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Everything posted by Dirktator

  1. In the search to find a better Chat, we're now experimenting with Discord, which some of you have suggested. If you've never heard of Discord, it's one of the most popular chat platforms geared for gamers and online communities. Here's what you need to know: Our invite URL https://discord.gg/9mf8uRr Note: In order to access Simtropolis member's only channels, you'll need to link your Discord account to your Simtropolis account. You can do this in Account Settings -> Discord. If you don't already have one, setting up a new account at Discord is fast, easy and free. You can also download the Discord app for your computer and mobile devices. So if you feel like it, come indulge us in the Discord chat experiment! We look forward to seeing you on! Enjoy! PS. If you don't link your Discord account to Simtrpolis, the Bot won't be able to recognize you as a member of Simtropolis and update your Discord role so you can access the #members-only channels, instead you'll be limited to just our #public channel.
  2. I'm pleased to have @CorinaMarie as our newest Admin team member!

  3. Simtropolis now uses Discord for live chat! If you're already familiar with Discord, here's our permanent invite link: https://discordapp.com/vfpSy2H Please note: After you join us on Discord for the first time, you will be asked to link your Discord/Simtropolis accounts in order to confirm your membership. As long as you are currently logged into both services, just visit this shortcut and you're done: http://bit.ly/2wogKsA We hope to see you on! Happy chatting! ----------- Frequently Asked Questions What is Discord? Discord is a cross-platform voice and text chat service designed specifically for gamers. Discord is completely free to use. In order to get on Discord, you'll need to: Register a new Discord account Download a Discord chat client (Mac, Windows, iOS, Android, Linux) How do I join Simtropolis on Discord? To join Simtropolis on Discord, visit this link: https://discordapp.com/invite/vfpSy2H (also referred to as an "invite code") Why am I listed as "unconfirmed member"? How do I confirm my membership? Because both Discord and Simtropolis are separate services, one extra step is necessary in order to link your Discord account with your Simtropolis account, and confirming your membership. The first time you join Simtropolis on Discord, you will be limited to the #unconfirmed and #public channels. To confirm/link your accounts, follow one of the options below: Simply click on this short-cut: http://bit.ly/2wogKsA (it will link the accounts) then go back to your chat window. And that's it! If for some reason, that doesn't work, you can do it manually by going to: Simtropolis -> Account Settings -> Discord and press "Syncrhonize Now". Why do I need to link my Discord/Simtropolis accounts? Simtropolis chat has always been for members only. When you link your Simtropolis/Discord accounts, the system confirms that you are a member of Simtropolis. As a member, you will be able to access all the discussion channels: #social-lobby - our classic hangout for casual chat and banter #simcity4, #simcity2013, #cities-skylines for game-specific discussion #stex-help where you can ask questions about installing plugins and addons #bot-fun where you can have fun with the resident bots If you are part of the Simtropolis staff team, you will automatically be given moderator status and access to the staff-only channels. As a confirmed member, the ST-Bot will update your Discord nickname to match your Simtropolis username (if they are different) so people will recognize you. (This does not change your name if you are part of other Discord communities. Nicknames are local to the server they are set on and not global.)
  4. Simtropolis 9.0 Site Upgrade

    Thanks for the feedback, and I agree. The front page is actually one area that's currently being revisited. The changes you've been seeing to it lately are just some early testing and experimentation. We're going to keep bringing more CJ activity to the forefront, and see if we can find even more ways.
  5. The Omnibus got a make-over... Check it out: http://community.simtropolis.com/omnibus/

  6. Interview with Karoliina Korppoo, lead designer of Cities: Skylines. Cities Skylines has sold over 3.5 million copies. Considering the success of Cities Skylines and the intense interest in the launch of SimCity 2013, why do you think the city building genre has so few games? Simulation games were until recently seen as slightly outdated and oldfashioned. Simulation, aside from city-builders, has usually been a niche market and not very interesting to the general public. I believe lots of city-builders will emerge is the next couple of years, but the mobile and console trend had previously made them almost obsolete. We have seen in the last few years a sort of “old school revival”, with many developers making games inspired by or based on old classics. Both the SimCity series and Cities Skylines have been critiqued by players for flaws in their depth of simulation. Do you think we will have to wait until the advent of human level artificial intelligence before a city building game could have the simulation depth players want? When players talk of simulation games, they very often bring realism into the discussion. Realism is important to any simulation game, in allowing the user to have an understanding of the consequences of their actions. Still, realism is usually not a very good direction for a game. Flight Simulators are ultra realistic, but have lost a lot of their game likeness in going for a 1 to 1 simulation of reality. In city-builders, the real building of a city is not very fun and takes a long time. When people pick up a city-builder game, they usually wish to be god-like beings ruling over the whole city, so that they can take actions which have consequences in the game simulation. Often when a player asks for more realism or deeper simulation, what they are really talking about is more challenge, or that a certain game feature feels off. This is very valuable feedback, but more often than not is not actual lack of simulation, but rather an usability issue or something to do with balancing. It is very easy to think that if a simulation game feels “off”, it is because of the lack of realism or depth, but from a game developers perspective, we have to be really careful to make sure we understand what the players are really talking about. Making simulation more detailed can have its cost in the game being less fun. There are technical limitations to the algorithms we use, and surely they could be improved to make the game world seem even more alive. Currently the level is enough for a very enticing simulation with realistic cities and believable citizens you can relate to. Read the full interview at the source.
  7. Simtropolis 9.0 Site Upgrade

    Thanks for the feedback. We'll be doing some more major content display changes and enhancements over the next little while. Cheers.
  8. Spam? Here?

    Yep, on my to-do list. Nope, wouldn't have helped in this case.
  9. New: Discord Chat for Simtropolis

    Try clearing your Firefox browser cache or force refresh the page as the Chat link has updated. Our Chat is now powered by Discord. You'll need a Discord account, then you link your Discord account with Simtropolis and that's it. Once you confirm/link your Simtropolis account, you'll be able to see all the member's only chat rooms. If you don't confirm, you'll just see our #public channel.
  10. Introducing "Clubs" With the latest update of our community software, we're pleased to introduce the new "clubs" feature at Simtropolis. A club is a sub-community within Simtropolis. Any member can start a club. Club owners define the purpose or theme of their clubs. Other Members can join clubs or be invited into one. A club will have its own internal hierarchy of staff and members. All clubs will be able to create their own sections with discussion forums, city journals, galleries and/or STEX downloads. So if you want to dive in, go ahead. Or if you want to know a little bit more, details below! Types of Clubs The Club Owner can define the "openness" of the club; the following types are available: Public clubs - Clubs that anyone can see and participate in without joining. Open club - Clubs that anyone can see and join. Closed club - Clubs that anyone can see in the directory, but joining must be approved by a Club Leader or Club Moderator. Non-club-members who view the club will only see the member list - not the recent activity or content areas. Private club - Clubs that do not show in publicly, and users must be invited by a Club Leader or Club Moderator For closed clubs, there's an approval process: Users can request to join a club. the request must be approved by a leader. Leaders get a notification when a user requests to join. The user gets a notification when their request is approved or denied. Club Users Each club has three levels of user: Leader - A leader has all of the permissions of a moderator, and can add other moderators. They can also add content areas (see below). The club owner is automatically a leader. Moderators - Moderators, as the name implies, have the ability to moderate content posted within the club. Moderators can also remove members from a club. Users - Anyone else that joins the club. Club Content Areas Club Owners can create a variety of content areas for their club, including forums, city journals, galleries and STEX downloads. All of these areas will function just like they would on the core Simtropolis site, but they're associated to your club. That means they will appear in search results, activity streams, they can be followed, shared and embedded, and of course will respect whatever user permissions have been assigned. Create a Club for... your BAT team your region game group your City Journal - or expand a city journal into a club your indie projects discussing your favourite topics sharing files critiques brainstorming socializing ...whatever you'd like. You should know... We want clubs to be a fun extension of Simtropolis, so we're not going to bog things down with a lot of upfront rules. Let sound judgement and common decency guide you. But you should know: No club is 100% Private. Even clubs set to "Private" can still be viewed and moderated by site staff and admins. Your club is moderated by you first. Site staff will only ever step in if we receive concerning reports or if the club moderators have not been responsive for whatever reason. Our Guidelines for acceptable conduct applies to all clubs. An admin may request you to alter, moderate or remove content that we deem to be inappropriate. Admins reserve the right to close a club for any reason at any time with no explanation. Got a question? Thanks for checking out the new "clubs" feature. Feel free to post below if you have any questions about the club system or if you need some help on how something works.
  11. New: Discord Chat for Simtropolis

    It looks like you're all synced up and ready to go. All you have to do is visit our Discord: https://discord.gg/9mf8uRr
  12. Another term for "Reacted"?

    Have you seen them called something different elsewhere? Yes, it can be easily changed. But the current parlance for these things is "reacted" (e.g. usgamer.net is one place I recall seeing them) Discord chat and Slack both call them react and reactions. It's really the most accurate term. Any negative connotation of "reaction" I think is purely personal and not universal. If anyone can provide an alternative that's accurate, I'll consider it.
  13. Sounds good, have fun.
  14. Thanks for checking out the new "clubs" feature. This club is for demonstration purposes. If you have questions, you can ask here or in the announcement thread.
  15. Dark or Light Theme for Simtropolis?

    Consider it done in case you hadn't noticed
  16. We're entertaining the idea of providing a second theme option for Simtropolis. It is a fair amount of work not only to create another theme but to also manage it through updates - but if there's enough interest, it's something we may undertake. For this poll, I just want to get a sense if people generally would like a Dark or Light theme for Simtropolis. And, yes, should we roll out a dark theme, you will have the option to pick which one you'd like to use.
  17. Simtropolis 9.0 Site Upgrade

    Yep that's on the list!
  18. Simtropolis 9.0 Site Upgrade

    Yes, it's something we're flagging with the developers as it is rather egregious! We don't have any direct control over this.
  19. You might have come across our guest article about SimCity 4 and the Network Addon Mod over on GOG.com a few days ago. Due to format restrictions, we couldn't include a full compliment of screenshots to really show off the NAM. For posterity and for the benefit of those who didn't see it, we're including the full article here with all the screenshots that were intended in the original. - Dirktator SimCity 4 and the NAM – How to best enjoy this city-building masterpiece today. Despite being released in 2003, SimCity 4 continues to offer an unmatched city-building and story-telling experience, while also being supported by an active game community. And you can be a part of it! Developed by the once venerated, now defunct game studio, Maxis, SimCity 4 has managed to withstand the test of time remarkably well, unlike many of its contemporaries. Turning a “good old game” into something great! Not only has SimCity 4 survived, it has thrived with new creations offered daily by content-makers, and has even evolved with substantial player-developed modifications like the Network Addon Mod. Perhaps you’ve heard of the Network Addon Mod, but you’ve never tried it out. Or maybe you’ve never played SimCity 4 at all and wonder how a game from 2003 can still hold up? Read on to see just how one addon can add so much! Fixes original bugs, but it’s more than just fixes! The Network Addon Mod (NAM) is actually a collection of many addons, fixes and improvements to SimCity 4’s transportation network system, pathfinding accuracy and performance; all made to work and play seamlessly together for a vastly improved simulator experience. Originally, the Network Addon Mod (NAM) had a very simple goal: to fix a number of transportation-related issues that still remained in the game after the release of the Rush Hour Expansion and SimCity 4 Deluxe in September 2003. But as development of the mod went on, many contributors began adding new features to the transportation system. In some cases, to expand what already existed, and in others, to create entirely new systems altogether. Since 2004, work has spiraled out such that there are several expansion packs’ worth of new content, all contained in this single, free, player-created mod! The NAM brings new possibilities to the game that are simply impossible to do with the “vanilla” game. Unlock the Maxis simulator – Run it the way it was originally designed When you install the NAM, not only will you get all the fixes and tweaks that have been refined over years of playtesting and feedback, but you’ll also be playing the simulator as it was originally designed! The thing is, Maxis had programmed a very sophisticated and robust traffic simulation engine that most people have never experienced! This is because of the hardware limitations at the time, Maxis had to significantly tune down the simulation parameters in order to allow the game to run on 500Mhz Pentiums, prevalent specs for that era. The result of that down-tuning is that the traffic patterns in the base game often simply follow the shortest distance, and fail to take into account the speed and capacity differences of the different networks. Basically, this prevented the game from working the way it was intended. For instance, with that down-tuned simulator, one could spend the money to build the faster, higher-capacity road-types, or a rail transit system, but the residents would completely ignore it and instead clog up tiny residential streets as they tried to get to work. If you’ve played the vanilla SimCity 4 for long enough, you will have likely seen this happen. Fixing this key part of the simulator allows the NAM and its numerous new and improved systems, to provide a rich and engaging simulating experience that you’ll never get with the vanilla SimCity 4. Several Expansion Packs’ worth of content – all in one place, for free! But more than just fixes and improvements, the NAM brings several new transport options unavailable in “vanilla” SimCity 4 such as a slew of enhancements to the road system, including diagonal streets, more bridge options, specialized lanes and roundabouts. You’ll get elevated viaducts for a number of normally ground-level transportation networks, such as Roads, One-Way Roads, Avenues, and Railroads. Industrial/office park district, with RealHighways, Network Widening Mod features, and One-Way Road Roundabouts on display. Avenue Roundabout and Wide-Radius Curves near an office park. Prefer things on the ground instead? Use the Ground Light Rail (GLR), a ground variant of the Elevated (Light) Rail network, which comes in draggable form. Or maybe you want a mix of ground and elevated that can run in, on or over other surfaces? You can do that, too, with the NAM’s “Dual Networking” options. Fractional Angle RealRailway and Network Widening Mod (Narrow 4-Lane Road) in action. Fractional Angle Roads and Diagonal Streets in a suburban residential setting. It includes the Network Widening Mod (NWM) which provides wider (and narrower) draggable variants (many with capacity boosts) to the game’s core Road and One-Way Road networks. More road options to play with like expanded Avenues with 6 lanes, or expand One-Way Roads up to 5 lanes. Get even finer control by adding continuous turn lanes, or adding a turn lane to your One-Way Roads. Lakeside business/resort district, with 4-Lane One-Way Roads and Narrow 4-Lane Road from the Network Widening Mod. 6-lane Avenue from the Network Widening Mod in a suburban setting. New FLEX Turn Lanes and Signalized One-Way Road Intersections in a business district. Tired of grid-like cities? The NAM offers myriad grid-busting options, including wider radius curves and fractional angles to many different networks types. If you love roundabouts these are improved with many enhancements, from smaller Street Roundabouts to multi-lane Avenue and Dutch Turbo Roundabouts. One-Way Road Roundabouts, Ground Light Rail, and Ground Light Rail-in Road Dual-Networking in an office district. Suburban residential area, with Wide-Radius Curves and Fractional Angle Networking. Farms and factories, featuring RealRailways, Elevated Road Viaducts, and Road Wide-Radius Curves. The entire railway system has been overhauled with multiple height levels and modular interchange capabilities. Everyone loves building highways. Here, the NAM doesn’t disappoint by offering an entirely new Highway System with several width variants, up to 5 lanes per direction, multiple height levels and modular interchange capabilities. If you love interchanges, the NAM’s intersection capabilities let you design that monster 8-way Avenue intersection you really wanted. Mammoth arterial intersection, featuring the upcoming FLEX Turn Lanes and Network Widening Mod (7-Lane Turning Lane Avenue). Partial cloverleaf interchange, built using the RealHighway (RHW) system and One-Way Road Roundabouts, plus Road Wide-Radius Curves. Busy suburban junction, built using the RealHighway (RHW) system, Network Widening Mod (5-lane Turning Lane Avenue), Street Wide-Radius Curves, and turn lane functionality. If you still wish to use the game’s base “Maxis” Highways, a number of interchange options, plus a full-on reskin are available. The NAM also includes Euro/international road and highway textures. And the Street Addon Mod (SAM) will provide 10 (soon to be 11) texture variants for the base Street network! Railways get a complete overhaul with the RealRailway (RRW) system, which offers a more realistic version of the game’s base Rail network, plus a number of new options for switches, curve radii and fractional angles, plus – coming in Version 36 – draggable viaducts. RealRailway FlexTrack and Single-Track Rail in a dirty industrial area. New FLEX Turn Lanes (coming to the upcoming Version 36 release) and Signalized One-Way Road Intersections. Four-level stack interchange, built using the RealHighway (RHW) system's modular components. Bustling office district, with Ground Light Rail-on-Road Dual Networking, Network Widening Mod (5-Lane Turning Lane Avenue), and Street Addon Mod Parking Lots on display. If you’re a glutton for even more control, you’ll love the Traffic Simulator Configuration Tool (TSCT), a handy program that allows one to customize some parameters of the NAM's “tuned-up” traffic simulator, including different capacity levels (ranging from extremely low to ultra high) and mass transit usage SimCity 4 is arguably the best city-simulation game ever produced by Maxis. Nearly 15 years old, the game has proven its longevity in large part due to a legion of highly devoted fans and communities like Simtropolis.com. The Network Addon Mod brings so much to your city-building game that it’s a crime to play without it! What you need to get started You'll need SimCity 4 Deluxe with Rush Hour Expansion, get it here from GOG.COM The NAM is available for both PC and MAC versions of the game, get them from Simtropolis. If you want even more, we've collected some of the best buildings and lots for SimCity 4 in our Simtropolis Exchange (STEX) Collector's Edition discs, given as a gift when you Donate!