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Found 370 results

  1. My tram cars have disappeared on only one of my tram loops. They were there for several days, but they vanished yesterday and have not come back. The query tool shows them as operational with the same amount of traffic as before. I have not added or subtracted any mods or content. Obviously, I have the NAM installed and I am using the TTC_Tram mod and the European Bus and Tram Stops mod. As I said, it is only affecting one of two tram loops. The picture below shows the affected area.
  2. Hello everyone, I open this new topic to let you know about my new project to create new textures for road networks in general (road, street and NWM). The same subject is opened on SC4D: Swiss Network Textures. There is very little full texture play to exploit them in the LE, which is why I start this work. I create textures for Swiss (CH) networks but also European because we use almost identical road signs. My main goal is simply to make textures overlays for the LotEditor (LE), I do not want to create textures for all NAM networks, but only a few in particular. In the future, when my pack is downloadable, you will be able to do what you want with the textures: modifications, mods, additions, etc ... My pack is basic and contains only simple orthogonal textures. Maybe in the future I will follow up with the diagonals, it takes a lot of time. For each type of network I assigned a code to identify more easily the types of textures / networks. I put most of the existing networks, Maxis and NAM, but I may have forgotten others. Here are the codes: Pictures: M01a : Click here M01b : Click here M02a : Click here M02b : Click here N07 : Click here N13 : Click here N20 : Click here P22 : Click here I apologize for presenting the Excel table in two parts, I have not found a better solution than that for now, I will see in the future if I find a more ergonomic solution in order to have the table with the links To see the pictures included in it. If you have any criticisms or suggestions you can let me know. Thank you for your attention, Aka
  3. I've been trying to figure this out. I downloaded NAM 35 so i could use the highways, but i don't know how to add exits and entrances to the normal SimCity 4 default roads. I recorded a video of what i mean.. Could someone please help me figure out how to do that please?
  4. Welcome to the NAM General Support Topic. Please post your questions concerning NAM 35 and its components here. Get the newest version: It is also available on the LEX. (You must be registered and logged in to see the link.) A special note about the Diagonal Bridge Enabler: Please read the instructions for its use. If the game's water "disappears," the instructions were not followed. It is recommended that you check out the as many common questions are answered there. If you have any particular requests or suggestions for new NAM features, please see the
  5. Trying to query my census repository and I keep hitting a nearby GLR->Subway transition piece, which would be fine if I wasn't so far zoomed out (which I suspect is the issue). I hear the subway sound and then I get a gnarly CTD like hovering a puzzle piece over a TE lot. Running with NAM 35 on a fully patched exe. (I'm really tired of losing my work - as this has happened 2 times now I've found myself doing things three times over..... >:-| ) Edit/update: It appears it is happening now any time I query the transition piece - though I swear I've queried them before without issue.....
  6. Hi all.I have a problem,hope someone can help me.When i use the NAM pieces of the monorail this is what happens,i am posting an image to show.It happens not only with this piece,but all pieces.
  7. Sims don't commute using the upper highway, but they do use the lower if I connect the RHW-2 road with the upper highway. That's weird.. Do you have ideas how to fix it? Thanks.
  8. So, i just installed NAM for SimCity 4 because i saw pictures of the highways and thought they were really cool. Now, i just learned that NAM is MUCH more complicated that i thought. but i guess i could catch onto it eventually. Here's my questions for now. 1.) is there a way to connect a NAM-road to a normal SimCity in-game road? and if so how? 2.) is there a way to connect a NAM-highway to a road? and if so how? 3.) for the NAM highways and neighbor-cities-connection, is there a certain thing i have to do to make the NAM roads or highways go out of the cities and connect to the other boarding cities? Also, are there any tutorials i can follow? most of the ones i found online are outdated.
  9. I use NAM 34 ; the roundabouts don't look like the pictures in the folder (and no trees grow there) Does this mod (dating 2014) still works with the more recent NAMs ?
  10. I believe TSCT.jar could be run from anywhere. Could someone confirm this for me? If so, what files will it need to find and where are they supposed to be? Any help appreciated.
  11. SimCity 4 Is Still Great

    SimCity 4 is a spreadsheet that will never be balanced, but that’s what makes it so fun, even 14 years after release. Yesterday, an article about SimCity 4's Network Addon Mod, a comprehensive mod for roads and traffic in SimCity 4, reached the front page of r/Games.”Not only has SimCity 4 survived, it has thrived with new creations offered daily by content-makers, and has even evolved with substantial player-developed modifications like the Network Addon Mod,” author Dirktator wrote. While that’s definitely true, and the thriving mod community for SimCity 4 is a joy to browse through, after playing until two in the morning I can safely say that SimCity 4 also holds up on its own. Full article: http://kotaku.com/SimCity-4-is-still-great-1796823071
  12. Version Version 35 (Offsite Link)

    327,399 Downloads

    The Network Addon Mod (NAM) combines all transportation network-related fixes, additions and new creations that have been released so far. It will add countless new features to the existing network tools, such as new overpasses, highway onramps, intersections, ped-malls, a ground light rail network, roundabouts and turning lanes. This is the Windows version of the Network Addon Mod, featuring an installer. A Mac version is available here. NOTE: Due to some technical issues, the file is not directly hosted on the Simtropolis server. The download button presently will take you to an off-site, registration-free mirror at ModDB, which can also be accessed here. We hope to have the file available directly through the STEX again shortly, and apologize for any temporary inconvenience. Installing over previous versions: NAM 35 should be installed directly over top of any previous NAM releases, to ensure that your previous installation options are retained. A clean install is not recommended. For more information, see here. Tech Support: Since NAM 35 is now the most recent release, technical support for NAM 34 and earlier is no longer available. Special Thanks: The NAM Team would like to extend its sincere thanks to all the members of the community for their continued support over the past 12 1/2 years the mod has existed.
  13. Industrial - intro

    Mayor: Wournos IV Residents: >2500 Commercial: >3700 Industry: >4600 Funds: >28800 City area: Small Overview (North points right) Industrial was founded to supply Residential Evil with work and to keep pollution away from housing. Initially it had one long strip of dirty industry with two avenues going alongside the sector. As pollution rose complaints were made. Trees were planted, parks were constructed and even demolishing of factories to make room for trees happened. The pollution remained. Traffic congestion increased. Mayor Wournos II made a radical choice - demolish everything and rebuild. A plain highway with cloverleaf intersections were built, separating the city into four smaller areas. A rail connection to Residential Evil was made. But that was it. No one knew how to connect the rest of Industrial to this main line. The mayor hired rail builders with basic education from NAM University and let them create viaducts over the existing high-way. Funds plummeted to as low as §2000. Meanwhile there was a high regional demand for high-tech industry. Taxes were raised to flush out dirty industry (thus reducing pollution), commercial replaced some industry and a small residential area was founded in the yet unpolluted south-east corner. Neighbourhood deals Water: bought from Residential Evil Garbage: Bought from Farms and Residential Evil (only 50 units; wft?!) In the pipeline Cut down palms from sidewalks Improve rail freight traffic Build a rail yard Reduce pollution Separate I-M from I-HT (there is a mod for this) Rail and high-tech industry. Don't mind the parabole bug on the rail viaduct. erm Posh residential and train station.
  14. How to Texture NAM?

    Hello, I'm don't pretend to teach. I want some help. Can you explain how to texture the NAM in logical way with GIMP? Thanks.
  15. BATs by Bipin

    This will be the home for all BATs by Bipin, as I'm sure you figured by the title. These won't just be any BATs though, these will be ones centered around a cohesive theme. In other words, I'll be making the BATs that you've always wanted, but never gotten; the essential BATs no one has ever got around to making. ___________________________________________________________________________________________________________________________ I'll start off with something that is essential to any city; suburbs. While we have older suburban houses from the 50's up to the 80's, its difficult to find modern houses. So with that, I present to you... I've made all this in 8 hours today, I worked hard! On top of that, this is my first time making anything in 3dsMax, so I hope you like what I've done so far. As a side project, I'm also in the process of creating retaining walls and ramps for FARHW-MIS: Now, none of these are rendered, but there is a reason to that. Whenever I try and download and subsequently run BAT4MAX, the .mzp unzips itself, instead of opening an install prompt, so if anyone has suggestions as to what I can do, let me know. I'm running 64 bit Windows 7. I hope you enjoy my seeing my progress so far, comments, questions and any other concerns are always appreciated!
  16. Hello, i need help with the NAM. I have installed and reinstalled it several times and i cannot get it to show up. The game will run, but when i look for the roundabouts, and custom interchanges they are not there. I installed a free park file, and that works, but the NAM doesnt. So i will go through what i did, and what is there so hopefully someone can tell what i am doing wrong. I download the NAM for mac. After I look in my download files where there is a Zip, and a wineskin. I put the whineskin on to my desktop and double click for installation. It asks if its for a mac, i say yes. I pick the complete package, and finish installation. the NAM auxillary files are in the sim city folder, next to that is the plugin file, inside is NAM file labeled z___NAM. When i play the game it runs fine, but none of the stuff is in it. What am i doing wrong?
  17. You might have come across our guest article about SimCity 4 and the Network Addon Mod over on GOG.com a few days ago. Due to format restrictions, we couldn't include a full compliment of screenshots to really show off the NAM. For posterity and for the benefit of those who didn't see it, we're including the full article here with all the screenshots that were intended in the original. - Dirktator SimCity 4 and the NAM – How to best enjoy this city-building masterpiece today. Despite being released in 2003, SimCity 4 continues to offer an unmatched city-building and story-telling experience, while also being supported by an active game community. And you can be a part of it! Developed by the once venerated, now defunct game studio, Maxis, SimCity 4 has managed to withstand the test of time remarkably well, unlike many of its contemporaries. Turning a “good old game” into something great! Not only has SimCity 4 survived, it has thrived with new creations offered daily by content-makers, and has even evolved with substantial player-developed modifications like the Network Addon Mod. Perhaps you’ve heard of the Network Addon Mod, but you’ve never tried it out. Or maybe you’ve never played SimCity 4 at all and wonder how a game from 2003 can still hold up? Read on to see just how one addon can add so much! Fixes original bugs, but it’s more than just fixes! The Network Addon Mod (NAM) is actually a collection of many addons, fixes and improvements to SimCity 4’s transportation network system, pathfinding accuracy and performance; all made to work and play seamlessly together for a vastly improved simulator experience. Originally, the Network Addon Mod (NAM) had a very simple goal: to fix a number of transportation-related issues that still remained in the game after the release of the Rush Hour Expansion and SimCity 4 Deluxe in September 2003. But as development of the mod went on, many contributors began adding new features to the transportation system. In some cases, to expand what already existed, and in others, to create entirely new systems altogether. Since 2004, work has spiraled out such that there are several expansion packs’ worth of new content, all contained in this single, free, player-created mod! The NAM brings new possibilities to the game that are simply impossible to do with the “vanilla” game. Unlock the Maxis simulator – Run it the way it was originally designed When you install the NAM, not only will you get all the fixes and tweaks that have been refined over years of playtesting and feedback, but you’ll also be playing the simulator as it was originally designed! The thing is, Maxis had programmed a very sophisticated and robust traffic simulation engine that most people have never experienced! This is because of the hardware limitations at the time, Maxis had to significantly tune down the simulation parameters in order to allow the game to run on 500Mhz Pentiums, prevalent specs for that era. The result of that down-tuning is that the traffic patterns in the base game often simply follow the shortest distance, and fail to take into account the speed and capacity differences of the different networks. Basically, this prevented the game from working the way it was intended. For instance, with that down-tuned simulator, one could spend the money to build the faster, higher-capacity road-types, or a rail transit system, but the residents would completely ignore it and instead clog up tiny residential streets as they tried to get to work. If you’ve played the vanilla SimCity 4 for long enough, you will have likely seen this happen. Fixing this key part of the simulator allows the NAM and its numerous new and improved systems, to provide a rich and engaging simulating experience that you’ll never get with the vanilla SimCity 4. Several Expansion Packs’ worth of content – all in one place, for free! But more than just fixes and improvements, the NAM brings several new transport options unavailable in “vanilla” SimCity 4 such as a slew of enhancements to the road system, including diagonal streets, more bridge options, specialized lanes and roundabouts. You’ll get elevated viaducts for a number of normally ground-level transportation networks, such as Roads, One-Way Roads, Avenues, and Railroads. Industrial/office park district, with RealHighways, Network Widening Mod features, and One-Way Road Roundabouts on display. Avenue Roundabout and Wide-Radius Curves near an office park. Prefer things on the ground instead? Use the Ground Light Rail (GLR), a ground variant of the Elevated (Light) Rail network, which comes in draggable form. Or maybe you want a mix of ground and elevated that can run in, on or over other surfaces? You can do that, too, with the NAM’s “Dual Networking” options. Fractional Angle RealRailway and Network Widening Mod (Narrow 4-Lane Road) in action. Fractional Angle Roads and Diagonal Streets in a suburban residential setting. It includes the Network Widening Mod (NWM) which provides wider (and narrower) draggable variants (many with capacity boosts) to the game’s core Road and One-Way Road networks. More road options to play with like expanded Avenues with 6 lanes, or expand One-Way Roads up to 5 lanes. Get even finer control by adding continuous turn lanes, or adding a turn lane to your One-Way Roads. Lakeside business/resort district, with 4-Lane One-Way Roads and Narrow 4-Lane Road from the Network Widening Mod. 6-lane Avenue from the Network Widening Mod in a suburban setting. New FLEX Turn Lanes and Signalized One-Way Road Intersections in a business district. Tired of grid-like cities? The NAM offers myriad grid-busting options, including wider radius curves and fractional angles to many different networks types. If you love roundabouts these are improved with many enhancements, from smaller Street Roundabouts to multi-lane Avenue and Dutch Turbo Roundabouts. One-Way Road Roundabouts, Ground Light Rail, and Ground Light Rail-in Road Dual-Networking in an office district. Suburban residential area, with Wide-Radius Curves and Fractional Angle Networking. Farms and factories, featuring RealRailways, Elevated Road Viaducts, and Road Wide-Radius Curves. The entire railway system has been overhauled with multiple height levels and modular interchange capabilities. Everyone loves building highways. Here, the NAM doesn’t disappoint by offering an entirely new Highway System with several width variants, up to 5 lanes per direction, multiple height levels and modular interchange capabilities. If you love interchanges, the NAM’s intersection capabilities let you design that monster 8-way Avenue intersection you really wanted. Mammoth arterial intersection, featuring the upcoming FLEX Turn Lanes and Network Widening Mod (7-Lane Turning Lane Avenue). Partial cloverleaf interchange, built using the RealHighway (RHW) system and One-Way Road Roundabouts, plus Road Wide-Radius Curves. Busy suburban junction, built using the RealHighway (RHW) system, Network Widening Mod (5-lane Turning Lane Avenue), Street Wide-Radius Curves, and turn lane functionality. If you still wish to use the game’s base “Maxis” Highways, a number of interchange options, plus a full-on reskin are available. The NAM also includes Euro/international road and highway textures. And the Street Addon Mod (SAM) will provide 10 (soon to be 11) texture variants for the base Street network! Railways get a complete overhaul with the RealRailway (RRW) system, which offers a more realistic version of the game’s base Rail network, plus a number of new options for switches, curve radii and fractional angles, plus – coming in Version 36 – draggable viaducts. RealRailway FlexTrack and Single-Track Rail in a dirty industrial area. New FLEX Turn Lanes (coming to the upcoming Version 36 release) and Signalized One-Way Road Intersections. Four-level stack interchange, built using the RealHighway (RHW) system's modular components. Bustling office district, with Ground Light Rail-on-Road Dual Networking, Network Widening Mod (5-Lane Turning Lane Avenue), and Street Addon Mod Parking Lots on display. If you’re a glutton for even more control, you’ll love the Traffic Simulator Configuration Tool (TSCT), a handy program that allows one to customize some parameters of the NAM's “tuned-up” traffic simulator, including different capacity levels (ranging from extremely low to ultra high) and mass transit usage SimCity 4 is arguably the best city-simulation game ever produced by Maxis. Nearly 15 years old, the game has proven its longevity in large part due to a legion of highly devoted fans and communities like Simtropolis.com. The Network Addon Mod brings so much to your city-building game that it’s a crime to play without it! What you need to get started You'll need SimCity 4 Deluxe with Rush Hour Expansion, get it here from GOG.COM The NAM is available for both PC and MAC versions of the game, get them from Simtropolis. If you want even more, we've collected some of the best buildings and lots for SimCity 4 in our Simtropolis Exchange (STEX) Collector's Edition discs, given as a gift when you Donate!
  18. The New NAM Logo!

    Hello everyone, I, as a graphic designer is making a new NAM logo replacing the old one. This logo will emphasize the lastest contribution, especially from RHW. I will create 3 designs here: Two highway with round intersection. Remember the Symphony Intersections. You can view it on https://github.com/chiefzdn/new-NAM-logo. The sneak peak is here! ..., I need some suggestions. ..., I need some suggestions. The NAM Team & you will rate these 3 designs. If you've suggestions, just reply this topic. Thank you.
  19. Industrial - v2.2

    So... let's begin with version 2.2. For reference, this is version 2.0 - before the IRM Pack installation. The pictures says stage 1 but it is actually stage 2. The first one was just a horrible (could it be possible?!) mash of street, roads and avenues with extremely cluttered industry and severe traffic congestion. The Maxis Highway was replaced yesterday with a more ... "prettier" NAM highway. It totally killed city funds. 40,000-something Simoleans dropped to roughly 16,000 because the Network muppets didn't know what they were doing. The change was clearly needed because driving through the city was a major pain in the backside. All these on and off ramps in all directions would drive any sane person mad - no pun intended! In the pipeline Figure out where to place railroad Shuffle industry to fit with railroad Focus on South-West sector (workforce from Residential Evil) Whatever else springs to mind as work progresses And since I cannot link a picture from URL... (why?! It worked in the past) Industrial - Overview stage 2.2
  20. Back from addon hell

    So I have been away from both the game and this forum for over a year. The reason is rather pathetic, but I think I'm not the first to have experienced it. Addon and Mod HELL! I got so invested in finding new addons and mods, ploppables, auto stuff, you name it, that I actually got burned out from all of it. I remember spending more time sorting and indexing my 100 or so addons (which I know is a small number for other Sim-users) and trying to figure out what worked and what didn't, where to find stuff in game and looking for dependencies that required dependencies, that required... BAH! The one mod that broke me was the IRM Base Pack (Industrial mod). I reached a point where I had to figure out why some of the basic Maxis buildings were, and still are, missing. But I just can't be arsed looking for a solution. Not yet anyway. I'm slowly getting back to the game and have been tweaking Residential Evil a tad bit. Some libraries have been relocated, a house of worship was also relocated after two others were burnt to the ground by fanatics. There is also a recently built Little League Stadium with an arcade hall and tourist trap nearby. As for Industrial (what a lame name), it is my biggest headache right now. It's one giant temporary solution. What I really should do is drop a nuke and have it all erased and start over. But that would be way too easy. The main goal is to demolish the Maxis Highway and replace it with NAM, and re-route the railroad. But first I need to get the RHW-4 neighbour connections sorted. The work-around is avenues.
  21. I have a slightly older version of SimCity 4 and SimCity 4 rush hour for Windows on separated cd's. The SimCity 4 game it self is on 2 cd's. I have to change cd's half way through installing SimCity 4. When that is done then I have to put in the SimCity 4 rush hour cd. Will the NAM plugin mod work with this slightly older version of SimCity 4 and SimCity 4 rush hour that I have? The SimCity 4 and rush hour cd's have been running good since I got them new. I would hate to have to replace them for the newer set just to beable to use the NAM. I just now downloaded the NAM plugin Steve
  22. No Rest for the Weary

    No Rest for the Weary Carol smiled as she motored down the highway. Since Hammerhead’s arrest, the demand on her time had plummeted, with a corresponding drop in crime. The Maggia’s back was broken and the organization appeared to be in a death spiral. A few small-scale busts had followed the take-down; the failing efforts of desperate individuals wallowing in a power vacuum feeding upon each other. The hands-free began to chime and Carol sighed, shaken from her reflections. She glanced at the screen, seeing it was Bobbi Morse and happily took the call. “Hey Bobbi, how are you?” “Well, that depends on your point of view. Are you busy?” “I’m just on the highway heading to the Palladium resort. I have a week booked there all by myself. I kind of earned it, I figure. So yeah, a little bit busy.” Silence met her response and Carol could just feel it coming. “What’s wrong?” she asked before Bobbi could continue. “I’m so sorry,” Bobbi’s voice faltered, “I think you’re the only one that can help. There’s been a kidnapping…” “Oh,” Carol shook her head in confusion, “but what about your team? Felicia alone could probably get that handled, considering her specialty.” “Carol, it’s in Afghanistan…” What the..? Carol furrowed her brow, trying to make sense of the situation. Why is S.W.O.R.D. even involved with a kidnapping? Truthfully Bobbi had been Carol’s rock during her recovery, after being ambushed at the warehouse. Carol may well owe Bobbi her very life, if she was being honest with herself. Ultimately there was no debate as to whether she would help Bobbi without hesitation. Carol looked wistfully at the highway exit sign coming up. Either she headed south at the exit, or follow the highway and end up at S.W.O.R.D. With a sigh she watched her turn off pass by. “Tony’s been taken. Can you come? To S.W.O.R.D.?” Bobbi’s voice was wavering. $#!%. Carol weighed the benefits of slamming on the brakes and reversing back to her exit. Bobbi? You’re cutting out. I can’t hear you. *click* "Don’t worry, I’m on my way. I’ll be there in a couple of hours.” Bobbi’s relief was audible and Carol was headed north towards S.W.O.R.D.’s facility. Carol and Bobbi were joined by Abigail Brand, director of S.W.O.R.D. Carol sat quietly as Bobbi played back the ransom video. “In a follow-up message, they demanded the funds be transferred electronically. If we do that, we can be sure that we’ll never see Tony again. I have a plan, but again you’re the only one that can pull it off. We need an asset on the ground for a physical transfer of the ransom, insisting that an exchange takes place - we give them the cash and they hand over Tony. So here’s the plan…” Director Brand outlined her expectations for the exchange and what possible scenarios could take place. Carol countered with some observations and pointed out glaring weaknesses in the plan. “But that’s just it, don’t you see? The flaws are so obvious that they can’t likely help but take advantage,” Bobbi enthused and Carol nodded slowly in understanding. “Once we get them to agree to the hand-off, we’ll arrange for you to fly to Kabul. We’ll do our best to negotiate for the meet to take place there but may need to accept a secondary location. Since Kabul is ostensibly under allied control, they may insist on a meet in less friendly territory.” Director Brand pointed Carol toward a tactical map on another screen, “Allied forces had been advancing on an area around Gulmira when Tony was taken. He’d been there for a weapons demo and the convoy ambush happened on the way back toward more friendly territory. Given the proximity of the ambush to Gulmira, we can reasonably expect him to be somewhere within a 50x50 mile area. More than likely somewhere in the mountains and caves to the north.” “That’s 2500 square miles!” Carol exclaimed, then leaned back in her chair, coming to a sudden realization. She looked slowly back and forth at the two seated opposite her and crossed her arms, “None of you can fly, can you? That’s why you think I can make this work.” Bobbi nodded glumly, “You’re right. I have a guy that can infuse objects with energy; a blind guy with borderline ESP; a woman that can jinx people; an introvert that can manipulate electricity and a schizophrenic ex-mercenary who gets ridiculously strong at night. Who would you send?” “Me,” Carol sighed. “What about having the team as backup?” Bobbi pulled up her team on the screen, “Have a look. Any backup would stick out like a sore thumb over there and the op fails.” “Okay, I’ll do it. But you know I’m not bullet-proof, right? If I have to blow my cover, Stark is as good as dead.” “That’s why you’ll need this,” Director Brand reached beneath the table and handed her a case. Carol inspected the contents and rubbed the red and blue material between her fingers, “Is it… um, graphete?” Bobbi nodded, “Yes, it’s roughly your size and will stretch like Lycra for fit. It’s as light and comfortable as cotton and you can wear it under your civilian clothes over there.” She made a gesture as if to say, “Voila, now you’re bullet-proof.” Carol frowned at the rank insignia, designating her a Captain, “I retired at the rank of Major. This is kind of a demotion.” “Well, we’re not really a regular armed force here,” Brand explained, “and Major Marvel doesn’t really roll off of the tongue does it? We could promote you, but does Colonel Marvel or Brigadier General Marvel work for you?” Carol made a face, “Touché. Captain Marvel it is!” She stared intently at the screen that had displayed the ransom video, paused now on a grim image of Tony surrounded by his abductors. Negotiations took over a week but eventually an agreement for Tony’s release was secured for $27.2 million USD. Carol would pose as a Stark Industries executive and deliver the ransom personally. She had reviewed her itinerary with mild disgust; first leg to Hong Kong and a nine hour layover. From there to Delhi with an 18 hour layover and finally on to Kabul, Afghanistan and a meet with the Ten Rings organization. “Gah, I could fly there faster on my own,” she remarked. Unfortunately, to maintain her cover, doing so was out of the question. She settled into the business-class seat in 12K and resigned herself to the lengthy voyage. “Stark had better appreciate this.” To be continued... @dabadon5 @BLANKBLANK Thanks for the positive feedback! I really appreciate it.
  23. Version Version 35

    16,214 Downloads

    NOTE: Due to some technical issues, the file is not directly hosted on the Simtropolis server. The download button presently will take you to an off-site, registration-free mirror at ModDB, which can also be accessed here. We hope to have the file available directly through the STEX again shortly, and apologize for any temporary inconvenience. The Network Addon Mod (NAM) combines all transportation network-related fixes, additions and new creations that have been released so far. It will add countless new features to the existing network tools, such as new overpasses, highway onramps, intersections, ped-malls, a ground light rail network, roundabouts and turning lanes. INSTALLATION This is the Mac version of the NAM. For the Windows version, see here. NOTE: In order to install this mod, you will need to have an archiving utility capable of opening .7z files (Keka is one free option). To install NAM 35, unzip the file "NetworkAddonMod35_macOS.7z". Inside it, you will find the file "NetworkAddonMod35_macOS.app". This app file is a Wineskin over the Windows installer, allowing it to run on a Mac. Run it as normal, selecting "Yes" when asked about porting to a Mac. It will install to Documents/SimCity 4/Plugins/Network Addon Mod and Documents/SimCity 4/Plugins/z___NAM. Note that the Controller Compiler cannot be called from the installer on a Mac, so the full NAM Controller will be installed. The Controller Compiler can be run manually by going to Documents/SimCity 4/NAM Auxiliary Files/Tools/Controller Compiler, and running the file NAMControllerCompiler.jar. DO NOT, UNDER ANY CIRCUMSTANCES, UNINSTALL YOUR PREVIOUS NAM VERSION if you are an existing NAM user. The NAM installer can detect your previous installation options by reading the folder, and as such, it is safe (and recommended) to install NAM 35 on top of your old version. If you remove the previous install, however, you may not remember exactly which options you had selected, which could potentially cause issues in your cities. The Aspyr re-release is known to have a quirk in which the number of files (not their size) contained in the Plugins folder can cause crashes to desktop. This issue is inexplicably triggered with a much lower number of files if the user is running the game while not connected to the internet. To avoid these crashes, we recommend that the user use a tool like the cross-platform JDatPacker in order to combine the NAM files. REQUIREMENTS While the Windows version requires the EP 1 Update 1 patch (Version 1.1.638), Aspyr has never released a comparable patch for the Mac version. An additional file has been included to compensate for the lack of the transit pathing fixes included in EA/Maxis' official patch for the Windows version, and no other patches are required. Tech Support: Since NAM 35 is now the most recent release, technical support for NAM 34 and earlier is no longer available. Special Thanks: The NAM Team would like to extend its sincere thanks to all the members of the community for their continued support over the past 12 1/2 years the mod has existed.
  24. Version 1.0.0

    337 Downloads

    These ancient ruins were made by someone deep in the well of time. There are many speculations as to its function, some say that human sacrifice were made within its stony walls and others say that it is an astronomical tool built to follow the stars. Today it stands there, solitary and well maintained by the current city staff, while traffic from a bustling metropolis moves by it. Sometimes people that identify with the ancients, conduct ceremonies there. Generations go by and the stones just sit there, unchanged, immutable and immortal. This Roundabout will replace the one that comes with the NAM avenue, just bulldoze the fountain in the middle and plop this and you are done. It will provide a small residential CAP relief. Requires no power, just a little water to keep the grass green. And its good for the environment due to the park effect. All you need is in this little package and one dependency and that is... BSC MEGA Props - CP Vol01.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 Simmer2 For new and exiting projects, follow me at http://sc4devotion.com/forums/index.php?topic=17211.0
  25. NAM Road Names

    Hi all, new user here. I finally got NAM installed and have been going through some of the new roads. However, I noticed that there is a little speech bubble that shows the names of the roads when trying to build, which I find quite annoying. Is there anyway to turn this off? Thanks!
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