Hi Community! We're almost there for our March goals! I just wanted to keep the momentum going so if you are able to help, please donate and get some gifts in exchange! Thanks so much to those who have helped out this month, we really appreciate it.
No dependencies. All lots are 5x5 ploppables in the Reward menu, available at the start, are road connectable and transit enabled, capacity: 100. Maxis Lighting.
This project is inspired by SimCity Version 1 (Classic) now called 'Micropolis' developed in the 1980's and released as open source. The last preview is an image of a session of playing the Java version of Micropolis that is freely downloadable from github.com.
In Micropolis there are only three same-sized squares for RCI zoning. I've used the reward system in SC4 to lot 5 of the 6 largest commercial buildings, 2 of the largest high-wealth residential, 1 of the largest high-tech industrial buildings, and 1 agricultural building. All the lots are the same area size like in Micropolis.
The queries are the same queries used for the buildings as grown in the game --the associated reward will only be indicated in the reward menu as the item is selected and plopped.
The lots contain code for both the reward and the replacement building so apparently the lots provide the benefits of the reward as well as the operation of the building. The intent of making these lots is providing access to the buildings so I haven't evaluated the reward function, but the queries do report capacity usage for the replaced building --no 'goofy stat' for the reward.
Previews of Buildings Featuring Terrain Mods (see Preview.html in zip file)
Terrain Resources Listed in: Cori's Terrain Shoppe
1. Overview of 9 Buildings, Main Preview, 'Circuit' from Terrain Pack
2. Alvin's Acres Agricultural, Berner Oberland Terrain
3. Euro-American Residential, Pyrenean Terrain
4. Modern Commercial, Sudden Valley Terrain
5. High Tech Industrial, LBT Cumbres Terrain
6 Overview at Night, Sahara Terrain
Descriptions of the 9, 5x5 Large RCI and 1 Civic Building are included in the zip file:
Colons separate the building name, building type, and which reward I used for the lot. The buildings appear in the reward menu with a unique menu icon, the building and reward names, and the description. The Opera House, Farmer's Market and Tourist Trap rewards also appear in the Parks menu.
• Van Prooijen Trading: Commercial: Convention Center
• Ong Condos: Residential: Major Art Museum
• Hurt Enterprise Headquarters: Commercial: Tourist Trap
• Hogan, Wallace, and White Insurance: Commercial: Resort Hotel •Cahalane Communications: Civic: Bureau of Bureaucracy
• Lind Entertainment: Commercial: Stock Exchange
• Byall Tower : Residential: Opera House
• Tubing Facility: Industrial: Advanced Research Center
• Alvin's Acres: Agriculture: Farmer's Market
• Pedriana Pharmaceuticals: Commercial: TV Station
A stage 8 CO§§§ building in the Chicago tileset. Capacity: 7,103
I've given this lot project the name MicroProject and made a logo for identifying the lots in the Reward and Parks menus. Each lot appears near the original reward, with a building icon and the logo overlay. The original reward is not replaced. The re-lots are available at the start of a new city.
Wiki SC4Devotion: http://www.wiki.sc4devotion.com/
Wikia SC4: http://simcity.wikia.com/wiki/SimCity_4
This file includes the following readme.txt file and an HTML file with info and resources for map-making.
1.) Launch SC4. In Region View Create a New Region. Name it 'The ArcoDonut' or whatever you want. Save the region by clicking Create Region and exit SC4.
2.) Navigate to your Regions folder in your user profile under SimCity 4. In the Regions folder is now a new folder named The ArcoDonut, or whatever you named the Region. Inside the folder are two files: config.bmp, region.ini. Delete the config.bmp file and replace it with the one found in the unzipped folder. Leave the region.ini file as it contains the name given to the region.
3.) Re-launch SC4 and load the ArcoDonut region. In Region View press CTRL-ALT-SHIFT-R. You should now have a window in the top-left corner.
4.) Navigate to the location of the 'Grayscale Heightmap' subfolder and open the file 'Z_ArcoDonut_833x769.bmp'. The simulator should begin processing the map. If successful, you will see the region with city layout. The processing takes from a few minutes to several minutes to complete.
5.) Before starting a new city, the terrain may have to be raised by one increment in the large cities to give you plenty of area to build on, depending on what terrain mods are installed.
Thanks to @CorinaMarie for some helpful critique, technical details and editing on this project. For more discussion of methods of making maps see: C.O.R.I.M.A.P.S. - A Tutorial for SimCity 4
• Elongated shape to extend the radius of park and landmark effects, set at 90% for both over 20 tiles. • Illumination of area in Maxis night-lighting, adding contrast to night scenery. • Blinking light, pigeons, sparkle effects and people animations. • Original sculpture made from Maxis rock block props. • Custom query based on tutorials and a sample lot file by Equinox and Daeley (2005) found on Simtropolis and SC4 Devotion, • Addition to Park Menu ploppables, no external dependencies. • Note: the 'Bulbs Changed' Goofy Stat. is not programmed, its simply a static number written on the menu graphic.
Place the 'Promenade_of_Light_Plaza_3x16.SC4Lot' file in 'username'~/Documents/SimCity 4/Plugins folder. Start SC4 and look for the lot's icon in the Parks Menu.
The zip now contains 2 independent lots so:
For the working fountain plaza also place the 'Promenade_Fountains_Plaza_3x16.SC4Lot' in the same folder, or choose either one as each one stands alone.
Ok. This is my first creation. First, I want your honest opinion. It`s a bit messy and you might need to change some roads but everything should be working. If you have any ideas how I can improve this junction, please tell me.
This is the story of a humble little town with big dreams, dreams to become a metropolis, and overcome major obstacles.
In this journal, the Mayor (Me) will take on the challenge of starting with the zero simoleons mod, and build a city that will reach 1 million sims population, from nothing! (On hard mode of course)
I can't take this on alone without sharing this, so I will document every step and every obstacle I encounter to ultimately achieve such a huge undertaking, and I will need all the help I can get! Together, we shall do this, test your knowledge of this game and help this city grow.
The screenshots will be a mix of unedited with UI, and more aesthetic ones for the story. This journal will go in depth into the struggles the mayor and how he builds a city in an unforgiving world.
The World... Also, these cities are in the same planet as The World Journal!
Where does this take place?
Note that this does not take place on Earth but on another Earth-like planet that hasn't been discovered in real life. There will be way more information on this later on in the story, including space shots but here's the general summary:
It is close to our sun as well in our Galaxy. The differences in these worlds are, it's slightly smaller than Earth, (gravity 95% of Earth, 100 pound on Earth = 95 pounds on here). The planet is referred to as "Earth" by it's inhabitants, but we have no name for it yet. It has two smaller moons as opposed to one, and due to it's tilt and moons, every 10-20 years, there is major climate instability for about a year. Instead of Countries, it is divided into several republics their sub-divisions. The two main ones to worry about are the Blue Republic and White Republic. Cities can register once their considered a "city" to them depending on their political affiliations. (Democratic, etc.) There are many cultures around the world. White republic are primarily English/American-like, while Blue Republic are more European, English, Italian, French, etc. There are wars, there is famine, and problems just like our Earth, with the climate leveling the playing field every decade or two.
I will be using no cheats, no demand mods or any major game-altering mods (other than the zero simoleon mod). Only NAM with CLASSIC traffic controller (the standard Maxis one) installed. Basically, this is almost the same UN-modded SC4 deluxe game but with cosmetic mods and buildings.
Before I start, I choose my starting Mods, NAM being the first one of course:
Note the classic traffic Simulator is selected, to make it harder for me
Here is the plugins folder I'm using for all this:
If there's any mods you guys recommend, please don't hesitate to tell me! (unless it's a cheaty-mod!) Basically...this is it for now. All the mods I need.
I will add many more mods to this game, whether this could be larger custom BAT schools/hospitals or fire/police stations. The only rule is: No Cheat mods or anything that gives me an "unfair advantage." If it makes the game harder however, then I'll take it!
We start out on a large map, with plenty of land for 1 million sims, and a beach south east. It has lots of forests, a few small hills and large plains. The only downside is that the location of the map is highly conductive to super-cell thunderstorms, making it highly prone to tornadoes and waterspouts (kind of like tornado alley), flooding and electrical storms.
The settlers find the perfect spot, a nice little patch surrounded by beautiful lodge poles, oaks and many other types of trees:
Take note, there is absolutely NO money to start with. How is this possible, you may ask?
With a nice little $5000 loan of course!
The city shall be named "Woodland Metropolis II"
With no other choice, we will have to start our city in debt!
We'll have to spend our money wisely, and we shall start very small...
A small simple street.
It's all we need for now. The Windmill seems like the perfect plant to begin with. We lower the budget to 10!
A challenge like this really makes you keep mind of your budget, and to truly minimize your expenses. It'll be a while before I become profitable!
We have a nice, small little town! Unfortunately, we're already at a loss...We're losing $30 a month, most of which is coming from the loan payments!
Two small shops, a few houses and two farms makes up this quaint little village. It's hard to believe that one day, this place will have 1 million sims!
In a desperate attempt, I zoned a small industrial factory just north of the two stores;
But this required raising the funding for the Windmill to supply the power to the hungry factory! We're making more money but we're also losing more money! This could be the beginning and the end, with only $273 left!
(Note how the main loss is from the loans, but we can't afford to wait can we?)
So here we stand, with our money dwindling, we are already losing this town. Is this the end? The shortest City journal ever to grace Simtropolis?
We have three options:
1. raise the taxes,
2. Take out another loan
3. Invest the rest of what we have and cross my fingers...
Woodland Metropolis II has over 90 Sims, all low wealth, with two shops, two farms and a factory.
We need your help! What can we do? Comment below for suggestions and we shall see in the next update if the crisis is resolved! Stay tuned...
No machine will ever generate art such as this. This model is much more than an arrangement of textured 2D surfaces, clearly representing a 3D object, a material structure, and its design fits precisely into SC4. A bit more roof clutter maybe, but as is, this building stands with the best of Maxis.
This is a great model. The building model itself is 5/5. The base texture 0xb113c130 is missing, the shadow on the lower roof is opposite direction of shadow in game and is darker. Is there supposed to be night-lighting? Maybe this model deserves a revision.
Thank you very much for this.I have just started a new region with this mod,and it looks really nice and real in game, compare to the normal "grey" industry.And not complicated at all,-to use and to install.Can´t wait till I get Hightech :))