District of Wenzel | Update 116 - (Ouisconsin County) Morgan Town: Rival to the South

965 posts in this topic

Posted (edited)

Packersfan returns with a new journal about the District of Wenzel with the capital city of Martin.

It has been nearly a year since I have really played SimCity, and a lot has happened in that year. In January, my computer's hard drive died and with it all my plugins and my Sessquenna region. In May, I graduated from college. In June, I reinstalled SimCity and Rush Hour and have begun the arduous task of repopulating my plugins.

This new region uses the Meadowshire terrain mod from cycledogg/c.p. The mod comes with an incredible tree controller and the trees are beautiful, unfortunately they don't plant everywhere because the terrain is designed to have lots of rolling green meadows, a hard thing for me to take at first but hopefully it will grow on me.

The water in-game looks nice but in the region view looks terribly fake. Unfortunately, I cannot find the old river water mod I used in Sessquenna, so this will have to do for now, but of course I will be experimenting with stuff as always. The mod is called Ocean River Water Mod by MayorBean.

From Jeronij I am using the incredible Street Side Mod which plants trees along residential streets and places various other props on the sidewalks to liven things up. For this city I will use his specially designed stone sidewalks as opposed to the Maxis originals.

So here is the region. Like I said I am not too in love with the look yet, especially of the water...



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Okay, I did not really like the Meadowshire terrain/tree controllers. The trees were incredible and the textures are crazy awesome but just didn't suit me.

I re-rendered the region using just the plain MAXIS terrain, cycledogg's No. 7 Tree Controller, and Pegasus's Brigantine Water Mod. I think it looks a lot better.
 
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District of Wenzel Table of Contents

01 - 06.04.10 - Introduction / Undeveloped Territory
02 - 06.09.10 - Founding of Martin Town
03 - 06.11.10 - Martin Town Expands
04 - 06.16.10 - Brittany River Farms
05 - 09.28.10 - Early Downtown St. Paul

06 - 10.25.10 - Eastern Edges of Sioux and Union Townships
07 - 10.31.10 - Eastern Edges of Jersey and Sullivan Townships
08 - 11.07.10 - Southern Edge of Charlotte Township
09 - 11.14.10 - Portland Township Travelling on D67, D42, and D31
10 - 11.21.10 - Driving Down D31 to Hohler

11 - 11.28.10 - Travelling South D31 - Hawthorne and Apostles Twp
12 - 12.05.10 - South D31 through Apostles Township and St. Paul
13 - 12.12.10 - Expansion North of Brittany River and Bitter Creek
14 - 12.19.10 - Westward Expansion South of Brittany River
15 - 12.26.10 - Luther Neighborhood

16 - 01.02.11 - Highland Neighborhood and Brittany River Industry
17 - 01.09.11 - Near East Side - Cramer Neighborhood
18 - 01.16.11 - Near East Side - Ivanhoe Terraces
19 - 01.23.11 - Near East Side - Lincoln Terraces and River Bluffs
20 - 01.30.11 - Lincoln Terraces and River Bluffs Continued

21 - 02.06.11 - North Sedgwick Avenue
22 - 02.13.11 - Holmes Neighborhood - Olivet Cemetery
23 - 02.20.11 - Redeveloped Peninsular Downtown

24 - 02.27.11 - Martin Municipal Airport
25 - 03.06.11 - City of Jefferson - Growth
26 - 03.13.11 - Near South Side: Wisconsin and Oklahoma
27 - 03.20.11 - West Town
27 - 07.20.11 - Downtown Martin - West Town
28 - 08.04.11 - Downtown Martin - Grand Avenue

29 - 08.12.11 - Highland and Southall Neighborhoods
30 - 08.19.11 - Parquart, Southall, and Highland Neighborhoods
31 - 08.26.11 - Staples Center
32 - 09.03.11 - Garfield Park and Portland Creek Vicinity
33 - 09.11.11 - Marshall Peninsula Neighborhood
34 - 09.17.11 - South Martin - McHenry Park and Lafayette School
35 - 09.25.11 - South Martin - Martin Hohler R.R. and Haydn Avenue

36 - 10.11.11 - Introducing the National Highway System
37 - 10.11.11 - Rutland - North Harrison Road
38 - 10.18.11 - Rutland - North 8th Street and Rutland High
39 - 10.26.11 - Rutland - West Orchard and North Clement
40 - 11.03.11 - Henne Park Medical Center

41 - 11.09.11 - Henne Park - Trinity Boulevard
42 - 11.17.11 - Henne Park - North 32nd Street (Purple Line 6)
43 - 11.26.11 - Wellington Park Neighborhood
44 - 12.03.11 - Wellington and Windemere Parks
45 - 12.10.11 - Kelvyn Park Neighborhood

46 - 12.17.11 - South 40th Street - Brittany River to Lucas Road
47 - 12.24.11 - South 40th Street: Uttica Creek to Atkinson Avenue
48 - 01.07.12 - University of Wenzel - Martin Campus
49 - 01.14.12 - University Neighborhood
50 - 02.13.12 - The Big 5-0: Then and Now

51 - 02.20.12 - South Martin - New Development and High School
52 - 02.27.12 - South Martin: St. Mary's College and Knox Park
53 - 03.05.12 - South Martin: Owosso Cove Industrial Area
54 - 03.08.12 - BAYVIEW: First Look
55 - 03.12.12 - Brittany River Hwy: 48th Street to Anchor Road

56 - 03.19.12 - Brittany River South Bank: 76th Street to 44th Street
57 - 03.26.12 - East I-80: Jade Interchange to Jade Creek
58 - 04.02.12 - East I-80: Jade Creek to 80th Street

59 - 04.09.12 -
60 - 04.16.12 -
61 - 04.23.12 -
62 - 05.07.12 -
63 - 05.14.12 -
64 - 05.21.12 -
65 - 05.28.12 -
66 - 06.04.12 -
67 - 08.27.12 -
68 - 09.03.12 -
69 - 09.10.12 -
70 - 09.17.12 -
71 - 09.26.12 -
72 - 10.15.12 -
73 - 10.22.12 -
74 - 10.29.12 -
75 - 11.05.12 -
76 - 11.12.12 -
77 - 11.19.12 -
78 - 11.26.12 -
79 - 12.03.12 -
80 - 12.10.12 -
81 - 12.17.12 -
82 - 12.24.12 -
83 - 12.31.12 -
84 - 01.07.13 -
85 - 01.14.13 -
86 - 01.21.13 -
87 - 01.28.13 -
88 - 02.25.13 -
89 - 03.04.13 -
90 - 03.12.13 -
91 - 03.18.13 -
92 - 03.26.13 -
93 - 04.02.13 -
94 - 04.09.13 -
95 - 04.16.13 -
 
96 - 09.30.14 -
97 - 10.07.14 -
98 - 10.14.14 -
99 - 10.21.14 -
100 - 10.28.14 -
 
101 - 11.04.14 -
102 - 11.11.14 -
103 - 11.18.14 -
104 - 11.25.14 -
105 - 12.02.14 -
 
106 - 12.09.14 -
107 - 12.16.14 -
108 - 01.13.15 -
109 - 01.20.15 -
110 - 02.04.15 -
 
Ouisconsin County 
 
111 - 02.10.15 -
112 - 02.17.15 -

113 - 02.24.15 -

114 - 03.03.15 -

 

116 - 03.17.15 -

Tutorials

02.17.15 -

02.24.15 -
 
District of Wenzel - Martin County Street Map

District of Wenzel - Ouisconsin County Street Map

Edited by packersfan
coolwiththecool2 likes this

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Posted

If anybody can link me or send me some mods I can no longer find out there, such as the Bridge Height Mod that would be great.

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Posted

The region looks very nice pakersfan. What are the lines in the water though? Is that what you mean by fake looking?

As for the Bridge height mod, are you talking about the one made by joerg? You can find it here: http://www.simtropolis.com/stex/details.cfm?id=21327

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Posted

Great start on the new region, I'll be watching to see how it developes

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Posted

Yeah, Jorganza, those lines and all that is what makes the water look crummy...ugh. I found the mod, phew.

Mayorm, I'm gonna try to really start this city out realistically as a small harbor community, ala Boston...and expand and have a tight little old downtown that then will expand to an industrial sector and continual expansion 4.gif

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Posted

This territory looks very Pacific Coast-like... looking forward to seeing how it develops!

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Posted

Oh the joys of a completely pure region, ripe for towns and highways and airports and seaports. I miss those days.

Beautiful lush region, I can already picture the first towns and highways on it.

atsummerlin53 likes this

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Posted

Well I've spent about 2 hours just downloading a ton of stuff and haven't even scratched the surface of what I used to have. I really need pinpoint what I need right now, haha.

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Posted

Sorry for the delay in an update. I'm not too happy with the meadowshire terrain mod or the tree controller. I love the trees themselves but I would like them everywhere but the controller doesn't allow it. I'm also having an incredibly hard time figuring out how to create docks and piers. I plop a section of one of PEG's great docks and it drops the land even further down and underwater than the dock sections around it. Incredibly frustrating. Any help would be greatly appreciated.

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Posted

It's never easy to recover custom content. On the plus side, you have a great region to work with.

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Posted

Yep, definitely a great region. A major change from the river valley with hills (CINCINNATI) that I used for Sessquenna. I just spent 2 1/2 hours placing trees throughout the region. I didn't like the Meadowshire terrain or tree controller or the water, so I redid the region and it now looks great. I will include updated pics tonight. Off to work I go.

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Posted

Update 02 - Founding of Martin Town
Settlers sailed into the protected waters of Willms Bay and founded Martin Town on one of the peninsulas.

Forgive the rough look of the growing town.  I haven't downloaded all the plugins I used to have so there are cases where I used to have something to fill a tile but now don't have it and it is a little frustrating, but I'm trying to do my best.


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I'm not too creative or good at really building a city from old times to present development, but I try to give it a little shot.

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Posted

Looks pretty good. I know I don't have the patience to do something like that.

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Posted

The physical geography of the region is truly astounding. Might I recommend adding the no_palms for road modd.

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Posted

Is it just me or is the new STEX just impossible to use now? I can't find any of the old plugins I used to have using the search. I'm really looking for filler lots and an alley set that has 1x1 lots...I downloaded Pegs but that one only has a 6x1 alley and not useful for my random sized blocks.

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Posted

Update 03 - Martin Town Expands
Martin Town has rapidly expanded along the narrow peninsula it was founded on.  Engineers constructed a bridge to "Clement Peninsula" and a thriving neighborhood known as "Clement Neighborhood" sprang up.  Wisconsin Ave became the connecting road between the original peninsula, "Clement Peninsula" to the north, and Walker's Fields south of the Brittany River.  Bridges over the Brittany River must be high enough for ferry and ship traffic and thus pose potential engineering concerns as the road leading up to the bridges must ascend several yards/meters.



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Martin Town introduces paved and concrete roads and sidewalks.
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Wisconsin Ave Bridge over the Brittany River.  No intricate engineering was used on this basic bridge.
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Clement Neighborhood
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This is a composite of a picture from the edge of Martin Town in SC4 and the next city square over.  Note that some spots do not line up for some reason, like the river.  I'm not sure, but maybe I terraformed the northern edge of the original peninsula too far and messed up the flow between the two maps.
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Posted

great Cj so far, looks like you're doing a fine job of showing development to the present day. Also the custom content really blends into the area, which is really outstanding!

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Posted

wow! great looking job! i am glad to see that you have started with another great cj! keep it up!

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Posted

Update 04 - Brittany River Farms
Here are some farms along the Brittany River.



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Posted

For some reason, Sim City 4 is running awfully slow on my 8 GB RAM computer...It ran great before, but not now with my new hard drive. I seem to remember downloading a modified graphics rules.sgr which did something good back when I was on my laptop and then just transferred the game from the laptop...but this is a fresh install so the sgr file is back to normal config. Any ideas?

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Posted

I think the problem is with Cycledogg's Tree Controller No. 7....once I add the trees to the city tile it becomes sluggish and choppy...Is this a known issue or perhaps there is a conflict with something else. Any ideas?

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Posted

Nice start. Great work with the transition of the maps - yes, there are glitches but it's really hard work to get it as smooth as you did. 

I also love your spacious fields - they look extremely good for such a flat landscape! (Yes, I still prefer the hilly landscapes 2.gif)

Take care my friend! 

Bernhard 44.gif

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Posted

Thanks Nardo69, I'm used to a more hilly landscape with Sessquenna being on the Cincinnati region, but this one will have some hills further inland.

Okay, my game is still running crummy...even when I don't have any cycledogg trees on a SMALL tile 15.gif ... this game ran brilliantly on this SAME computer (2.33 Ghz, Dual (Quad?) Core, 8 GB RAM, etc...with Windows Vista...now a new hard drive and Windows 7 and it runs crummy. Any ideas? I am running the game in Windows XP SP2 Compatibility Mode...maybe I'll try running it in Vista compatibility mode.

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Posted

Pix look great. As far as slow running, it seems to be the norm with SC4, esp when you have plug ins. I wish there was an accelerator out there for it. A new HD on the same computer won't change its performance though, if that's what you have.

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Posted

Well that's what I mean...I had all these same plugins while playing on my lower performing laptop and this new desktop with Vista, but now SAME computer and Windows 7...the only new mod I'm using that I feel is slowing everything down is cycledogg's tree controller no. 7.

Anyways, another issue I am having is that I've finally gotten the Pedriana Farms killer modd again. I thought the even stage mod would limit the growth but still allow a few, but it seems that at a certain point that is all that will grow. So now the Pedriana Farms won't grow, but now all I get is SimGoober's Fukitol Pharms and I don't want those. I've deleted every fukitol thing in my plugins except for one ploppable lot that he has in a ploppable dat file and that is only a ploppable of the high tech industry, not the farm, but the FARM STILL GROWS!!!! I am going to try to get rid of that file too and see what happens and then grumpily download all those industries separate I guess... I am so frustrated with everything right now.

---FIVE MINUTES LATER---entire farming tile still fills up with Fukitol.

Ok, I'm gonna rip my eyeballs out...my god where the hell is this fukitol farms???  I got rid of any traces of fukitol pharms, yet it still grows, now to remove SimGoober completely to see what happens.

---FIVE MINUTES LATER---no more fukitol pharms, but also no more SimGoober plugins

Now the arduous task of adding SimGoober plugins one by one and testing to see which bastard is introducing fukitol, because it isn't documented!!!

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Posted

I don't know, I never used the Pedriana Killer. Sure, without any custom farm Pedriana is a pain but there is a nice alternative to the Pedriana Killer Mod: Ihaka's Rural Variety Pack. It blocks two of the three Pedriana lots and adds some more stage 3 farm lots that has been designed from Maxis stuff only - no dependencies. Even if you don't use any other farmining custom content this old pack from 2004 is a 1000% must have! 2.gif

About your performance problem - did you check your graphics card driver? Some time ago SC4 had severe performance problems mostly with newer ATI cards and driver but I heard that some new nVidia cards have the same problems. Check your graphics driver, try a different (older) one and / or try to run the game in Software mode instead of hardware. Maybe that helps - on my old machine Sc4 run way better under Win7 than under XP with a nVidia 7600GS

Take care 

Bernhard 44.gif

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Posted

Very nice, I love the realism of the farms!

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Posted

I added that rural variety pack. I'm assuming that will help with the Fukitol Farms too since there will be more Stage 3 options. I will be testing that out soon by adding SimGoobers plugins back into my play. Gameplay is still not as smooth as I remember it 15.gif ... I can understand the lag on a large tile with a lot of development (especially city) but the lag on a small tile with NO development and only trees is ridiculous and not what my system used to produce.

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Posted

Well another bump, jk....an update...I found that I had two copies of DAT files for Cycledoggs trees No.8 and No. 9 Models....two with the tree controller and two with the props folder. Hopefully getting rid of these duplicates will have a profound effect...otherwise I may just try to get rid of the entire tree mod..I've already started eliminating every cycledogg tree in some of my tiles...ugh, so we'll see 4.gif

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