Jump to content

UPDATED: SimCity Power Overhaul - Power Upgrade  1.1

   (42 Reviews)

17 Screenshots

About This File

This mod attempts to balance and upgrade all of the SimCity Power Plants, including Cities of Tomorrow Fusion and Wave Power. It also focuses on improving environmentally-friendly power to sustain larger cities without taking up valuable land area.
 
New
 - Decreased water consumption for all Power Plants by 25%
 - Balanced air pollution on Coal and Oil Power Plants
 - Balanced trash generation (decreased 50% on Coal, 25% on Wind, increased by 33% on Oil)
 - Lowered Coal resource needs on Advanced Generator from 8.64 to 6.48 tons per day
 - Increased Oil resource capacity on Oil Power Plant (2k barrels to 6k barrels)
 - Increased power outputs and decreased air pollution on Coal and Oil Clean Generators (more incentive for research)
 - Increased Nuclear Power Modules from 4 to 8 (version 1.0 only went from 4 to 6)
 - Lowered power output on Horizontal Wind Turbines (version 1.0 double power was too much)
 - Adjusted power output on Nuclear Power modules (slight decrease from version 1.0)
 - Added individual package files for each power plant for more options
 
Features
 - Balance and Upgrades to all 7 Power Plants and Modules
 - Works with Cities of Tomorrow Expansion Pack
 - Helps boost Wind and Solar power to be more sustainable with larger populations
 - Includes a chart breakdown of all of the upgrades and changes to each building and module
 - Includes package files for each power plant (allowing you to pick and choose power upgrades)
 
Technical
 - Double module limits on each Power Plant (CoT Fusion Power Module limit cannot be increased to more than 3)
 - Increase for all module's power output by about 25%, some more than others
 - Triple resource capacity for Oil and double resource capacity for Coal Power Plants
 - For CoT Expansion, ControlNet costs have all been reduced by about 20-25%
 - Added capacity for one additional Power Plant Sign, increasing limit to two signs
 - Cut the minimum workers for the Nuclear Power Plant by 25%
 - Adjusted total jobs for each Power Plant (small increases on Oil and Coal, decreases on solar and wind, 120 new jobs for Nuclear)
 
Please see included Chart.png for more information and exact value changes for each building and module.
 
 
Planned Future Versions
 - Reduce Plot Size of Wind Turbines and Concentrated Solar Arrays (to allow more compact arrangements)
 - Separate "God Mode" Scripts which remove maintenance costs, reduce construction cost, lower resource consumption and remove pollution (for experimentation)
 - More Balancing and Upgrade Abilities (with help from the community suggestions)
 - Thanks for all of your feedback on the mod. I have re-balanced many aspects of the mod and will continue to work on creating a great mod!
 
Instructions (VERY IMPORTANT - PAY ATTENTION)
 - Install by copying the .package files into your ...\Origin Games\SimCity\SimCityUserData\Packages\ folder (not the \SimCityData\ folder)
 - Be sure to include the most recent versions of the SimCity EcoGame Scripts. I have provided them for convenience.
 - If you already have the EcoGame scripts, make sure they are up to date. No need to have duplicates.
 - You may alternatively use the individual package files in the "IndividualFiles" folder to select which power plants to upgrade.
 
Please see included Folder.png screenshot if you are still unsure on how to install this mod.
 
 
Warning
 - This script is intended for OFFLINE MODE. Using it on Online Mode may cause issues
 - Modifying files is still experimental and might lead to city rollbacks
 - There is no official statement from Maxis nor EA about using mods, so use at your own risk
 - For more information on EA modding policy: http://forum.ea.com/eaforum/posts/list/9729407.page
 
 
 
This is a mod I have been working on for the past few weeks. Lots of testing, lots of searching package files to find all of the right components, lots of thought on how to give a nice twist on Power without affecting the balance negatively. If you have suggestions for the mod, please comment below or message me. Don't give a bad rating if you don't agree with certain aspects of the mod. Instead, contact me and let me know what your concerns are about the balance, let's work together on it. If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Be looking for more mods like this very soon! Thanks for your support. Happy Modding :)
 
Parker
 
 
 
Skyestorme Review:
 
<iframe width="560" height="315" src="//www.youtube.com/embed/JRTF9hMFYDM?rel=0" frameborder="0" allowfullscreen></iframe>
 
 
 
Author: Parker W Young - http://www.parkerwyoung.com/
License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/
You may modify and re-distribute these mod files only with appropriate credit given.

 

Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/

Special thanks to Tobse for testing non-CoT compatibility

Special thanks to Skyestorme for an awesome YouTube review!

 


What's New 1.1


Released

  • - Decreased water consumption for all Power Plants by 25%
  • - Balanced air pollution on Coal and Oil Power Plants
  • - Balanced trash generation (decreased 50% on Coal, 25% on Wind, increased by 33% on Oil)
  • - Lowered Coal resource needs on Advanced Generator from 8.64 to 6.48 tons per day
  • - Increased Oil resource capacity on Oil Power Plant (2k barrels to 6k barrels)
  • - Increased power outputs and decreased air pollution on Coal and Oil Clean Generators (more incentive for research)
  • - Increased Nuclear Power Modules from 4 to 8 (version 1.0 only went from 4 to 6)
  • - Lowered power output on Horizontal Wind Turbines (version 1.0 double power was too much)
  • - Adjusted power output on Nuclear Power modules (slight decrease from version 1.0)
  • - Added individual package files for each power plant for more options



User Feedback



Recommended Comments

I have followed the indicated installation folder but now the game does not seem to detect the mod at all. I the bombraider train mod installed and it works :/ I tried using the same exact files provided and my edited version but neither was detected. Is there an alternative to installing this? 

Hey Gawainyus,

 

I have had issues with the mod not being detected immediately the first time I install. A restart of SimCity fixes this immediately. If you are still having trouble, are you aware of any mods that you have installed that affect power plant files? I am not familiar with the bombraider train mod, but it doesn't sound like a mod that would change the same files my mod has. Please message me if you have any other questions, I'll help you sort it out.

 

Parker

Share this comment


Link to comment
Share on other sites

 

DWhat about using this mod with navik659 Revision mod?

 

This should work with the Revision mod. Do not use this mods SimCity_Scripts_28750926.package. Follow both mods install instructions. You should find that Revision will load, then Power Overhaul will over write any changes to power plants done in Revision. 

  • Like 1

Share this comment


Link to comment
Share on other sites

131eQyc.jpg?1

 

Not using this mods script file causes that readout issue on already built power plants, at least for the solar power plant.

 

So... hu... ehh... Its either this mod or the revision mod.

 

:edit:

 

Ok nevermind, just simply put a copy of the revision ecogame script in place of this mods scripts (into...SimCityUserData\Packages) and they both will work just fine.

mwLvuXY.jpg

  • Like 1

Share this comment


Link to comment
Share on other sites

Did a fresh install and used this mod but didn't work. Put in the simcity revision mod and it worked :) However, the changes i have made to maintainence costs are visible but not actually applied. Guess it's actual value is in another file? (I only edited the poweroverhaul package)

Share this comment


Link to comment
Share on other sites

Like the idea of the mod, but am having isues. I put up a wind power plant, and all the text in the roll over and in the update window is messed up. It has "what makes us happy" over top of another word. dose not show details. I did use the scrip, and I restarted the game twice, and even started a new city. Same problem.

Also I can not shut the plant down, it comes right back on. And I can't bulldoze it either.

 

Any idea?

 

P.S. Am not using the revision mod.

 

EDIT: I must have had a bad download, downloaded it again and the script file was two Kb's larger in the new download, so corupt first download was the problem.

  • Like 1

Share this comment


Link to comment
Share on other sites

Ok nevermind it worked. The solution is still to restart simcity multiple times and it will eventually detect the changes

  • Like 1

Share this comment


Link to comment
Share on other sites

Like the idea of the mod, but am having isues. I put up a wind power plant, and all the text in the roll over and in the update window is messed up. It has "what makes us happy" over top of another word. dose not show details. I did use the scrip, and I restarted the game twice, and even started a new city. Same problem.

Also I can not shut the plant down, it comes right back on. And I can't bulldoze it either.

 

Any idea?

 

P.S. Am not using the revision mod.

 

EDIT: I must have had a bad download, downloaded it again and the script file was two Kb's larger in the new download, so corupt first download was the problem.

Hey GBRWolf,

 

Glad you got it working! Your issue was not having the proper EcoGame script installed. Let me know if you need anything else! Enjoy :)

 

Parker

Share this comment


Link to comment
Share on other sites

Ok nevermind it worked. The solution is still to restart simcity multiple times and it will eventually detect the changes

Sometimes when making multiple changes in a row, SimCity will not refresh them properly. Happens all the time to me when testing mods. Glad you got it working!

 

Parker

Share this comment


Link to comment
Share on other sites

Ok... new issue. It seems that the new version of simcity revision does not get activated along with this. I had to delete this mod to get 6 incinerators like in the other mod :/ Though, if it was up to me, I would wait for simcity revision to be finished and then combine it with this mod if making these compatible was too much work.

Share this comment


Link to comment
Share on other sites

Looks pretty cool, but why more jobs, I always have to fight filling jobs in my cities, i don't want to have to fill more of them.

Share this comment


Link to comment
Share on other sites

yes you do Brickitect.  It's under origin games, SimCity.

 

Good job Parker, I'm really enjoying your mods.  Now if someone can just figure out one-way roads....

  • Like 1

Share this comment


Link to comment
Share on other sites

I wanna add this, but I don't have the SimCity data folder.

._.

Check this folder location: C:\Program Files (x86)\Origin Games\SimCity\SimCityUserData\Packages\

 

yes you do Brickitect.  It's under origin games, SimCity.

 

Good job Parker, I'm really enjoying your mods.  Now if someone can just figure out one-way roads....

Thanks for your support! I will continue to work on more mods like this. If you have any feedback on specific areas of the game's balance, let me know.

 

 

Looks pretty cool, but why more jobs, I always have to fight filling jobs in my cities, i don't want to have to fill more of them.

The most recent update balances jobs much better, check the charts for exact changes. Thanks for your feedback!

Share this comment


Link to comment
Share on other sites

Please pardon my ignorance.  How can I use this type of mod if I do not work offline?  Will there be an online version of it?

Share this comment


Link to comment
Share on other sites

Please pardon my ignorance.  How can I use this type of mod if I do not work offline?  Will there be an online version of it?

Hey Treborsen,

 

This mod is intended for use with Offline Mode only. That being said, I do believe it may work with online, but could cause drastic city rollbacks and issues with your power plants. My experience: Online mode lets me plop the buildings with cheap costs and add as many ploppables as I want. Next time I log in, the extra ploppables disappear. Hope this helps!

 

Parker

Share this comment


Link to comment
Share on other sites

I had two decent cities going when I installed your mod. Both were being powered by a single coal plant. My power advisor starting yapping about no working generators. The plant itself also says no working generators, but has a 201kw excess. The road by my plant is yellow showing that it's powered, but the rest of my city is red! I tried removing the mod and recopied original simcityscript, but problem still exists. Tried a new plant altogether, but still says no generators. My cities are slowly tanking without power. Do you have any suggestions? Thanx a million

 

Soon-to-be impeached mayor

Share this comment


Link to comment
Share on other sites

I had two decent cities going when I installed your mod. Both were being powered by a single coal plant. My power advisor starting yapping about no working generators. The plant itself also says no working generators, but has a 201kw excess. The road by my plant is yellow showing that it's powered, but the rest of my city is red! I tried removing the mod and recopied original simcityscript, but problem still exists. Tried a new plant altogether, but still says no generators. My cities are slowly tanking without power. Do you have any suggestions? Thanx a million

 

Soon-to-be impeached mayor

Sent you a message, let's try to get that fixed! No need for impeachment today :)

Share this comment


Link to comment
Share on other sites

 

I had two decent cities going when I installed your mod. Both were being powered by a single coal plant. My power advisor starting yapping about no working generators. The plant itself also says no working generators, but has a 201kw excess. The road by my plant is yellow showing that it's powered, but the rest of my city is red! I tried removing the mod and recopied original simcityscript, but problem still exists. Tried a new plant altogether, but still says no generators. My cities are slowly tanking without power. Do you have any suggestions? Thanx a million

 

Soon-to-be impeached mayor

Sent you a message, let's try to get that fixed! No need for impeachment today :)

 

Parker is REALLY approachable and is really supportive at a 1 on 1 level isn't he?   I am getting the latest version of sc not just only because of the nice graphics, but to load his work . This guy should receive a TRIXIE or 2 or 3 or.. in several categories next time... 

 

Parker - Be sure to come to Stepford Island at next year's Annual SimGrammys You are already on the Winner lists there!

  • Like 1

Share this comment


Link to comment
Share on other sites

 

Parker is REALLY approachable and is really supportive at a 1 on 1 level isn't he?   I am getting the latest version of sc not just only because of the nice graphics, but to load his work . This guy should receive a TRIXIE or 2 or 3 or.. in several categories next time... 

 

Parker - Be sure to come to Stepford Island at next year's Annual SimGrammys You are already on the Winner lists there!

You rock man! I will definitely stop by, thanks for the support. As always, hit me up if you need anything!

 

Parker

Share this comment


Link to comment
Share on other sites

can you adjust the standard fusion power plant to give more power, the cost+power output is not worth it over the price increase. IMHO

  • Like 1

Share this comment


Link to comment
Share on other sites

can you adjust the standard fusion power plant to give more power, the cost+power output is not worth it over the price increase. IMHO

Hey nafeasonto,

 

Good suggestion, I was actually experimenting with the fusion power plants in a city and had the same conclusion. So, right now I have it powering 220MW with a $50k price tag, $1,200 maintenance fee per hour and 900 ControlNet. What would be a better balance in your opinion?

 

Parker

Share this comment


Link to comment
Share on other sites

Hello, first of all, I want to say I'm french (so sorry for the spelling). I installed the mod following all your instructions but when I put a module, it immediately disappears ... Can you help me? thank you

Share this comment


Link to comment
Share on other sites

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account

×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections