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SimCity Revision  0.4

   (37 Reviews)

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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

This mod is amazing i have to tell you first of all and i also have something that you should look into changing.

 

Try to look into speeding up the university/Academy Research rate or increasing the capacity of the buildings/classrooms in order for the projects to be completed faster. After timing it, A level 4 Research project in the Academy takes an a bit over an hour to complete and not everyone has the time to sit and mindlessly stare at the screen waiting for the projects to complete. If you could shorten the times by at lest 1/3 or even in 1/2, it would be a miracle to those who play the game casually like myself. 

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Hello, I don't know if this only happen to my game files or it affects anyone else, but I can't not place the extra dorm module in university. 3 is still at max, every time I place a fourth one it disappears after 2 - 3 seconds ^^.

 

It appears they built in a redundancy for the dorm module check that other buildings don't use. I tracked it down and fixed it. Will be included in next update. Thanks for letting me know this was an issue. 

  • Like 2

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i got another issue found out its the freigtmodule for the tradeports they dont seem to function anymore..... at leasyt the industry is complaining abount not haveing enoungh buyers but i got like 90k crates capacity unused

 

 

and i noticed for the  proccesorstorage u didnt change the capacity at all

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It looked very daunting how much it affected my game and the core files. I was going to try this as my first mod, but maybe not.

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Let me get this straight, it makes all changes besides changes from update 10 invalid and deleted???

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After I learned how to unzip, mods have been great.

But this one is the best. It worked flawlessly. Great job.

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installed this mod and it worked well except for the fact that i cant place more than 3 dormitores for the uni or more than the max amount before the mod for the sewage and water plants as they just disappear moments after i place them.

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Let me get this straight, it makes all changes besides changes from update 10 invalid and deleted???

 I've taken the update 10 and based my mod off that file. So any changes in update 10 will be there.

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i got another issue found out its the freigtmodule for the tradeports they dont seem to function anymore..... at leasyt the industry is complaining abount not haveing enoungh buyers but i got like 90k crates capacity unused

 

 

and i noticed for the  proccesorstorage u didnt change the capacity at all

 Corrected the processor storage capacity. The issue with freight is a weird one. If you have 90k left it sounds like they maybe using that extra storage space, but something is telling the industry they have no more room. I'll try and track down this issue but so far I haven't found out why they are giving you this message when they shouldn't.

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I must say that it is a great mod and it shows even greater promises. One of the bug I notice though is that trade port and trade depot show a double capacity but the cant get more than half-full. What's more, trucks from mines and production building see that there is room in the depot, they go there but can't unload, then run in circle between the mine and the depot.

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I must say that it is a great mod and it shows even greater promises. One of the bug I notice though is that trade port and trade depot show a double capacity but the cant get more than half-full. What's more, trucks from mines and production building see that there is room in the depot, they go there but can't unload, then run in circle between the mine and the depot.

 

Thank you for this info. I'll be building another city in single play soon, this time focused on goods. So I with a city available for more advanced testing I should be able to fix this issue.

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So I am new to this. Is this saying that I will only be able to play offline mode from now on or will it only take effect in offline mode?

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A way to prevent conflicts with Poweroverhaul mod:

 

Put a copy of the revision ecogame script in place of the poweroverhaul mod scripts (into...SimCityUserData\Packages) and they both will work just fine.

mwLvuXY.jpg

 

 

And I guess to prevent any overwrites or conflicts, don't edit the power buildings in this revision mod.

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Hello, I don't know if this only happen to my game files or it affects anyone else, but I can't not place the extra dorm module in university. 3 is still at max, every time I place a fourth one it disappears after 2 - 3 seconds ^^.

hi i had the same problem with my casino modules..you have to break down the building first and then when you build it new,you can place all modules without plopping away.greets

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I must say that it is a great mod and it shows even greater promises. One of the bug I notice though is that trade port and trade depot show a double capacity but the cant get more than half-full. What's more, trucks from mines and production building see that there is room in the depot, they go there but can't unload, then run in circle between the mine and the depot.

I started a new city and I don't encounter this bug anymore. It's either because it's a city started after I installed the mod, or because the bug is only on building built before the mod installation.



 

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Is it feasible to split up your mod into submods (e.g. Water & Sewage, Transport, Casinos)?

It would give the user more choice and could help avoid conflicts with other mods that change specific areas of the game (e.g. Power Overhaul mod).

 

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Is it feasible to split up your mod into submods (e.g. Water & Sewage, Transport, Casinos)?

It would give the user more choice and could help avoid conflicts with other mods that change specific areas of the game (e.g. Power Overhaul mod).

 

Agreed.

 

 

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 

 

I've tracked down why your population shows so high yet it really is low. All none government buildings have X people in them yet they effect shown population by 2X. One of my next steps will be to see if I can fix this while also adjusting the population requirements for town hall upgrades (???). This should give a better understand of your population but I want to make sure it's not twice as hard to upgrade town hall if I fix it (it is not). Hoping to also fix the issue where they demand more industry even though jobs are only half filled.

 

See Real Pop Mod - you could give credits to the guys whos mods you use if you do so.

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Okay if I want to use this and the power overhaul mod.  I have the packages and the power script in the same directory, how can I use this mod if it uses the same script?

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Hi there MaebeKnot,
 
I have a small question about the install instruction. I follwed exatly the install instruction but it seems not too work for me at all. i Placed like the instruction said into SimCityUserData/EcoGame but nothing changed !

 

BUT i managed to to let it work ingame BUT its not placed in the maps like the instruction said. I noticed that all other files from this site is being placed into: Orgingames/SimCity/Simcitydata . That seems to work for me!? any clues why? Did i miss something?

 

Atleast great work on the mod and keep up the good work!

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thanx for this mod! although i think 60 is way too high for shuttle buses to be realistic compared to their size. especially if u use Oppie's Mercedes shuttle bus

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Could you add an updated version of crossover to this. It would help with the traffic problems and would then be updated to handle the future streets from CoT. 

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the sewage module no9 sometimes wont be kept  after plopping it  ive testet it in 2 of 3 cases it would just vanisch annd money is lost only way to get it plpped is to rebuild the whole building after a vanishrd case

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