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GlobexCo

Unlocker mod for CXL

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Originally posted by: GlobexCo

Wonderful!

We'll use it for custom maps.

quote>

ahh!!! more maps?!?!?

i fixed the omnicorps map in the addon patch i put on stex. i also edited my previous post above so you can see what i'm talking about. *sorry about giving you the map mod without omnicorp (and with a broken hong kong).

@globexco* what's with the zz_layers file? wouldn't the original do? that's what i've been editing anyway....just curious 9.gif

**

awesome job again wyllman

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    Originally posted by: kiwispanker

    Originally posted by: GlobexCo

    Wonderful!

    We'll use it for custom maps.

    quote>

    ahh!!! more maps?!?!?

    i fixed the omnicorps map in the addon patch i put on stex. i also edited my previous post above so you can see what i'm talking about. *sorry about giving you the map mod without omnicorp (and with a broken hong kong).

    @globexco* what's with the zz_layers file? wouldn't the original do? that's what i've been editing anyway....just curious

    **

    awesome job again wyllman

    quote>

    The Sandbox mod uses a different function to work, I need to update that function with new map info...

    People at GC also solved the compatibility with their pakunpak mod... will be included in version 3 (same thing for your addon patch).

    Thanks


     

    my website:

    www.victorfleur.com

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    So, overall, what's the difference between mod v1 and v2?

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    Originally posted by: jazyje

    So, overall, what's the difference between mod v1 and v2?quote>

    read the changelog in the main stex page:

    Changelog:

    * Fixed avatar studio issue

    * Fixed Crash with blueprints

    * Fixed Crash with railroads

    * Fixed compatibility with tram.patch (not finished, but better than before)

    * Added maps

    * Added buildings

    * Removed crack functions

    * Code cleanup

    + Fixed descriptions and thumbs (addon patch)

    btw... I put new screenshots in stex page 2.gif


     

    my website:

    www.victorfleur.com

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    Originally posted by: wyllman

    Thanks GlobexCo!!!

    about the button, i did it!!!! scaling Y axis but the botton saw soo well.

    citiesxlgame20100624135.th.jpgcitiesxlgame20100624135y.th.jpg

    SCALEFORMMGR: DoActionScriptWithArg("REGIONSELECT","ChangeAttribute",RedistribucionY)   

    quote>

    Modders at GenerationCity wanted to know the exact function modified and the exact file...

    Can you post here those info?


     

    my website:

    www.victorfleur.com

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    thanks to all this mod is fantastic:-)))))

    A question:

    Can new buildings be created as on simcity4?

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    I did it again!!!!

    citiesxlgame20100624174.th.jpg

    Basically if you want move "Proyecto"("Region7") button, you must add the function:

    RedistribucionX = RedistribucionX..".WholeMovie.Region7|_x|400"

    RedistribucionY =  RedistribucionY..".WholeMovie.Region7|_y|40"

    SCALEFORMMGR: DoActionScriptWithArg("REGIONSELECT","ChangeAttribute",RedistribucionX)

    SCALEFORMMGR: DoActionScriptWithArg("REGIONSELECT","ChangeAttribute",RedistribucionY)

    all of this in data/interface/panels/regionselect/regionselect.lua ----->>> function REGIONSELECT:Init()

    to "define" new region you must change:

    data/interface/panels/regionselect/regionselect.lua

    data/design/script/interface/mapsavmgr.lua

    data/design/script/interface/sololist.data

    data/localization/en/interfacehints.en

    If someone need more help to "define" regions or move that "movie clip" tell here.

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    Originally posted by: Tanzy70s

    thanks to all this mod is fantastic:-)))))

    A question:

    Can new buildings be created as on simcity4?quote>

    Not Yet tanzy. but hopefully soon 9.gif

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    Originally posted by: wyllman

    I did it again!!!!

    Basically if you want move "Proyecto"("Region7") button, you must add the function:

    RedistribucionX = RedistribucionX..".WholeMovie.Region7|_x|400"

    RedistribucionY =  RedistribucionY..".WholeMovie.Region7|_y|40"

    SCALEFORMMGR: DoActionScriptWithArg("REGIONSELECT","ChangeAttribute",RedistribucionX)

    SCALEFORMMGR: DoActionScriptWithArg("REGIONSELECT","ChangeAttribute",RedistribucionY)

    all of this in data/interface/panels/regionselect/regionselect.lua ----->>> function REGIONSELECT:Init()

    to "define" new region you must change:

    data/interface/panels/regionselect/regionselect.lua

    data/design/script/interface/mapsavmgr.lua

    data/design/script/interface/sololist.data

    data/localization/en/interfacehints.en

    If someone need more help to "define" regions or move that "movie clip" tell here.

    quote>

    can you add there regionselect.lua file it will ne easier to understand, I try to add this line but the game crash.

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    Originally posted by: wyllman

    I did it again!!!!

    citiesxlgame20100624174.th.jpg

    Basically if you want move "Proyecto"("Region7") button, you must add the function:

    RedistribucionX = RedistribucionX..".WholeMovie.Region7|_x|400"

    RedistribucionY =  RedistribucionY..".WholeMovie.Region7|_y|40"

    SCALEFORMMGR: DoActionScriptWithArg("REGIONSELECT","ChangeAttribute",RedistribucionX)

    SCALEFORMMGR: DoActionScriptWithArg("REGIONSELECT","ChangeAttribute",RedistribucionY)

    all of this in data/interface/panels/regionselect/regionselect.lua ----->>> function REGIONSELECT:Init()

    to "define" new region you must change:

    data/interface/panels/regionselect/regionselect.lua

    data/design/script/interface/mapsavmgr.lua

    data/design/script/interface/sololist.data

    data/localization/en/interfacehints.en

    If someone need more help to "define" regions or move that "movie clip" tell here.

    quote>

    ... 6.gif

    So here's the plan:

    Add 5 blank slots.

    Provide tutorials so that people can create their own map.

    Compile a "map manager", a user-friendly program to edit lua files and manage custom maps.

    Great plans for the future... few modders. 48.gif


     

    my website:

    www.victorfleur.com

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    Originally posted by: GlobexCo

    Compile a "map manager", a user-friendly program to edit lua files and manage custom maps.

    quote>

    tell me how you want it to function / laid out and it shall be.... MS paint with some boxes and lables i can take it from there.


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    I cant downlaod the Moaku Sandbox Mod. When I click on the link the page doesn't load up.

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    Originally posted by: London-b

    I cant downlaod the Moaku Sandbox Mod. When I click on the link the page doesn't load up.quote>

    yeah i tried yesterday or so its didn't show up

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    Originally posted by: London-b

    I cant downlaod the Moaku Sandbox Mod. When I click on the link the page doesn't load up.quote>

    Other link:

    https://www.simtropolis.com/forum/messageview.cfm?catid=404&threadid=112729&enterthread=y&STARTPAGE=1

    Going to add this link to the stex page!

    Originally posted by: jeremy12

    Originally posted by: GlobexCo

    Compile a "map manager", a user-friendly program to edit lua files and manage custom maps.

    quote>

    tell me how you want it to function / laid out and it shall be.... MS paint with some boxes and lables i can take it from there.

    quote>

    Ok... when everything is ready I'll tell you everything 2.gif (that's the last step - first we need to complete the others!)

    Anyway, I wish the "mod updater" can be finished soon - it's really important!


     

    my website:

    www.victorfleur.com

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    Originally posted by: GlobexCo

    Originally posted by: London-b

    I cant downlaod the Moaku Sandbox Mod. When I click on the link the page doesn't load up.quote>

    Other link:

    https://www.simtropolis.com/forum/messageview.cfm?catid=404&threadid=112729&enterthread=y&STARTPAGE=1

    Going to add this link to the stex page!

    Originally posted by: jeremy12

    Originally posted by: GlobexCo

    Compile a "map manager", a user-friendly program to edit lua files and manage custom maps.

    quote>

    tell me how you want it to function / laid out and it shall be.... MS paint with some boxes and lables i can take it from there.

    quote>

    Ok... when everything is ready I'll tell you everything (that's the last step - first we need to complete the others!)

    Anyway, I wish the "mod updater" can be finished soon - it's really important!

    quote>

    Thanks a lot man.

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    Originally posted by: GlobexCo

     Anyway, I wish the "mod updater" can be finished soon - it's really important!

    quote>

    For some reason i sense a nudge nudge here


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    Added 8 map to the button

    citiesxlgame20100624205.th.jpgcitiesxlgame20100624205m.th.jpg

    i actualizated the changes in google project, you can unpak the mod and see that changes 4.gif

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    Initial points from unlocker v2 plus the Kiwi patch.

    First things first - I really love it. The safe swimming zone which actually plops sharks in your water is a beautiful touch.

    Issues so far:

    Blueprint seaport doesn't seem to work. It insists on being placed entirely on water and then has the temerity to complain that it isn't linked to the city hall by road.

    New wind farms (new building plus zoning tool) are not economically viable - they're both costing me 39,999 per turn, whereas a single turbine costs max of 500. Since the zone is of a limited size, you can't get 80 turbines in a zone and therefore it really doesn't stack up. Likewise the single building doesn't seem to generate 80 turbines' worth of power and therefore seems to make little sense. Any chance of a cost tweak to both?

    Water - the small water tower costs nothing to build, but then 5k per turn. The big one costs 15k to build, then 5k per turn. Doesn't seem to stack up.

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    Great work wyllman, as usual!

    Originally posted by: mr-tom

    Initial points from unlocker v2 plus the Kiwi patch.

    First things first - I really love it. The safe swimming zone which actually plops sharks in your water is a beautiful touch.

    Issues so far:

    Blueprint seaport doesn't seem to work. It insists on being placed entirely on water and then has the temerity to complain that it isn't linked to the city hall by road.

    New wind farms (new building plus zoning tool) are not economically viable - they're both costing me 39,999 per turn, whereas a single turbine costs max of 500. Since the zone is of a limited size, you can't get 80 turbines in a zone and therefore it really doesn't stack up. Likewise the single building doesn't seem to generate 80 turbines' worth of power and therefore seems to make little sense. Any chance of a cost tweak to both?

    Water - the small water tower costs nothing to build, but then 5k per turn. The big one costs 15k to build, then 5k per turn. Doesn't seem to stack up.

    quote>

    Thanks for testing:

    shipyard is bugged... MC didn't finish it and I don't know if I can do something for that!

    Costs and other thing like this can be changed - added in the list for version 3.


     

    my website:

    www.victorfleur.com

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    Cool. Will do something more comprehensive on Saturday - will try to build every blueprint, landmark etc in a new test city. Planning to use Peninsula this time as it will give a good blend of terrain types.

    (edit) Will keep editing thos post for now in the same way that I did last week to list any issues I identify prior to that.

    Started by just plopping blueprints in the order that they are on the menu.  Haven't actually been through and started building specific stages yet.

    *Session 1*

    Went well until I got to the great pyramid of Giza, at which point, CTD.

    *Session 2*

    Completed the blueprints already commenced.  Avoided Giza and moved on.  Tokyo TV Tower causes CTD when built, just like Giza.

    *Session 3*

    It's still opening the Avatar editor each time I launch, although it is now easier to quit it again.

    Got as far as Meji shrine - then I got the bug which hangs the menus but still allows you to move around your city, watch it progress etc.

    *Session 4*

    Last one for tonight.  Second attempt to place Meji Shrine succeeds - so maybe this isn't building specific, but instead based on how many blueprints you're currently building or have placed this session, or even the current price of tea in China.  However, placing Ankor Wat caused immediate CTD.

    Not all placed blueprints have yet been compeltely built, although of those I have started, all have successfully completed.  Not all blueprints have yet been placed - working from the leftmost end of the blueprint menu, I have reached Ankor Wat, placing everything except those I have already mentioned cause CTD.

    Next update tomorrow night at the earliest.

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    @mr-tom: great work! that's a detailed list you're keeping.
    @wyllman: awesome job, again. this is going to open up a new phase in maps
    @jeremy12: i've been following your posts on the updater tool. that looks really amazing and can't wait. it would be a great addition to our set of tools.

    *****
    also, i just threw these two buildings in with the addon patch (the college was added with the first patch; the fire station was added with the updated version)
     

    cxlscreenshotdd2.jpg  cxlscreenshotgh0.jpg

    what do you guys think the attributes should be for these new buildings. i made the college give a price discount for all of the industries (instead of just one per building like those specialty universities). is it too much?
    also, the fire station looks slightly strange because there really isn't any garages. but hey, what else was i to do with a building just sitting around doing nothing?
    let me know what you guys think and i'll make sure the updates either get in any later hotfixes or in the version 3 of unlocker mod.

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    You could always call it the polymath college. 2.gif

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    Another bug: for some reason, I can't place oil producing builings anywhere (except the oil rig.). Also, the oil well zone seems to be disappeared. The only thing I can place is an oil rig, which gives me a huge load of money (from C100K per turn to over C700K per turn).


    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

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    Originally posted by: mrtnrln

    Another bug: for some reason, I can't place oil producing builings anywhere (except the oil rig.). Also, the oil well zone seems to be disappeared. The only thing I can place is an oil rig, which gives me a huge load of money (from C100K per turn to over C700K per turn).quote>

    Sounds strange... I can't see this bug. Can you post a screenshot of the menu and the building?

    Thanks also to mr-tom.


     

    my website:

    www.victorfleur.com

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    My bad. It seems I've forgotten that I played on a map with no oil. Probably placed the oil wells in Sandbox Mode. Still it may be worth to take this issue under review. The oil zones disappear, but the other buildings don't, sugessting that their is oil on this map. Might confuse people like me.


    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

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    Hello everyone 4.gif

    I'm new here 3.gif I'm reading the full thread.

    But ! Focus Home Interactive announce  CXL2011 : http://www2.citiesxl.com/index.php?option=com_content&view=article&id=352:focus-home-interactive-announces-cities-xl-2011&catid=3:newsflash〈=en&Itemid=

    first screens here (with pack chinatown, gem metro/bus/trains and new seaports.
    http://www2.citiesxl.com/citiesxl2011/scr/

     

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    Originally posted by: Exalight

    Hello everyone

    I'm new here I'm reading the full thread.

    But ! Focus Home Interactive announce  CXL2011 : http://www2.citiesxl.com/index.php?option=com_content&view=article&id=352:focus-home-interactive-announces-cities-xl-2011&catid=3:newsflash〈=en&Itemid=

    first screens here (with pack chinatown, gem metro/bus/trains and new seaports.

    http://www2.citiesxl.com/citiesxl2011/scr/

     quote>

    Hello my dear!

    FANTASTIC NEWS!!!! We know the name of the new company, we know that CXL2011 will be developed and we have screenshots!

    I can't believe it! I'm going to contact Focus to see what they think about this unlocker mod...

     


     

    my website:

    www.victorfleur.com

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    citiesxl2011announcescoh.jpg

    jejejejeje it start with bugs XDDD

    Anyone know how i post "code text" here withouth text format  problems??

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    Originally posted by: wyllman

    jejejejeje it start with bugs XDDD

    quote>

    Anyway they did develope something.

    For example they created class files for all the gembeach models (for example houses on the sea), they created animations for trains and completed the chinatown pack... this is enough 2.gif

    edit: don't know - you can try to use blockquote...


     

    my website:

    www.victorfleur.com

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