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      March goal: We're almost there!   03/20/2017

      Hi Community! We're almost there for our March goals!  I just wanted to keep the momentum going so if you are able to help, please donate and get some gifts in exchange! Thanks so much to those who have helped out this month, we really appreciate it.

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  • (SC4)。Gwaanjyut。関越。
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Found 44 results

  1. Version 1.0.0

    210 Downloads

    Rural Docklands Expansion 36 Lots to expand the Rural Docklands Warning The original Rural Docklands Sets I and II by Doc Rorlach(†) requires 11 Dependencies. This expansion set requires additional 11 Dependencies. So if you never used the Rural Docklands before you might end up with 22 Dependencies to download. Basic Information This product enlarges the Dural Docklands with 3 and 4 tiles deep lots and quite a few corner lots to build up an industrial water front. There are no container ports related lots in this set. You can find many of them already on the STEX. This set was done with inland ports and the filling of large harbour areas in mind. To make the many different corner pieces user friendly I used symbols on the icons. It's easy to understand but it's strongly recommended to read the chapter 'Usage' in the included pdf. It takes less than a minute. The new lots use the same querry window as the original ones. Most of the lots use similar stats as the original set - they are almost neutral to the city with no monthly cost and small or no pollution or consumption. The main lots (car transfer dock, building material transfer dock, chemical liquids dock, coal docks) are modded for a small caps relief on industries (CRI lots). This set is dedicated to the memory of Doc Rohrlach. While downloading the following dependencies - please consider to compliment the original creators. They did the main job. Dependencies and Installation Notes 1. WMP Rural Dockands and Dependencies WMP_RDock_Set1.zip WMP_RDock_Set2.zip And all listed dependencies (11). The internal downloads are all linked at the bottom of the page. But make shure you don't forget: BSC Mega Props - JES Vol01.dat BSC Mega Props - JES Vol04.dat BSC Mega Props - JES Vol06.dat which are not included in the download section, as they are external dependencies. Hint: Rural Docklands, Set I containes a file called 'wmp_dummies.dat' and Rural Docklands, Set II contains the same file again. You can delete one of them. 2. Additional Dependencies NOB Mega Props Vol02.dat NOB Mega Props Vol03.dat BSC MEGA Props - Gascooker Vol01.dat BSC Mega Props - JES Vol09.dat PEG-PP_Scows_RESOURCE_101.dat (please check in case, if you have this actual and not an older version as it might not work) SG_Canal_CoalWharf.dat (the installer installs also a lot file named 'SG_4x4_Canal_CoalWharf_30fa6c92.SC4Lot' in the folder ."..\Plugins\BSC\Canals\Extras\Wharf - Coal". If you don't play with SimGoobers Brick Canals this lot isn't of much use and you might delete it) Murimk_industrialprops_resource.dat (included in this download is a folder called MMPs with dat files to turn the props into MMPs. You don't need this, but they are really nice und you might want to keep it) Nams PROPS PACK Vol 2.dat R6_Prop Pack 2010_Vol2.dat R6_TSC_PropPack_Vol2.dat RJM Prop Pack 2 Additional Content (you don't need this - but you may like) This files can make a fine addition to some of the lots: Hardun industris coal mine (to expand the coal dock). JENXPARIS House Boat by (ploppable ship, fitting in size) Hong Kong Junker Ships (even more nice ploppable ships) Fantozzi, march 2017. Enjoy!
  2. Replies: Silur: Thank you! RandyE: Thanks! Mańkowsky: Thanks, it was the only major seaport I ever made in this game. Fantozzi: This mayor will be sure to build a wall bordering your city tile and make your city pay for it all! _Michael: The port was on the wish list of things to do, it was an experiment which went right. tariely: Mas71's river pieces are some of the best urban fillers going. They also come in diagonals too! matias93: What you need is a datpacker to identity the erroneous file, drop me a PM and I'll show you how to identify the growable lots giving you CTD grief. Thanks for providing the link as well. Sciurus: Cheers! kschmidt: I always cram in a lot with each city tile. The RHW does take up a lot of space but I haven't tried stacking networks that much. For the habour I mixed different seaport sets together: pegasus and nbvc. mike_oxlong: Thank you! Also the XyloCorp skyscraper is one of the coolest buildings going: it even has small parks on the lower roofs. Definitely the best curving skyscraper ever batted. Check out his other buildings too; he has created the London Shard. juliok92012: Thank you! jacob814: I do it's called the Cities Skylines Scrapbook, it is about twenty or so entries. But I stopped playing C:S as it was fragging out the graphics cards. {---} Highlights from Entry 61 to 70 This is the last of the highlights from 2014. Most of it is from Townshead but there are a few special surprises too from that period of the year with the CJ. {---} 1. These set of pictures are from Repoville which is a port town. 2. I mixed seaport facilities with heavy industry to add more variety. 3. I only had a few sections which were diagonal because otherwise they get quite repetitive. 4. For some reason it took a while getting the road to slope upwards correctly. I use road slope mods to ensure roads gently ascend up hills. 5. 6. One of nbvc's marina sets. 7. Using diagonal fillers can complement diagonal roads and even help to differentiate them, and separate them, in rural areas. 8. One of my favourite night shots. The lighting came just right in nearly all areas. 9. And now back to Townshead. 10. The Lotus Temple. 11. The next seven or so pictures are all from Townshead's CBD. 12. 13. I like to juxtapose hi-rise with low-rise and medium-rise buildings as this is commonly scene in city centres. It also gives a good sense of old versus new. 14. 15. More low/high juxtaposition. 16. 17. 18. The next city tile is Ravensworth. The inspiration came from Fasan's Krokanien MD: http://sc4devotion.com/forums/index.php?topic=16683.40. 19. It was Fasan's pictures which inspired to create rural scenes with lots of MMPs. 20. He also inspired me to to mix together MMPs, buildings, lots, roads and surface painters all together. 21. Here is a mixture of MMPs, lots and fillers. The idea is that it's impossible to tell where the lots begin and where the MMPs begin. 22. The JENX Poseidon Water Effects mod comes with surface painters. They impose a texture which overrides every other texture. The result is a fusion of terrain textures and surface painter textures. 23. I also spent some time consolidating my MMP field skills when working on Ravensworth. 24. 25. I also worked out to plop buildings without having to place them next to a (visible) road. The trick is to hide the one-tile piece of road with the surface painter tool and voila! Realistic offset farms. 26. And now back to Townshead. 27. More experiments with creating plazas and city squares. 28. 29. 30. 31. 32. 33. 34. 35. 36. Before there was Simcity 4 there was Lego cities. 37. 38. 39. 40. 41. 42. 43. Here was another park I designed for Townshead. 44. Towards the end I spent most of my time infilling the empty terrain areas in Townshead with MMPs fields, forests and grasslands. 45. Fasan's Krokenian MD probably had some influence here! 46. 47. 48. This next city park was the final one I created for Townshead. 49. It was important to create different sizes of paths. Larger for main paths and smaller for minor routes which walkers would prefer. 50. 51. 52. 53. 54. 55. 56. Sometimes it's good to have only pure textures to complete city blocks... 57. {---} And this marks the end of the highlights for 2014. I made some remarkable progress in 2014 and there was some methods I used which I have not stopped using. 2015 was the year where I found a standard which I was happy with, where everything I placed down had to fit in. The first half of the year was marked with a lot of experimentation, the city tile of Weckum proved to be a halfway point where I started to at last focus on every building that went into a city block. But it was Annuq where I finally worked out how to do it in a proper way and in a way where there was transitions between different textures and buildings. So, for the next set of highlights, there is a little bit of everything: farms, diagonals, the urban, rural scenes, power stations, large industry and other special goodies.
  3. Replies nos.17: Thank you! kschmidt: Thanks! I do like to try out a variety of different building styles in SC4. tariely: raynev1: Thanks for your kind words! metarvo: That's the idea with the diagonals! city89: Because it wasn't a very good airport, that's why. Also I have never focused on airports. sejr99999: Thanks! {---} Highlights from Entries 31 to 40 In these highlights there are three city tiles: Zooropa, Grethor and San Widge. These three cities are the big three which marked my transition into landscaping, MMPing and city construction with greater detailing. {---} 1. With Zooropa I actually started afresh with the plugins -- deleted everything! -- and rebuilt the plugin folder from scratch. The first thing I did was to ditch the CAM. 2. With Zooropa I wanted to try out my low-rise skills. 3. Though the eclectic RCI layout remains! 4. My first ever use of retaining walls. 5. I also discovered T Wrecks IRM fillers- every city since Zooropa has ALWAYS used them! 6. It was in Zooropa that I stumbled across my method for creating fields with MMPs: choose one plant, then a second plant to complement it (thicken up the vegetation) and lastly lay down dirt MMPs. 7. I also started using ionionion's OMCo Filling Gravel to dirty up the textures in my MMP fields. 8. Zooropa was a very crucial stepping stone. 9. The next crucial stepping stone is the industrial town of Grethor. 10. To date it is the largest industrial area I have ever created. 11. A large part of the area was the nuclear power plant I added in. 12. 13. 14. Finally I was creating a concrete labyrinth which is exactly what industry feels like. 15. 16. MMPing on the Lowkee Appalachian terrain mod. This is a VERY forgiving terrain when it comes to MMP usage. 17. 18. 19. Good old black gold. 20. I also utilised varying railway layouts in Grethor: orthogonal, diagonal and FA. 21. 22. 23. It was in Grethor that I became more picky about <what> emerged in residential zones. It's strange because I focused first on realistic industrial layouts, then realistic commercial layouts and finally realistic residential layouts. 24. I have always liked this picture. Must be the meadow. 25. 26. 27. The town centre in Grethor is a little muddled when it comes to the residential layout. 28. Even so, I did make more of an effort to filter out the residential buildings I did not want. 29. 30. MMPs and Diggis ponds. 31. 32. 33. Larger stadium layouts... 34. 35. 36. 37. And now a few shots from San Widge. 38. San Widge is a cursed city but I will explain more in the next entry. 39. 40. I simple MMP landscape theme I created: adding ionionion OMCo filling gravel to add some variety to the woodland. 41. And this is probably the earliest example of my current approach to industry: natural scenary, parking, fillers and space. 42. 43. Smoothing out the diagonals... 44. Concrete overload. 45. 46. {---} The next set of highlights will largely focus on San Widge, this is another important city as I focused a lot more on the CBD, railway networks, city parks and started to more clearly differentiate areas.
  4. This si how the new Crown Building fits in my Bayou district Also i've finished building the base for the seaport. it spreads over 5 large city tiles and a general view of the region ================ @JP Schriefer - thank you @raynev1 - Miami doesn't seem to mind In the next entry i think i'll do some work on the airport and after that i'll come back with some pics from Bayou because there are a lot of stuff i want to show you in Bayou
  5. Version 1.0.0

    464 Downloads

    Introduction Here is a few more addition to the SeaPort Project, altogether it contains 19 new additional lots (6 of them are totally new). With this expansion pack you get the old PEG-CDK3 Docks and some of the other CDK3 related Lots (Acme Algea Farm, Captains Jack’s Landing, Blackies Boat Yard, Fred Ginger Fishery, Vandy Shipping Company and the two Garbage Disposal Docks) and I made two transition pieces between the PEG-CDK3 and PEG-CDK3-SP sets. After the SG-CAL canal transition pieces, I made transition pieces between game water and the original old fashined SimGoober canals, and combinated the bigger industrial rail yard type lots with warehouses and canal pieces as well. The contents: - cleanitol for removing the old pieces of the CDK3 set. - the PEG-CDK3 Docks set and related lots - two new transition pieces between the CDK3 and CDK3-SP docks - add SimGoober Canal Lock Transition (almost the same as the SG-CAL Canal Lock Transition) - add three more warehouse-seaport-rail yard lots (2 for SG-CAL Canal, 1 for SimGoober Canal) Installation The *.zip file contains two folders called Heretic Projects and Documentation. The Heretic Projects folder contains a Seaport Project folder, which contains two subfolders: Open the Documentation folder and check the Cleanitol file. If you don’t want to use the original sets and you have those files from the attached cleanitol, you can remove those files manualy from your plugin folder or you can run the BSC Cleantiol program. 2. You just simply copy the so called Heretic Projects folder from the zip file into your plug-in folder. If something wants to overwrite anything you can accept it, that’s OK. If you don’t want to use any of these lots, you just simply delete the unwanted files. Dependencies (that’s quite a long list): (the same as the Heretic SeaPort Project’s dependencies, but here is the list) SM2 RRW nsb Tex (v4) SM2 Prop Pack vol. 1 PEG CDK3 MASTER SEAPORT CONTROLLER PEG CDK3 SP Container Ship Fleet PEG CDK3 SP Pier One (Only the Resource file) BldgPropVol1.dat BSC - VIP girafe carpack vol. 1 & 2 SAM 1 Override 1.1.1 (you only need the Grfe_Cars_family_props.dat from the HD Car Props version of that upload) BSC BAT Props - T1 Vol3 BSC BAT Props - T1 Vol7 BSC Mega Props - JES Vol. 01 SuperSHK MEGA Parking Textures Tamorrs Resources v205 BNL Essential PEG PPOND Water Mill (only the Resource file) PEG Security Fencing Kit PEG CDK3 SUPER PAK PEG CDK3 SP Vandy Shipping (Only the Resource file) PEG CDK3 SP SEAPORT SUPER PAK PEG CDK3 SP Rail Fleet BSC Mega Props - JES vol. 06 BSC Mega Props - JES vol. 07 BSC Mega Props - JES Vol. 08 BSC MEGA Props Misc Vol02 MGB - RRW to Subway Ramp (only the RRW Ramp_Resource.dat) Cogeo's Logistics Centre Dependency Pack BLS CAL Canal Wharves BSC Heretic-JES_Freight_Railcar_prop_families_v1.dat (included) Only for the contents of the Heretic-PEG-CDK3 Docks folder PEG CDK3 Garbage Docks (Only the PEG-CDK3_GarbageDock_RESOURCE.dat file you need from this download) PEG CDK3 Blackies Boatyard (Only the PEG-CDK3_BoatYard_RESOURCE_100.dat file you need from this download) PEG CDK3 Capt Jacks Landing (Only the PEG-CDK3_CaptJacksLanding_RESOURCE.dat file you need from this download) SM2 RRW Lottex SW v1 Only for the lots with SimGoober Canals: MGB - RRW to Subway Ramp (only the RRW Ramp_Resource.dat) BSC Canals - Base Set (only the SG_Canals_Brick.dat and the SG_Canals_Brick_Variations.dat) BSC Brick Canal Set Add-on - Locks (only the SG_Canals_Brick_Lock.dat) Network Addon Mod (z0_PEG_CDK_Ferry.dat) Only for the lots with SG-CAL Canals: CAL Goobers Canals 2007 Baseset BSC (only the Baseset.dat and Straight PropFamily.dat) CAL Goobers Canals 2007 Extras (only the Extras.dat) Heretic_SG_CAL_Canal_Straight_PropFamily.dat (included) Credits & Special Thanks Thank you for: - Simmer2 for his amazing RRW NSB Overlay texture set as that was the main inspiration of this project. And of course for his nice barrier props and other RRW overlays what he made. - Pegasus and the PEGPROD team for their work on the original Seaport set, on the models and props. - MBG204/rsc204 for the very nice RRW rail tunnel model. - Tamorr for his prop families and his original ideas about SET Endings, canal transitions. - NBVC for making the original Modular Container Port set. - FrankU for his nice prop families. - Kingofsimcity for his work on SuperSHK parking textures. - CAL and Simgoober for their work on canals - Girafe and the VIP team for their car props. - Jesstarr and the BSC team for the amazing industrial related props among them trucks and railcars. And me, Heretic/Tyberius for the LOT Modifications and the new additional seaport Lots. Thanks for the support, oppinions, suggestions, criticism for everybody!
  6. Version 1.0.0

    724 Downloads

    The Seaport Re-lot file is based on the stage 3 seaport as saved from the Maxis Lot Editor. I could not save and load either stage 1 or 2. The maximum capacity was realized for stage 1 in-game but no upgrade was automated. There are 2 lots in this zip file. One lot is the seaport at stage 3 as is, and the 2nd lot is the expanded version I made using the Lot Editor. The user interface of both lots report about 50% efficiency, but neither reports any usage of capacity. NO DEPENDENCIES MAXIS SEAPORTS According to the BSC Seaport Controller "If your seaport funding is 100%, and the usage exceeds 95%, the seaports will upgrade on their own." BSC Seaport Development Project Version 3.1 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1663 However, with the PEG CDK Seaport Controller also installed, no such effect was realized. As well, prior to installing either the BSC or PEG mods, the seaport did not upgrade automatically. Following is a list of resources used in the creation of the preview images: Drunken Water Mods, The Blues and Greys. In HD! PEG CDK3 SP Container Seaport 110 Lighthouse 2x2 Lot Pack 1.0.1 Stanley Seawalls 1.0.0 BSC Ploppable Ships (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2406 Container Carrier 1 PEG CDK3 SP Ploppable Ships Pack 1 1 Authentic Shipping Containers 1.0 Neither of the 2 lots in this zip file replace the in-game stage 1 seaport and will appear in the seaport menu with their own unique icons. The stage 1 seaport should be used as the primary seaport for the purpose of moving freight. The stage 3 lots are intended more for the purpose of creating an active and visually complex seaport.
  7. Version 1.5

    3,291 Downloads

    Heretic SeaPort Project Version 1.5 (please read the attached readme file): - minor changes on lots (the included readme contains a list about the changed files), therefore I included two new dependency file (they are in the upload) - attached Cleanitol file - corrected dependency - with the update an updated readme. I also deleted the previously included "Images" folder, because the readme contains every picture. IMPORTANT NOTICE: As the PEG-CDK3 Master SeaPort Controller mod refers the PEG Seaports (which I also use in this upload) are not compatible with any other seaports or seaport mods including the BSC Seaports aswell. As @Eggman121 pointed to me into the right direction in my development thread over there on SC4Devotion, you can only use each of the Seaports: the PEG-CDK3 Seaports with the Master Seaport Controller OR the BSC Seaports, but you can NOT use these together at the same time. Introduction This project was initially made for my personal use to get a better (for me more satisfying) design in my cities, which idea was inspirated by Simmer2's RRW NSB overlay texture set. I like the PEG-CDK3-SP system, and I've been using them since I found them on SimPEG a few years ago. But I don't like the base texture what it uses, and there are some configuration what was also problematic (I really don't like those rail-crossings on the inner corner LOTs, at least not in every situation), so I decided to change them. But if I change one or two LOTs, I have to change all of them, or the most used ones for the uniformity. This upload contains retextured and relotted items from three different creators/teams who made the original sets and additions for the original set and contains a lot of new additional lots made by Me. The re-made original contents are the following: PEG-CDK3-SP Docks, Seaports, Warehouse Docks from Pegasus Large Warehouse Outer Corner (for CDK3-SP Raw Warehouse set) from NBVC Modular Container Port from NBVC Tamorr CDK3-SP End Lots from Tamorr Bob’s CSK Transfer Dock from Tamorr CDK3-SP Rail Port WH from Tamorr Tamorr’s CDK3-SP Freight Station from Tamorr Altogether with my creations this project contains 130 Lots. Apart from the three PEG-CDK3-SP Seaport Lots (Container Seaport, Pier One Seaport, Break-Bulk Seaport) these are not overrides, this is kind of a new set based on the original lots. However the three mentioned Seaport Lots override the original PEG Seaports, or replace them. Installation The *.zip file contains three folders called Heretic Projects, Heretic-PEG-CDK3-SP Seaports and Documentation. The Heretic Projects folder contains a Seaport Project folder, which contains 11 folders. 1. You just simply copy the so called Heretic Projects folder into you plug-in folder. 2. The Heretic-PEG-CDK3-SP Seaports folder contains a ZZZZ_PEG SEAPORTS subfolder. Copy the ZZZZ_PEG SEAPORTS folder to your plug-in folder. NOTE: if you’ve already used the original PEG-CDK3-SP Seaports either you should remove those from your plug-in folder (in that case if some reason you changed the original paths of those plugins), or let them overwrite with the new files. To avoid any conflict you should use only ONE set (PEGs or mine, but you shouldn’t use both in the same time.). I didn’t changed the stats of these lots, only give them a new Item Name and the new texture design. Dependencies (that’s quite a long list): General dependencies for (almost all) most of the lots: SM2 RRW nsb Tex (v4) SM2 Prop Pack vol. 1 PEG CDK3 MASTER SEAPORT CONTROLLER PEG CDK3 SP Container Ship Fleet PEG CDK3 SP Pier One (Only the Resource file) PEG CDK3 SP Pier Seaport (You should use the Pier Seaport from my set, but it must be installed because it contains a necessary inbuilt prop in the dat file) PEG CDK3 SP Rail Fleet PEG CDK3 SP SEAPORT SUPER PAK PEG CDK3 SP Vandy Shipping (Only the Resource file) PEG CDK3 SUPER PAK PEG Security Fencing Kit PEG PPOND Water Mill (only the Resource file) BNL Essential SuperSHK MEGA Parking Textures Tamorrs Resources v2051 BSC - VIP girafe carpack vol. 1 & 2 SAM 1 Override 1.1.1 (you only need the Grfe_Cars_family_props.dat from the HD Car Props version of that upload) BSC BAT Props - T1 Vol3 BSC BAT Props - T1 Vol7 BSC Mega Props - JES Vol. 01 BSC Mega Props - JES Vol. 02 BSC Mega Props - JES Vol. 03 BSC Mega Props - JES vol. 06 BSC Mega Props - JES vol. 07 BSC Mega Props - JES Vol. 08 BSC MEGA Props Misc Vol02 BldgPropVol1.dat Heretic_SG_CAL_Canal_Straight_PropFamily.dat (included) Heretic-JES_Freight_Railcar_prop_families_v1.dat (included) Only for the SG-CAL canal related lots: CAL Goobers Canals 2007 Baseset BSC (only the Baseset.dat and Straight PropFamily.dat) CAL Goobers Canals 2007 Extras (only the Extras.dat) BLS CAL Canal Wharves BSC MGB - RRW to Subway Ramp (only the RRW Ramp_Resource.dat) MGB - Terrain Grass NAM (TGN) for Gobias Sudden Valley (only this file: MGB TGN BSC Vol1-3 Override.dat) Only for the PEG-PPond Lock Transition lot: (I made the lot using the PEG PPond settings, but it also could work with the older style CSK2 settings.) PEG-PPond_Kit_102 PEG PPonds Canal Kit PEG PPonds Locks (CBEX link) PEG PPond Lift Bridges Only for the NBVC Modular Container port and the LAND filler lots of mine SM2 RRW Lottex SM2R2 SG Container Freight Yards Only for the Industrial Rail Yard 04-05 Warehouses and the DTR-STR Inner Corner Cogeo's Logistics Centre Dependency Pack Credits & Special Thanks Thank you for: - Simmer2 for his amazing RRW NSB Overlay texture set as that was the main inspiration of this project. And of course for his nice barrier props and other RRW overlays what he made. - Pegasus and the PEGPROD team for their work on the original Seaport set, on the models and props. - MBG204/rsc204 for the very nice RRW rail tunnel model. - Tamorr for his prop families and his original ideas about SET Endings, canal transitions. - NBVC for making the original Modular Container Port set. - FrankU for his nice prop families. - Kingofsimcity for his work on SuperSHK parking textures. - CAL and Simgoober for their work on canals - Girafe and the VIP team for their car props. - Jesstarr and the BSC team for the amazing industrial related props among them trucks and railcars. And me, Heretic/Tyberius for the LOT Modifications and the new additional seaport Lots. Thanks for the support, oppinions, suggestions, criticism for everybody!
  8. Version 2.0.0

    444 Downloads

    Contains 9 2x2 lots to choose from. Each lot has a different character, animation, and a variety of props from SC4 Deluxe. All lighthouses cost 4000§ (Simoleons), earn 100§ a month, slightly reduce air and water pollution nearby, and have a moderate local park and landmark effect. All lighthouses are in the Reward Menu and are available for immediate plopping. The Maxis Reward lighthouse is not replaced and becomes available as usual. No External Dependencies: The dependencies in version 1 have been removed. I am using a smaller texture pack that I made for my lots which is included, and have replaced the Bus Stop with an extended Toll Booth Platform. The 'BaseTexturesElements_Grass.dat' is an internal dependency required for the lots above; it is included in this package in the folder 'z_Grass Base Textures'. I have made a 500K Base Texture Volume with textures I made for my lots linked below. If the texture file below is used then delete the ' z_Grass Base Textures' folder as the textures are the same and don't need to be loaded twice. Base Textures Vol 1 Elements INSTALL To install select the folders for the lighthouses you want to use and delete the other sub-folders. Don't delete the 'z_Grass Base Textures' folder unless you are using none of the lighthouses which require them or are using the larger texture volume (see above). Copy and paste the 'Lighthouse 2x2 Lot Pack V2' into your User\Documents\SimCity 4\Plugins folder.
  9. hi all! I've been searching for some great , high quality sea port assets as the Vanilla seaport simply does not float my boat. pun not intended :/ I've got some nice warehouses and cargo platforms, but what I'm looking for is: - a new cargo harbor (seaport) with pier - an asset to hold docked ships - a lighthouse(s) Any suggestions for assets?
  10. INTRODUCTION TO TRANSPORT Darrylton has an extensive yet relatively simple transport system. Highways carry a great deal of cargo in and out of the city. In these shots, you can get a pretty good glimpse of the downtown expressway system. In addition to the highways which handle a host of imports/exports, at every entrance to the city, the incoming rail lines split to handle both cargo transport and passenger transport, specifically so the cargo lines do not get bogged down with unnecessary traffic. A majority of imports and exports are handled by the cargo hub at the Inner Harbor which is lined with popular shops, forming another popular tourist destination. Finally, there is an international airport to handle the intake of all the tourists. Next post, we will take a look at some of what they are all coming to see.
  11. Version 2

    8,775 Downloads

    This is a set of lots for making large areas of Container Terminals for your seaports. The set is based on Tag_One's models. My original Container Terminal set is from 2010. I recently decided to redo it and improve it. But you still can download the old version if you like. I extensively reworked the whole set and now you need only 4 lots for a very large area, because repetition is almost none: I use a lot of prop families and other variation techniques to make every plop of a lot look different. I balanced the stats by using Sc4-Pim. The lots are Landmarks with I-D jobs. I reduced the dependencies list. See the readme. You can combine these lot very well with my Modular Warehouse Pack on the STEX: http://www.simtropolis.com/stex/details.cfm?id=22968 ----------------------------------------- Have fun with SC4 FrankU, january 2016
  12. Version 1.0.0

    5,603 Downloads

    A set of US Navy ships to use as part of a puzzle-piece navy base. Included are a Nimitz class aircraft carrier, an Arleigh Burke class Flight IIA destroyer, and a Fleet Replenishment Oiler. All ships are designed to be placed next to existing industrial style waterfronts. A brow comes off each ship and extends off the lot to provide sim sailors access. All lots show up in the seaport menu (below the SNM navy lots (not required) if you happen to have them). All lots are meant to be eye candy only and have negligible game functionally. Dependencies None! The ships look good placed next to CDK, SNM, and NBVC waterfronts, but none are required. Installation Just download and unzip/extract in your Plugins folder. You can delete any ships (model and lot file) for any you don’t want. Notes on Usage To properly place a ship next to a pier, follow the instructions in the readme (or if you are like me, just figure it out by trial and error! It isn't hard).
  13. For those of you who weren't aware, Nyhaven and Kendall are part of the same metropolitan area. In fact, they're the two largest cities in the metro area. The following animation shows my progress in building and merging the two cities over time (up to about a week ago): I've done even more work on the metro area since the date of the last region view here, but Photoshop refuses to export an updated GIF (probably due to a memory shortage or summat). EDIT: After shrinking the image and reducing the animation length, Photoshop finally exported a new GIF. I've edited it into the space above. However, you can see some of my latest work in the Kendall thread. At this point, even the two subway systems have merged, creating a 20-line monster that's so big, it would be a nightmare to try to name each line the way I'd been naming them. Hence my decision to replace the names with letters and numbers, as the latest subway map shows: My latest work on Kendall was almost lost due to the city contracting prop pox. Thankfully, after doing a great deal of reading on prop pox's causes and preventive measures, I was able to continue from a recent, pox-free backup, and my preventive measures have kept the pox from reappearing. Here's some of that work, which includes my efforts to merge Kendall and Nyhaven into a single metro area. The Lords of Parliament, Lower Columbia's two heads of government, now have a residence and office that suits them. The leaders of Parliament's two chambers live and work in separate wings of Columbia House, shown here. This executive mansion is right across Upper Columbia Avenue from Parliament House itself. Based on earlier comments, I've worked on reducing building repetition around Federal Circle. I've also begun expanding the business district that surrounds the circle, so it hasn't completely filled in yet. I also acted on comments regarding the proximity of the seaport to central Kendall and completely rebuilt the area. Now, housing projects rise where cranes and stacks of containers once stood. I also rebuilt Edmonds Junction, the rail junction connecting Kendall's Library Terminal to the port and points beyond, to take advantage of the new FlexTrack features in NAM 34. The rebuilt Port Brunsmjöd now sits on its own island, with many more berths for ships and greatly improved rail and highway access. Pacifica State Highway 32 (visible in the top-right corner) runs through the port areas next to the port's rail line. PC-32 begins at this rebuilt interchange with the R-50, where the latter highway turns south into central Kendall. Due to this interchange's proximity to another one, the R-50 widens to 10 lanes here. That other interchange is where the R-250 ends. This freeway gives Kendall access to Nyhaven International Airport and runs through a number of new suburbs. The R-50, meanwhile, continues east into midtown Nyhaven. The largest of those new suburbs is Clifton Mesa, a massive planned community near the formerly-small village of Clifton. Huge earth-moving operations leveled the hills that once stood here to collect land reclamation material for Port Brunsmjöd in the 1960s, and city planners took the opportunity to build a suburb that would serve both Nyhaven and Kendall. Clifton Mesa is home to one of the metro area's largest shopping malls, and is where several subway lines from both cities intersect.
  14. The Jade Bight: 21 Emden 05; The West Basin This week we have yet another -- short -- update on Emden harbor. I'm still getting bits and pieces of the city completed while tending to other, urgent tasks. A massive and ongoing reorganization of my "plugins" folder is occupying almost every free moment I have. I should be "shot at dawn" for my stupidity. If you look at almost any member city, in almost any CJ, you cannot fail to notice the "TLC" and "intensive" attention to detail that has been lavished upon these maps. And yet -- it never crossed my mind that the foundation of such detailed and careful work is in an equally detailed and carefully maintained "plugins" folder! Simply put; If your "plugins" gets fat and sloppy, and congested with useless material -- your game slows down to the point of not working. Meltdown ! And let's not even discuss how "system traumatic" it can be to go into an archaic plugins folder and start trying to make sense of it all. One must wade through the loose "readme" files that say "I made this stuff", and struggle to figure out the proper place for an unidentified and unidentifiable "dat" file -- and, of course, a free-floating Texture file here and there. Let's not even get into the Japanese, Spanish, German, French, and Polish material. Even your above average "bright one" only speaks one or two languages above and beyond their native tongue -- won't go there! And I won't tell you how ridiculously easy it is to delete important material -- or -- after 8 or 9 hours in front of the screen how EVERYTHING looks like it should be deleted !!! And just when you think you're all done -- you open one of your cities for a little test run. OMG !! -- When did the park paths change to red Herringbone brick?? AND -- !! Where did my hand-crafted, lovingly custom MMP detailed river of Tahoe Water go??? And all this grief came down on me because I decided to try my new-found talents and custom downloaded lots in a LARGE map tile. After trying several different approaches in the last 14 cities, I can safely say I have learned a good deal about building realistic cities. I have learned how to landscape and integrate, and I have also learned how to make them function and grow. More importantly, I've learned the difference between what "looks good" and what doesn't work. My sense of scale and space is telling me it's time to move to a large map and try to create a city with room to grow and actually breathe at the same time. From what I have read here and there on the forums, most players experience a serious case of "the slows" when they work on a large map and start racking up big population counts. I know from personal experience that 500k people will NOT fill a large map tile -- but the game will begin to run so slow that paint will actually dry quicker! Rule of thumb: More Sims = more demand on CPU. Natural Law: Every operating system has an upper limit. And that is why you should keep a neat and tidy -- almost spartan -- plugins folder. Reading hundreds of useless files slows your system. And with 500k at stake -- EVERYTHING may be important. I'm still working on that plugins folder. And there will be more tests to run. And I've yet to do a re-install on Nam32 to make sure I'm only running the options I need or want. As has been pointed out to me by a good friend, "RHW" requires MILLIONS of lines of code. If you don't want to use it -- take it out. Use the CPU for more important things. "RHW" sounds a bit like dragging around an elephant on the off chance you might need an ant squashed!! (lol-lol) And -- I've got one more medium map to do (Nuenberg) -- a few more tests to run on that one. And a good deal of planning for it as well. And only then will I try the Large map tile. So, as you can see, there is a great deal of planning and prep before I embark on that one. (NOTE: I have started numbering each picture -- for those of you that have questions or specific comments.) But -- for now -- We go to The West Basin of Emden Harbor. SOMY EXTENDED PIER: #01 #02 Everybody knows what this is -- sort of. It's one of those marvelous lots created by Somy -- right? But does anyone actually know how it's supposed to be deployed? Has anyone actually SEEN a picture by Somy showing how he uses it in a game? I asked around -- and no one seemed to know how to plop this thing. It has the lot base under the extended arm -- the rear of the pier looks like it should rest on the shore -- and the front end has concrete "feet". Well -- I have deployed it (without its' parent unit) the only way it seems to make sense. But I'd like to hear your theory on how to set it up!! What's a horse race without another horse? Right now -- this "thingie" is part of the Mitchell-Brinkman Cement Plant. MITCHELL-BRINKMAN CEMENT COMPLEX: #03 #04 #05 #06 #07 The Mitchell-Brinkman Complex has been on this spot for well over 120 years and has undergone very little modernization in the last 70 years. This plant supplied almost 75% of the raw ingredients that were shipped along the canal to make the concrete for the factories that made the Ruhr one of the world's greatest manufacturing regions. The extended pier feature was added during the early 1960's to increase the loading space during the building boom of that era. CONCRETE BATCHING PLANT: #08 This is a Concrete Batching Plant located next to the Cement Plant. This facility supplies the needs for local "fresh" construction concrete as well as providing stocks of bagged "pre-mix" that can be prepared on-site. Next door is a freight railyard to handle bulk distribution of the raw ingredients to inland sites. DAO CHEMICALS: #09 This is Dao Chemicals, next door to the Mitchell-Brinkman yard. Classic example of a Maxis lot fully detailed with 1x1 and 1x2 filler lots. There are people who say you should not use ANY Maxis content and should focus entirely on "custom lot" downloads. My personal opinion is that some Maxis content is required if you want the game to function properly. Maxis content (industrial) creates employee traffic, freight truck traffic, jobs, and generates freight train traffic. Not all "custom download" content will fulfill these functions and can adversely effect the way your city grows and develops. The custom lots are nice to look at -- but make sure you have a mix to keep the city RCI demands functional. Dao Chemicals is proof that Maxis lots can be mixed with custom content and look every bit as good with a few filler lots added. MITCHELL-BRINKMAN RAIL SIDING: #10 This is a rail yard loading pad for the cement plant. Bulk cargo consisting of sand or gravel is loaded or unloaded here for use at the plant. The entire thing is made up of filler lots from downloaded sets (NBVC's Container Port Set) or custom-made filler lots. Adds a nice touch. OBLIGATORY NIGHT SHOTS: #11 #12 #13 #14 #15 #16 #17 #18 We bring this tour to a close. Comments and feedback are VERY welcome. If you see something you don't understand -- want to know where it came from -- or think it's dumb!! Please say something! Why would anything ever get better if no one says it's bad?? Next Week: Emden 06 -- Car Shopping !!
  15. The Jade Bight: 20 Emden 04; The North Mole This week I bring you another update on the harbor at Emden. It is a bit shorter than most updates, but Emden is still a work in progress -- and there have been other difficulties as well. I'm hoping to be able to finish Emden -- even if it is in bits and pieces. THE NORTH MOLE: The North Mole area was one among several modernizations carried out in the harbor between the wars. Large scale dredging operations opened up the marsh area to the north of the main channel and extended piers were built to accommodate the newer cargo vessels coming into service. The North Railyard was added at the same time and an extended freight handling yard was also built to service the new piers. FREIGHT HANDLING: North Mole It is worth noting that even with all this modernization, some parts of the original infrastructure remain. The cluster of brick warehouses in this picture date from approximately 1905 and are still in use to this day. RAYDEN TRANSFER: Rayden Transfer has moved into the area in recent years and has become the chief mover for most of the freight coming off the ships. It has been so busy that a small extension yard was added only recently. OPEN AREA: In response to some comments on the CJ, I have attempted to fill a little less of the map with trees. I have reduced the heavily forested areas and primarily used them as a means to divide certain parts of the city. But I find that open space is a concept I have not quite been able to wrap my head around. As you can see, I can't resist the urge to somehow "decorate" what are supposed to be "open areas". I am still working on this idea. All suggestions and advice will be most welcome. Even with progressive building programs, parts of the harbor remained resistant to change. The large mole on the west side of the shipping basin remained much as it was because Domino Sugar owned the property and refused to consider improvements. At one time, they occupied almost all of the mole, but over the years, they modernized and built the large, new plant at the end of the mole. This freed up property that Domino could lease on a long-term basis and several companies moved in. GRABER SMELTING: This is a classic example of a Maxis lot that can be decked-out with fences, parking, cranes, and trucks -- to very good effect. And it has the advantage that it will provide jobs as well as creating employee and freight traffic in your industrial zones. ACME BOILER WORKS: An example of a "custom" lot that was not exactly "chock-a-block" with details. A good plant, but in need of a bit of help. The use of T-Wreck's IRM fillers, a few truck and crane filler lots, and we back it up against the Old Harbor Quays with the old-fashioned cranes and it looks much better. GAS STORAGE TANKS: Another shot of the custom "re-lotted" IRM Gas Storage Tanks backed up against the Old Harbor Quays. DOMINO SUGAR PLANT: As you can see -- Domino eventually wound up occupying about a third of the mole area. The very fine custom lot overlooks the harbor much as it's real life counterpart does. I've finished detailing it by adding parking lots, trucks, cargo, and the Old Harbor Quays with their cranes and cargo to be loaded. The place is an absolute "hive" of industry. And -- the night lighting is a "must see" feature. NIGHT SHOTS: There's an end to this week's installment. I've still got some work to finish up on Emden -- and it is slow going. There have been a few setbacks -- not everything works the way it's supposed to. So the work in progress will be less grandiose than planned. And the "regional" theory has come into stark conflict with too much custom content. Which will require drastic measures to save the region from economic collapse. So -- it will be several more weeks before Emden has been completed. In the meantime, I have serious "plugins" problems requiring ALL my attention. I have neglected to do my "housekeeping chores" and the plugins folder is "The Devils Own Nightmare" -- to put it mildly. I've been trying to straighten it out for the last five days and during the process, I succeeded in accidentally deleting the Domino Sugar content as well as my Tahoe Water app. Sometimes I can be all thumbs !!! I did manage to retrieve that situation -- but there are bound to be more errors during the course of what promises to be a long and VERY tedious process. Once done -- I will build one more city in the region to test the new "plugins" configuration. If that is a success -- then I'll have to decide whether or not to carry on with this region or begin a new one. I've come to the conclusion that the small and medium sized maps are all but useless, and my cities would look much better on the large sized map tiles. The large maps would better accommodate the sense of scale and space I'm looking for in my cities. Next Week: Emden 05 -- The West Basin
  16. Version 1.0.0

    2,840 Downloads

    Welcome to Bel-Air metropolitan area. It's my first map, my first contribution to this amazing world of Simcity. Even if the name Bel-Air is inspired by one of Chevrolet most beautiful car the '56 Bel Air, this region map is based (it's not an accurate recreation) on my hometown - Constanta city, capital of Dobrudgea Region, Romania. The map consists of 54 large cities (6x9) and it was entirely build by hand tile by tile. It has some seaports, some marinas, some river and lake ports. Also it has two rivers (the Danube - Black Sea Cannal), some small islands and smooth beaches. Hope you enjoy it and any constructive criticism is more than welcome!
  17. The seaport is done. And also a small marina. So there are some mountains to be finshed and also two islands and we are done
  18. Version 1.0.0

    4,435 Downloads

    Never say die! Welcome to scenic Astoria, Oregon, home of The Goonies. I'm a Goonie. Are you? Astoria is a wee bit west of Portland and just about to the end of the Lewis & Clark Trail. This map began with a height map of Astoria (fiddled with in Wilbur) and was developed for challenging game play, as opposed to loyally following the real life map. This map has almost everything you could want: abundant resources, scenic views, bayside beach, hilly terrain, ample transport connections--including prime seaport and scenic walkway locations--and, of course, pirate coves. ARR, MATEY! Well, what are you waiting for? It's up to you to save the Goondocks.