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twalsh102

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    I can't improve on the superlatives already given by others, so I'll just say DITTO!
  1. A very worthwhile study that I don't think has been documented before. As a follow up, it dug a little into the other Flora that I have in my Plugins folder. Below are the pollution values I found for various packages (all values are for air pollution unless otherwise noted): Gizmo Water Flora: Air -2; Water -2 ALN Pasture Flora: 2 to -2 VIP Rural Pack - plants: -2 MaxisTree Clumps - Oak: -3 to -7 Pine: -3 to -7 Scrub: -2 to -4 Girafe - all: -2 SF_TreePack21: -2 VIP_Or_Aesculus: 0 VIP_Or_Fagus: 0 TSC Winter Pines: -2 SFBT Essentials - SFBT_ArkenbergeJoe_Baeume: -2 BSC Mega Props - CP Vol01: -1 to -2 BSC Mega Props - CP Vol02: -1 to -2 Which tress you use really come down to the reason you are using them. Given the values for the Maxis tree clumps, I can understand how they would be more "efficient" than third-party trees at reducing pollution. Don't forget that most third-party trees were created more for the purpose of variety and aestethics (I personally prefer girafe's trees) rather than for their "anti-pollution" properties. Also remember that if you are using a tree controller, they require specific tree packages. Digging even further, I found that trees are apparently not the only MMP that help lower pollution: BSC Mega Props - CP Vol02: Beach Logs: -3 NBVC_RocksAndStones: -2 Many SFBT MMP: -1 to -2 (plants, animals, machinery/vehicles, ploppable water) Murimk Prop Pack Vol03 - Industrials: -2 (barrels, drums, water tanks, petrol tanks, pallets, cement bags) Murimk_Bicycle_Props - PAMU bikers: -2 jeronij Ploppable Rocks: -2 Jet Fighter MMPs: -2 PEG The_Terrain_Kit - inanimate objects: -3 (picnic table) to -7 (hot springs)
  2. 32-bit vs. 64-bit shouldn't make any difference. I'm running Win 7 64-bit. http://www.simcityplaza.de/index.php/tools-und-andere-downloads/modding-tools
  3. We could use some more information. What trouble shooting steps have your tried? Have you tried uninstalling and reinstalling it? Are you using the same system on which it worked in 2011? If so, what changes have there been? What operating system were you using in 2011? What OS are you using now? FWIW, I just downloaded the version currently available on SimKurier (V3), installed it on Windows 7 PC, and it started with no problems.
  4. One would have to check the tree packages of each author to be sure. Here's what I found when looking at those by giraffe: 1. There is a difference between Flora and tree props. Trees, classified as, and used as props in Lot Editor have no pollution decreasing capabilities. Trees / greenery that are classified as Flora (i.e. available through the Mayor Mode and God Mode terraforming menus) generally will have properties that lower pollution. I say generally, since all the seasonal and other Girafe flora I checked had more than one variation for each species. At least one of the variations did not decrease pollution. My guess is that this variation is meant to represent the particular tree when it is either dead, or maybe leafless, or maybe just starting to grow. 2. I would think that other authors would treat Flora, and/or props in the same manner. But it would be impossible to tell without checking the other authors packages. Some may have stronger pollution-reducing properties than others. All Girafe flora (other than the variations mentioned above) have a -2 value for air pollution (this value is per tree). 3. Unlike buildings or other types of lots that may have pollution-reducing capabilities, there is no radius of effect for Flora (at least by Girafe). So the effect only works for pollution directly over the tile where the trees are placed. There is probably a limitation to the number of trees that can be planted per tile. So the closer to the source of pollution and the higher the intensity of the pollution, the less overall pollution-reducing effect the trees would have. 4. Don't forget that pollution is cumulative. Planting a gazillion trees and using parks could be enough to offset a single pollution source. But develop enough pollution sources in proximity to each other, and you better keep your commercial and residential zones far, far away. 5. Trees by themselves will hardly ever offset the existence of a strong pollution source. However, placed judiciously, and used in conjunction with pollution-reducing lots (primarily parks), trees can make the difference between a lot having sufficient desirability to develop, or not!
  5. Can't make everybody happy. Stand your ground! As you said, you could have included every tiny detail, and there would still be somebody with a criticism ("...but you missed that tree over there!") My version of the comeback you used would have been along the lines of: 'This is my take on the property. If you don't like what I did, you are of course free to NOT use my download. If you want something different, you are also free to use the same models, and expend YOUR time and YOUR effort to create a lot more to your liking!'
  6. Not quite. For the purposes of this discussion, consider there to be two different types of neighbor connection (there are actually two, but not broken down as I'm breaking them down). One used for the purpose of CAP relief as we've been discussing, and the normal one that allows commuter traffic to move between city tiles. The "normal" neighbor connection is connected to a network on both sides of the connection. Sims that commute over the "normal" neighbor connection continue looking for jobs once reaching the other side. The game will not pass commuter traffic over a neighbor connection that is not connected to a network on both sides of the connection. The neighbor connection trick as discussed in my previous post creates a connection that is only functional as far as providing Demand CAP relief. Don't equate CAP relief with traffic. Once freight traffic hits a neighbor connection, it effectively disappears. It doesn't actually go anyplace on the other side, whether it is connected to a network or not (i.e. you won't see trucks or freight trains actually rolling up to the local Home Depot or Walmart to offload merchandise created in a neighbor city). The CO Cap Relief is just numbers added to raise the CAP. It doesn't relate to any traffic actually passing through a neighbor connection. The stubs are only aesthetically problematic as long as you don't accidently connect any of those stubs to any networks. The stubs are aesthetically problematic in that you will end up with stubs that don't go anywhere / do anything (at least not until you decide you want to complete a neighbor connection in a particular spot by connecting the stub to an existing network). The stubs are effectively just a disconnected tile of pavement or rail (depending on the type of connection). Hope that clarifies things. Tim
  7. Sounds like you have the idea, except for that last part: "going so far as to have only 1 neighbor connection per city while I do initial build-out / build-up." Adopting a "one size fits all" approach such as this could have unintended consequences. The primary means of demand cap relief for both CO and Industrial is neighbor connections (NOTE: airports and seaports count as neighbor connections). Without neighbor connections, there are a limited number of buildings you can use to provide CAP relief, and most of these have at least one negative consequence for using them. Without CAP relief, your commercial office and industrial areas will grow only to a certain point and then stagnate. A little more about CAP relief: For CO: each connection of a certain type (Hwy, subway, road, rail) provides a certain amount of CAP relief. You can have multiples of the same type of connection to the same neighbor city, but after the first, each succeeding connection of the same type provides a diminishing amount of CAP relief. For Industrial: It's all about the number of freight trips. Every industrial building sends out a number of freight shipments each month. For every successful shipment (i.e. arrival at a neighbor connection that allows the passage of freight), CAP is raised by 20. However, like commutes to jobs, freight trips also have maximum time allowances. If a freight trip must cross an entire city square to reach the only neighbor connection, you run the risk of having that freight trip fail. Failed freight trip = no CAP relief! So, you're sort of stuck with a bit of a conundrum: you want to be cautious about the number and placement of neighbor connections to avoid the eternal commuter bug. But you have to have neighbor connections in order to provide CAP relief so your city will grow. There is a trick here though. For the purposes of CAP relief, a neighbor connection does not have to actually be connected to anything on the other side of the connection. You just need to be conscious of this when working along the borders areas of that neighbor city, because creating a neighbor connection will create a stub on the other side. Of course, once you start playing that neighbor city, this may cause some aesthetic issues for you. But, as one quickly learns, this game is all about tradeoffs.
  8. While your current planned layout will certainly prevent any eternal commuter loops from occurring, you are also limiting yourself in terms of expansion opportunities. The first part of preventing eternal commuter is understanding the causes. It all comes down to what are the available jobs, and where are they located in relation to any existing neighbor connections to another existing city. The type of connection doesn't matter as long as it provides a means to allow commuters to pass. The types of connections used between cities don't apparently have to be the same to complete the "loop." For a Sim, it's essentially all about the quickest route to a job that matches that Sim's wealth level. So (for example we'll use a R$$ Sim), It doesn't matter that there is a new building offering hundreds of CO$$ 10 tiles away, if there is a dirt road neighbor connection that's only 6 tiles away, the Sim will always take that neighbor connection. Distance of available jobs (in the adjacent city) from the "entry point" into that adjacent city are not taken into consideration when making a decision between taking a "local" job or commuting to an adjacent city. Note that the "mode of transportation" and/or type of network, will determine the effective "entry point." If the mode of transportation is some means of public transportation (bus, subway, HSR, passenger rail, etc.), the effective "entry point" will be the first station of that type the Sim hits. If by car, I think it will depend on whether the roadway is limited access or not (i.e. I think the pathfinding is sophisticated enough to know that a Sim can't make his car jump over the retaining wall on an elevated highway to get to a nearby neighbor connection vs. hitting the first occurring interchange/off-ramp and starting the job search from there). If a Sim is walking, the "entry point" is obviously the tile on the other side of the neighbor connection Once that Sim magically appears in the adjacent city, he starts his job search again, again looking for the closer of a job of his wealth level, or another neighbor connection to a different adjacent city (eternal commuters never occur between just two adjacent cities - it must involve at least three). If an available neighbor connection to a third city is closer than available jobs, that Sim will make the jump to the third city. If this third city happens to be the original city for this Sim, then the loop is complete and an eternal commuter has been created. There are probably some other factors that also come into play, but I think this is the gist of it. From everything I can find, once an eternal commuter has been created, it doesn't go away. BTW, part of the beauty of this game is that in general, there really is no right or wrong way to play it. As you read through posts, you will definitely find that there are things that will make your city building endeavor easier or more difficult. So whether to plan your entire transportation network beforehand, or "let the cities and transit evolve more organically as I develop each city" is really a personal choice based on your goals for a particular city/region, and your play style as it develops. Don't be afraid to experiment. Don't be afraid of failure (such a determination of failure will most likely only be in your mind) (I seriously doubt there is anybody that has played this game since it was created, that was able to successfully navigate all the potential minefields in their very first city. There are no victory conditions. There are no real objectives to meet (except those you determine for yourself). You get to determine what qualifies as a success or a failure, and it is such only in your mind. You will be your own harshest critic. I don't think I've ever run across a post along the lines of "Dude, you really screwed the pooch on this one. I think you need to just blow whole thing up and start from scratch."
  9. Fantozzi, Good news! The MN and DN versions of the model use the same TGI. Tim
  10. I only ever download DN versions when I have an option, so couldn't help immediately. Had some time so I downloaded the MN versions of a half dozen of the buildings included in your package.. I didn't actually try to plop in game, but merely scanned with DataNode, which showed missing models when only the MN models were present. I'm guessing that your suspicions are that the DN and MN models have different TGIs. I can confirm this is the case on all the MN models I downloaded. Example: Your Building exemplar for Commerzbank Tower shows RKT1 value of 5AD0E817-28654DD6-00030000 TGI for DN model: 5AD0E817-28654DD6-00030000 TGI for MN model: 5AD0E817-D60100C4-00650000 Hope this helps, Tim
  11. From what you described, my guess is you downloaded this:
  12. Remembering that your councilor's guidance/warnings are pretty much directed at the current city, my guess (without knowing what your region or transportation system looks like) would be that maybe you have s network designed primarily to transport Sims to another city (passenger rail or HSR?), where you only have a single station in the city where this popup occurs.
  13. I guess there are both pros and cons for presenting the entire lot as a model. Pros: This is certainly a way to alleviate the need for any dependencies. This is certainly your choice as a creator. Personally, the presence of, or lack of dependencies has never been a factor on whether to add something to my collection. At this point in time, I just consider dependencies as a fact of life if one wants anything more than what is often just another boring box. Cons: I think this possibly limits the longevity of your work by preventing others from using your building model and lotting (relotting?) it into a different setting. I would guess this is the basis of T Wrecks pet peeve. This, of course, might also be considered a pro if you don't want anyone else futzing with what you probably consider perfection already. There will always be those that don't agree with the props and/or the ground textures you use, and/or the setting you chose. Limiting their ability to "futz" with your creation could be the difference between whether your creation gets used or discarded. BTW, well done building!
  14. If you followed that tutorial without any problems finding things, you're probably using an older version since the tutorial was based off version 0.9.3 I'm using v1.5.4. I don't think it's changed much from the past few versions (v1.4 or above). If your version is fairly close (maybe all versions have this), on the main screen, there is a blue circle with a question mark in the upper right hand corner (this is the About button). Click this and it should give you your version number. Another way involves finding the Reader executable file in the C: \Program Files (x86) folder ( by default - C:\Program Files (x86)\ILives\ILives Reader\Reader.exe) and looking at properties for the file. If you want to upgrade to the latest version, now would be the perfect time (I've run into issues helping a couple of other people with older versions of Reader not showing all the properties for a given exemplar). The latest version (v1.5.4) is here: https://www.dropbox.com/s/7g06tdc313xmkxx/Ilives Reader_v154_Release.zip?dl=0. There might be a couple of hoops to jump through to get it working (unlike earlier versions of Reader, versions newer than 1.4 require a couple of Microsoft "dependencies" to work properly If you would rather avoid the hoops, and keep what you have, I think we can work with that. Tim