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RandyE

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About RandyE

  • Rank
    Urbanite
  • Birthday March 18

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  • Gender
    Male
  • Location
    New Westminster BC CA
  • Interests
    Science, Arts and Technology.
  • City-building game(s)
    SimCity 4
    Cities: Skylines
    SimCity (2013)
    SimCity Societies
    SimCity 3000
    SimCity 2000
    SimCity Classic

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    The northern hemisphere does remind me a bit of Europe and Asia, but this map is a special unique layout of tiles and terrain that suggests a world region generically, its something new and interesting for long-term region-building across many tiles. You've come a long way in map-making, now creating planets, good work! I'll have to keep working on some space tech. so the sims can get there.
  1. Okay, so I'll have to find the files and then look at them and direct you to it if need be. Is the file linked below the Swan Mill Tram Depot you are using? http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=332
  2. That's what we're talking about The stand-alone custom content, not the Maxis SimCity_1.dat file. I've never tried loading the SimCity_1.dat file in LEProp, but I can understand it freezing as it is intended to load custom content stand-alone lots one at a time. Navigate to your user plugin folder and find the Swan Mill lots, LEProp will only open a single lot, either as a .dat or a .SC4Lot file. Have fun!
  3. I've experienced both these glitches many times in SC 2013. What I've done is bulldoze and then add shops and parks in the immediate vicinity before re-zoning so when the sims move in the resources are already available nearby. It doesn't always work, sometimes simply exiting the game and re-starting it will fix the problem, and sometimes I've just had to wait for the game to gradually correct itself. I've had to bulldoze entire mega-towers because sims on the bottom level refuse to stop complaining and moving out no matter what I do.
  4. Not sure, but if the menu icon is missing in the lot file there's a blank space like that. These are custom lots in your user plugins, so maybe check to see if the icon is in the file. The LEProp program is very easy to use to quickly check the menu icon in the file. http://community.simtropolis.com/files/file/21350-leprop-162/
  5. WhereRUFrom "Van Buren" Use quotes to contain names with spaces.
  6. Nicely framed close-ups with gulls and you got some tugs in there. Now that you're doin' artistic graphics the pics will look better to most of the viewers if you minimize the game menu, run in turtle speed and turn off the UDI missions, so the blue icons and yellow borders don't interfere with the content.
  7. I installed it, in the game it shows up in the Parks menu. The file that is installed is SBT_TBM-Tug Boat.dat. The lot and prop should show up in the Lot Editor.
  8. Yes, its still working as plopped in the city I'm building and no Darknight mod installed. No problems, but the lights are a bit off-color, a bit reddish-brown. Its great that it can be used with either lighting setup.
  9. I used to play shooter games on PS3 with all the com. stuff, but not anymore. I did find a tugboat prop that can be plopped as a lot, but its installed with an automated installer so I can't verify the security of the file except WMP has been reliable in my experience. Speaking of war games, the file is appropriately called 'SCT Warrior TugBoat by TitanicBuff' from the workingman productions site. I'm sure I've installed and used this before, it looks familiar. http://workingman-productions.co.uk/downloads/SBT_SCT_Warrior.asp
  10. The only thing I see that conflicts is in the first picture, there doesn't seem to be enough room to position the ships inside the dock area. In these ports there are a lot of tugboats that do the work of moving the ships around. I'll look around for some tugboat props. Yeah the lots look good to go, but I'd suggest packaging stuff in a zip folder and writing a bit more of an introduction to the files before listing all the dependencies. Uploading to the STEX can be a bit like 'show business' The audience expects certain standards of presentation. As you seem to be interested in developing a complete port system its worth the effort. I'm slowly getting inspired myself as I worked on a freight container 'trans-load' dock.
  11. I installed this excellent masterpiece of a model without Darknight and when I turned on the lights in Maxis mode, sure enough I got lights. The reflective surfaces are just perfect, and I thought I've seen it all. I hope to see more . Thanks for the top quality addition to the city I'm working on.
  12. Yeah that's looking more like the real thing now. I'm very familiar with the port structures as our port here on the west coast includes container terminals, heavy materials, oil, grain, lumber. Your salt and copper mines were correct to how materials actually appear, bright and saturated. (Most people aren't used to seeing gigantic piles of elemental materials shining under the sun so it looks incorrect to them). I like the selection of freight ships you collected, they look accurate to scale. 4 fusion reactors should be enough to operate all those cranes .
    Very accurate to natural geography. Render time was less than 10 mins. on my avg. comp. Using Sudden Valley terrain raises land 1 level and can leave that 'wall' behind when lowering. This map is a work of ART and an interesting technical process.
  13. Nice display indeed of a shipping port. Like to see more, hope its a work in progress.