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Cougar2004

All you can Modify in SimCity 4 (Poll inside)

Have you Mastered all the options of SC4D/RH?  

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  1. 1. Have you Mastered all the options of SC4D/RH?



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    Originally posted by: JayyzDNB4lyf thankyou for the link downloads they are very useful, 

    you got any idea how you get the wall that goes by into the water in the top right of your picture

    if you know what mean.. 

    big help if you can help me out because i only got the game today :L 

    thanksquote>

     

    Glad you like all the links!  We will continue to update this thread with links to EVERYTHING (in an organized fashion).

    UPDATE:

    Today, many new additions were made to the Master List.....  (at the top of this thread, for those of you who are tracking this topic)

    Fixes:

    -  City Hall (all 3) Fix [Download: City Hall (all 3) Fix]

    (This one is pretty amazing!)

    Links to additional Ordinance Mods:

    Ordinances [More Details]

    NEW! Cheat Codes!  - such as:  

    moolah <amount> - Changes your city bank account to the exact amount you put choose.

    riskymoney - Gives $10,000 but puts city at risk of random earthquake!  -and-

    showtime - Shows Real Computer Time (within Game)

    (Also: Cheat Codes completely re-organized alphabetically)

    New Special things to WATCH for in the Game

    -  Find a new crime icon appear in Crime Dataview, Zoom into that city location to watch the crime taking place!

    -  Watch for the Ghost of your MySim rise to Heaven, when your MySim dies of old age

    Brand New Sections

    New Cheat Codes - Untested (Try them out)

    Hot Keys (All that you can use in the game)

    Competitions (That you can try)

    Become More than a Mayor (Other SC4 things you can do)

    Obtain Props and Dependancies (You may need these)

    SimCity Tools for use Outside the Game (Fun outside your city)

    Thank you to everyone who continues to participate on this thread and send in suggestions and improvements to our Master List.   

    The main thing that we will likely focus on from this point forward is MODs, finding the GOOD ones, categorizing them for easy use, and providing direct links for you to obtain them!  (There are 674 records on the STEX classified as MODs, however Ive found that half are maps or regular buildings, textures and models... so the real list is substantially less than that.  There is still a lot to go through, but we will do it ... HERE for you!)  

    ... and when our list is complete, then its time to build what we have long talked about above in this thread and others... a real legitimate list of The Necessary Mods / Fixes / Downloads that both new and old users can count on.  In fact, we will have a couple variations of it so to fit different people's desires: Realism, Minimal for Game Completeness, Radical, Visually Enhansed, Operationally Enhansed, etc (... a few likely choices to make.)

    More to come...


    - Cougar2004

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    More about the cool City Hall Fix by MrTruesage  (added to the Master List above):

    This is the ONLY collection of this data found ANYWHERE!~ (for City Halls)

    Using the Format found in the Omnibus to display the 3 City Halls' Data.....

    https://i358.photobucket.com/albums/oo23/ariccougar/Farm-Nov25031223753492.png

    City Hall 1


    Initial Cost: §17,000

    Monthly Cost: §280

    Bulldoze Cost: §2,700

    Pre-Requisites:

    City Size: 15,500

    Mayor Rating: 40

    Commercial NIMBY/YIMBY: 50

    Commercial Radius: 20

    Residential NIMBY/YIMBY: 0

    Residential Radius: 0

    Jobs Created: 1-R§, 10-R§§, 3-R§§§

    CAP Increase: CO§§ 1500, CO§§§ 1500

    CAP Increase: I-D 500, I-M 500

    https://i358.photobucket.com/albums/oo23/ariccougar/Farm-Jan6041223753601.png

    City Hall 2


    Initial Cost: §62,000

    Monthly Cost: §360

    Bulldoze Cost: §5,580

    Pre-Requisites:

    City Size: 31,000

    Mayor Rating: 45

    Commercial NIMBY/YIMBY: 70

    Commercial Radius: 32

    Residential NIMBY/YIMBY: 0

    Residential Radius: 0

    Jobs Created: 3-R§, 18-R§§, 6-R§§§

    CAP Increase: CO§§ 2500, CO§§§ 2500

    CAP Increase: I-D 500, I-M 500 and I-HT 1000

    https://i358.photobucket.com/albums/oo23/ariccougar/Farm-Feb9041223753709.png

    City Hall 3


    Initial Cost: §67,000

    Monthly Cost: §470

    Bulldoze Cost: §6,030

    Pre-Requisites:

    City Size: 62,000

    Mayor Rating: 50

    Commercial NIMBY/YIMBY: 90

    Commercial Radius: 52

    Residential NIMBY/YIMBY: 0

    Residential Radius: 0

    Jobs Created: 8-R§, 29-R§§, 18-R§§§

    CAP Increase: CO§§ 5000, CO§§§ 5000

    CAP Increase: I-D 500, I-M 1000 and I-HT 2000

    This adds an improved UI showing: Tax revenue (RCI only), Workforce, population, education coverage, health coverage, police coverage and fire coverage.  Just as a City Government should.  4.gif

    It seems that Maxis/EA actually intended for there to be 3 Cities Halls that show up in the game as your city grows, but they never finished the code.  Luckily for us, one modder found the unfinished code and created this Fix to let us finally have them.

    EDIT:  All 3 City Halls created by Maxis/EA but unavailable until recently unlocked via Mod, Photos are now displayed above!  Check them out if you haven't seen them before.  Or if you dont want to install the mod to unlock them, you can always use the cheat code: plopbuilding and search for the City Halls to put into your game that way - it works too!  Enjoy~!


    - Cougar2004

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    UPDATE:

    NEW ~ Added today..... 

    Reward Buildings:  All in the game from the rewards menu, including all the Rush Hour ones (and simcity.com downloadable ones) that are NOT in the Omnibus, also corrected cost data that you will not find in the Prima Guide or on the Omnibus is now included only in the Master List (first post of this thread).  Go see~!

    Also added today:

    Business Deals:  Area 5.1 info

    New Special things to WATCH for in the Game

    -  Sign says RSIM on the Radio Station Tower and Building

    -  Authentic EA Sign on the Major League Stadium Scoreboard

    -  Seagulls flying around when you plop some Mayor Statues

    -  Seagulls flying around when you plop a Lighthouse

    -  Hangglider flying over the city when you plop a Marina

    And don't forget to scroll up and read the previous 2 posts here, as they are pretty new too, full of new items added to the Master List.  Enjoy~!

    Thanks to all those who have contributed.  (If i have missed your suggestion, don't worry, im still catching up.... if its still not in the list in a week, drop me a note, or reply to remind.  Thanks!


    - Cougar2004

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    Oh no....... we lost the last 5 sections from the Master List!

    After a bit of testing, it turns out that we have hit the maximum length for a post on this forum. No more can be added to it.  its a character based limit.  The more I added to a random line in the middle, the exact same number of characters were deleted from the end of the most bottom line.  Anything else will be cut off, often with a < sign at the end.  (This means removing a long section such as hotkeys won't really help since they are mostly just very few characters per line.)  Time for a new plan.

    I suppose its time to reorganize the data, and find a new way to present it. Perhaps using a URL outside SimTropolis for completing the Master List. Or perhaps starting multiple threads dealing with just a portion of the List's Contents, but linking them directly to each other. OR maybe the best solution is to start a New thread but post the first 3 to 5 posts of the thread myself as placeholders for data, so other users cannot respond to them, that should give enough space since most of the long lists are already compiled, and would allow the rest of the thread for public replies, suggestions, comments, and ideas.

     

    Does anyone have any thoughts on this situation?


    - Cougar2004

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    Well....

    Does anyone else even use or care about the data compiled in this thread's Master List?

    If im the only one, then I suppose I'll just keep a personal copy on my computer instead of continually update for the community here.  (But I will continue to organize and index all the available SC4 Mods with links, as well as maintain a conclusive list of settings, and the all the ways to modify game play, etc) 

    I do like feedback from others, and the ability for others to contribute, so Its probably best to keep some form of active presence here.

    Option 1:  New Thread (with 5 or so posts pre-created)

    Possible Problems:  I'm not positive, but I can see how a moderator would have a problem with that, perhaps fearing that others would try to copy that to raise their post count or something.

    Option 2:  Separate Threads for each sub-category of the Master List.

    Possible Problems:  Sure, that lends itsself well to the forum design here, but decentralizes the information which makes it hard to keep track of, or to search within usinfg Ctrl-f, and means we all have to monitor multiple threads, and then when I do have a day to do updates it would flood the forum index with these topics pushing out other interesting conversations. And others getting a word in edgewise would push the new updates out of sight.  Not useful.

    Option 3:  Outside Website, no longer here on Simtropolis.

    Possible Problems:  Loss of community feedback and participation.  Plus, I don't have a server anyway. (weak web design skills too)

    Option 4:  Omnibus - Put the data in the Omnibus.

    Possible Problems:  This isn't a tutorial, or finished document to copy, it is an ongoing type of reference that will be updated often as new things become available, with an edge on focusing on community interests of the time.  Also, few people who would like and use this data actually go there from what I've heard; those people (often newbies) are usually found in the General SC4 forum.  Plus, I don't have access to writing there anyway, im just a regular user here.

    Option 5:  Keep this thread alive, but segregate the sections of the data to new posts further down the thread.

    Possible Problems:  Accessibility is Hard.  Most people don't want to scroll and read through many posts of long threads to find what they are looking for.   Most will give up, or just ask the question again in the forums, completly negating the work done to create such a list.  And since there is no way to anchor <a name=> on the forum threads, its not too possible to index and directly link deep within long threads anyway.

    Other Ideas??  Anyone?


    - Cougar2004

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    I'd say option 5 or 4. But I think that a moderator should sticky this topic as I have found it very useful for the cheats. 2.gif

    -un1


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    There is a wiki for SC4 here(http://www.wiki.sc4devotion.com/index.php/Main_Page), as I understand it, it is a wiki for the whole community not just SC4D. And registration is separate to the forums, why not create an article there?

    BTW, the when you enter the udriveit cheat you can then click on any vehicle you see on screen at the time and you will be able to drive it. Also if you want an easy way to use God Terraforming Tools in Mayor mode, I created a UI mod that adds them into the mayor UI, link is in my sig.

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    I don't know if this has already been said, but: Can this be pinned?

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    Hello Again ...,

    For the PlopAll... cheats - please be advised these take a serious amount of time -

    these cheats find ALL available Lots -or- Buildings (Original or in your Plugins Folders),

    and attempt to plop them into your city - starting near the center of "?" and spiraling out,

    without placing any transportation networks (may plop one each of the various stations but

    not roads, rails, etc). Crashes tend to come from either bad plugins or not having enough

    open ground in your city. More for testing - to see what is actually available? - than a play tool.

    On the "sims watching the fire works" at city creation - this is just a crowd of pedestrian sims on undeveloped land, and they usually fade out before the entire fireworks show is over; and you have to be in the correct zoom (without too much flora) to see them at all.

    On the "Cheat Window" not closing when you hit enter - this indicates that what you typed is

    currently invalid - either mis-spelled or the cheat isn't currently available; in the later case some cheats are regional exclusive-or city only, or the cheat may be exclusive to the extracheats.dll.

    I - for one - am sorry to hear that you couldn't get everything into a single post.

    I suspect, should you want to add to the Omnibus - that when you get a complete list (or section thereof) - that a way could be found to do this (have you checked the omnibus for posts on who to contact to get something added thereto?).

    -NetPCDoc

    No detail is too small to be micromanaged.

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    Wow a lot of people on here and chat have brought up stickied and pinned ideas.  I dont know if an admin would feel the topic warrents it, but if it was going to be, id definitely want to clean it up a bit, and find a way to really display the information a little cleaner.

    I have an idea to redo it all but its going to need more space, so I think ill take one of the options above that was discussed, and create a NEW Thread, and use the first few replies as placeholders for additional data.  I feel that would best help the SimTropolis Community to find the data they want in one easy place.  I was looking for an Admin to ask if this was acceptable to them, for this project, but I can't find one to get permission, so I'll prepare the data and set it up, and hope they are in favor.  Who knows, maybe they would even benefit from our little project here.

    The same purposes we have in this thread (that ran out of space) will be the same in the new one.  I'll lay it out pretty similar, but it will contain much more categorization of the mods available, more color coding, and a ton more direct links to the STEX.  

    NetPCDoc, thank you for posting those great comments above... I'll update the Master List with your improvements on the new thread, since this thread's main post is out of space.  As mentioned above, I think the Omnibus is designed for reference guides and tutorials that dont change over time - they seem to be copies of data frozen in time that get outdated eventually, but i could be wrong.  And I envision this SC4 Master List project to be continually updated as new mods come out, as new tricks are learned, and creative ideas are brought up.  With over 2000 views to this topic in the last week or two, I think enough people support the topic that when done right, with enough resources, this can be an amazing tool for a lot of people to improve their SC4 Gaming experience, and Simtropolis experience.  While Id be happy to put it on the omnibus if asked, judging by the hundreds of repeated posts every week, i think people dont go there very often, and the information may be best served in the forum where it rises to the top when either someone has something of value they want to post and add, or when major updates are made to the Master List, which most users may like to hear about.  I'm open to ideas though.  And yes, after reading the posts here, I did look for an admin, but didn't find one.  

    So, I have a plan now, at least.  So if you would like to help... here is the ONE question I have for you........

    .....  What is a good (... or right... ) Title for the new Thread for the Master List?  

    Originally I called this project All you can Modify in SimCity 4, but eventaully it  organized into list that includes all options that you can play with in the game, in addition to modifying.  And I like that.  So what is your vote for the new name?  Suggestions?  

    SimCougar Master List
    SC4 Registry
    SimCity Index
    Total SC4 Directory
    SC4 Book of Help
    All Things SimCity 4

    ........ ??


    - Cougar2004

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    Cougar, the best thing to do is layout the information in a good format, then submit it to the Omnibus committee for acceptance.

    We just can't pin every good topic, you would have to go to the second or third page to see the recent replies.

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    Originally posted by: tungston Cougar, the best thing to do is layout the information in a good format, then submit it to the Omnibus committee for acceptance.

    We just can't pin every good topic, you would have to go to the second or third page to see the recent replies.quote>

     

    To clarify, I wasn't pushing for a pin... I responded to others' suggestion, saying that I would want to clean it up before such a thing.  I completely agree with you Tungston - that would be annoying to get new topics on the second page.  There are probably too many pinned ones already.

    Perhaps the Omnibus is a possibility, but I'm unclear if its format lends well to the point of the Master List Project.  It isn't just a reference guide, or a single-shot-in-time categorization.  What makes it valuable to people is that while its organized and comprehensive, it grows with the times and with SimTropolis Community member's Interests, and participation.

    For example, today the Space Port topic came up, and it was discovered that a Fix was available (or if that one won't work due to packaging, someone could now create a desired solution to share with the community).  The Space Port (once verified and tested) would be added to the SC4 Master List (or whatever we end up caling it).   A simple reference with links... True.  But it is a "living project" because new Mod content will become available and should be added.  Had the List been copied to the Omnibus, would it be possible to update it?  I see so many Omnibus articles outdated.  I get the idea that continuing (even daily update) editing isnt part of the Omnibus system. (But I could be wrong).  

    On a positive note, Omnibus would be a central location so people who frequent different forums here could find it while sticking to their favorite forum.  But i worry that the people that it would find it most valuable, wouldn't see it there, because newbies and non-gurus tend to prove by their questions that they don't read the Omnibus.  The Master List Project is somewhat of a micro-omnibus in one simple thread.  The Master List often links to the Omnibus, so that may teach people how great that collection of data is, and how to use it.  

    One last thought on why I value the Simtropolis Forum format for this particular project.  Actually its two.  A)  The value of the community feedback makes the project so much more feasible, complete, and fun.  B)  The system where (after an update), a reply post  with a sample or the topic added, causes it to rise to the top for both interested AND new users to find again.  Its a great way for both perusers and subscribers to get notification of an update to it. 

    I think there is a lot of potential with the idea (of this project).  At very least, I use it every day that I play the game, and its fun to get other's additions.  I'm sure that not everyone agrees with me, but those are my thoughts at the moment.  Anyone else with a thought?.... feel free to share.


    - Cougar2004

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    Hello Cougar2004,

    I believe a lot of what you have in your first post of this thread (such as the list of Cheat Codes and what they do) could (and should) be cleaned up / finished and posted in the Omnibus. The idea of the Omnibus is to put such information in one place, where one can go first, before re-asking questions that have already been asked and answered several times. The questions that seem to pop-up most in the forums are those that either aren't answered in the omnibus or that just haven't been openly answered recently.

    Have you seen the recent thread/post by the Simtropolis Help Squad?

    The On-going aspect of this would seem to be a catalog of the various available Lots /and-or/ Buildings /and-or/ Props.

    -NetPCDoc

    No detail is too small to be micromanaged.

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    plopalllots literally plops all buildings and lots in your city(and it did sorta crash it , do this only in a test city.)

    thanks cougar2004.

    EDIT43.gifops , that was completly obvious!


    Makestation.net - Creative Arts Community

    Saturn Moon - A Modern Day Time Capsule (under construction) 

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    Please Note -

    Plopalllots - plops all of the available lots (Maxis/EA originals and anything in your plugins folder); in the case of lots that are assigned a building family - only one lot with only one of the buildings from the family will be plopped.

    While -

    Plopallbuildings - will plop all the available buildings - regardless of whether or not they are associated with any particular lot.

    If you have enough open space in your city (or maybe that should be "you don't have too many plugins") - presuming that your screen saver doesn't crash your game in the meanwhile - and you wait long enough the game will eventually return control to the user.

    -NetPCDoc

    No detail is too small to be micromanaged.

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    Originally posted by: NetPCDoc Hello Cougar2004,

    Have you seen the recent thread/post by the Simtropolis Help Squad?

    The On-going aspect of this would seem to be a catalog of the various available Lots /and-or/ Buildings /and-or/ Props.

    -NetPCDoc

    quote>

     

    Yes, I saw that link and posted in it.

    You are right about the on-going aspect being a sort of catalog of available STEX offerings (perhaps outside the STEX too).  The value there would be the organization, descriptions, and replacement of outdated offerings with newer well-tested improved ones.  I'm contemplating how to best accomplish this.  I have some ideas.  But other people's ideas are of course welcome too.

    I'm not sure when I'll have more free time to work on this more, but probably in December.  In the meantime, this thread is still valuable, and I use it as a one-stop reference everytime i play.  I look forward to the next release to this project.  Hopefully soon if people are interested in it.


    - Cougar2004

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    Originally posted by: Cougar2004

    moolah <amount> - Changes your city bank account to the exact amount you put choose.quote>

     

    Sounds interesting... you can go bankrupt on purpose and be a billionaire! 1.gif

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    Hi there..., ok, two things about the cheats:

    Create exception: WARNING!   This will CRASH your game!! it was created by maxis to test the game, and is an old remnant, like all the others...

    Also, with moohlah, you can enter a negative  number, and it will change it to that!

    Eg: moohlah -500, will make you §500 in the red! An oddity, but anyway.

    Hope that helps!

    Strat 1.gif

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    netpcdoc: yeah... I guess I was too quick to speak.

    has anyone noticed that either the plopalllots or the plopallbuildings cheat makes buildigns that roads , etc... can go through?

    although... after a while of this playing around , I got a CTD(crash to desktop)

    I have noticed the second city hall in some of my cities ,and I don't have the mod.(maybe the one you build , is the last one you will get... but you can still earn the bigger ones before you build one at all , I don't really know.)

    once again , thanks , and you did a very very good job.


    Makestation.net - Creative Arts Community

    Saturn Moon - A Modern Day Time Capsule (under construction) 

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    Thanks guys... and good informative comments on the cheats mod.

    How about Modding the UDI vehicles... to make them stronger, or faster? I recall seeing such a mod, but since ST6.0 came, I have not been able to find it. I checked by searchingthe STEX and LEX and Google.

    Note: I'm probably going to return to this 'All you can Mod' Project soon. I have some ideas for expanding the information while keeping it simple and concise and readable. Maybe I'll test it out on one of those private forums if we still have those since ST6.0.


    - Cougar2004

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    Hello, I read your list of unknown cheats, and since I'm too lazy/tired right now to read all of the replies to the topic, I have no idea if anyone has touched on this yet. The cheat "udriveit" allows you to drive any vehicle you want instantly, including vehicles that are locked (such as taxis in a city without an airport). All you have to do is click on the vehicle. As far as boats and air vehicles, I have no idea if these these vehicles will work. I hope I've helped instead of repeating what someone else has said.

    ~Jacob

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    Thanks for all your work putting this together Cougar2004. I couldn't get the [Opera House Fix] link to work though, is it just me or is that link broken?

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    As I understand it, you just tried it on a bad week.  I've read reports in these forums this week stating that the Mods section is broken.  I've also seen many corruptions to the STEX download section in general in all browsers since the ST 6.0 release, so be patient, and with any luck, it will be fixed soon, or someone else will come to the rescue with another link.

    And thank you for your appreciation.  I have a lot more ideas and plans similar to this Thread's Project, but I feel like waiting until after all the Simtropolis Links and Download sections are stable... it just makes more sense that way. 4.gif


    - Cougar2004

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    Originally posted by: buckbeach

    1. Abandonment Mod
    2. BRF-UL- TrafficControlPack
    3. JCS Tunnel and Slope Mod
    4. Cul-de-Sac Mod
    5. No Maxis Buildings Mod
    6. No Trucks Mod
    7. old roads
    8. Parks with Jobs
    9. Hole digging lots
    10. Peg terrain leveler lots
    11. JS Rail-Trestle over road mod
    12. Street RR gate replacement mod
    13. Bond Mod
    14. Columbus and Jerome Mods

    I'm sure there are many more and I know that some here may be duplicates.quote>

    Where can I get numbers 1, 8, 12, and 13?

     

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    Originally posted by: Cougar2004

    How about Modding the UDI vehicles... to make them stronger, or faster? I recall seeing such a mod, but since ST6.0 came, I have not been able to find it. I checked by searchingthe STEX and LEX and Google.quote>

    Now that the transition to ST 6.0 is complete, I also tried a search for Daeley's Stronger UDI Vehicles and came up empty.  I remembered picking it up from the old Modds and Downloads section which has now been integrated into the STEX.  So I decided to try scrolling through every page until I found it.  I was very releived to discover it on the very first page!  You can get it here.

    After looking at it in the reader, it appears that it is indeed possible to alter the speeds of the vehicles, though I did not try it.  If there is genuine interest in this, I could experiment with it and report the results.  Re-release would, I believe, require Daeley's blessing.

    Mike

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    I wonder if it would be possible to modify the ingame drop-out menus' length so they become at least twice longer - would be more convenient when scrolling up and down the landmarks, parks or other menus with many ploppable stuff.

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    Not exactly sure what you mean by "at least twice longer", but if you mean add more options to the first-level menu items, that's probably not possible using current legitimate methods. You might look into this tool that provides an alternative to using the game's default menus. There's a support thread here.


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    One of the serious lacks in a this game is the flexibility of the menus. The GUI for the object menus would have been better across the top than attached to the rest of the GUI down the side. In fact, thinking about it, it would be better as a toolbox in the style of Photo Suite, GIMP, and DIA.


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