Jump to content
Sign In to follow this  
GlobexCo

Unlocker mod for CXL

563 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Originally posted by: Asheroo

Karel53 over at CitiesXS has unlocked even more buildings and the ability to to build the blueprints from the other menus, and will build right up straight away. Here are some of the very few things it unlocks... quote>

the blueprints can easily be converted into whatever you'd like. in the cxs example, the buildings just lost their blueprint tag and replaced with a landmark tag. you could even put the blueprint buildings into the T4 (extra panel) of any of the industries or retail shops. for example in my game, i put all of the skycraping offices, like the crystler and empire state, into the fourth button on the offices submenu - that way neither the landmark or blueprint menu is crowded.

this actually brings me to something i've been thinking about. i don't really like how MC originally organized some things; i've changed where buildings are found in the menus and tried adding or altering buttons. there are also people requesting different attributes for each of the buildings to make it more realistic. CitiesXS, or somebody somewhere, once made a table of all the buildings with all of their respective attributes. I can't find that link but some CSL wiki page saved it all in English: http://citiesxl.wikia.com/wiki/Buildings

My request to all of the active people still interested in developing CXL is to come to an agreement as to how each of the buildings will operate in the game (e.g., how many workers from each class, how much resorces bought, converted, and resold, what type of environmental impact, does the building provide leisure, safety, happiness, or risk to the neighborhood OR the entire city???)

For the residences, do you like that:

1 unit (family or person?) lives in a small house (T1)

2 units live in a medium sized house/apartment (T2)

5 units live in a large high-density apartment (T3)

It's funny to think that there are five units living in one of those large mansions, yet still only five units live in those giant skyscrapers. I think the buildings should be modified per building, not per level or tier.

This is my main concern and the one thing that I've been working on for a while. I think I'll make some page, somewhere, with all of the buildings listed, including their pictures (dds image) and their attributs.

Do any of you know of some poll website that we could do this and then have people put in numbers they'd like to see the buildings have? Then we could take the average or come to some agreement. Most of the dds images of the buildings can be found in data/interface/ddstextures/buildings ((may be wrong - from the top of my head))

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

yes, i would add more people to the houses to have bigger population4.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: Asheroo

Karel53 over at CitiesXS has unlocked even more buildings and the ability to to build the blueprints from the other menus, and will build right up straight away. Here are some of the very few things it unlocks...

15heb9c.jpg

quote>

any idea what map that is i like its layout


Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I actually think the businesses need more employees. That way the ratio of residential to other kinds of zones would be better I think.

Ash, in the mod you posted, to the blueprints continue to have the positive effect they have if built? I discussed this with Globex and I believe he said they could be made to build immediately but that a) I think he liked keeping the build-over-time aspect of it and b) if you made them into landmarks that built instantly, they lost the positive things and were just landmarks.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: jeremy12

Originally posted by: Asheroo

Karel53 over at CitiesXS has unlocked even more buildings and the ability to to build the blueprints from the other menus, and will build right up straight away. Here are some of the very few things it unlocks...

15heb9c.jpg

quote>

any idea what map that is i like its layout


quote>

The Wetlands Map

Asheroo, i didnt know there was a DAM!???

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@ Jeremy12 - The Wetlands. That city I won't be doing a journal on, but will post some pics of it in development at my thread over in the English section of CitiesXS.com

@ Mentarman - The effects are still there. And yeah, completely agree with you there, the tall/big offices needs LOTs more qualified workers. The other amounts are fine, but there are hundreds of average offices in the buildings. Also maybe more in the medium and low density offices. Same with industries as well.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: Asheroo

@ Jeremy12 - The Wetlands. That city I won't be doing a journal on, but will post some pics of it in development at my thread over in the English section of CitiesXS.com

@ Mentarman - The effects are still there. And yeah, completely agree with you there, the tall/big offices needs LOTs more qualified workers. The other amounts are fine, but there are hundreds of average offices in the buildings. Also maybe more in the medium and low density offices. Same with industries as well.quote>

i am working on a mod to increase the numbers of buildings, not just for the companies but the T3 residences as well (5 people live in a 40 story building... i dont think so) it will also make leisure pay the city, it will all be part of a "realism mod"

Its moving a bit slow right now as i am also in the process of bringing my old Website back online as well, i am planning on it being a mod to launch the new site, as well as a new version of my mod creator tool


Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

jeremy12: It is not that 5 people live in a 40 story building, it is just that a 40 story building has 5 times the workers as 2 houses. The T3 residential buildings have population counts in the thousands.

Jesse Swiss: The population on some of the buildings will actually go down, if this is made more realistic.


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: Ilikeseattle

jeremy12: It is not that 5 people live in a 40 story building, it is just that a 40 story building has 5 times the workers as 2 houses. The T3 residential buildings have population counts in the thousands.

Jesse Swiss: The population on some of the buildings will actually go down, if this is made more realistic.quote>

umm maybe you should confirm what you are saying Below is a T3 building, and as you can see only providing 12 workers...

asdsadt.png


Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I think a big weakness is road capacity. Yes it may be silly that only 5 families live in a hundred floor skyscraper, but if you made it 100 families, imagine what that would do to traffic...

If you look at current levels (5 per skyscraper), how many skyscrapers do you have to build on a simple road (2 way) before it becomes hopelessly clogged? It isn't many. Whereas in real life, 100 families living on a street will not generate traffic of 20 cars per minute. More like 20 per hour.

So traffic seems a bit silly and I think would need modding if we were to rebalance building occupancy.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Very true Mr Tom. Also with freight as well, it needs to be raised as well. I have a big shopping centre in the central area of one of my suburbs, but it's bankrupt all because of freight service, and no matter what I do it doesn't help.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: jeremy12

Originally posted by: Ilikeseattle

jeremy12: It is not that 5 people live in a 40 story building, it is just that a 40 story building has 5 times the workers as 2 houses. The T3 residential buildings have population counts in the thousands.

Jesse Swiss: The population on some of the buildings will actually go down, if this is made more realistic.quote>

umm maybe you should confirm what you are saying Below is a T3 building, and as you can see only providing 12 workers...

asdsadt.png

quote>

That's only because it's the first building you have. Each further one doesn't have 12, the more you build the more they hold.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

i say increase workers! and go with the realism mod, i don't want a mod that takes traffic down though cause i like to see how much there is in a area

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Hi,

".sgbin" files have .dds textures, the 3d model file(or files) and "graph.bin"

Anybody know the latest file serving?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

No. The only thing I know is that sometimes, when you edit the texture, the game crashes saying that the graph.bin is missing in the .sgbin. In this case, you always have to re-do the texture completely.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I'm really loving this mod.

Built Alcatraz, the nuke plant, castle and Buckingham palace today.

Couldn't build the oil platform. When over water, it tells you it needs to be on land and oil. When on land and oil, it tells you it needs to be on water...

Alcatraz can be built on any water - even a small river, so it will work on most maps.

Crashed when building 30 St Mary's Axe, but that may be coincidence - will give it another go.

Considering whether to put the Eiffel Tower at the end of an airport runway for giggles.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

As for editing values to the buildings to make them more realistic along with values of other things in the game such as roads and such, I really don't think there will be much of a consensus on what will work because for the next few months I imagine they're be alot of changes going on. I'd say lets just try something different, test it out and go from there. Myself personally have a keen interest in these values if I actually start my project for Cities XL to make a custom content pack. I was thinking of what the content should do in terms of game play and whatnot, but quickly came to the conclusion that depending on how we handle the balance of pollution, traffic and resources, it'll probably require updates as we change the game.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Hello, which download do I need to download to get the blueprints to work?

Cheers Sam

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

In this video: Photoshop and 3dsMax (on windows xp).

We already know that MC used 3dsMax 2008 to create all the models, but unfortunately they exported the moddel in an unknown format (should be a strange kind of xml)...

That exporter is the key to cc creation.

 

you may wan't to look into using a program called GIMP I have used it in oblivian and neverwiternights 2

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: mr-tom

I'm really loving this mod.

Built Alcatraz, the nuke plant, castle and Buckingham palace today.

Couldn't build the oil platform. When over water, it tells you it needs to be on land and oil. When on land and oil, it tells you it needs to be on water...

Alcatraz can be built on any water - even a small river, so it will work on most maps.

Crashed when building 30 St Mary's Axe, but that may be coincidence - will give it another go.

Considering whether to put the Eiffel Tower at the end of an airport runway for giggles.quote>

Tom, you need to use the sandbox mod, then go to the fuel tab, then select the drilling site, cancel, then you can build the platform wherever you want just as long as you seen the available fuel on the entire map.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I have the sandbox mod and did all that. Still didn't want to work.

Certainly know how as I managed just fine with my water towers.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: Asheroo

Karel53 over at CitiesXS has unlocked even more buildings and the ability to to build the blueprints from the other menus, and will build right up straight away. Here are some of the very few things it unlocks...

15heb9c.jpg

quote>

I have to say, I do like the look of the roads in this screenshot.

Which particular ones were in use (I lost track of all the road re-skins, but am fairly sure I never saw one that pretty) 36.gif

Tom.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: Asheroo

A very small Hoover Dam..

quote>

I modded myself a larger hydro dam; put it in the grand canyon.

cxlscreenshothydrodam0.jpg

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Wow, can you please upload the mod for us to use?

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    ok, we are going a little off-topic now...

    Anyway, I'm back at home, with my pc... and here's my plan for the next update:

    * Solve blueprint issues

    * Put all the final stages of the blueprints in the environment menu

    * Solve avatar studio issues

    * Expand the unlocker (gonna study that mod at cxs)

    * Fix all the missing thumbs

    * Fix compatibility issues with some of the mods

    * Try to solve ctd with railroads

    Forgot something?

    Suggestions?

    Please tell me!

    Thanks.


     

    my website:

    www.victorfleur.com

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account

    Sign In to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections