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  • Undella bay. a city story.
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  • Alister
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  • SC4 Capitol River Region
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  • the Mayon Volcano... the most famous town... - Part 2
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  • NAM 32 won't install
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  • The Begining Of A New Age.....
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  • The New Beginning
  • Anvers, Diamonds and Containers
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  • The & Region
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  • Jaymerica!!!!
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  • THE UNITED SIMNATIONS (Est. Jan 2006)
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  • (SC4)。Gwaanjyut。関越。
  • SC4 Fan
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  • FUTURE CITY JOURNAL
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  • Vista Del Mar: Simcity 4 Artiste
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  • COLUMBIA
  • Mymyjp's City Journal
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  • Cities Skylines: First Look at Gameplay
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  • SC2013 Smokestack Alley
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  • Let's Play Cities: Skylines
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  • Arkaden Journal
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Found 21 results

  1. The Nominations are now CLOSED! The greatest time of year has arrived, the Trixies are upon us and the nominations have officially opened. The Trixies are a celebration of all types of community contributions, ranging from STEX uploads to CJs, all the way to forum posts. It's the perfect opportunity to celebrate all the amazing content shared over the past two years, and give a special 'thanks' to your fellow members. We last held the Trixies for the year 2014, so understandably, we have a lot to catch up on. This year things are little different. We won't be holding just one ceremony, but two at the same time: One each for 2015 and 2016. Since we last held the Trixies Simtropolis has been through a lot of change, which unfortunately means we’ve had to change the way were conducting the nominations this year. However, we think these changes will make it easier for you guys to nominate members, and continue to nominate throughout the nominations period. The biggest difference is that you will be posting your nominations on the forums. Don’t worry though, no one apart from the admins will be able to see your nominations, just like it was before! Let’s go through how this is all going to work. Nominations Closed on April 5th How To Nominate As we’ve mentioned before, nominating members for awards will be a little different this year. Read the guides below to know how you are going to be nominating members for awards this year, and take note of some slight rule changes which will allow you to nominate members for multiple awards. Where To Nominate This year, all your nominations will be submitted as posts in the forum linked below. Submit Trixie Nominations Here! This forum behaves differently from every other forum on Simtropolis. No one else can see any of the posts or topics you create within it. In lieu of our traditional nominations system, which is now incompatible with ST, this will be where all of your nominations are submitted this year. This comes with some great benefits though! You’ll be able to see all of your nominations at all times, so you can remember what you have nominated and who you have nominated, and you’ll be able to edit these at any time just in case you nominated someone for the wrong award. It may feel a bit weird at first, but trust us that only admins will see your nominations. Submitting and Formatting your Nominations Since everything has changed, how will you be submitting nominations? Its easy, just follow our guide below! 1. Firstly, take a look through the List of Trixie Awards for 2015 - 2016. 2. You’ll first find an award which you want to nominate someone for and copy its award title. 3. From there navigate to the Submit Trixie Nominations Here! forum and create a new topic. 4. Paste the award title into the topic title box, and add a couple of tags: The name of the member you are nominating. The year you are nominating them for. 5. Then in your post, please include the following information: The Title of the award. Who you are nominating. The Year you are nominating this award for. A short Description as to why you think they deserve this award. To help ensure you include these details, feel free to copy and paste the following template into your posts to match the guidelines: Don’t forget to add this info for each of your nominations, or else they may not be counted. I’ll repeat these briefly below: Topic Title: The Award Title. Tags: Nominated member, and Year. Post Text: Award Title, Member Name, Year, Short Description. To submit another nomination, simply start another topic. Ceremonies for both 2015 and 2016 We last held the Trixies for the year 2014, and due to issues we weren’t able to open up the nominations last year for 2015’s content. During these nominations we invite you to nominate content from 2015 as well as 2016. In the end, we aren't just holding one ceremony, but two at the same time: One each for 2015 and 2016. During the run up to the nominations opening we’ve had a series of discussions, interviews, and retrospectives aiming to highlight content from 2015 and 2016 in the hopes that you won’t forget what has been created during those years. This is why it is important for you to distinguish what year you are nominating a member for. Rule Changes This year we are making a slight change to how many times you can nominate a member. Traditionally you could only nominate any given member for one award. But this time, this rule is being expanded. It used to be that someone would only create amazing buildings, or only write beautiful CJs. However, now we have members who cover lots of different parts of the site, for the previous Trixies it was increasingly difficult to nominate them for just one award. This time we are making the change to allow you to nominate a member for up to 3 different awards in both 2015 and 2016. We hope that you submit multiple nominations for a single member to awards in different sections of the Trixies, but we aren't making that a specific rule as there are awards in sections which relate to very different skill sets. Use this new ability wisely... Cities: Skylines in the Trixies Over the past two years we’ve seen the release of a new game which has swept Simtropolis, Cities: Skylines. In the past we’ve never had another city building game which made as much impact on our community as SimCity 4 originally did, so this is the first time the Trixies have had to accommodate another game. You’ll notice that most of the descriptions for awards no longer call out any specific game, that is because all of these awards are intended to be relatable to both games. When nominating, remember the great content created for both games these previous two years, rather than the content from a single game. Quick FAQ Multiple or single threads for nominations? Posting each nomination in its own thread is preferred, as this helps with the processing. Really though, it's up to you. If posting in a single thread is easier for you to manage or edit, that's perfectly fine. At the end of nominations, the Llama Crew will attempt to count anything inside the forum. For both years, how many nominations per user? In each year, you may nominate any individual member up to 3 times. So this means for both 2015 & 2016 combined, you could nominate someone up to 6 times. Who can I nominate? Any Simtropolis user (member or staff) can be nominated for any award. The processing will determine whether a given user is eligible. How many custom "Ad Hoc" awards may I nominate? As many as you'd like! Feel free to be creative with the title & description if a default award isn't suitable for what you have in mind. Is there a limit to how many nominations I can submit? Yes, the sky. Final Words We hope you have a great Trixies... And remember, Nominate early and Nominate Often!
  2. Introduction to Simtropolis Image created by @Cyclone Boom using: Simtropolis Sign by Ceafus 88, and MYOS Make Your Own Sign by jbizzle. Hiya! We're so glad you dropped in to see us. Simtropolis is primarily a site for people who love City Building games. We have major forums for SimCity 4, Cities: Skylines, and SimCity (2013) as well as a few others in the gamer topics. Our members are friendly, courteous, and helpful and range in skill levels from beginners to technical gurus. The forums are where we discuss all manner of city building ideas. Whether you are a player or a custom content creator (or both) we have places ideally suited for your needs. If you haven't signed up yet to be a member, how about dropping by our New Member Registration Page? We also have the SimTropolis EXchange which is our files section containing (literally) thousands of files to improve on the basic games. These include bug fixes, maps, textures to change the terrain-related aspects, lots, buildings, props, game altering mods, and more. These are available for download by members and guests alike. (However, members are not presented with any ads.) Now, of course, we do have some easy to abide by rules you'll want to read in the Site Guidelines and for custom content creators and users in the STEX Code of Conduct. Be sure to check those out because they apply in full force to everyone here whether you read them or not. Ok. Have you registered yet? No? I'll wait. . . Great! Now that you are a member you can Introduce Yourself Here. And here's how I've laid out the rest of this introductory thread: Basics of Using the Forum Software Overview of the Forums Overview of the STEX Overview of the Omnibus You can click those links above or just scroll down as each one is in its own separate post in this thread. Also, if you have any issue come up which you feel is best discussed in private, feel free to send a Private Message to one of our Staff Members. Tip: Look over on the right side of that page to see which of us has been most recently active. That doesn't guarantee we didn't just log off 2 seconds after you view the list, but it does increase the odds you'll get a quicker reply. Do keep in mind even if we are online we cannot always respond immediately as we may be working on another important issue. I hope you find this site as enjoyable as I do. -Cori
  3. WORTHINGTON, January 2200 – Greater Worthington (GW) is a thriving county of approximately 3.6 million people, located at the base of the Altavista Mountains in American Simolay. Founded by British expatriates in 2000, GW is celebrating its bicentennial this year with plenty of fireworks, concerts, and athletic events. GW is a collection of 42 semi-autonomous townships and 34 hamlets, each with its own set of ordinances and tax structure. Each has its distinct personality as well. For example, Worthington City is GW’s center of government. Teldar is its high-tech industrial heart. And Charlestowne is sometimes called the Las Vegas of Simolay. (What happens in Charlesowne… well, some of it leaks out.) While mostly urban, GW also is home to many suburban, rural, and farming communities, as well as hundreds of acres of undeveloped forest land. The county’s diverse $100 billion a year economy provides virtually full employment. Average and median incomes exceed the national average. As is true of most large urban areas, some citizens struggle to make ends meet, but abject poverty and homelessness are virtually non-existent in GW. GW’s public school system provides tuition-free education for students from kindergarten through high school, and through college for qualified in-county residents. The University of Worthington – home of the Wolverines – features two main campuses and numerous satellite facilities throughout the county. Healthcare provided by GW’s numerous hospitals and clinics is heavily subsidized by the government, and most localities feature free clinics. Additionally, most communities offer free CPR and other medical training. The county government provides numerous parks, playgrounds, pools and other options for people to spend their leisure time. The crown jewels include a county fair, world class indoor and outdoor performance venues, sports stadiums, museums, zoos, and the largest art gallery in Simolay. Residents and visitors also can choose from a wide variety of restaurants, theaters, hotels, spas and other popular spots. Like any major metropolitan area, GW has its share of problems. Traffic tie-ups are common, especially on the few bridges crossing the Stribley River, which runs through the heart of the county. Pollution, particularly air contamination, is an issue in some more congested locales. But by most accounts, significant progress has been made over the last generation or so on that front. As of January 2200, GW’s power needs have been served by 99.75% renewable energy sources – hydrogen, solar, and wind. GW is a complex, diverse region. Whether you are relocating here or just visiting, this Website offers a comprehensive guide to the latest news from, and key aspects of life in, Greater Worthington. We hope you will find it enjoyable, informative, and useful. For the full story, visit simple-city.org –SimTraveller, January 2200
  4. I published a short guide about taxis because there isn't much info out there already. You can find it here: http://steamcommunity.com/sharedfiles/filedetails/?id=603413260
  5. Hi all, I'm venturing into creating stuff for the community for the first time. I eventually want to learn 3D modelling, but that's going to be a while. In the meantime, stmSantana made these repaintable lorries which I downloaded. I then used Photoshop to edit the _d and _lod_d files to repaint the lorries and create these UK branded lorries which I uploaded to Steam. There's one thing I'd like to do which I'm not sure about. At the front of the lorries stmSantana made, there's a logo for CHIRPER. I'd like to change this to SCANIA for added realism, but I'm not sure how to do do that. I know there's a normal map I need to create, but when I took the Lorry_s file and made a normal map with it, it looked very different from the normal map which came with the file. I'm very new to all of this (normal maps, etc), but I wonder if someone could give me a step-by-step guide on how to amend the logo decal on the front of the vehicle. I'm keen to create more stuff for the community and if anyone has any tips for me based on what you see I've already created, I'm happy to learn! Thanks.
  6. Shroomblaze brought a technique to my attention a while back to fix the aggressive shadows of trees brought on since the After Dark update. I finally got around to trying it on my latest tree and it works a charm. I found more info and evidence from this site https://www.blend4web.com/en/article/131/ Here you can see the difference with the willow tree. The ones to your left have darker shadows because the vertex normals are not pointing up at 90 degrees. The ones to your right have the vertex normals at 90 degrees pointing up. Thanks TPB! I noticed in the examples on the Blend4Web site other objects were also given the vertex normal operation to improve the lighting on them. So why not a building? I did a test as a proof of concept and the results below speak for itself. Now of course 90 degrees on a building is too much. We may want to be somewhere around 15 degrees or less....I will show results when I find the sweet spot in an update to this experiment. Hope this helps so we can use this technique going forward to have better shadows on our assets. I think this is big. But for now since buildings and trees play by different rules, this is very experimental!! -Dennis
  7. Just released a guide on the Steam Workshop that talks about general asset creation tips and tricks. It was put together by many different modders in the cities skylines scene. It is a work in progress and new ideas and concepts will be added to it over time as we learn new things or mistakenly forgot to add them. Hope you all enjoy and this provides people with some information to bring new life to the Steam Workshop. Here's a list of Credits of people that I took information from or directly contributed to major portions of the guide. ShroomblazeDrosovilaAJ3DMrMaisontony_r_68 (Zed68)TPBGulaOlaHaldorNitehawk39GC_VosTempleofdoomThanks! Here's the link to the guide.http://steamcommunity.com/sharedfiles/filedetails/?id=500036497
  8. Just published a guide on how you can terraform and build your own below-ground railway network... It contains more than 30 high res images covering every step of the process: http://steamcommunity.com/sharedfiles/filedetails/?id=546535326 Hope it will help you building sunken things.
  9. Vehicle light maps play by different rules than buildings. There's evidence that different vehicles may be in different classes playing by rules unique to their classes. Thanks to an experiment by Shroomblaze, we see that we cannot do with a car what we can do with a train with illumination maps. We need official info on vehicle lighting as there is none in the wiki. This information is by trial and error and not by official guidance. I will be using one of my trains and what I found on my journey to explain here. It took me days to figure out how to light my trains properly and still needed help from boformer, Don'tCryJustDie and Bloodypenguin to dig for info and adjust the headlights in mod tools. A big thanks to them or my trains would still be dark. The gradient vallues for illumination and neutral diffuse is almost inverted from the values for buildings. Black (0,0,0) is the max illumination color for vehicles. I used 127,127,127 for the base color of areas not lit. The range below 127 illuminates in the same way the 128-255 illuminates building lights but in the opposite direction. Above 127 will illuminate the diffuse color. I'm not sure what exactly the brighter values do on vehicles but one of my trains displayed half car diffuse illumination when I used 192. Notice the headlight position at default values. More on that in a bit. Don't even think about trying to use black as the base color This is the working illumination map for the cities skylines edition R22 train. The 3 lights are at 192 to illuminate the 4 red lights, the black one is for the headlights. The windows and call sign are around 60-65 and the front window at 86. The result Now let's talk about headlights. EDIT: This section was edited out because CO provided us with built in tools to easily and properly adjust headlights in hot fix 1.2.1-f1. https://forum.paradoxplaza.com/forum/index.php?threads/hotfix-is-live-patch-1-2-1-f1-info.884556/ Thank you CO! I hope this helps get some of you started on lighting up your vehicles, TBH, I'm not sure that cars and truck play by different rules than trains. We are still waiting for official information on vehicle lighting so the experiments with trial and error will continue until we get a full explanation. For now this is what worked for me. Going forward, I am on a quest to get the back red lights lit up. The lights seem to work only on the front end of the train cars. All the red lights (the 4 on both ends of the cars) share the same UV coordinates but only the ones on the "forward" end light up. So as a shuttle, when the train goes in reverse, the lights will switch to the forward end. I would love to find a way to get the red lights in the back to be on as all vehicles have this feature most likely for safety and warning purposes....and it would look much cooler. So the quest continues and I will be updating this with any new findings.
  10. As already mentioned by boformer on another thread, I've made a couple of guides and collections on Steam to help everyone transition to After Dark as smoothly as possible: Mod Compatibility Guide for After Dark Mods that work with After Dark (Collection) Illuminated Assets in Workshop, The Guide Illuminated Assets in Workshop, The Collection Suggestions are encouraged and welcomed in the comment sections of each guide, or at tpbsworkshop@gmail.com If you're a modder/asset creator and want me to add you and your items to either of these, please contact me! Thanks.
  11. There are many nice building themes in the workshop. Most of them only contain small 1x2 buildings, and only buildings of one zone type and 1 or 2 levels. The problem is that these houses are really small, and you need more roads because the ideal zone block length is 4 instead of 8. For a working, balanced building theme (soon "building style"), you need the right mix of footprint sizes, ranging from 1x1 to 4x4. The 2 default styles of the game are a good indicator how many buildings of every size are needed (see the table below). Upgrades The basic requirement for a theme is that all buildings can upgrade properly. Buildings can upgrade to a growable with the same width and a length that is equal or smaller: Example: 3x3 can upgrade to 3x3, 3x2 or 3x1 You have to make sure that every building can upgrade to the maximum level (5 for residential, 3 for other zone types, 1 for industrial specialisations). When a building upgrades, the footprint says always stays the same, and the front-/backyard of smaller assets will be expanded to match the size (see next section). For a style that covers all levels of a zone type, you will need at least 70 assets. Backyard Expansion It is important to know is that the front-/backyard of any growable asset will be expanded if there is enough free space so that the footprint length is 4 (e.g. 1x1 → 1x4). The expanded size is the one that matters when the building upgrades (a 4x3 building that is expanded to 4x4 may upgrade to a 4x4 building). In general you should always choose the smallest possible footprint size for your building, and put extras like parking lots and gardens into the expandable front-/backyard. Randomization You can create a good-looking style with only a few models. The key is randomization: Use the color variation system to vary the wall or roof color of your assetUse the Prop Probability Changer to randomize the appearance of trees and props (the vanilla houses also use this)You can also use the same building for multiple levels or zone types. The default European style contains only 17 (!) shared models for high density residential, commercial and office buildings. The rest are duplicates with different props (solar panels, pools), different color variations and sometimes a different texture. Of course, a style without duplicates looks better. [Full Size]
  12. Hey everyone. Currently Mr. Maison, Zed68, Gula and I have been working on large texturing guide that will cover texturing in detail as well as information about LODS and more! We would like to help the CSL community by producing a guide that will contain good information that will result in higher quality assets. I personally see a lot of assets that have bad LODS or lacking proper textures. So I'm asking anyone who has any useful information about texturing, LOD's, or anything related to asset creation in general to come forward and respond to this thread so it can be included before it is released. The guide is currently being worked on in Steam and I don't want to post it here just yet. We have a lot of stuff already covered but hearing something from another perspective can help improve what we already have. So please share with us. Thanks! Some things that you could provide are... Texturing Tips & TricksInformation about LOD CreationInformation about Proper ScaleProblems you've had occur with SolutionLinks to Good Free Texture SitesLinks to Helpful TutorialsOther Resources
  13. The topic of RCI DEMAND is one the sprawls quite A LOT; I've read plenty of them to tackle some issues when I play this game. However, the profundity of the RCI system can usually come up with a variation of issues and problems -- some which are hardly addressed in posts. I'm not some kind of veteran but I'm playing Simcity casually to an extent, and till this day, I can't find ways to understand why my demands flourish, then suddenly die and kill my city, and so on. Is there any comprehensive guide around with a explanations to the most intricate part of the system? In one example, i have skyrocketing demands for Medium commercial services and offices. Zoning them however eventually plops High Wealth commercial districts that eventually get abandoned. How are you supposed to deal with these ambivalent issues without harming your high wealth population or so? I'm left with a ridiculous unemployment crisis because of my inability to resolve this. If no guides are to be found, then let's not hesitate to turn this post into a personal troubleshooting, hints and tips post. Thanks!
  14. Hi guys, almost 4 months ago when the game came out I started my youtube channel. I originally started my let's play of Cities Skylines on hard mode, and then eventually transitioned over to proper hardness mod as well as a few others. During that time I have created several mod spotlights, and tips / guides on the game as well. The current city is over 270k people in size, and growing each time. I also started a city on Twitch, and have been uploading the sessions in parts on the channel. This city uses a custom map, and absolutely no straight roads. Combined with several mods it ended up having a lot of death defying bridges that I think you would enjoy. I would love it if you guys checked out the let's play, or even the mod spotlights and guides I have created. It would really mean a lot! I'll put the links down bellow. Thank you very much and I hope you have a great day! Let's Play Playlist: https://www.youtube.com/playlist?list=PLmwtfKOLuK2WvPmkILTAbcWCugw-5uhpl Live Let's Play Playlist: https://www.youtube.com/playlist?list=PLmwtfKOLuK2VogPo2hh-1fsEELcgNSQRX Tips / Guides Playlist: https://www.youtube.com/playlist?list=PLmwtfKOLuK2Wv9XSWxJ7GTPtv7SjD_Gzd Mod Spotlight Playlist: https://www.youtube.com/playlist?list=PLmwtfKOLuK2V3Z6DS7fClrO5F7Jui8MbZ Youtube Channel: https://www.youtube.com/c/Krozjin
  15. For the Eager, Yet Overwhelmed Newcomer New to SimCity, Simtropolis, or been out of touch for a few years? Wondering what the heck a NAM or a BAT is? And just what the heck is up with those brown boxes?! This article will take you through the basics of registering your game, whether from a hard copy of the disc or from Steam, the essentials of Simtropolis, and a jumpstart into the world of Custom Content, to bring your game to a level beyond what you could imagine is possible. I would like to thank A Nonny Moose for his contributions and influences on the creation of this article. Rush Hours, Deluxe Editions, SimCity Boxes, Oh my! Before starting on registration information, we should make a clarification on just what the differences in these versions are. The short answer is nothing. When Maxis released Rush Hour, the expansion pack to the original SimCity 4 game, they released two versions: one simply the expansion (SimCity 4: Rush Hour); the other, a version that included both the original game and the expansion pack (SimCity 4: Deluxe Edition). It makes absolutely no difference to the game whether you own the Deluxe Edition, or Rush Hour. Now, just what is the SimCity Box? After the release of SimCity Societies in 2008, EA released this version which contains SimCity 4, SimCity 4: Rush Hour, SimCity Societies, SimCity Societies: Destinations, and The Sims Carnival: SnapCity. The story here is the same with Rush Hour and the Deluxe Edition: it makes absolutely no difference. In the event that you happen to be a long time player who does not own Rush Hour or the Deluxe Edition, it should be noted that the expansion pack is required to make use of 99% of the custom content available on this site. I will explain that further later on. Registering and Updating the Game Before playing, you need to pick up the two (2) necessary EA-released patches to your game for it to work correctly. In recent months, it has been noted that the official EA SimCity 4 Deluxe site has been taken down. So as not to leave these players hanging, some mirrors have been set up containing the assorted official updates. Important note: If you purchased your game from an authorized download source, you may not need any further updates. Check the properties of the game's .exe file. If it indicates you have version 1.1.641.0 or if you already have version 1.1.640.0, you will not need further updates. For the standard, PC version updates, check out here: SC4Devotion Own the Mac edition and can't open .exe's? Check out this thread: Bought your copy off Steam? Steam comes pre-patched! Yay! You should apply the two updates to the game in this order: EP1 to fix bugs, and the BATupdate to allow nightlights. When you are finished, you should check to see that the version number of the .exe file for the game in Program files/Maxis/Apps has been updated to 1,1,640,0. This is proof that your updates worked. Optional Upgrades and Tools You may notice on the mirror sites, a number of other downloads available. Among these are new landmarks, new rewards, the Lot Editor, and Building Architect Tool (BAT). These are all optional, and are not necessary for the games function or the addition of but do add content, and functionality. So, just what do these BAT and Lot Editor things do? The Lot Editor allows you to construct new lots, using the buildings, textures, and assorted prop pieces included within the game. The Building Architect Tool (BAT) allows you to construct new 3D models, and is what is used to create new buildings, trees, seawalls, spaceships, and everything inbetween. Using the Lot Editor and the BAT in tandem, the world is yours to create. It should be noted that both these tools have a sizeable learning curve. We do have a number of tutorials here to get you started, the most notable of these being the BAT Essentials Tutorial in the Omnibus. Unleashing the Game At this point, your game is ready to go! The appropriate patches are in place, and the game is as optimized as Maxis and EA could make it. So where to now? Many players are happy to play the game without any custom content, relying simply on what Maxis has provided. It is indeed very possible to create beautiful cities using only what content Maxis provided. But, many would also point out that the game can be so much more. In the 8 years since the release of the game, the amount of custom content available brings the game to an entirely new level. Players can recreate their hometowns with stunning accuracy, watching roads twist and curve, with even the correct corner market in place. Players can build in the desert, in futuristic settings, or on Mars. The custom content community has taken a finite game and given it infinite possibilities. And the question I'm sure you're asking by this point is, where do I begin? There are a number of exchanges available for you to browse. Here on Simtropolis, the STEX is perhaps the largest, and one of the oldest exchanges devoted to SimCity 4. The other primary English exchanges are SC4Devotion LEX and the PLEX (now on the STEX). You could say that SC4Devotiion is the high-tech site, and that Pegasus is the theme site, and you wouldn't be far wrong. Most community exchanges both require free registration in order to download, as Simtropolis does. The SimCity community expands far beyond English speakers, however - other communities include German and Japanese sites. Growable? Ploppable? What? As you browse the exchanges, you'll notice these phrases on assorted files throughout. The answer to this could not be simpler. A growable lot means that it will grow on its own with the appropriate zoning, as if it were any building created by Maxis. Ploppable lots allow you to plop the building as if it were a landmark. Some ploppables retain their commercial/industrial nature and provide jobs as though they were grown. It should be noted that at early points in the exchange, you may run across residential ploppables. These do not work, and will abandon some time after plopping. So, I've Downloaded Some Stuff. Now what? Installation of downloads really is simple. This article by our fearless Dirktator outlines the process of installation. Some downloads now come with .exe installers, which simplifies the process even more - the installer does all the work for you. The next question you may have is where the heck do I find my ploppable items in the game? Some items will be pretty intuitive as to where they are located - Educational facilities are located in the Schools menu, policing facilities in the Police menu, etc. But what about that great skyscraper advertised as a ploppable? Those will generally be located in the Landmarks menu. Nearly everything else (parks, churches, etc.) will be located in either Parks or Rewards. And if you just can't find it anywhere, consult the ReadMe that should have been included with the download. It should state where it is located in the menu system in game. Brown Boxes, Everywhere! Uh oh! This may look tragic, but it doesn't mean your game is wrecked. You just missed downloading some dependencies. Wait, what? Dependewho? Dependencies are separate files that a lot uses to complete itself. If Download A cannot find the appropriate dependency, it reverts to the lovely boxes you can see in the picture above. It may not look like it, but each lot is actually filled with bits and pieces of other files to make the bigger picture. The trees, the benches, the garbage cans, the swimming pools you see on assorted lots are all individual pieces, that come together to create a house, a park, or a shopping complex. All downloads on the SimTropolis EXchange are required to list all dependencies needed to work properly. If you've looked everywhere and just can't find that dependency, or if the dependency package is locked, please make a post here, and one of our friendly members will help you out. You may have further questions in regards to dependencies. As with installation, I would like to refer you to another article that goes into much further detail. The Dependency Debate by north_country_dude goes into great detail about the pros and cons of dependencies, and answers a few of the common questions you may have about them. So what should I download? Building tastes vary from person to person. Personally, I prefer the drab, 1970's concrete buildings, while many prefer the sleek, glass modern skyscrapers. Because of this, I'm not going to recommend any particular buildings - but I can recommend some mods that are considered the best and the greatest. Network Addon Mod, or the NAM. This mod was first conceived with the discovery of an unfinished road network Maxis left in the game. The talented modding community has taken this and turned it into entirely new road networks, gave us roundabouts, and allows us to create true metropolitan cities with roads to match. This can be found here on the STEX, or at SC4Devotion. If you're interested, here is the "official" NAM FAQ Thread with links to the different parts used with NAM & answers to common queries. If any issues come up while using NAM, there's also a support thread here. Various NAM Team members including Tarkus frequent the thread and gladly help out. A terrain and water mod. When you first launch the game, the grass and water seems realistic enough. A bit off perhaps, but hey nothing can be perfect. Not true - modders have been able to create new textures for the terrain and the water, which makes the Maxis textures look like off-coloured drawings. Cycledogg has made a number of varying terrain mods, and there are assorted water textures on the STEX, each varying for the kind of water your city needs. SimMars. Certainly this mod is not for everyone, but this article would be deficient if it weren't mentioned. SimMars transforms SimCity to Mars, complete with textures, buildings, road networks and music to match. The work done on this is exceptional, and it sits with the NAM as the greatest projects to improve the game that SimCity has seen. Everything else listed here. Livin in Sim has created this top ten list of great mod's that should be essential. A few other members have listed their contributions as well, and I would highly recommend them all! From there you could look through the CJ section to get ideas or run through the STEX and other exchanges to see if anything "jumps" out at you. As I mentioned before, if you can't seem to find something, make a post here and someone is bound to help you out. How do I win? SimCity is different from most games, as there is no set end point. Your success is based on goals you set. For many, a balanced budget and proper governance of a successful city without "godly" intervention (ie. cheats) makes a successful game. For many, the accurate recreation of a real life city is the goal, generally with the assistance of assorted budget cheats. For others still, it's simply to create the best city they can. Set your own goals and adjust as you achieve them. For all flavours of player, however, we do have an assortment of tutorials here on Simtropolis to help you on the Omnibus. The sections that will interest you most are SimCity 4 Reference and SimCity 4 Tutorials. Check back from time to time, as we do continue to add articles! Hopefully, this article has helped you get started. If you have any further questions that this article didn't answer, the folk in the forums and the chatroom are always eager to help, and any member of the Simtropolis Help Squad would be more than happy to give you some tips to the right direction.
  16. Hey Everyone, I was testing out the color variations today on an item and finally decided to play around and figure out how to change an assets category to another tab. First you must subscribe to ModTools to do this which you can get here... http://steamcommunity.com/sharedfiles/filedetails/?id=409520576&searchtext=mod+tools Step 1.) Open the asset you wish to change and hit Ctrl + E to open up mod tools. Then find "Tool Controller" drop that down and select "Tool Controller" Again. Then find "PrefabInfo m_editPrefabInfo" and drop that down. Step 2.) Find "ItemClass m_class" Drop that down and change the following 3 categories to what you would like the item to appear under. In This case I changed the items to Ship Categories. ItemClass+Service m_service = PublicTransport ItemClass+SubService m_subService = PublicTransportShip System.String name = Ship Facility Step 3.) Then scroll down and find the following categories and change them to their respective classes. "System.String m_UIEditorCategory" will say SameAsGame by default change this so that both say the same thing which is the category you want such as "PublicTransportShip". System.String m_UICategory = PublicTransportShip System.String m_UIEditorCategory = SameAsGame Also you can change "System.Int32 mUiPriority = " to a number so that your assets will show up in a certain way in the tab. So for example if you wanted your item to all be right next to each other you could set a number for example like 5423 and then next time you create an Item you can just add another number to it to keep them together. If you want people in the future from using the same numbers as you and interrupting your connected flow of icons then set it to a number a large number that no one will really know. This ofcourse will make your items appear last in the category. So you can also you "-numbers" and go backwards to be first in the category. I haven't tested this all out, but I'm told this is what you can do. To find out what the correct class names are for categories and such, you can drop down Sunny Collections on the left hand side. Then pick a category such as Public Transport and then open up the PrefabInfo and and select buildings to see what their categories are. And here you have it! Hope this helps some people out!
  17. Hello While I was studying scripts for my projects, I decided to edit a mod I always had, "", because I don't have Cities of Tomorrow and didn't need the spacing for megatowers. I investigated a bit and discovered how to create guides for every single street and avenue in the game. I can also differentiate the edge guides for each street. I'll release a mod if you would suggest some interesting configurations. How does it work? every street can have a different spacing with the streets of the same type (you can see this in my guides mod page), so I need you to suggest the spacing for every street type. My personal configurationd would be: dirty road: low density building (low density building from edge) low density road: high density building (all other roads have high density building from edge) medium density road: 2 high density buildings high density road: 3 high density buildings medium density avenue: high density building (compatible with low density road) high density avenue: 2 high density buildings (compatible with high density road) streetcar avenue: 3 high density buildings (compatible with high density road) What does "compatible" mean? For example: if you placed a medium density avenue, and select a low density road, you can see the guide where to place the low density road in order to have the space of a high density building. I'd like to release this mod, but I don't know if it's ok or if the initial configuration could be better. Suggest!
  18. There are many threads across several sites that discuss this same information. However I've looked around and I can't find a good beginners guide for modding that still has active links to pictures or much depth. So I have created this to help fill the void in 2013. I'm sure that people are still (re)discovering the game all the time. This is my small attempt to help them/you get started customizing their cities and experience. Modding Made Easy by -Docj The process for creating 'certain' game modifying plugins is actually very simple. The steps I am going to illustrate in this guide can be applied to anything contained in the simcity_1.dat. From bus stops to the traffic simulator, after reading this you will be able to customize many things in the game to your liking. You can also use the process to adjust the values of downloaded plugins more to your liking. The only tool required for this is "iLives Reader" v1.4. Getting this program installed and working properly is covered in here, and and other places. This is not intended to be an in depth guide for the reader itself, instead this only relates to a few of it's functions and using them to attain a result. You can also use to do the exact same thing however you have to do manual 'hexadecimal' to 'decimal' conversion for everything (hex - decimal converter). It is always safe and very functional to open and view file properties in v1.4, the automatic unit conversion can save time. Sometimes v0.9.3 is preferred for editing because of potential file corruption upon saving. I run both readers and try v1.4 first, then checking for problems. Assuming you have "iLives Reader" installed and configured, then you can continue with this guide.*1 The goal of this example: In my example below I am going to modify a city hospital so that 1 actually serves the same function as having 2 side-by-side. I am going to double some values so that it serves and employs more sims. Accordingly I'll raise power/water consumption, costs to plop, as well as increase the pollution this hospital creates. I can't successfully increase monthly operating costs of this building; I have found altering those values creates a bug causing all hospitals to reset themselves to MAX funding each new month. I bring this up as a good example of things that can go wrong, and the sort of thing to watch for. I will be modifying 7 properties to achieve my desired effect. I chose to make a basic mod with multiple changes to illustrate a few points that would've be hard to explain by making a simple, single value change. *3 Please keep in mind, this is an example, and may not be practical for your personal use. The results of this hospital mod will cause ALL of your region's hospitals to adopt it's effects, but only if the .dat is in your plugins folder. These hospitals can still be funded with sliders according to demand in game. 100% funded is now 6000 patient capacity + 200 doctors, likewise, 25% funded is now 1500 patient capacity + 50 doctors. Cost per patient has been cut in half, this is where game balance is somewhat lost. The process for creating a basic game modifying .dat file. NOTE: You can click on the pictures to enlarge them if you need a slightly better look at anything. 1. Launch "iLives Reader", open simcity_1.dat, 2. Bring up the 'navigator' view window. 3. Within the left side directory tree: navigate to "Civic Buildings" > "Buildings" > "CV44x44_LargeMedicalCenter_0313" 4. Within the right side properties window: recognize those highlighted are the 7 properties I will be adjusting for the hospital. Double-clicking any property opens it for editing. From here I am going to begin with 'demand created'. 5. (This only applies to "Reader v1.4") After opening a property to edit you'll see the editor. In the editor window change the values from 'default' to "Display as" 'Int' (integer). Now you see the property's value in a form that is easily altered. In this example below, the associated property ID is also shown, and this will not be changed. *2 6. In the appropriate field of the editor window you can change the 'value' to any number you want. In this example I am using 'demand created' and multiplying jobs x2. For a building where you find 'demand created' for jobs and amenities together: the values should be increased together equally. What this is doing is creating the extra jobs and ensuring residential demand for the appropriate sims needed to work there. These 3 numbers are the distribution between $, $$, and $$$. Notice most workers are $$. 7. Click "set" then "apply". The property window will close at this point and the changes are temporarily saved. 8. Now, I am going to move right down the list, adjusting the remaining 6 properties one at a time. To keep the balance of the original hospital I am going to double the values. Most properties are straightforward and easy to recognize and modify. However, 'Sint64' 'data type' doesn't convert 'int' correctly for me. If I type 2200 for "plop cost" and hit 'set', the number turns into 8704. I had to enter the number in as 'hexadecimal' aka 'base 16' instead of 'decimal' aka 'base 10'. If I convert 2200 from decimal to hexadecimal I find that 898 entered as 'int' will give my desired 2200 cost to plop in game; double maxis default. *2 9. These last 2 properties are best thought of as a pair that you should increase together equally. The term "catalog capacity" is refering to the number the game uses to properly display the capacity in the menus. The corresponding "hospital patient capacity" is refering to the number the game actually uses and shows you upon building query. Keeping these values the same ensures 'displayed capacity' and 'actual capacity' are the same everywhere. I will change these values to 6000 now. 10. Now that all 7 values have been adjusted I want to make a small .dat file that will override the default values in the game by being in the plugins folder. I don't want to just try and 'save' these changes directly to "simcity_1.dat"; that would be permanent and it doesn't work that way. So on the left side directory tree 'right-click' "CV44x44_LargeMedicalCenter_0313", then click "add to patch", then open the "patch manager" by clicking on it's button up top in the 'tools' panel. 11. In this window you will see "CV44x44_LargeMedicalCenter_0313" as the only entry. Highligh it, Click "Create DAT". A dialog asking for a filename and location will appear. You can name it anything you want as to easily identify it (i.e. My_Hospital_Mod). 12. Navigate to where you saved the .dat file and drag or copy it into your '....username\Documents\SimCity 4\Plugins' folder. 13. Next time you enter the game you will see your new capacity at all maxis hospitals, without rebuilding. That's it, that's all there is to it! This mod works applied directly to my game with no problems. "IF" you encounter problems with the 'budget slider' after editing civic buildings, you may need to bulldoze all existing civics of that type before using the mod you created. Bulldozing all civics of a type first also allows for 'budget cost' adjustments to work. I realize I made this explanation rather long. I wanted it to be easily understood by even the most novice of modder. Using the steps I provided you can start using your imagination. For example: maybe you decide your Sims found a way to make burning coal cleaner, cheaper, and more efficient. Now implementing such a change yourself is possible. You can lower pollution amount and radius, lower the plop and operating costs, and increase power capacity... maybe name it "Infamous_Clean_Coal_ Tech". You can now open anything you want to look at and adjust it's values. Start making some .dat files for yourself! A few tips: You can copy and paste properties and values to speed things up. You can open multiple .dat files side by side for comparison or to find properties you may want to copy. You can add multiple adjusted files to a .dat by repeating steps 1 - 10 clicking "add to patch" each time. After you have added multiple files go to step 11 and you can create a .dat that combines those changes into one mod file. You can open any other previously created .dat or lot files to edit and save, or create a .dat of your own from them. Try to avoid creating conflicts by having 2 mods of the same type installed simultaneously. Always test in game for effects, allowing an in-game year or more to pass before you are convinced everything works as you intended. Some properties can be added in places they previously didn't exist, the best way to know what works is testing (i.e. can you add jobs to a water pump? hmm). For 'Float32' "data type" enter your value with "display as" 'default' selected in the editor window. You can open .sc4lot .sc4desc and other files inside of reader. Reading other threads after following this guide should make more sense now. Explore the wealth of information on this site and others. Never use the 'save' option on SimCity_1.dat, always 'create DAT' in patch manager. Sometimes v1.4 will corrupt properties of a file upon saving. If you notice this happen modify the file with v0.9.3 which uses hexadecimal only. You should always test your results of mods in test cities to ensure everything works correctly, in case you create a bug such as the 'phantom slider bug'. Sometimes a bug like 'phantom slider bug' will require you to obliterate city to make it go away! I recommend toying with things yourself as much as possible; discovery is half of the fun! The more you explore and experiment, the more you will learn, have fun with it! I hope this helps someone who has wished to modify their game, or encourages others to do so! And don't forget, removing the file from the plugins folder will undo the changes, so don't be afraid to experiment. *1 Notes: *1: Remember to always make back-up copies of any file you intend to modify, or using to make modifications from. This is just good practice in case you ever have a problem. Especially have a copy of SimCity_1.dat sitting somewhere because if your game ever corrupted; you can usually fix it by just overwriting the bad .dat with the good one. In general make back-ups a part of your life. Never click 'save' on your SimCity_1.dat. *2: My installation of Reader v1.4 doesn't convert integer for 'Sint64' data type properly, this may just be a problem specific to me. Usually integer is the best way to enter the value, but if you click 'set' and see the numbers change from what you just entered, you have the same issue. In this case just use a 'Base-10' to 'Base-16' online calculator to convert the 'decimal' number you want to use into the appropriate 'hex' value. Then use that number and hit 'set'. This is the same process for all value changes made in Reader v0.9.3. *3: The 'budget cost' can be adjusted, but it requires that all hospitals (or w/e adjustable budget building you are working with) are bulldozed before putting the mod in your plugins folder. Once this bug is triggered cities can require obliteration (or restore from back-up) to make it go away. Test budget changes to the default civic buildings in test cities, or leave budget alone. It is safe to adjust budget of all custom buildings in y experience. You can read more about this so-called "phantom slider bug" in the replies below. Thanks for reading! - If you found this helpful or interesting for other reasons please let everyone know by voting this post +1 in the corner below! Please don't quote the whole post for replies, scroll wheels would overheat.
  19. hi i have made 2 tutorials for underground networks including intersections enjoy 1) underground road 2) underground rail/street car
  20. So this is my 3rd review. My first was based on Beta, my Second on some limited experience playing. This is based on nearly 24 hours of non stop playing. I have to say that I was EXTREMELY hard on EA / Maxis, and they really screwed this launch up. I hate DRM as much as anyone and I think most of us envisioned something besides what we got. So is the game good or not? I'm going to answer that the best I can and give you some details AND a general game guide based on my experience so far. I want to first start by saying that I played a few cities and felt a bit "meh" about it to start. I was not really thrilled but certainly not put off either. After building my first few cities which were not so special I learned a few things. Here's a picture of my one of my first cities, not so successful in density. I thought I would get fancy with some curved roads. They look pretty nice and I am glad they have them in the game. Above you can see the problem. Tons of wasted space. While curved roads are nice they don't allow you to make the most of your allocated land. I had major problems with this city in terms of population. That's not always a bad thing though, you can make a nice curvy city that's there to do something specific not related to density like make $$$ to fund another city, or take trash or provide other services. Yes there are some graphical glitches. They are typically easy to fix. As you can see I like to start out with dirt roads and locate my power and water in the best possible spot. At that point you'll want to take note of wind location as well so you know where to put your industrial. You don't want your pollution blowing into the city. If you are specialising in something like Coal or Oil you should take note of where it's at using your Data Layers so you can plan around it. You can even mark the spot with some dirt roads in the shape of an X The above image is the "start" of my last city I made. The one I spent nearly 24 hours on. In this image you can see I limited my curvy roads to make better use of space. I had about 6 hours into that city as it's shown! I took my time, it is essential to take your time when going for a goal to grow something large. You really need to think out your road layout. I would suggest building just dirt roads and very slowly upgrading blocks at a time. After you upgrade your block, sit back and wait for the buildings to upgrade. Do NOT rush! If you rush you will only cause yourself some financial problems. It's important to take your time and enjoy watching things unfold, to plan your attack. It makes the game much, much more enjoyable. Above picture you can see I let my buildings grow even though I had plenty of space not yet developed. I think that's important. Notice the large space on the left side I left. If you close everything in tight with the guide tools without leaving some large spaces you will find yourself in some real trouble upgrading buildings or adding larger buildings later on. In this city I was trying to stay as green as possible so I used Solar and Wind. The nice thing about the solar is it takes up a lot of space, so later when I can outsource my power or upgrade to a smaller solution I have plenty of space to use again for something else. It's very important to not go crazy trying to get the biggest and best buildings right away. They cost money to run, only upgrade what you absolutely have to. Here you can see my infrastructure growing out more. I built high density large roads in the center of the map. I really like the Avenue with the Trees down the center, too bad it's mostly a waste without upgrading it to high density street cars. If I weren't going for high population I could have kept them without upgrading. This map contained many natural resources but I was not going after any of them, you really don't have to. For this map I was going for high density well educated tech & trading. One thing I didn't get to play with much in the Beta, or rea