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So, i just installed NAM for SimCity 4 because i saw pictures of the highways and thought they were really cool. Now, i just learned that NAM is MUCH more complicated that i thought. but i guess i could catch onto it eventually.
Here's my questions for now.
1.) is there a way to connect a NAM-road to a normal SimCity in-game road? and if so how?
2.) is there a way to connect a NAM-highway to a road? and if so how?
3.) for the NAM highways and neighbor-cities-connection, is there a certain thing i have to do to make the NAM roads or highways go out of the cities and connect to the other boarding cities?
Also, are there any tutorials i can follow? most of the ones i found online are outdated.
Roghue Island Interchange Revisited !
Tonight I adresed some issue with the Roghue Island South Interchange. Two issues where amendment: one the elevated one way flyover exit from highway 4 to highway 55 and ramps entry and exit´s from the Hartford City ! One way flyover corner pieces didn´t show right direction so was in fact only cosmetic. Entry and exit wheren´t there at all so a detour must me made via Cape Mayon to reverse into the Hartford City direction !
Issues´s now partly resolved ! Still a detour to Cape Mayon or using the highway 5 bridge is needed to return to Hartford City. Just before the Cape Mayon tunnel there´s a new exit to Roghue Island; any future exit however remains unresolved because there´s no suitable place to place a entry with accelerationlane; ultimately a special tunnel would need to be constructed underwater and costs would expand into a tremendous amount of simoleans !
See the lovely over the rail tunnels winding RHW highway 55 !
Diagonal rail portal pieces are by Takingyouthere; functional there´s still some work to make them fit in better !
Modern Sound Barriers, by Mattb325.
A set of nine sound barrier lots to grace your ground-level highways, heavy rail (etc): really, these can be placed anywhere you think noise from adjacent transport lots might be an issue for your long-suffering sims.
While there are other noise barrier lots out there, I found that some were simply too big, some were too grungy, some didn't have diagonal options and there was a distinct lack of modern-looking barriers, so I made some to suit my own taste.
These sound barriers are a modern concrete, steel and glass option.
The lots have Orthogonal, Diagonal, Orthogonal to Diagonal and Left and Right Overhanging options.
The Ortho->Diag options can be a bit fiddly to place, but you'll soon get the hang of it and to that end each lot has a custom icon to try and make the job a little easier (the standard ortho and diagonals simply have a grey line icon, while the more complex ones have a little picture as well). As a general rule, you should aim to place these lots with the curved glass top facing towards the noise (this has a cupping effect to dampen the noise beyond the wall).
They are found in the parks menu - about half way down. Now, depending on your plugins folder they may not be sequential (i.e. other park lots might appear in between) but they will be very closely positioned to each other in the menu.
As I made these for myself and designed them to be high-end, nice looking sound walls, they do have a park effect (and associated monthly cost), so if you are trying to keep your city looking grungy, don't use these.
While some of you may think that this is very un-realistic, please be mindful that you would only see these sorts of walls bordering nicer residential/commercial/industrial areas in real life, so these lots are designed to stimulate medium to high wealth growth rather than simply being neutral...unfortunately this is the way the game works and to my mind, when modding something with an in-built desirability, it should come with an associated cost.
All the lots have been made transparent (and do not suffer the water bug) so that they will blend in with your terrain.
Lot size : 1x1 - 1x2
Plop Cost: §40
Occupant Groups: Medium Wealth Park; Civic
Park Effect: +15 over 15 tiles
Landmark Effect: +20 over 10 tiles
Pollution: Air (-)2 over 2 tiles, Water 1 over 1 tiles, Garbage 0 over 0 tiles
Power consumed: 0 MwH
Water consumed: 5 Gallons/Month
Monthly Cost: §5
Bulldoze Cost: §10
NOTE ABOUT DARK NITE vs MAXIS NITE:
I've never seen a highway wall self illuminate, so there is only one model file: the day version.
This file does not require external dependencies.
To install, simply unzip the contents of this file into your plugins folder.
Thanks, and enjoy!
High Mast Lighting
RHW-6C/8C T21 High Mast Lighting
UPDATED 3/3/12 - See Changelog
By Blue Lightning
This file includes 2 versions: Lot based and T21 based
The lot based version is ploppable, very similar to TheGreatChozo's lights. They can be found in the POLICE menu.
Spacing: Recommend 5 tiles between each light for optimal coverage w/o overlap.
The T21 based version applies ONLY to RHW-6C and RHW-8C. Spacing is automatic; you will not find this in any menu. They will appear when you place an RHW-6C/8C. Update existing RHW by clicking on it w/ the RHW tool.
Both versions can be installed at the same time and I recommend you do so.
Drop the "zz_BL_High Mast Lighting" folder right into "[My] Documents\SimCity 4\Plugins"
This folder MUST be loaded AFTER the Network Addon Mod. So if you use a personal plugins layout, shove it into the ZZ folder or similar.
If you do not wish to use the T21 mod, delete the corresponding folder.
The lot based HML's have no incompatibilities.
The T21 HML's are NOT compatible with any mod that affects RHW-6C or 8C T21's.
Xyloxadoria's RHW 6C Mast Lighting 1
Xyloxadoria's RHW Lights and Barriers 1
Network Addon Mod
You ARE allowed to redistribute this mod as long as this file is included.
Giving credit would be appreciated as well.
As for derivative mods, they are also allowed, preferably with credit given for the base.
Mod edit 5th May 2017 - Fixed formatting
Hello ST community,
I will use this topic to show my upcoming, work in progress and finished mods for Cities: Skylines. Some may know, some may not - I make soviet style buildings and car models.
Here is some showcase of my already made mods:
Link to steam collection of my residential soviet buildings. Series 1-464LI
Link to steam collection of my passenger cars mods
Link to my steam collection of heavy land vehicles (buses, trucks)
Here is link to my planned cars list in Google spreadsheet format
Making of next car is currently not started yet. I will announce later what car it will be (French hatchback).
At the moment I make my 5 story soviet buildings (1-464LI) RICO compatible, it will feature left, middle and right (placement) sections.
And last, I want to hear your opinions about car models triangle counts. ~2500 was chosen because of adding these cars to another city-builder game too. Choose acceptable triangle count for you. Multiple choice is allowed if e.g. acceptable is 500-3000
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