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Buggi

Top 10 most desired info/mods

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this is insane news i hope this ends up with some interesting results down the road.

my wish list:

-terrain tool brush-snow, meadows, rubble, swamps?

-heres one in sc200 the terrain could be terraformed using boxes (for example terrain could be

leveled the same way zones are layed, draggable box leveling, instead of the ackward circle/

-mod the el rail to show something other than grass underneath (looks stupid and unrealistic)

-fix the stupid dilapidation abadonment issue in cities that have more than enough jobs

-and to echoe others plop res, more transit options (bigger/smaller roads/rails)

Good luck with EA's suites and legal (sounds like a headache and a half)

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

have game water at high levels with waterfalls and the ability to make bridges anywhere without going to water level first

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I agree with wouanagaine's list and would add cycledogg's request for a new demand type. It was my region that was wrecked so I have a deep interest in this.

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Cycledogg mentioned way in which it was possible to add a new demand type...

it doesnt have to be ranches....It could suburban housing too right? plop a model home,get a subdivision.... awesome

So yeah, just to say it for the thousandth time, I want ploppable residential and I want it now! j/k

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the more i think about this the more it is blowing my mind this could totally

revolutionize the game AGAIN! i am sooo excited to see where this goes

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I only have a few requests I would like to see in an update from our Maxis friends. These few demands will allow for alot of diversity and control in the game and allow for some more stable custom content.

1. Allow creation of Sub-Menus or create 3-5 blank sub menus in the parks menu for custom content

2. New Demand Types for example, split suburban housing from residential builings.

3. New Zoning Types (Split Commercial into CS and CO, Split Industry into R, D, M and HT) this will give more control over what grows where in game, good for those who dont like plopping everything.

4. Allow expansion of new networks (Add a couple blank networks like ANT)

5. New Mayor Mode Tree tool that allows us to place multiple trees at once.

I hope these demands aren't too demanding. But they will add alot to the game I think.

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Well, there's a few things I'd like to see added in:

1.  Transportation-Related:  New networks are a definite must, as well as new ways of using the existing networks.  I think we need options for the types of traffic control at intersections--the ability to choose where stop signs go, where traffic signals go and how they are configured.  Perhaps this could involve a dialog box whenever an intersection is created (much like what happens with bridges). 

It would also be great if the roadway configuration could be more customizable, in terms of number of lanes--this would be great in terms of interchanges as well.  It's unlikely, but I'd love to be able to post speed limits and actually have them work.  The speed of travel on the networks really shouldn't be dictated by the width of the road.  Road width should only affect capacity.  Bridges at the diagonal or on curves would be nice as well, same for tunnels.  Pathfinding needs to be improved some more.  The NAM helps, but it would be great if the motorists actually took the quickest route most of the time.

Finally, I'd like to be able to build roads under bridges.

(you can tell I'm a total roadgeek!)

2.  Menu-Related:  Like many others, I'd really like to get this menu clutter down.

3.  More Building Sets

4. Elevation fixes:  Being able to have functioning water above the default sea level.  There are tons of waterways that are that way all over the world.

There are a few other things as well, but I think that they are things that I might actually be able to fix myself with SC4Tool.  For example, the overinflated population figures on Low-Density R$$ and R$$$ housing.  That would help with making everything more accurate scale-wise, and perhaps, would even decrease CPU load.

Thanks Buggi for taking this on! 

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

I'm totally with aleking. I'm also getting really excited about this. 46.gif17.gif

Woohoo! I can't wait to hear what exactly will be done. 

Again, thanks a bunch buggi for everything you've done so far.

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From what i understand, this isn't a thread for "what we want from SC5", Although there is so much we could think of.

As for SC4, if Buggi can get us something from Maxis, then i think, considering that we have Simtropolis with its hundreds of creative minds, the 3 most important things would be:

1. To be able to create submenues, and "populate" them as we see fit (RCI stuff, landmarks, parks, network stuff, civic stuff). This would allow us to organize our endless park, landmark etc menues in a more sensible way (i.e. by theme or creator etc...). I think this single item, given simtrop, would so much enhance our game pleasure to last us another couple of years.

2. The possibility of defining and choosing ingame custom tilesets. Think about it, we could have Amsterdam, Paris, German stuff, Mediteranean, or maybe a W2W set, or even create a whole new suburban set with its own type of RCI. Ahh so many possibilities.

3. The possibility to define and add new networks. Then all those already existing simtrop classics (GLR, dirt roads&streets, RHW...) could become dragable. The hours we would save in setting up our cities.

I think that if we could get these 3 items, who would need SC5.

Anyway, i'm just repeating what other better minds have already said.

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@Buggi: The TE-lot bug can happen with any puzzle piece and any associated transit-enabled lot. One particularly memorable one for me was when I plopped the CSX David's Servo and then tried to lay down the highway offramps using an Elevated-offramp to One-way Road. I wandered too close to the lot and, voila, 2 hours of work down the drain.

As far as I know, the NAM folks have tried to address the issue, but have found that the problem lays in the source code of the game. N_O_Body could give you more info (as he is far more knowledgable about coding issues than I am), but my understanding is that the game attempts to rotate the puzzle piece to fit the transit-enabling present on the lot and somehow triggers a stack overflow, causing Windows to shut the game down to prevent the computer from crashing.

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  • Original Poster
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    SC5 isn't even a whisper, which is the main reason why this is even an option.

    And redan... almost 3 years and only 44 posts? Wow... Serious lurker powers! 9.gif

    Yes, with the creative genius at this site anything is possible. I've seen things (and downloaded many) that simply blow my mind and push the game to crazy levels.

    Though I might have to work with Dirk & co. if we have to re-compile a few thousand stex entries. Moving all the paris buildings (which are fantastic) to their own set would require a crazy amount of work. Worth it, but crazy!

    And to the new people just viewing this thread, I plead with you to read the entire thing before posting.


    Flexible Games, my favorite type of game, also the name of my YouTube Channel *:)

    https://www.youtube.com/c/FlexibleGames

     

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    I was working on making CycleDogg's Olympic Mod to have snow for a Bellingham, Mt. Baker region I'm working on. Reading through it, I see tantilizing suggestions of enabling regions to have various terrain types:

    -quote-

    ; The following sections list information corresponding to specific terrain types.

    ; The terrain types we currently have and their ids are as follows:

    ; 0 - Desert

    ; 1 - Temperate

    ; 2 - Arctic

    ; 3 - Tropical

    -unquote-

    It would be fantastic if the code that reads this file could instead be told to use one of those selections in a given region, and if lots could ALSO read the same 'what climate am I in?' per region data, so a well done lot could trade a pine tree for a palm tree. One of the annoying flaws with my BellBaker region will be the 'search and destroy' editing I'll have to go through to rip out palm trees. And if I were doing a tropical region alongside, it would REALLY get freaking annoying having to make climate prepared versions of the same lot. So there appears to be code somewhere that might resolve problems like this, but they didn't follow through on it. Could that be opened up?

    And yet another idea along that same line... could we have 'region private plugins' folders? It would be really helpful if I could put a few specific plugins in /simcity4/regions/BellBaker/plugins and have my pick of textures and region-specific lots without tying up menu space and having conflicts with regions where the plugins are not intended.

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    Posted:
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    I have thought a little bit more 4.gif

    - I think submenus will require additionnal graphic, so it may not be an option for you, so maybe allow item cycling for all menu ( like the puzzle piece for NAM, afaik this is only available for network ). This could be usefull to have for example trail park in just one item

    - I second romaq on plugins folder places. at least have a file config that specify where the plugins folder is located

    I'am more and more excited 4.gif

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

    How about ploppable neighborhoods.

    We would need the ability to preview a neighborhood before plop but everything else should be doable with existing features.

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    Posted:
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    almost 3 years and only 44 posts? Wow... Serious lurker powers!quote>

    I have just returned after a prolonged absence.
    This post has lured me out the lurkers corner to speak up 4.gif



    MENUS !!!
    Sub-menu's would be fantastic.
    In fact anything to make the menus less tiresome, would be a bonus to us all.

    But is it at all possible to make the regularly used icons dragable so they can live on my screen?
    I often use parks etc & to have quick access to my favourites would make life heaven.


    I feel like a freakin' politician! @_@;;;quote>


    You have my vote!!!

    More power to you on your quest to improve this game!
    Thank you very much for representing this community (including the lurkers)

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

    Echoing others, I would very much love and appreciate the ability to zone for R$$$ to make your own beverly hills, and vise versa for R$ to make your own Compton.

    Best of wishes

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    Posted:
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    I just hope Buggi has nerves of steel. Dealing with Maxis lawyers appears to be the easy part. Apologies for my low post count.

    Id love the road requirement property in lots to work properly for all directions.

    Precise control over terrrain texture appearing/not appearing under lot (or part of lot)

    The TransitEnabled tile stack overflow issue...

    more menus/submenus

    Placing props lower than ground level

    and whatever Cycledogg needs to make his magic happen...

    oh yeah and the networks under bridges thing.

    and good luck!!!

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    OKay, a few from a developer, several of which have already been mentioned...

    1 ) Tile Sets. Ability to add new ones, though this may cause a major headache. I would guess the "new" ones would have to be locked to a set number, on everones machine. So if we added say 4 more, They would have to be the same for everyone, or would they???

    2) Menus. Been asked for 10,000 times, so I'll make it 10,001.

    3) Climate Picker; that is an interesting idea. The ability to have each city have a different "Terrain Mod", so you can play a region without exiting between cities to change which one is in use.

    4) ANIMATIONS : It seems we can make new animated materials (3DS files) but have no known way to get them into the game.

    5) Lockable Growable Lots : The ability to lock a growable lot, ie keep it from growing, until another lot is present. This will open the door to numerous reward chains, and realistic ones. Once you have X number of this type of industry, you can plop a new factory (already possible). Once this factory is in place, new retailers for those products can grow in your cities (NOT possible currently). This can create long chains of supply and demand type lots.

    6) Demand Types: This can tie to #5, and to CycleDoggs request. Buildings that create a new demand, so that if you plop this one, the game engine allows new types of buildings to grow. CycleDogg basically accomplished this once I believe, but while in testing it was discovered to be unstable.

    7) Demand Radias : Plopping this building creates demand for a new Type (#6), within X tiles of it. Just like Landmark and Park Effect, but aimed at the new demand types.

    With these 7 things, many, many, many new things could be possible. You could build cities around true themes, and have many more unique buildings and such. Of course, they would also require a lot of cooperation between content builders, and a lot more BATs... 26.gif

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

    adding to SG

    8) the ability to toggle on/off random disasters...what happens when you don't know it's comming...2.gif no fun knowing the earthquake or vocano isabout to happen15.gif

    9) graphs and que better info.. a little more detailed or numerical in the critical info (demand cap garbage produced etc).proper building QUE ?(stage...comute time....crime rate garbage produced) actual building stats when you que them not just low med high...:S

    10)personelly...don't mix radius with grids...pick one or the other...ps I say go with the grids2.gif

    always hated doing terrian modification with a radius...I always messs up the corners...:S

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    Posted:
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    I second SG on his 1, 5, 6 and 7 this would be so much great to have more dedicated cities !

    PS : @Indisguise, use SC4TF, you will have the choice between radius or square

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    I suffered from a middle-of-the-night flash of inspiration!!!  Have you ever put something in the wrong place?? Like trying to plop a bus station and realise it should have been 1 tile to the left?  Or trying to plop a ferry landing and put the road connection on the wrong end??  HOW ABOUT AN "UNDO" OPTION??  It would undo just the last thing you did.  No need for 10 or 20 undo steps, just the last one.

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    Hello Buggi,

    Its even worse than you think, i have been visiting Simtrop for over a year before i decided to even register.  i guess i should change my name to King of Shadows.

    But seriously, i just want to thank you for giving this community a "second coming".

    now, this makes 45 posts. I should watch out or i'll break my 0.0001 posts per day rating.

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

    what would really useful, but highly unlikely, is if it were possible to drag and level an area, like on simcity 3000. Currently if you want make, say, a sunken highway you would have to level the whole thing by either using the hole digging lots and then plopping millions of road pieces. something like this would also be really useful for creating beach areas and canals, something that is not possible by just plopping road pieces.

    Thanks for the getting simtropolis this opportunity buggi 4.gif

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    1. Would it be possible to change the school, hospital, police, and fire radii to squares? Or even have them draggable or modifiable so that they can serve a user defined area. That's the main thing I would like.

    2. Other than that a skyline snapshot feature from ground level would be nice, but I don't think it would be possible since I don't think the games stores models of the buildings from that angle.

    3. More functionality from the airports, at the very least employees.

    4. Sims now only go to home or to work. If each day they also had a 3rd random location to go to, it would be great. That would generate more realistic traffic. For example, a sim goes to work, then shopping, then home, or even going on vacation to generate airport traffic. Perhaps at any given time 5% of the city could be on vacation.

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    the ability to make new networks would be the best thing i would like, think of what you could do with that!

    Meastro444

    (ps, just the ability, not a whole new network)

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    Thanks Buggi for all the work you're doing for us lurkers.

    I think everything that I have thought of in playing the game has been mentioned. The key (to me) is recognizing a region and as region more in the game for airports, garbage, power etc etc.

    You asked for a step by step guide to the GLR crash. It *seems* to occur anytime i mistakenly drag a GLR puzzle piece over top of a GLR station. (no placement, just mouse over) (which is why I try to extnd the line well past the place I want to put a station before doing so).

    Anyways thanks again. Wish I new anything about coding C++ but my years of coding were PL1, Algol and Fortran. (get out cane here).

    Cheers

    Mike

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

    The only few things i would like are:

    1. The ability to create/use Sub-Menue's - but i think just about everyone wants this

    2. Perhaps smaller graphics for the in-game tools/icons - i'm not up to speed on KB shortcuts and the icons take up loads of space!!!

    3. Ability to "lay out" areas using the actual items (roads/rail, zones, civic buildings), but not to fully place them and have to pay for it - say drawn at a 50% transparency and then you can just re-draw over them to place "fully/properly".

    Although to be honest i just like palying the game for the "big city - do what you want" rather than the challenge of managing a city 4.gif

    Dave

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    Posted:
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    This is great!

    I think that this could make the game much better!

    Suggestions: ( 31.gif =  Most Wanted)

    Bug Fixes

    1. The Water Overlay Texture Bug 31.gif

    This simple thing can be very annoying. It try to avoid using beach lots now.

    2. The Plopable Residential Building Bug

    This causes and res buildings that are plopped to be disused and become black, because sims access the buildings.

    3. The GLR Crash To Desktop Bug

    When peices are moved over transit networks, the game crashes. This could be fixed.

    4. The Road Label Bug

    When you label a road network, they get deleted when the network is built up, or the zone types are changed.

    New Features

    5. More Menus 31.gif

    The menus are very full with many people having over 100, or even 1000 downloads in the plugins folder. More menus and submenus would be very nice, such as submenus for tunnels (eg. Big Dig, underpasses, NDEX Urban UK Underground Highway). This would be very nice.

    6. More dragable networks 31.gif

    Such as 8 laned freeways, and avenues without a median.

    7. Street Objects

    Such as speed cameras, gantry signs, VMS signs, and tolls that don't require tiles on the side of the road, and don't hinder building access.

    8. Terrain Paint Brush Tools

    Have tools to paint the ground, such as sand, dirt, snow.ect. Thisway you could have parts of the city with different grounds, so the whole game does not have to be the same colour.

    Thanks for reading.


    Why does one drive on a parkway and park on a driveway?

    Why is delivery by boat called a cargo and one by land called a shipment?

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