• Moose


  • Content Count

  • Joined

  • Last Visited

Community Reputation

715 Magnanimous

About 11241036

  • Rank

Profile Information

  • Gender
  • City-building game(s)
    SimCity 4

Recent Profile Visitors

1,176 profile views
  1. @Dreadnought What about either forest or farms? Afaik, they are rather common in areas at the outskirts of a city. BTW, here's what I'm doing when planning across the city border: I'm dragging railway over the border at significant locations (for instance, at the limits of farms or in riverbeds), to let myself know in other cities that there's something special at this location in the adjacent city.
  2. I'm trying to create an MMP-based beach with a pine forest next to it. Comments are welcome.
  3. @jonnboy1976 I did this to get it: 1. This type of roundabout takes up about 10x10 tiles, so plan accordingly. 2. Drag an octogonal one-way road like this: 3. Then, for diagonal avenues, start dragging at the highlighted area, or drag right into it. 4. When you are done, place 1x1 street stubs at the 8 locations marked with a blue circle (just click once there with the street tool). This will convert the sharp 135° curves to smooth curves, similarly to how you can make smooth curves with roads.
  4. @MissVanleider Fortunately, it's really as easy as opening an on-slope lot, putting a building on it, and saving it as a new lot. In case you want to know what's actually going on there: You can basically edit any lot (regardless of its properties, it can have jobs on it, you can do this even with growables) in a way that it creates a retaining wall. All you need to do is create your lot and then open it with iLive's Reader. Search for the Exemplar file containing the lot configuration. There should be three properties that control how a lot acts when being placed on a slope: LotConfigPropertyMinSlopeAllowed: A lot can only be placed (or grown) on a slope equal or higher than this (angle, in degrees). Obviously, most lots have the value set at 0; with any value higher, you cannot place it on flat land anymore. LotConfigProperyMaxSlopeAllowed: A lot can only be placed or grown on a slope equal or lower than this. In your case, you might want to set the value rather high, so you can place it on even steep slopes. The most crucial property: LotConfigPropertyMaxSlopeBeforeLotFoundation: If the building is placed or grown on a slope BELOW this, it will adapt to the slope. If it will be placed on a slope HIGHER than this (but still below the value defined by the LotConfigProperyMaxSlopeAllowed), it will do one of two things: It will create a lot foundation like you see it in the screenshot you posted - but only if both the tile above the slope and the tile below the slope are being height-locked with a network route or a puzzle piece. It will terraform the terrain and the tile where the lot is being placed will be flat. In your example, you might want to set the LotConfigPropertyMaxSlopeBeforeLotFoundation property at a value of 0, so a lot will always create a retaining wall.
  5. @APSMS No, it's not. Generally speaking, T21-mods are rarely, if ever, compatible with each other unless they are cleverly designed that way. And this mod is no exception. I think if you would install both my mod and Paeng's PedMall set, you would rarely get PedMall tiles with just a lantern (or no lantern, depending on orientation) and mostly PedMall tiles with the decorations set up by Paeng.
  6. Version 1


    Description This plugin will allow you to place PedMalls with lanterns (works with all 5 paved PedMall types that come with the NAM). There’s no specific pattern, you will be able to control where lanterns will be placed: There’s a rarely used feature within T21 files where you can make props depend on the orientation of a certain network. This might not make sense for most networks, however, it seems useful for pedestrian malls, and in this plugin, this is being used this way: If the PedMall puzzle piece faces north (or west), a lantern will appear when plopping the PedMall tile, if it faces east (or south), there won’t be a lantern. Please note that I’ve made two versions of this plugin – one with lanterns from rich residential areas, and one with lampposts from mid-wealth commercial areas. Please refer to the readme for further information, especially on how to install it. Available languages: This plugin doesn't change or add any language-sensitive content; the readmes, however, are available in English and German. Dependencies
  7. @Artimus Wow, that is really well-looking! Is this a special beach mod, or did you paint it with some MMP's? I'd really like to know, this is something I've been missing for a long time - a way to make a beach like this. Also, the transition with feather grass, bushes and plants looks well.
  8. challenge upload

    @HORSEY Please double-check if you have really installed all dependencies. If brown boxes appear on mountaineous areas, it's most likely one of girafe's flowers or the BSC MEGA Props CP Vol 02. See the description above for the links. However, the fact that the brown boxes are being labeled as elm trees reminds me that I've forgot to change the description keys. I'll upload a new version soon with proper descriptions, although that won't affect any function of the CETC. Note to all users: I've added a link to the Central European Tree Controller - Development Thread to the description above. You may want to post further bug reports there.
  9. From the album How to Do It (S3-22-E)

    Before voting, please remember to: [View the Tutorial] …exactly the way you want it, without the help of a slope mod. Yes, it‘s right. We’ll attempting the almost impossible: Creating a slope that looks good, exactly the way we want it, without resorting to a slope mod. The goal of this tutorial shall be: We will be (for demonstrational purposes) making an overpass with the height of 7.5m over a railway line, where the terrain rises exactly by 1.5m per city tile. (This requires making a slope that takes up 5 city tiles.)
  10. @vocar This is actually no malfunction, this is (partly) intended: At very high elevations, the CETC just doesn't plant anything. I'm imagining that this is an altitude just beyond snow line. However, it can also depend on your terrain mod how high exactly the trees from the CETC (and any other tree controller, for that matter, at least for those that don't plant trees on the highest altitude levels) can go: Some terrain mods contain a so-called flora tuning exemplar file which influences at up to which height trees can be planted. I've never been tinkering with this file before on my own, so I can't tell you how the result will look like, but I heard that you can do the following: Search for your terrain mod and open it with Reader. Then search for an exemplar file that contains the property Flora: elevation scale range. It should have the following TGI: Type: 653428a Group: 7a4a8458 Instance: 1a2fdb6a This file controls how the 16 so-called elevation rows - which control at which altitude the trees in my tree controller (and most likely of any other TC) grow - are distributed. The value there is meters above sea level (Maxis default = 800m), which means: The first 15 elevation rows are spread equally between sea level and this value. The 16th elevation row covers anything above. The CETC only plants trees/flowers on these 15 rows, which means: At an altitude higher than the value at the flora elevation scale range property plus your usual sea level (Maxis default = 250m), no trees will grow. If you can't find an exemplar file with the TGI listed above, then the game resorts to default Maxis values, as usual. In this case, search for your SimCity_1.dat on your PC, it contains a flora tuning exemplar file. To override Maxis values, just copy only this exemplar file to a new .dat-file. The simple solution is: Just change the value at the property Flora: Elevation Scale Range to a higher value (your desired in-game height value - sea level value). If you have further questions, please feel free to ask. It's now late in the evening, so I may not have thought of everything.
  11. If you are skillful with iLive's Reader, you can open all files related to the trees you want to remove and check all Exemplar files to see if there's a Flora Exemplar file. It should be listed this way on the right side of the Reader's screen. Just remove these; or, if you want to move them further down to the list (in case you want to keep them, but you'll only use them rarely): Change the number in the Item Order property to 0x00007FFF. This is the highest possible number (the lowest one is 0xFFFF8001, afaik), and this will surely rank a tree at the bottom of the Mayor Mode menu, so you don't need to scroll through an endless menu. If there's no Item Order property present, just add one (right-click - add Property, and then search for Item Order).
  12. challenge upload

    @Alan Waters Possible. Added new versions, please download and check the Readme for instructions how to install.
  13. From the album City Showcase (S3-23-M)

    This is the small city of Tigris during fall. It's a representative of my most frequent building style regarding medium-sized settlements: Old town parts at a central place, mostly close to a body of water, surrounded by suburbs, apartment complexes, industrial areas and farms.
  14. @matias93 Sorry, forgot to write you an answer. I'm actually, at least partly, using the moisture properties to locate trees, like this: Deciduous forests look a little different in wet, medium, and dry areas. The difference is rather subtle, but it's there. There's no difference with mixed forests. I couldn't find a way to implement it properly, it's already hard enough to balance them due to the different model sizes, the fact that only a few deciduous tree types grow together with conifer trees and I'm somewhat restricted to only using a low number of trees. About conifer forests: I couldn't see any point in making a difference there between moisture. As already noted, I'm using the moisture property to break up the banding pattern. Thank you, by the way, for your interest in my work here. @vocar How did you install the files that come with this download? The Maxis TC disabler file should actually prevent Maxis trees from being planted with your tree controller. What have you done exactly with the files? To make the tree controller work, do not install all files that come with this download. Please read the readme for more details. You need: the file Maxis TC Disabler.dat in any case because it disables Maxis trees, the file Central European Tree Controller v1_01.dat to make the CETC work. You only need the two other .dat files if you want to uninstall the CETC but you already have trees in your region that have been previously planted with the CETC. By the way, you don't need the Seasonal Flora Patch for the Sudden Valley Terrain Mod. It already contains the necessary settings to make seasonal flora work. But I don't really think that the Sudden Valley Mod should interfere with my tree controller or any TC else.
  15. @LDSguy24 You can edit the OccupantGroups property, as well as many other properties, with iLive's Reader.