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    SimCity 4

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  1. Really good pictures, @simmytu! May I ask you about the link to the chateau-like building in the upper picture?
  2. Sometimes, a bit of repetition is awesome.
  3. @CorinaMarie Thank you very much for testing it as well. I guess resorting to your technique of adding all four styles to a growable's Occupant Groups would do the job if we want to completely randomize the building growth in a city, while restricting a building to one style, as mentioned by @SimCoug , would give us more control about what will grow. Useful techniques.
  4. I have discovered a strange issue in the game that I'd like to start a discussion about. However, I'm not really sure if this issue is unique to my copy of SimCity 4 Deluxe (I purchased a digital copy from Amazon since I switched to Windows 10 and the CD version doesn't work anymore), because I've already discovered another strange issue that I never had a year ago when I was playing on the CD version of SC4. In case you want to test it on your own, I've attached the relevant testing files to this post, but please read first. The issue: In the game menu's building style subsection, there is a command whhich would allow the player to let all building styles be grown at the same time (I'm playing SC4 in German, therefore, I don't know the proper English name). Please see the second screenshot below. My assumption is that in my game, this command does not work at all and the game still shifts to another building style in regular intervals which are defined by the command "Change building style every ... years". To get some evidence about this, I started a series of experiments like this: External preparations: I had not been entirely sure if this issue is being caused by a plugin or if it is an in-game bug, therefore, I've made two serieses of experiments, one on an already developed Plugins folder and one without any plugins (except a building blocker and the testlots). To make sure that 1. I can control which buildings will grow, 2. I will be able to recognize them according to their building style, and 3. all building styles have the same chance of being grown, I did the following: I downloaded and installed a building blocker plugin (this one, to be exact) and customized it in a way that it would prevent all default Maxis residentials from growing but would still allow all industrials and commercials to be grown. I removed all residentials from my Plugins folder. I developed 4 residential lots (R$, 1x2, Stage 1, low density) with identical stats and completely devoid of props that just had two differences: Each one onlw grows under one tileset, the tileset being different for each one; and they had different base textures so that I could easily recognize them. BTW, these testlots are attached to this post; you are free to download and use them, if you want. In-game preparations: I started a new region and created a scene with the following properties: Only 1x2 low-density residential zones have been laid out. They are supplied with power and water, and a few commercial and industrial zones, as well as agricultural zones, have been laid out as well. Only about 25% of the residential zones have road access. The reason: I want to be able to demonstrate the visual results if my assumption was correct. After 1 year has passed, I'll connect another 25% of the residential zones to a street. The settings in the building style menu: The results: After 1 year (at Dec 31st, 00): After 2 years: After 3 years: After 4 years: After this 4 years period, the game just starts again with the buildings shown in the year of 00. BTW, the order in which the building styles are growing is: Chicago, New York, Houston, Euro. I repeated this testing series with a completely empty Plugins folder (aside from the Maxis buildings blockers and the testing lots, of course). The results were the same. This could still be a coincidence, but imo this is really unlikely. I assume that in this case the command "Build all tilesets at the same time" doesn't work at all, for whatever reason. Questions: I've been playing Sim Sity 4: Deluxe for about 7 years now. I've frequently been wondering why sometimes certain buildings just don't want to grow, and sometimes the game just grows the same building all over my cities. But during years of roaming Simtropolis Exchange and sc4devotion, I've never stumbled about a thread or even one single post mentioning a bug like this. Am I the first one to discover a bug that has went undiscovered all the time? Or is it just me and there's something wrong with the digital copy I purchased? Or is there another in-game setting that I'm not aware of that could cause such a behavior of the game? Is this malfunction actually known, at all? Has it already been discovered and I just never heard about it? In case someone else has reason to assume that their copy of SC4 would suffer from the same malfunction: I'd highly appreciate if at least some people would download and install the testing lots attached to this post, make the same experiments (they don't require external dependencies), and report the results here. Testing Lots for Building Styles.zip
  5. The following picture isn't really an oddity, this is technically really possible. (Only some less obvious part really is somewhat odd - the fact that my Sims are leaving the highway just to get back on it.) But it's thiss hilarious that I had to share it somewhere. The situation as it is (it's the interchange that is the matter now): The underpass is actually a fake, since there are no FLUP beneath diagonal RHW-4 puzzle pieces - therefore, my Sims cannot get across the highway. The same can be said about the tunnel entrance: These are two transit-enabled lots just next to each other, which are supposed to fake a tunnel entrance (since the border of the entire region is right there, I don't really bother making it functional). There are two apartment complexes with residents that want to go to work somewhere. This is what I'm getting for doing all of this: The picture tells more than thousand words.
  6. So many roads and streets... I'm pretty sure that this is the weirdest interchange I've ever built. Not so much because of the interchange itself, rather because of the high amount of intersections on this picture (especially with the roundabouts, they serve 6 and 7 routes, respectively). The underpass actually doesn't even work, it's just a fake because there are no FLUPs underneath diagonal RHW-4 (there's a subway tunnel allowing the Sims to get to the other side since there's no other way to get there). Hope you like this "unique" construction.
  7. @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.
  8. I'm trying to create an MMP-based beach with a pine forest next to it. Comments are welcome.
  9. @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.
  10. @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.
  11. @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.
  12. 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
  13. @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.
  14. 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.
  15. 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.)