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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

Everyone a few of us are working on ideas and possible solutions to even more outside the city issues for additional creativity but we are working with many factors of the unknown.

 

If you wish to help message yayie or myself

 

For everyone your welcome to play with the open beta and testing we put online.  We have decided to be more open with mod development and interactive with the community to make things more transparent as well as increase feedback and testing options.

 

So enjoy

 

 

You guys are truly outstanding! And by the looks of things... some gob smacking things are coming shortly!  **clapping**

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I´ll open a new region just to play with Orion :) I´ll call it Orion for that matter... It´s a known fact that this mod might ruin existing cities by it´s wacky land values and polution tables. I experienced that in the only city I tried and, even after removing it (and the AllRCI), high wealthers are abandoning buildings with no reason whatsoever.

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thank you for this wonderful mod. i've watched the video above, there is still bug about the regional tree. is there anyway we can manage to erase it with something in the game? I don't want any trees in my road or in my building.

 

anyway, thanks for the good work. i really appreciate it. :)

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thank you for this wonderful mod. i've watched the video above, there is still bug about the regional tree. is there anyway we can manage to erase it with something in the game? I don't want any trees in my road or in my building.

 

anyway, thanks for the good work. i really appreciate it. :)

 

We might in future update. We are still looking a ways to understand the whole regional map structure.

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thank you for this wonderful mod. i've watched the video above, there is still bug about the regional tree. is there anyway we can manage to erase it with something in the game? I don't want any trees in my road or in my building.

 

anyway, thanks for the good work. i really appreciate it. :)

 

We might in future update. We are still looking a ways to understand the whole regional map structure.

 

how can i help? i really want to help. Great modders like you guys are live saver for me. and i really want to contribute for simcity's community too.

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thank you for this wonderful mod. i've watched the video above, there is still bug about the regional tree. is there anyway we can manage to erase it with something in the game? I don't want any trees in my road or in my building.

 

anyway, thanks for the good work. i really appreciate it. :)

 

We might in future update. We are still looking a ways to understand the whole regional map structure.

 

how can i help? i really want to help. Great modders like you guys are live saver for me. and i really want to contribute for simcity's community too.

 

 

You can visit the modding community and get involved. :)

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I am really confused. Which mods do I have to install?

 

Please make a list on the beginning.

 

What does Akar1.0.5 and AkarRoadSets 1.0.4 do? Whats the diference between them?

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I am really confused. Which mods do I have to install?

 

Please make a list on the beginning.

 

What does Akar1.0.5 and AkarRoadSets 1.0.4 do? Whats the diference between them?

 

if you have previous regional udon and regional streets from this page, please delete them. I've combine both of them on akar road sets.

install all 3 latest files

 

 

EDIT : Update Install notes

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how did u get the thingis showen that arent in the vanilla boundaries

 

whan i do something like that i only get the content of the actual city shown....

Update on my region: two cities down, one to go. Using sandbox mode to quickly place everything and further test the mods.

spark2014-06-2210-59-55.jpg

 

Ignore the invisible roads. I loaded up the third city so I could take a borderless screenshot of the two other cities, hence some roads not showing.

 

I hope that one day modding of the game gets us so far we can actually build on the whole region without any limits. (one can dream, right?) :lol:

 



every day I'm surprised at just how much you people use the tools that are created and inspire creativity.  Thank you for enjoying the mods and features.  That is a gift to us the modders.

 

We can make Plops work around the city.. but it would completely break zoning in the 2k original map period.

 

this was the only work around and compromise that solved that aspect.

 

we will continue to research more ideas for everyone trust.  This is just the beginning not the end of modding for 2013 and the community..

 

On the extended and regional roads we are trying to find a solution for raise and lower even if we can't do normal freeway external from city.. we would like to offer basic bridge support for clovers and other simple interchange ideas.

 

we need help from the community and more modders which will help with the projects and solutions.

 

I hope we can all start to enjoy the game more and the franchise as we lift more and more restrictions and offer new directions to how you can build your cities your way.

 

Would it be a lot of work to release a separate version (or a separate mod) that works like that? Of course, if it's not too complicated. I assume updating the mod would be a hassle but just wanted to ask :)

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Maybe, not compitable with Street for Buses mod, because road not show up on all menu. . .

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Maybe, not compitable with Street for Buses mod, because road not show up on all menu. . .

 

The author must changed the instanceID to work with Akar. That's the only way to solve the issues.

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This stuff is amazing - loving the new submenus!  

 

I do have a question though - in regional streets and regional UDoN I'm getting a weird mouse behaviour. Normally the street starts drawing from the tip of the mouse arrow icon, so you know exactly where it will lay down the road. This seems to be offset and move around a lot on the regional ones though... is that a known behaviour/anyone seen it before?

 

 

Edit:  the offset amount and placement seems to change based on which of the four regional sides I'm trying to draw on. Curious.

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This stuff is amazing - loving the new submenus!  

 

I do have a question though - in regional streets and regional UDoN I'm getting a weird mouse behaviour. Normally the street starts drawing from the tip of the mouse arrow icon, so you know exactly where it will lay down the road. This seems to be offset and move around a lot on the regional ones though... is that a known behaviour/anyone seen it before?

 

 

Edit:  the offset amount and placement seems to change based on which of the four regional sides I'm trying to draw on. Curious.

 

those regional properties are what we cant avoid since we are introduced with regional type roads. in some cases, you may get the cursors correctly where you want them to be. and some dont. this happens when some things are not meant to do but we did it anyway.

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Edit:  the offset amount and placement seems to change based on which of the four regional sides I'm trying to draw on. Curious.

 

those regional properties are what we cant avoid since we are introduced with regional type roads. in some cases, you may get the cursors correctly where you want them to be. and some dont. this happens when some things are not meant to do but we did it anyway.

 

 

 

 

 

Ah ok thanks. I haven't played around with the regional roads yet so I'm just getting started. No worries... as long as it's expected. Cheers.

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Whats the point of this mod if you cant place anything on the outside?

.....

Please read all the information on a mod before you post a comment like this.

  • Like 1

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Just installed the new beta, it seems to be missing all the images for the new road buttons.  It just displays a blue ?

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Just installed the new beta, it seems to be missing all the images for the new road buttons.  It just displays a blue ?

 

Make sure you dont have BoC or any mod that's related to UI customizations.

Make sure both Akar's files are at the very top (hence the 01- rename)

 

avoid having similar road that Akar's have to offers such as RegionalStreets or RegionalUDoN. Akar's Road sets has the property for them. All you need is the original UDoN and Waterways.

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If I'm not mistaken, this used to work well with BoC? I know you guys are doing amazing things, but is there any way to get that functionality back as well? I'm sure many people would agree that it's a great way to place things in the 2 sides of the region that Orion doesn't work well with.  Of course - I totally understand if you've reached a point with Orion/Akar where other mods conflict. Fingers crossed!

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If I'm not mistaken, this used to work well with BoC? I know you guys are doing amazing things, but is there any way to get that functionality back as well? I'm sure many people would agree that it's a great way to place things in the 2 sides of the region that Orion doesn't work well with.  Of course - I totally understand if you've reached a point with Orion/Akar where other mods conflict. Fingers crossed!

 

I could add BoC attributes on Akar, but I need to ask permission for it. The reason why BoC is missing on Akar because akar and BoC have 2 different UI interface. Therefore as a result either one of them overridden.

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Akar was designed to ease custom content added into the game. Such as roads, All RCI plop, as well as new buildings models from our community. This way we could add as much as we can without clustered the vanilla menu. Its all about getting everything organized.

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If I'm not mistaken, this used to work well with BoC? I know you guys are doing amazing things, but is there any way to get that functionality back as well? I'm sure many people would agree that it's a great way to place things in the 2 sides of the region that Orion doesn't work well with.  Of course - I totally understand if you've reached a point with Orion/Akar where other mods conflict. Fingers crossed!

 

I could add BoC attributes on Akar, but I need to ask permission for it. The reason why BoC is missing on Akar because akar and BoC have 2 different UI interface. Therefore as a result either one of them overridden.

 

 

Yeah that's the tricky part isn't it... the UI. I wonder what other people think... do we want some sort of access to the BoC functionality as well?  Boy... the mods have so much to think about!

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If I'm not mistaken, this used to work well with BoC? I know you guys are doing amazing things, but is there any way to get that functionality back as well? I'm sure many people would agree that it's a great way to place things in the 2 sides of the region that Orion doesn't work well with.  Of course - I totally understand if you've reached a point with Orion/Akar where other mods conflict. Fingers crossed!

 

I could add BoC attributes on Akar, but I need to ask permission for it. The reason why BoC is missing on Akar because akar and BoC have 2 different UI interface. Therefore as a result either one of them overridden.

 

 

Yeah that's the tricky part isn't it... the UI. I wonder what other people think... do we want some sort of access to the BoC functionality as well?  Boy... the mods have so much to think about!

 

 

I understand how you feel. As much as I wish Akar's to be implemented in all mods, there are certain aspects that it was not meant for others. Despite its stray away from BoC, Soon, Akar's will be part of AllRCI as well as new content, this will open up possibilities for new modders with 3d skills to add up content. Akar is a long term mod.

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I had some bugs like if I zoned out of the original boundary of the city, the buildings do not have any 'bump', for example, when a house expands the house next to it is still there.

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