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robyx

The PloppModd Final

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

hello, I downloaded the Final PloppModd and I can build all the buildings, the residential half a minute later become blacks and are abandoned, because time of transfer. those who can tell me why???

pls HELP me!!

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Posted:
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I think that's a bug in the game and cannot be solved. Try first to zone and to grow residential buildings and then put ploppable ones over them. If you had done this right they wouldn't abandon. Good luck! 4.gif

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    strange because those commercial and industrial work great! I try now thanks

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Extraordinary! Now the inhabitants remain 4.gif.... thank you

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    Posted:
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    Hi there robyx and welcome to simtropolis!

    Its the way the game engine works. Industrial and commercial recieve workers, and so are no abandoned. Residential have to drive around all day, and when they can't find any jobs, no job zot and abandonment. Where a residentail lot goes to id determined during constuction, as it gives enough time to find a job...hope that helps.

    If you want to make them not abandon, do what io_bg said.

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    hello and thanks for the welcome and for your notification.

    I tried to give a lot of work, but the houses are black, at least not that I do as I said io_bg. The only problem I have now is that there is little demand for homes. There is no Modd to increase the demand for residences, such as merchants and industrialists?

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    Posted:
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    I've plopped residentials over grown ones, and yes, sometimes they won't abandon, but be aware that they never have jobs.  At least I've never seen them show commuters when queried with the transit tool.  They do add to population, but that's it.  It is because of the game engine pathing, as Strategist said.

    robyx, have you plopped all your residentials, as well as commerce and industry?  The game isn't really made to function that way, so maybe that's why you have little demand.  I don't know of a modd that increases residential demand.  Parks, services, and certain Landmarks will help.  But I would encourgage you to try growing the majority of lots.  As you practice this, you will become more skilled at getting what you want to grow.  Aleking did a couple of good tutorials on avoiding repitition, here and here.  It is really a kick when you finally get that coveted lot to grow, very rewarding. 

    For advanced play, there are strategies to controlling what grows.  The BSC Maxis Blocker works well.  If you're good with programs, you can also use the SC4 Tool to change the specs of lots if they won't pop.  Let's say you have a custom 1x3 R$$ lot that you would like in a certain spot.  You could change it to just appear in, say, the just the Houston tile set, in the SC4 Tool.  With Maxis Blocker enabled, you could then temporarily raise taxes on R$ and R$$$, go into the tileset menu and check just the Houston tile set, zone a 1x3 zone, and after a few tries it should pop if population is at the right stage. Make it historical, and return to normal play parameters when desired.  This is a bit over simplified, so please let me know if you have any questions.

    Have fun.

    --Liv

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    I have tried them all, the only thing is to build on areas developed. The trade and industry not positioned through plopp Modd he does not see the journeys of working through the instrument. Now I removed the plopp Modd plugin, should I play it as I always made sure that I can build a city, sure it takes a little longer, but at least use my strategy, which fails a few times.

    thank you all for your help and I apologize for my bad English 43.gif

    ...have fun people

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