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Project Orion - 3k Extended Boundary  1.0 Beta

   (110 Reviews)

17 Screenshots

About This File

For Offline use only.

How to Install

  • Download files
  • Once download is complete, extract rar files. (right click > extract)
  • Simply copy and paste OFFLINE-ONLY_Project_Orion_3k_Extended_Boundary.package in C:\Program Files (x86)\Origin Games\SimCity\SimCityData
  • Start SimCity > Play new map > Choose city tile > Save > Quit SimCity (not work if exit to Main Menu)
  • Re-Start SimCity > Resume Game
  • Wonders *:bunny:

Must have Mods for Orion

Issues that have been plagued players since the game's release is now answered. Some says it is the holy grail of all mods. Some says this mod + buy game/reinstall. That's right, 3k extended border aka "bigger city".
 


 

Understanding the mechanics of Orion 3k Extended Boundary.

1. Upon entering 3k extended map. based on (Image #1), The 3k map extended on North and East. Use right click mouse button or middle mouse button to bring up the compass.

2. Regional Roads are needed to draw them outside 2k map. Such as Project Akar : UI Enhancements, that offers almost every roads available to be drawn outside 2k.

3. Regarding Land Value, please refer the image below. There a lot of misunderstanding as well as misconceptions about the land value data, that was viewed in the map data.

  • The Actual Land Value EFFECTS are still intact as they are. It does not resized regardless in or outside 2k. Believe it or not. It still the same. There are claims that users may have experiences getting different wealth RCI in certain unwanted areas. These confusions is only because  we can't determine the actual "spot" of land value throughout 3k extended border, and the data from the Land Value map seems false but not entirely false information. It was compressed 4:1
  • This also applied on Pollutions, Ground Pollutions, Futurizations etc.

4. Regarding Resources. Unlike Land Value/Pollutions etc That was compressed 4:1. All Resources are stretched 1:4, see Image #3 and #4 to get better understanding on them.

  • This 1:4 stretched map data also effects oil, water, coal and ore.

 

Lag and memory issues

Its common knowledge that lags or frame-rate drops are known for almost every game that pushes its limits unless the users has a high-end computers. It covers almost every aspect from 3D rendering, physics (engine), memory calculations that the game generates etc. Orion (3k Extended boundary) does not lag the game itself, only that the additional space it provides for users to built in and as the city developed and getting dense - it'll stress your computer hardware.

We cant blame the game for the lags, it just happen that once we push the game to its limit, we might as well be done with better hardware.

The Game's Limitations

1. All trees outside the default border cant be remove, because there is no tree, its a facade. Only way to remove them is to edit the region map files.

2. The game already provide its regional transit, from air to land and water. We can't add Maglevs/Subways/EL and Streetcars to work between two different city vice versa. Please "make do" with the given features of each city tiles carefully.

3. There's a limit count of how many roads/buildings that can be drawn/build per city tile

  • Roads : 1024
  • RCI : 2048
  • Base Buildings : 4096 (not yet confirmed)

Special Thanks to SkyeStormes for a video review

Special thanks to Asilksworld for a video review. *:thumb:

Special thanks to chappers for his city design with Orion. Outstanding vision, plans and layout created alongside with Orion has proven that modders are able to create new possibilities to SimCity community. Thumbs up. *:thumb:

- Yayie

I would like to thank /u/Desarth from Reddit for the use of his images in showcasing Extended Boundary. Its a wonderful testament to what can be done with effort and creativity with various tools. I thank him personally for allowing me to use his images with this mod. *:thumb:

- XoXiDe

 

For Offline use only.


What's New 1.0 Beta


Released

  • added Project Orion - 3k Extended Boundary
  • Like 13



User Feedback



Recommended Comments

when i put this mod in, my water station does not pump water?, everything other works great

 

I plop my water pumping station outside the boundary, it does pumping water. Only that the visual of the water table are off set. I had to rely on the k/gal indicators.

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Have installed this wonderful mod and the RCI mod as well got to say its brilliant was able to create a city easily using the installation instructions. Took me a while to figure out which was the regional roads and which were the regional UDON roads but once I got them down everything is cool. Yes there are limitations but certainly this mod is worth having if only to put services outside the city. So thanks guys for releasing it. I t will take me a while to get used to it. I also installed UDON for the first time so I will have to learn  that too. This is a whole new game.....

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I have mod correctly installed but when I drag zoning tool down roads that extend from the real city out into the 3k area, they zone tool stops at the border, am I doing something wrong?

 

it means that the road you use are not regional roads. Only regional roads can be drawn outside from the original city tile box.

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Can you tell me why I can't zone outside the 'original box' ?... What am I missing?
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I connected regional road and original roads, I tryed on each side and I couldn't zone outside the original box(

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Can you tell me why I can't zone outside the 'original box' ?... What am I missing?

 

I connected regional road and original roads, I tryed on each side and I couldn't zone outside the original box(

 

This takes a bit of practice to some. Some users may zone freely as normal. Some users may need to zone from the inside of the default box. with using CTRL+Zone method, you may able to zone outside. The easiest way to deal with this is to download RCI Mod I've linked at the download page.

 

You know you could zone on roads that has a zone shadow besides the roads.

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Can you tell me why I can't zone outside the 'original box' ?... What am I missing?

 

I connected regional road and original roads, I tryed on each side and I couldn't zone outside the original box(

 

This takes a bit of practice to some. Some users may zone freely as normal. Some users may need to zone from the inside of the default box. with using CTRL+Zone method, you may able to zone outside. The easiest way to deal with this is to download RCI Mod I've linked at the download page.

 

You know you could zone on roads that has a zone shadow besides the roads.

 

If I will zone from the inside of the default box with using CTRL+Zone it will take whole day to only build one block, so if I can't zone normaly outside the original city limits this mod is pointless for me at the moment( I hope people that working on this mod will make it better soon, wishing them good luck and Thank you!
P.S. What is zone shadow?))

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Noticed that within the normal city boundaries that plopping police, fire and medical centre close together, influences a wider area, so more buildings went to medium wealth than normal. Easily sorted by moving the services further apart.

 

Been running the mod for three hours with no problems.

 

Bit tricking at times plopping on the regional roads but zooming in a little helped. Placed water plant in regional area and its pumping fine. As is garbage, waste disposal and sewerage.

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"In game regional roads and train tracks cannot be demolish."

You used to be able to do that with the BOC mod on Update 8, as a workaround/override on Update 10.1 you can rename the script file from BOC 0.98N and place it in SimCityUserData/Packages.

 

I've uploaded the renamed file here: https://mega.co.nz/#!W9BjmSzQ!Z70xpLxsdm426xH0iwuPg0yFpI0K117E7JTyGL77dTQ

Be aware that demolishing too much regional rail can cause the game to crash.

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@dockter you must use the regional roads or regional udons or boc to build roads beyond the normal 2k area.  That's why those are provided except boc since its another released mod to be used for that purpose.

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@damienmb yup.  A lot of things do not like to be modified without some risk.. Before now deleting track was limited to a small amount now your making changes to much larger sections of hard coded road with map sinks for deploying agents that were once out of sight and out of mind.

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Roads OUTSIDE and ZONE must be connected to the main and built in SEGMENTS .. if you build a single road using freeform which would make a single long segment it will function differently than a segment that is built using smaller sections.

 

The trick is to use Freeform and Combinations of straight lines then ZONE and delete end caps you don't want to create more detailed configurations.  But we are limited to what we have as tools. That gives you more room to play and more rope to hang yourself with as a result so you will have to experiement.

 

I made it a habit of drawing a free form on 2 sides connecting each other basically making 2 long segments touching each other to figure out which side was the opposite of the xy 0 default anchor point.  Then delete it and create my city from that point afterwards.  Map selection changes how much you can do and really explore.

 

I have a feeling someone will go into every map soon and tell you which ones work best with the extended boundarys

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I have a feeling someone will go into every map soon and tell you which ones work best with the extended boundarys

 

My favorite map to use with BOC is Granite Lake > Starlight Fields as it is flat and has lots of room towards the south and west.

Unfortunately Orion only lets me plop towards the north and east where there is little room. : (

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@damienMB yea its funky .. the fact is having the map anchor being set to a static point only allows the useable space to be at the opposite point of the origin xy = 0 point.

 

So finding a map that lets you have room and flat space to build on can be a challenge then regional roads and other things get in the way so your first thought is to re draw the regional roads that were there however tampering with them and getting to close to the map sinks can cause issues

 

But i'm sure like everything the ideas will now start to evolve now that road maps to nearly all types of content modification and behaviors have now been published

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Can the border line be drawn to represent the area that can be built in? Instead of expanded in every direction.

Also could it be possible to bulldoze regional trees?

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@damienmb not that I found.. 

 

You have 6 values

-1024 -1024 -2048 (those must stay the same)

second set was

1024 1024 2048 (these first 2 must change but leave the last one to preserve the original RCI)

3072 3027 2048 (engine then leaves the RCI in place and extends the roads and boundaries from the original points which are hard  coded values which is why it is only working on 2 sides but doesn't kill original city zone)

 

I worked on it 2 weeks and was asking the developers to try and figure out a way to shift the rci zone as well to make it proportional but it kind of never will be due to the engines hardcoded values vs data driven values.

 

2048 = 2k = from center offset = 1024 = 1k from center (hence the hard coded values)

 

so you are kind of playing a trick on the engine by lying about what is center and what is boundary .. its more of a smoke and mirror values trick in numbers than a "mod" in the normal sense

 

we can't mod(ify) the values that are hard coded and that's the problem

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@shoko we just didn't think we could do any better than we really already did .. 3k was the sweet spot for management and space improvement with the limitations.. if we can improve we will in time

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So, the computer has to be rebooted in order for this to work? Mine hasn't yet...

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@saggg

create a city

exit game

go back into game

go back into city you should see new extended boundary

 

if you do not then there is another issue .. location of the mod .. extraction.. corruption something else most likely

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