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AnthonyRM1

Starting from Scratch!!

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Well, I have been playing Simcity 4 ever since it came out, and I've had some really great successful cities in it with Stage 8's etc and regional populations of millions. However, in my never ending quest to improve my cities I have downloaded many modds and lots that alter the way the game works or tweaks little bits of it.

However, I have recently installed another handful of modds (Network Add-on and the Industry quadrupler), as well as lots such as a mall that has a huge amount of CS$$ jobs, but it would seem that this, along with other modds has made my game something different. I never ever struggled before to sustain a demand for R$$$ and CO$$$, however now I just cannot get things to develop. If one large R$$$ develops the demand plummets, something I have never had a problem with before as I have always ensured enough parks, enough EQ, health etc. So I believe that somewhere some of the modds have conflicted or altered game play to the point where everything is just the same, R$ and R$$ with the occasional abandoned R$$$ and no CO$$$ at all.

With all of this in mind, I'm considering uninstalling the game and re-installing with a selection of modds that are proven to actually help and not hinder in the long run.

So.... With all of you experts out there, I was hoping that someone could provide me with a conclusive list of all of the necessary add-ons that enhance the success of a city without throwing things out of balance. By this i mean lots, modds etc. Which ones are must haves? Which selection do you have on your pc and find to work really well?

Additionally, I have noticed that many of the screenshots have much greener grass than mine! Is there a modd that gives you more realistic and attractive grass, mountains and water etc?
I really hope some of you can help me. I look forward to lots of replies because I'm sure you all have lots of advice 44.gif

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I also use the NAM and the industrial jobs quadrupler, and I get CO$$$ just fine.


-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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Last Online: A long, long time ago... 
 

1)Start with Greyveil's up and running thread:

https://www.simtropolis.com/forum/messageview.cfm?catid=110&threadid=58510&enterthread=y

2) NAM:I say don't play your game without it

https://www.simtropolis.com/modding/index.cfm?p=details&id=388

3)SC4tool program just for it's ability to read custom content from the STEX, takes a little bit of reading to use it, but well worth the effort

https://www.simtropolis.com/modding/index.cfm?p=details&id=390

after that theres a wide variety of terrian effects...I suggest PEG or cycledogs (each have more than a few to choose from)

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Yes, search Cycledogg on the STEX. There are many very good terrain mods by him. My personal favorite is the Olympia mod.

Pegasus (PEG) has also released a lot of very realistic water and rock mods that can be used in concert with Cycledogg's terrain mods. You might also peruse Timotheus' water mods.

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Hi AnthonyRM1 (is just Anthony OK?)-

A few months back and shortly after I started my CJ, Three Rivers Region, I did the following list of mods in this post

https://www.simtropolis.com/forum/messageview.cfm?catid=36&threadid=74819&STARTPAGE=2#730821

Mods used in 3RR

I tried to make a list, by author, of all the mods in my plugins file and came up with this:

Andreas Roth/SFBT
   GLR Tram Mod (self explanatory)
   Mayor Mode Trees (adds additional mayor mode trees)
   City Hall Fix (I dunno, but if Andreas thinks City Hall needs to be fixed...)

ardecila
   Forested Streets Mod (self-explanatory)

ArkenbergeJoe
   Trees Mod (self-explanatory)

bigredfish
   Tunnel and Slope Mod ("flattens" transport network grades)

bones1
   Less Pedriana Farms (reduces game "stage 3" farm demand, thus the number of Pedriana Farms that get built)
   Less Abandonment (reduces development demand in marginal areas, thus leading to less abandonment)

[n.b.- these are great examples of mods that are carefully thought through, like using an Exacto knife instead of a meat-axe to address the issue]

brtim2
   Surface Water - Edmonton (a ploppable texture for creating surface water)

buggi
   Low Crime Mod (self explanatory)

buster
   Subtle Zebra Crossing Mod (adds more subtle "zebra" crossing stripes to road intersections)

cogeo
   Graph Mod (graph enhancements)

cycledogg
   "Columbus" Mod (you'll never go back after you use it)

Daeley
   BSC Budget Tool (not really a mod, but essential)

Goldiva
   Mayor Tropical Tree Set (adds additional mayor mode trees)
   Mayor Tropical Sea Set (adds additional mayor mode shoreline stuff, to include Goldiva's rocks, which are essential)

jeronij
   Diagonal Dirty Streets Mod Extended (self-explanatory)
   Mayor Menu Dusktrooper Trees (adds additional mayor mode trees)
   Maxis Flora (adds additional mayor mode trees and rocks)
   Maxis Bushes (adds mayor mode bushes)
   kd5rax Cacti (adds mayor mode cacti)
   Water Flora (adds mayor mode water plants)

Joerg
   Bridge Height Mod (allows 'flat' bridges)

Pegasus
   Alternate Railway Mod (narrows dirt strip along tracks)
   Cop Car Mod (adds PEG cop cars)
   God Mode Pine Tree Mod (alters god mode brush to use PEG pines and other enhancements)
   Mayor Mode Pine Tree Mod (adds PEG pines to mayor mode menu)
   Rock Mod - Mossy Granite (changes game "chiseled mud" rock textures to beautiful PEG "chiseled mud" granite rock texture)
   Water Mod - Brigantine (realistic [n.b.- incredibly realistic] water surface texture)
   One Flag- Many Nations Mod (needed for various lots and BATs with flags)
   Red Brick Facelift Mod (makes red brick textures uniform with various PEG creations)

[n.b.- If PEG thinks you need some mod or another, you probably do]

Ralphaelninja
   Abandonment and Dilapidation Mod (tweaks to these issues)

redlotus
   News Filter (reduces clutter on news ticker)

slightlyslack
   Radius Doubler (extends coverage area of civic facilities)

smoncrie
   Hole Digging Lots (not really a mod, but hey...)

[n.b.- as I've noted before, smoncrie has uploaded only one thing to the STEX (that's one more than me, btb), but what an upload  This.  Is.  Essential.]

teirusu
   Extra Terrain Tools (adds god mode toolbar item - includes "Rain" Mod)
   New Mayor Trees (adds additional mayor mode trees)

TheJerseyDevil73
   Edmonton Transportation Map Mod (better display of transportation networks in region view)

The NAM Team
   Network Add-on Mod (self explanatory)

[Tropod, we're leavin' the porch light on for 'ya]

thorvin
   Asphalt Highway Textures Mod ("asphalt" color on highways)

Timotheus
   "Edmonton" Water Color Mod (colors "game" water dark blue)

toroca
   Game Coding Errors Fix (see Andreas's City Hall Fix, above)
   Industry Quadrupler (increases demand for industry over game default)
   Opera House (converts opera house to video arcade [just checking to see if you're paying attention] acctually fixes game coding error with respect to opera house)
   Services Doubler (see Industry Quadrupler, above)
   Toll Booth Boost (increases toll revenue)
   Maxis Functional Landmarks Mod (makes Maxis landmarks...

...wait for it...

...functional)

uroncha
   Zebra Avenue Mod (extends "zebra" crossing mod to avenues)


n.b:  Later on in the CJ, when it became apparent teirusu's "Extra Terrain Tools" were not easy to find, I posted this

https://www.simtropolis.com/forum/messageview.cfm?catid=36&threadid=74819&STARTPAGE=9#799112

I've since found that the standalone "rain" mod, along with other interesting stuff, is also available at a website teirusu has set up called "Teirusus's Niche," which can be found here

http://www.teirusu.com/

I'm currently, as I head into the next phase of my CJ, in the process of updating this list of mods, as I know there are a few others lurking in my plugins folder, and adding hotlinks so that they can be easily located.  Probably a week or two out...PM me or post in 3RR if you find yourself stumped looking for anything in particular.

Good luck.


____________________

D. Edgren

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Posted:
Last Online: A long, long time ago... 
 

I have no suggestions, but don't abuse the ability to mod. I wouldn't use lots with billions of jobs too much. They cause instability sometimes. Let's say a R skyscraper with 65536 inhabitants builds. Then you get R abandonment and an exlosion of I and C. Then it flips. R mushrooms, and I and C stagnates. The cycle goes on, and eventually the city gets ruined or you abandon it.

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