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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

Please take a moment to look at the charts above (first and second thumbnail) and lend me your feedback on how you feel about the overall balance. Keep in mind, this also aims to boost certain aspects of the power plants to give them a little edge compared to the default values. Looking forward to hear your feedback :)

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finally, awesome "Balancing" Mod Thanks for developing and sharing. keep it up :)

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Parker, have you every thought about making user friendly tutorials for making custom models in SimCity? it definitely would help the modding community out!

 

btw thanks for the police car mod, I'm really liking it.

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Parker, have you every thought about making user friendly tutorials for making custom models in SimCity? it definitely would help the modding community out!

 

btw thanks for the police car mod, I'm really liking it.

Hey Osiris,

 

Tutorials are definitely on the way, along with a fully developed Wikipedia on all aspects of the modding process. I would be expecting them in about 3-4 weeks time. If you ever have specific questions, message me. Glad you like the police cars! Let me know what you think of this Power mod. I will be working on similar mods to this, like Casinos, Water, Omega Co, etc.

 

Parker

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Hello, Downloaded and installed per your instructions, and when I attempt to add more then four modules to a power plant, it shows it plopping but instantly disappears. 

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Hello, Downloaded and installed per your instructions, and when I attempt to add more then four modules to a power plant, it shows it plopping but instantly disappears. 

Hey syberia,

 

I have noticed slight sync issues when first starting a region or a new city. This happens with other mods as well. My solution is to back out to the main menu, then re-enter. Sometimes, restarting the game is needed to fix the problem. Are you in a newly founded city? And are you Offline or Online?

 

Parker

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I tried in sandbox and in a recently built city. I am only playing in offline because like many this game needs much help. The script package that comes with the download what should I do with that file.

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I tried in sandbox and in a recently built city. I am only playing in offline because like many this game needs much help. The script package that comes with the download what should I do with that file.

I messaged you with a solution, message me back if you have any other issues!

 

Parker

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I am Download #128  I am stocking up now! Planning for my sc 2013 future jump! i know i will have some quality lots mods and services with Parkerproducts! 

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Downloading all of your mods now, with high hopes. Seems like you are making the game much more enjoyable. Please keep up the good work!

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Dude, you are doing a fantastic job here. Thank you for your mods. I would call this mod a slightly power cheat mod lol :-)

 

 

 - If you already have the EcoGame scripts, make sure they are up to date. No need to have duplicates.

What about using this mod with navik659 Revision mod?

 

Planned Future Versions

 - Reduce Plot Size of Wind Turbines and Concentrated Solar Arrays (to allow more compact arrangements)
You may need to manipulate the spacing of the larger modules due to the size of the blades. It would look rather nutty if they overlapped each-other.

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Dude, you are doing a fantastic job here. Thank you for your mods. I would call this mod a slightly power cheat mod lol :-)

Thanks, glad you like it! It is definitely an 'upgrade' but don't necessarily think it's a cheat, as you still have considerable construction, maintenance, and resource costs. That being said, I will continue to work on improving the values on each power plant as I test the mod. I built this mod to take a little stress off the electricity side of building a large city, while maintaining balance as the power output scales up.

 

It should work fine alongside the Revision mod. You may run into issues with maintenance costs, as the Revision mod apparently affects the power plant maintenance costs. This should be the only conflict, but I have not tested it. You may experience some overlapping with these files and SimCity may chose to load one file over the other.

 

I am working on reducing the plot tile size, but only to a certain point. I have seen what happens when the turbines collide, it looks very strange. My main reason for reducing plots is to allow for a turbine to be placed on a relatively small plot of land (side of a hill, for example) without requiring a huge amount of space at the base. All it needs is a small square for the support. Thanks for your feedback!

 

Parker

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Cool man, and one more feedback I have is the deal with the coal power plant moduals.

 

Maxis either did this on purpose or is a bug and never addressed by anyone.

 

To me the advanced coal generator should provide more power compared to the clean and dirty coal generator and the advanced coal generator should burn less than the dirty generator.

 

With the default (even modded) values, it is not feasible and not worth to research the advanced coal generator given the clean coal generator provides more power and burns less than the advanced coal generator.

 

This has bothered me from the beginning and I never research the advanced coal generator due to this issue.

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I rarely have problems with power in my cities so the idea of getting an extra sign sounds like the best part to me :P

Also where was this mod when I was playing SimCity 2000 and had to place 500 windmills to power a trailer park XD

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hi

i have installed as per the instructions but i can't seem to see anything, please tell me what i'm doing wrong.

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ahm i got a strange problem with your mod active the oil pllant displays a blackout symbol on itself and isnt producing any power useing the revision mod too and placed everythin in the zip in ..userdata/packs

 

nevermind me if someone got the same problem just closing and reopening the plant several times does the trick

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ahm i got a strange problem with your mod active the oil pllant displays a blackout symbol on itself and isnt producing any power useing the revision mod too and placed everythin in the zip in ..userdata/packs

 

nevermind me if someone got the same problem just closing and reopening the plant several times does the trick

Thanx for testing I was not sure about using both at the same time.

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nevermind me if someone got the same problem just closing and reopening the plant several times does the trick

Hey Smeagol01,

 

I am glad to hear you got your power plant up and running. I can only assume these issues are caused by SimCity Revision using the power plant files (to lower maintenance) and there's nothing I can do about that here. A mod like Revision reaching across so many elements of the game, there is bound to be problems with other mods. That said, it seems they can play nicely together with a little elbow grease. Thanks for posting your workaround here, I will make a note in the next update. What do you think of the mod so far?

 

Parker

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Hello, thank you, your mod works perfect. Is it possible for me to modify some values in your mod using SimCityPak? I tried doing it but i get a "~amount ???? why am i unhappy" at my powerplant.

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Hello, thank you, your mod works perfect. Is it possible for me to modify some values in your mod using SimCityPak? I tried doing it but i get a "~amount ???? why am i unhappy" at my powerplant.

Yes, you can modify values. Some values (like power output) are multiplied with a global value. There is some math involved with it (i had a calculator on my desk for about an hour while working on this mod) but all values are editable. The problem you are having comes from one of two things: 1) You do not have the SimCity Script installed in the correct location. Please reference the Folder.png image inside the previews folder to see where this is located and how it should appear. Or 2) You are changing values to incompatible amounts (changing 1 to 1.1, for example) - Let me know if you have any questions.

 

Parker

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Parker, have you every thought about making user friendly tutorials for making custom models in SimCity? it definitely would help the modding community out!

 

btw thanks for the police car mod, I'm really liking it.

Hey Osiris,

 

Tutorials are definitely on the way, along with a fully developed Wikipedia on all aspects of the modding process. I would be expecting them in about 3-4 weeks time. If you ever have specific questions, message me. Glad you like the police cars! Let me know what you think of this Power mod. I will be working on similar mods to this, like Casinos, Water, Omega Co, etc.

 

Parker

 

Dude, I'd really appreciate if you could boost the amount of casino ploppables, by A LOT, like triple.

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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? 

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