores, and is over 20 million square feet. Any minors caught in the mall after 8:30 PM can
be sentenced to up to 2 years in the Juvenile detention center. (With hard labor)
I am having a problem with loading simmars on windows 7 (and yes I uninstalled the update that blocks sc4). Simmars won't start, you can see it in the taskbar for a few seconds then it just closes itself. if it makes a difference i am using the steam version of simcity 4.
Network Skins Module 2 is ready for release!
But before I release it to the public, I need some testers who test the mod in different environments.
To enter the beta test, just add me as a friend on Steam and open this page.
Especially interesting to me:
Build a large road system with many different Network Skins settings. Let the simulation run for a while. Use mods like No Pillars, Road Anarchy, Network Extensions or Traffic++. Save and load the game, restart the game and load. Are the trees and street lights still in place? It would also be great if someone could try loading a game without Fine Road Heights (unsubscribed, not only disabled). Uninstall the mod and load the save. Is it corrupted? Does it work on Mac/Linux? Before you subscribe to the beta, unsubscribe from the Pillar Changer mod. Network Skins replaces that mod.
After the beta test (in about 48 hours), I will upload the mod as an update for Pillar Changer, so you have to subscribe to it again.
Please send me the feedback here or on steam!
Newest STEX Uploads
Recent STEX Reviews
Recent STEX Comments
Thank-you for making it clear how to connect the water pump. It was a detail that I overlooked in my description because I was running the tests using the utility radius mod. I think from now on in my descriptions I will offer to assist anyone that may have issues with making the lot work. That may help preventing jumping to conclusions. I'm including a new preview using @CorinaMarie 's graphic that shows how to connect the pump.
In nature, the complex of dance begins with single cells, tropisms, although independently motivated according to the nucleus responding to gravity, tides and light, but gradually all evolution can be seen as a dance of chemicals and forms. The more complex the dance, the more complex the life-form. When I watch male and female figure skaters I am stunned by the extreme complexity of coordination of physical, sensory, cognitive and pure ability of flight that my species is capable of. Dare I say, I am honored to be human. All our technology and art are just toys compared to the actual material ability of ourselves as conscious physical beings. As well, in the sciences, male and female have unique cognitive and perceptual abilities that are complimentary and mutually facilitative. There's no limit to what can be achieved by human beings who know how to dance.
The water texture is designed to show dynamic flow, a churning of the water as if an industrial process is taking place. Its supposed to be clean fresh water, so it would appear more saturated blue with whitecaps. The texture and saturation also helps to distinguish it as clearly water and matches the tone and texture of the surrounding buildings. In my texture pack I designed 4 different water textures for different applications of light. As well, the darker tone of the water would be natural to the depth and confined space where there would be less scattering of light. Go ahead and feel free to suggest another one, or one you can imagine that might fit better. Thanks for the feedback.