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SimCity Revision  0.4

   (37 Reviews)

5 Screenshots

About This File

Single Player mod only.

 

With the new modeling tools and an renewed interest in this game I'm looking to enhance my own experience (and others) with SimCity through this mod. As a person that has always had an interest in game mods and who is currently in school to develop video games I thought I would finally create a mod to share with the public. After several hours of looking through the code of SimCity I started to make changes and see what I can do to effect balance and numbers. What started as an attempt to fix the broken traffic in SimCity has bloomed into something completely different. At this time I can't say for sure what this mod's final release will change into. Yet, I can share the progress along the way. The only limits being what my imagination and tools will allow. All changes I make in this mod will try to keep balance and capability in mind. Yet, after spend far to many hours looking at the code I've had to implement an unorthodox method to make the changes I want. So please  TAKE SPECIAL NOTE TO INSTALL INSTRUCTIONS.   This method will make this mod incompatible with updates it is not designed with, as well as not compatible with mods that target the same package file. Yet, at the time of this post, any mod posted on this site should work with mine. So without further a due here is what my mod will do....

 

Current changes

*0.4*

Bus Stops and Street Car Stops - Now can hold 2x the passages waiting for public transportation.

Bus and Shuttles - Now have 150% of default capacity. 120 max passengers on Bus and 60 on Shuttles.

Landfill - set to hold 100k garbage per dumb zone, Incinerators now burn at 150% of default rate, Incinerator max set to 6.

Oil Well, Ore Mine, Coal Mine (Not Adv Coal Mine) - Max module for resource extractors set to 150% of default.

All Casinos - Now 200% of default module cap. Let me know if this is to much and if 150% would be better. (I haven't played around with gambling cities much to know which was a better number).

 

*0.35*

*Trade Port and Depot - Increased module max to 9 and 6 respectively.

*Storage - All buildings that store goods have had capacity doubled. 

*Water and Sewage Plants - have had module max set to 8 and 9 respectively. Will not affect already built ones.

*Maintenance costs - All buildings that are not in specialty tab have been set to 90% of default maintenance cost. This should make it easier to build cities around population. Buildings placed before installing mod will show the decrease in cost when selected but will not reflect in budget. Sorry but you have to replace them or start a new city to get this change. Cities already built will still get decreased maintenance cost on new buildings.

*University - Dorm module limit increased to 5. Will not affect already built Universities.

*Shuttle bus depot - has plots that allow 14 modules but game limits it to 8 (maybe for balance?). Well I've bumped it to 14, now you can get the most out of your depot

*Recycle center - Previous buff was a little to extreme, now processes materials at 150% of default rate.

*Landfill - Slightly  increasing garage capacity per lot

*Car/Sim Speed - Readjusted all speeds. They now have 110% of default max speed and accelerator at 300%. This should help the flow of traffic without everyone being speed demons.

 

Dropped from original plans.

*I will no longer be tweaking energy and water needs of buildings. To much work for little pay off. Instead I've increased the amount of modules you can place in water and sewage plants. I will consider increasing module limits on power plants if community feels it is needed.

 

Considering

*I may increase taxes generated by buildings by 5-10% if my maintenance cost drop still has not made enough of a difference towards population based cities. Let me know what you think. May even only do this on higher density buildings since my small and medium density cities always seem to generate more money then the high density ones.

 

High Hopes

*Traffic is broken - Everyone knows it including the developers. I wish I had a way to fix the AI traffic. As a student in game development I already know of 4 ways I could fix the bad traffic AI (which comes down to broken left turns). Yet, I have not seen where I can fix this. I'm hoping to fix this one way or another but no promises.

*Re"balance" resource extraction rate - My hope is to make resources last longer in the ground. There is no realistic reason that a player can place a mine down with no modules and the game tell them they have 2-3 years left of resources on that plot. I'm no expert in the field of natural resources but this seems unrealistic, at the least it is not fun. My hope is to change this. Ideally I would like to slow extraction rate while maintaining gain (so you get the same amount of resources but it leaves the ground slower). Yet, it may come in the form of extracting slower while buildings need less and they sell for more per unit. Either way I'm going to take a hard look at this.

*Anything else - I'm open to suggestions. Anything that will polish this game while keeping it balance I'm open ears for. Just please keep in mind I'm limited on what my tools will allow. This game is programmed in C++ and JavaScript which is not an issue for my understanding. The only issue is what EA/Maxis has locked for us to mod.

 

Install Instructions

Like I said above this mod is very different from what other mods are doing. To accomplish what I've done I've had to implement a work around to unlock changes that the launcher tries to lock out....

 

 Long Install Story

Most mods will have you copy package file to SimCityData. This will not work for my mod and will only give you bugs. Instead this file has to go into SimCityUserData/EcoGame. When you launch the game the launcher will validate you have X files with X name in this folder. My file will replace SimCity-Scripts_287520926.package (Update 10) and SimCityDLCRomanCasino-Scripts_276985846.package. These files overwrite older versions and are the changes that EA makes with each patch. Sadly this is a must since these files overwrite anything in SimcityData and can cause problems (so I can't just put my changes in this folder). If a user adds any extra files to the EcoGame folder, the launcher will delete them. Yet, it will not validate the contents of the files. This is how I'm able to change things I don't think I'm "suppose to". This means This mod is NOT meant for online play as it effects "balance". So please use at your own risk (regardless that you gave EA money and they want to support mods blah blah). When I have more time to look into this issue I will see if there is a way to skip the launcher validation but I'm guessing the pirates have already fixed this.

 

Short Install Story

Copy files into SimCityUserData/EcoGame. Overwrite existing file.

 

Keep In Mind

This mod overwrites core game package. You may want to backup the package it overwrites yet you don't have to (see uninstall).

 

Uninstall

Delete SimCity-Scripts_287520926.package & SimCityDLCRomanCasino-Scripts_276985846.package, then run launcher. Launcher will see you are "out of date" and download this package for you. This is a 2MB file so shouldn't take to long. Otherwise keep a backup of original file and replace my file with it.

 

PS

I hope you enjoy this mod and are as interested as I am to see where I can take this. Please leave any feed back and suggestions in the comments.


What's New 0.4


Released

  • 0.4
  • *Previously commented issues have been resolved, excluding issue with freight.
  • See current changes in description for more
  • Like 1



User Feedback



Recommended Comments

ahm it chanvges the production of the coal powerplant to 75 with 4 modules active i dont think thats good

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Congrats. The garbage could be transported by trains for around cities, what do you think?.

  • Like 2

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Bump the rate at which the Garbage atomizer for CoT removes garbage. At the current rate the atomizer is not worth the cost of control net and hourly upkeep. And with Omega cities the atomizers cannot keep up, when they should be able to. I'd say a rate from 1.8 to 2.5.

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Don't forget to buff all the services as well! Police, Fire, and Hospital Services usually only have one building for an area twice the size of current city plots and I don't see everyone dying and robberies going unchecked all around me.

 

You could increase the number of police car lots for small station increase response time to 2-5 minutes and set the patrol times to 10 hours for both stations. Fire departments usually dispatch within a minute of smoke being spotted or the second its called in, and in a crowded city that's pretty fast. Id reduce it to 5 minutes for the small station and 0-1 for the big station. The Hospital, more specifically the large one, could hold another ambulance lot I believe. All the services definitely need a boost in range they cover. Some criminals won't commit a crime for a whole day if they see a police cruiser when they're about to do something malicious, others will wait an hour, to rectify this you could double the range that police cars cover, and triple or quadruple the police stations cover. No one in the sane of mind would steal ANYTHING within blocks of a police station.

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You should add an option to make cars drive slower, my low populated cities has cars going way too fast then they're supposed to.

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Your mod looks promising, keep it up! ;-)

 

Make sure you are installing it with my special instructions. Easiest way to tell that this is working is to see if values on the buildings in my screen shots match up.

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You should add an option to make cars drive slower, my low populated cities has cars going way too fast then they're supposed to.

Are they going to fast with my Mod or you think the default is to fast? If I remember right I increased the car speed by double to see it was working and I'm not 100% sure it is. If it is working as intended (as well as I add more to this mod) I can upload different copies that incorporate different sets of changes, so you can pick which one best fits your needs. 

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Personally I would leave jobs alone since it's hard enough trying to balance your cities need of people. Otherwise the changes sound pretty good. :)

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I'm with the guy above regarding vehicle speed. I'd like a mod from you that only slows down cars to a more realistic speed and maybe slows down the sims too if possible? They sprint around like they're jacked up on Jolt. :P

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Can you look into fixing the balance between the available jobs and the population. it seems you will have 100k population and only 25k jobs. it seems very unrealistic. could you also balance the commercial and industrial ratio. It seems unrealistic the number of unsatisfied and unsold goods.  thx 

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ONE WAY STREETS...... what more do i need to say.  lol  would make this one of the best mods ever.  hope it's possible 

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what i see here is an unfinished mod, probably lacking of stability just to make this game even easier than it s already.....as i watch your pics i only can say that you and only guys who don t know how to play this game will need this mod ^^

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Love it. Still would like to get people on bikes and biking lanes. Much better for health and traffic. 

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It is not necessary to replace the original file , just rename it , keep it original in the folder and then paste this modification , more easy.

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