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According to the f-zero wikia (fzero.wikia.com) Port Town is a center for interplanetary trade and home of the bounty hunter and famous F-Zero racer Captain Falcon.
If you’ve seen some of my other album, you may have noticed I like to be inspired by fiction.
This was done long ago before offline mode or mods.
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Public Region: Mars QuantumTransition
Started by: Randy22E, on May 18.
Server: North America West 1, Region Map: Rambling Badlands
Public Region: Flight Simulation
Started by: Randy22E, on May 20.
Server: North America West 1, Region Map: Rambling Badlands
Space Center Completed, 4 Cities remain open, 1 is abandoned but cleared to be reclaimed
All welcome to join.
Edit May 19: In just one day this map was filled and several cities completed by several players. Interesting how it actually did require a quantum transition as I had to re-create the region from the 'Red Earth' phase. Such is the way of the quantum mechanical force.
Official site server list and status: http://www.SimCity.com/en_US/server-status
Looking for active and cooperative mayors to join region and continue a supportive community. Experienced or new mayors encouraged.
Original SimCity 2013 only please, no Cities of Tomorrow (all other adaptations are ok, just ask before deploying mods) Be active in communicating and collaborating with other mayors. 2 map lots per mayor (Please ask before claiming more than one map lot), preferably just 1 to start and eventually we'll roll into 2 cities per mayor if they are not occupied completely. play at your speed, don't feel rushed. Just enjoy and have fun! lets get some awesome skyline pictures and let the creativity flow and learn a thing or two from one another. If you want to discontinue playing with this group just let me know and please abandon the map so i can manage it and clear it for someone else to play. I chose Rambling Badlands because of it's fairly linear arrangement of terrain (other maps are much too gradient/sloping and cause graphics issues), plentiful resources and allows 7 cities on each side of mountain range with 1 great work on each side. I personally thought it was a much better set up than just 4 mayors per region quadrant.
Also Rambling Badlands is extremely bug free.
Badlands is also a nice change of scenery from the traditional maps.
My Origin name is: Moogu69
I have been an active mayor since release of this title with 1300+ hours logged
so please message me if you're interested! cheers!
First Official Skylines Post.
Under the desert sun and endless dusty wastes, thin ribbons of civilization begin to cut through the sand and a beacon of humanity begins to rise.
Freeways 64 and 55 as they meet in the desert, and depart their separate ways into the wastelands.
The sandy hills give way to little more than dust and the occasional cactus as vehicles cling to the narrow highways.
A mighty structure rises above the Crystal Canyon, the Crystal Canyon Bridge.
Two thousand feet to the bottom. (This is a testament to the incredible power of the move-it mod.)
As the sun sets, the scorching oppression of the desert heat begins to loss it's grip.
Crystal Canyon Bridge at night.
Human ingenuity brings water and life to a barren expanse.
Even the desert isn't immune to the grip of industry.
I have been fascinated by MegaTowers ever since I started playing SimCity, and like many of you, I have lost money and patience until I finally could build successful MegaTowers that were earning me 15 million per day all alone.
Although every post talks about bugged MegaTowers, it is just a (reasonable) misconception because people ignore the following things.
Ps: there is a list MegaTower bug fix by the end, remember to check it!
First: it is a MegaTOWER, not a MegaTown! MegaTowers do not work isolated, so the solution to your problem hardly relies on building new levels. Second: just like any other building in this game, some MegaTower complaints should be ignored for a while (especially after the 1st level [especially if you already took action]), because... Third: MegaTowers take a while to load informations, especially ones coming from outside the tower (which are very important), Just like any other residence, MegaTowers rely on their location, land value, nearby attractions, etc... you can't simply ignore these, because it will will totally ruin residents' happiness and satisfaction.
Example 1: once I've created 2 MegaTowers side by side, isolated from everything else, with only one level each and both wanted park levels. Normally, players immediately build a park for each tower and there goes a ton of cash... But remember that MegaTowers are isolated SimCity buildings!
So I simply built one park, and minutes laters residents from both towers were happy! Why? All residents can go to nearby towers to fulfill their needs (even when there is no Skybridge);
Example 2: I have created 4 Elite MegaTowers side by side, with a huge $$$ park in between and shops by the avenue. Well, they NEVER asked for any of these. But then they asked for jobs (I have no industrial buildings and few shops), so I created an office level in one of them. Well, they simply went to work inside this single Tech Office).
Ps: once again, info takes a while to load, so they kept complaining for a while...
Ps 2: never forget that Tech Offices only vary in wealth quantity (never excluding any kind).
Example 3: I had this single $ MegaTower which suddenly started complaining about jobs... Some players build Office/Shop Levels immediately, but that is a horrible idea because all levels cost money to maintain and you need to be sure you can fill exactly what those will require. To fix this, I simply created a few industries and soon they were all working very happily.
Oh, yes: it took a while to fill the apartments back again! If there is a MegaTower glitch, that is the real one.
Example 4: once I had these two towers (one $$ and one $$$), with high wealth parks in between and only $$$ houses nearby that said "We need more shoppers to make a profit". But only the $$ kept complaining about building another apartment level Why? Well, 2 Apartment levels weren't enough to buy everything because those were the only medium wealth in town – unlike the $$$ MegaTower Shop, which was receiving shoppers from the rich houses nearby.
MegaTower tips and bug fixes
Never mix different wealth apartments unless you REALLY know what you are doing.
Always check your RCI demands and population stats before building MegaTowers and its levels.
You have to earn at least 2.5k and 4.5k per hour Simoleons to build MegaTowers and Elite Megatowers, respectively. Oh, that obviously applies to additional levels, so you won't ever have to shut it down as you try to fix it (making it take even longer to load your recent actions).
Once again, never build a MegaTower unless you can afford the extra sewage, water and electricity it may require as you build more levels. Otherwise, you will bankrupt!
Remember to be resilient when complaints are persistent... example: if your residents said they are overworking / have no relief from work even after you just built another apartment level to fix it, just wait a few game days to make sure if they are still unhappy. The same is true to "not enough workers to make a profit" bug and every other complaint.
At the end of the day, if nothing fixes your glitches, you can just demolish problematic levels... but bulldozing rarely solves it, because they new one will probably have problems. So my best advice is to build your MegaTower very slowly.
Since MegaTowers are not isolated from the whole SimCity, you can build Solar Panel Crowns to bring to energize your whole city and region; build parks to increase nearby residents satisfaction; get Air Scrubber Crowns to fill your ground with water and etc...
Oh, the 15 million I earned from MegaTowers was because they had offices and shops with 5 Billboard Advertising Crowns!
Well, that's it! Thanks for reading <3
Hello fellow players of SimCity. Here's Trylk (Seb for an easier name), I am a modder of SC5 (2013) who decided to remain on the game for a few reasons. (Details in another post)
So, I'm not here to talk about myself, etc. I'm here for you, to answer your mod requests and try to give a second chance to this game.
Okay let get to the serious part.
Project name : Omega Co. 2.0
Remake the OmegaCo transportation tubes to allow a more accurate zoning. Enhance the factory in order to stabilize the needs, the production stats, etc. Allow a better control of which ores/oils are extracted. The way it's going to be done :
Separate the ressources extractor to create two differents units that will extract "Oil" and "Ore" (one ressource per module) If possible, enhancing the transport tubes to make the transfer slower or faster. Ex : You have a mining site far of your factory, by default, your transportation tubes transport the ressources that've been extracted at an "medium" speed. Well, since you're far, you want to have a faster ressource transfer from mining site to factory. Same thing's going on if you got a pretty near mining site. Mining units would need ControlNet (approximately 50) <<This is subject to be modified in the future>> What about mod compatibility :
Here's a list of the planned mod compatibility :
MultiPlopper add-on Regional tools Enhanced stats for industries and workers. (More detailed UI) Do you got any images ?
No... Sadly not... Later, I promise that as soon as the firsts testing waves will come, I'll make pictures and add em. So make sure to subscribe and keep an eye here!
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