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About Manuel-ito

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  • Gender
  • Location
    Rosario, Argentina
  • Interests
    Arts and videogames
  • City-building game(s)
    SimCity 4
    Cities: Skylines
    SimCity 3000
    SimCity 2000

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  1. Near street level night shot of Trekker Castle, Lakefield. Just happened to find this interesting angle while I was looking around the city:
  2. Still working on Lakefield. This time I decided to add a little castle on the nearest sierra, dubbed Trekker Castle: Also been expanding the city a bit. Here's a general view:
  3. I don't know if I should post it here or on a different 'show us your...' thread, but... I've been working on the creatively named Lakefield, my city from the Natural Disasters Floodland Plains scenario. Decided to make an Imgur album that is half walkthrough, half showcase :
  4. I'll admit, I was one of those people that thought Mutton was "just angry" and foolishly ignored his argument, but then I tried watching the second VoD and found myself doing something else a few minutes later. I owe him an apology for that. I agree with the things already said about the presentation: even if they made a decent job with the expansion, the VoDs just felt... boring. Yes, it could be because it was made during an expo and they had to improvise, but even then I think they could have followed a basic presentation structure and then improvise with that in mind. Something like Mutton suggested, for example. What I also see in many parts of the gaming scene (not just this thread, or this game to begin with) is that many people today gets shocked to see their beloved game take any kind of criticism, constructive or otherwise. Internet trolls aside, the people who criticise doesn't necessarily hate the game, but quite the contrary: they want it to improve. Any piece of media needs criticism to improve Back on topic, I do like what they've shown so far, though I agree that more ways to transport freight would be nice. You can only do so many underground freight rail networks before that starts to become boring.
  5. @MissVanleider I hope nobody else in that neighborhood noticed it either... The game definitely does have some quirks with growables like that. Though I personally like to leave one or two of those 'rebellious' houses intact, I'm starting to think that particular lot has been flagged to grow in corners... @kingofsimcity Relots of SimGoober's stuff is always nice in my book . I wonder if it's better to extend that asphalt parking lot into a 6x3 rather than a 4x3, then again you'll probably lose that entrance wich, in my opinion, makes it unique. Maybe that's an idea for a second lot...
  6. Those apartments look beautiful indeed! I was about to say that it reminded me of another BAT on the STEX, then I saw the traffic jam ahead
  7. There are a few ways to restrict growable lots, but I believe the most common method involves using the Reader to edit the lot stage to a number greater that 8 (For residential and commercial) or 3 (Industrial). You can also use either the Reader or PIM-X to allow the building to only grow in certain tilesets, or sometimes even rebalancing the exemplar capacity can solve the "growing like weeds" problem, although that last one may not be save-friendly in terms of simulation if you had the growables already built. Hope any of this helps
  8. I need to ponder more about SC4 relots again. Been playing too much of this obscure game called "Cities:Skylines", not sure if anybody heard about it... *:D

    In all seriousness now, C:S is a great game. I do miss many of the quirks about SC4 tho, so you'll probably see me lurking in both subforums from now on *;)

  9. That's some neat industry you got there! I must admit though, I smile everytime I see those supersized fabada cans
  10. @brotherlyshove That is odd. Did you make sure to properly install the SCILT? These relots make extensive use of it and they will look awful without it. I don't think this is the case, but if you are using another sidewalk-related mod along with it then there could be a possibility of a loading order issue. If that's the case, then try renaming the SCILT filenames to alter the loading order (like adding "z_" at the beginning to make them load last. Or alternatively, put those files in a subfolder and rename that folder) Hope any of this helped you
  11. Got back into lotting after a bit of a slumber: This time, I'm experimenting with a relot (of many) of Honest Carrie's Used Cars: (There's supposed to be an array of cars on those empty parking spaces, but they didn't appear for some reason) I took inspiration from Temroc's garage yard (the enclosure idea and carport) and KOSC's amazing lots (almost everything else ) Nothing is final yet, so feel free to suggest any improvements I can make on the lot.
  12. Well, I do guess it's for suburbs, so Ln X may be right about that Joking aside, I love the amount of detail you dedicated to these relots. They will go to my plugins folder for sure!
  13. @Onaj Filip I have tested the city hall relots with Simmaster's DLL and unfortunately it doesn't seem to work properly. The city won't suffer crashes and the lots themselves can still function, but I think something regarding the overrides' IDs seems to cause these three rewards to not unlock I'll have to make a separate version for this. For now, I'll recommend to avoid using the city hall overrides if you are using Simmaster's fix
  14. There's also T Wrecks' IRM Ploppable 1x1 fillers, (I-D, I-M and I-HT) as well as the I-M addon set 1 wich includes a couple growable 1x1 fillers for I-M. Otherwise, I recommend taking a look at the rest of the IRM
  15. Nice! More IRM! And this one already looks amazing! For some reason it looks familiar too. Is it the BRT Clay pit, by chance?