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GlobexCo

Unlocker mod for CXL

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Originally posted by: GlobexCo

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...

quote>

Really? Do you thing "this" is enough for selling us a new game??? They don´t tell us the price but...

Well, i´ll wait and wait and wait...

byes

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function REGIONSELECT:Init()

--if (g_APlanetHasBeenLoaded == false) then

PlanetMgr:EnterPlanet("Laury")

--end

MapSaveMgr:InitSlots()

RightsMgr: onEnterSolo()

TutorialStatesMgr.TutorialActive = false

MapSaveMgr:CalculateStatsByRegion()

SCALEFORMMGR: DoActionScript("REGIONSELECT","Init")

for i = 1,6 do if (MapSaveMgr:IsLERA(i)) then

local Args = ""

local X = tostring(REGIONSELECT.Slots[tostring(i)].X)

local Y = tostring(REGIONSELECT.Slots[tostring(i)].Y)

local Angle = tostring(REGIONSELECT.Slots[tostring(i)].Angle)

local Image= REGIONSELECT.Slots[tostring(i)].Image

Args = Args..tostring(i).."|"..X.."|"..Y.."|"..Angle.."|"..Image.."|"..MapSaveMgr.RegionStats[tostring(i)].NbCities.."|"..MapSaveMgr.RegionStats[tostring(i)].Population

--LOG_INFO("REGIONSELECT:Init " .. Args)

SCALEFORMMGR: DoActionScriptWithArg("REGIONSELECT","RegionInfo",Args)

end

end

--modificado por mi inicio

if (MapSaveMgr:IsLERA(7)) then

local Args = ""

local X = tostring(REGIONSELECT.Slots[tostring(7)].X)

local Y = tostring(REGIONSELECT.Slots[tostring(7)].Y)

local Angle = tostring(REGIONSELECT.Slots[tostring(7)].Angle)

local Image= REGIONSELECT.Slots[tostring(7)].Image

Args = Args..tostring(7).."|"..X.."|"..Y.."|"..Angle.."|"..Image.."|"..MapSaveMgr.RegionStats[tostring(7)].NbCities.."|"..MapSaveMgr.RegionStats[tostring(7)].Population

--LOG_INFO("REGIONSELECT:Init " .. Args)

SCALEFORMMGR: DoActionScriptWithArg("REGIONSELECT","RegionInfo",Args)

--FileSystem: DoFile("Data/Interface/Panels/Regionselect/regionselect1.master")

end

--modificado por mi fin

--MOdificado por mi 2 inicio

local RedistribucionX = ""

local RedistribucionY = ""

local subredisX = ""

local subredisY = ""

local path = ""

local Ppath = ""

local subp = ""

local A = "_xscale"

local B = "100"

local C = "_yscale"

local D = "100"

local E = "_x"

local F = "400"

local G = "_y"

local H = "40"

Ppath = Ppath..".WholeMovie.Region7"

subp = subp.."
cxl
.component.cxlRegionStrip"   --.Region7"--..".".."7"

path = path..""--..".".."WholeMovie.ModeSelect.roleButtonPanel.soloButton".."."..subp

RedistribucionX = RedistribucionX..path.."|"..A.."|"..B

RedistribucionY = RedistribucionY..path.."|"..C.."|"..D

subredisX = subredisX..Ppath.."|"..E.."|"..F

subredisY = subredisY..Ppath.."|"..G.."|"..H

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

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

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

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

--Modificado por mi 2 fin

end

 

Data/interface/panles/regionselect/regionslect.lua

Sorry for doubleposting but "this" is too long

Bye, i hope it can helps everyone

PD: a lot of text and a lot of "TEST" here, you don´t need some lines but search and erase all of this is a "pain in the neck" XDDD

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thanks wyllman - i don't have time to test it now; later for sure!

Originally posted by: wyllman

Really? Do you thing "this" is enough for selling us a new game??? They don´t tell us the price but...

Well, i´ll wait and wait and wait...

byes

quote>

cxl 2011 sounds nice but there's not much content, other than what we've already been promised. same buildings, same bridges (although the metro's on one of them)!! they also say they've got 700 buildings.

Focus Home Interactive

We are convinced that the game must make its mark and become a reference as promised during the pre-release announcements of the original 2009 game. We will therefore release Cities XL 2009 in October and will do so with the intent to please those who bought the earlier version. Moreover, we are working on a special offer for the game's release which we will soon reveal.quote>

a long time back i mentioned something about restricted lanes. i think this weekend i'll make a large mod for restricted bus lanes and maybe even bicycle lanes (although i haven't seen any bikes - the code is there though).

for my other projects, i'm getting a bit stumped on connecting terrain roads with the waterway. the rest of the water is going fine.

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Originally posted by: GlobexCo

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

 quote>

Interesting.

Can't imagine they'll like it, but things like the England pack, many of us paid for under planet offer, they're still not supporting CXL and frankly they can't really afford to stomp on the community if they want to sell 2011...

 

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Originally posted by: mrtnrln

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.quote>

In b_ldm_offshore_platform_c1_t3.class

(LayerConstraint)

(Layer01)

(LayerName)Array_Oil_Posing(/LayerName)

(MinValue)0(/MinValue)

(/Layer01)

(/LayerConstraint)

you can place it in wather without oil layer

On the other hand, a detaliled description to add a region:

Fist you must define the new region

data/design/script/interface/

  mapsavemgr.lua(1)

  soloslotlist.data(2)

(1)

[code] ... FileSystem: DoFile("Data\\Design\\Script\\Interface\\SoloSlotList.data") ... MapSaveMgr.Regions = {... Region7   = {                 Map1   = {"&RoughPlains_01", "RoughPlains_01", "&RoughPlains_01_Desc","-325","-994","04"}, --350 682                 Map2   = {"&CoastMount_01", "CoastMount_01", "&CoastMount_01_Desc","-427","-903","0"}, -- 188 86                 Map3   = {"&PlainsBigLake_01", "PlainsBigLake_01", "&PlainsBigLake_01_Desc","-342","-938","-04"},                 Map4   = {"&RockyMountain_01", "RockyMountain_01", "&RockyMountain_01_Desc","-481","-874","-06"},                 Map5   = {"&RoughPlainsMultiLake_01", "RoughPlainsMultiLake_01", "&RoughPlainsMultiLake_01_Desc","-384","-912","-1"},                 Map6   = {"&RoughCoast_02", "RoughCoast_02", "&RoughCoast_02_Desc","-303","-938","-1"},                 Map7   = {"&RCliffCoast_02", "CliffCoast_02", "&CliffCoast_02_Desc","-317","-912","-2"},                 Map8   = {"&CraterPlains_01", "CraterPlains_01", "&CraterPlains_01_Desc","-380","-887","-2"},                 CamPos = { -0.324814111111,-0.94416622222222,-0.05519533333333}                 }    , ... function MapSaveMgr:InitRegion()     for index = 1, 7 do ... [/code]
(2)
[code] SoloSlotList = {... [7] = {                        [1] = { -0.32501,-0.944735,0.0429382},                 [2] = { -0.427547,-0.903972,0.00613584},                 [3] = { -0.342345,-0.938593,-0.0429383},                 [4] = { -0.481276,-0.874421,-0.0613208},                 [5] = { -0.384484,-0.912353,-0.140658},                 [6] = { -0.303635,-0.938408,-0.164913},                 [7] = { -0.317406,-0.922631,-0.219101},                 [8] = { -0.380358,-0.887307,-0.260794},                 }, ... [/code]
data/interface/panels/regionselect/   regionselect.lua
[code] ... REGIONSELECT.Slots["7"] =                             {                             Nb = 7,                             X = 30,                             Y = 100,                             Angle = -10,                             Image = "Beach",                             }    ... function REGIONSELECT:Init() ... for i = 1,7 do ... [/code]
Second, you must change button position data/interface/panels/regionselect/   regionselect.lua
[code] ... function REGIONSELECT:Init()... --Modificado por mi 2 inicio              local RedistribucionX = ""             local RedistribucionY = ""             local subredisX = ""             local subredisY = ""             local path = ""             local Ppath = ""             local subp = ""             local A = "_xscale"             local B = "100"             local C = "_yscale"             local D = "100"             local E = "_x"             local F = "400"             local G = "_y"             local H = "40"             Ppath = Ppath..".WholeMovie.Region7"             subp = subp.."cxl.component.cxlRegionStrip"--.Region7"--..".".."7"             path = path..""--..".".."WholeMovie.ModeSelect.roleButtonPanel.soloButton".."."..subp             RedistribucionX = RedistribucionX..path.."|"..A.."|"..B             RedistribucionY = RedistribucionY..path.."|"..C.."|"..D             subredisX = subredisX..Ppath.."|"..E.."|"..F             subredisY = subredisY..Ppath.."|"..G.."|"..H             SCALEFORMMGR: DoActionScriptWithArg("REGIONSELECT","ChangeAttribute",RedistribucionX)             SCALEFORMMGR: DoActionScriptWithArg("REGIONSELECT","ChangeAttribute",RedistribucionY)             SCALEFORMMGR: DoActionScriptWithArg("REGIONSELECT","ChangeAttribute",subredisX)             SCALEFORMMGR: DoActionScriptWithArg("REGIONSELECT","ChangeAttribute",subredisY)             --Modificado por mi 2 fin ...    [/code]

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Originally posted by: mr-tom

Originally posted by: GlobexCo

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

 quote>

Interesting.

Can't imagine they'll like it, but things like the England pack, many of us paid for under planet offer, they're still not supporting CXL and frankly they can't really afford to stomp on the community if they want to sell 2011...

 quote>

yeah sadly, the unlocker mod will probably be obsolete. it's purpose is to unlock PO content (maps, eng. packs) and restore half broken buildings (including the gems)

Focus have already put up 45(?) maps and (a few) new buildings. Plus, what takes us a week to fix all of these buildings, would take them a day because they actually own the tools to do so. Believe me, i hate crunching numbers in they layout files; FHI could just simple plug in and go.

however, like jeremy12 mentioned, some other mods that add content to the game should still work.

*side note, i really hope we get (included with purchase) all of the PO things; the gems i could understand they'd want to sell seperately at a discount.

 

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I believe that no manufacturing buildings will be in the power section. I am almost certain that the organization will be better. I highly doubt that Focus allows as much smoking as Monte Cristo.


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

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Smoking?

Extremely interesting now with this news, but only if they are to annouce some major fixes, along with full community support as in tools, programs, tutorials, etc etc.

Otherwise, I almost feel like I'm at the point of "Ahhh! Fool me once, shame on you! Fool me twice?" because either we'll be resold the exact same product with additional content like GEMS except relabeled/re-branded, or we could be seeing another attempt with Planet Offer. I'm leaning towards being resold it, but a lot of unknowns at this time.

As for what's going on currently here, I certainly hope work continues for the sake of possibly unlocking a wider availability for the rest of us to be able to contribute to this game. But also I understand that this is no simple task without proper tools, but regardless of result, thank you for your work guys/gals!

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Quick unlocker testing update (yes I know, sorry for going back on topic! 2.gif )

Have tried to place all blueprint menu blueprints and all gone well except those previously reported as broken. All except Buddha successfully built. For some reason that one wouldn't get out of 1st stage when I tried.

Got to spend the day putting up wallpaper, but will test further this evening. Starting with Buddha again, and then doing all the buildings in the Landmarks menu.

After that, just let me know what else you want me to have a go at.

(edit 1)

Finished blueprint and landmark testing.  Buddha def. bugged - won't progress beyond 16%

After that, blueprints completed.

Landmarks - all fine except St Mary's Axe, which causes CTD.  Interestingly, Tokyo Tower in landmarks works whilst in blueprints it doesn't.  Vice versa for the axe.

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First of all, thank you so much for putting this up - It really helps compensate for the loss of the planet offer.

OK a few problems. . .

- The game crashed when I placed the Giza Pyramid

- Some of the newer farm roads 'flick' (As in, the area where the road is flicks between the road texture and the ground) when you zoom in and move.

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Is the Paris map bugged?It's requesting a 'harbour' and is not showing any city links.Please help...

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To GlobexCo, and everyone else who have been working with you on this mod, 

I just wanted to say thank you. this mod has helped me a lot creating the cities of my dreams, so thanks a lot 


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Originally posted by: mayorsushi

You could place out an airport then you don´t have to place an harbour.quote>

Yes.What about city links though?


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    Further development is stopped until we get an answer from Focus Home.

    Bug fixes will come in a week or two...

    Thank you all.


     

    my website:

    www.victorfleur.com

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    I don't understand because on simcity4 every day is created again something, while on cities xl not is possible!!!

    Ok is in development cities xl 2011, but if is not created again something cities xl 2010 dies!!!!

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    Originally posted by: GlobexCo

    Further development is stopped until we get an answer from Focus Home.

    Bug fixes will come in a week or two...

    Thank you all.quote>

    Cool.  Understood.

    I'll carry on with the bug test and will edit this morning's post as I go.

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    I see, Globexco 2.gif.

    I've got some bugs though, at the industry.

    -Some of the new industry buildings go bankrupt whatever you do.. even if everything they need is there.

    - You can't click on the railway station to see it's stats, profit rates etc.

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    I was playing with CXL and my new mod... I built a railroad... until I found the river.

    So here's the solution (a test, not the city I was building):

    cxlscreenshotkok0.jpg

    Unfortunately interchange pieces are missing, but the bridge is ready!

    Next thing I want to do is to create some interchange... so I can connect the bridge and maybe create a cross with roads. Unfortunately this will be the problem:

    cxlscreenshotkok1.jpg

    Since railroad at the moment is a road with a different model, the functions remains the same: a road.

    Gonna try also to fix that stupid bug with the base model of the railroad.

    I will include this in unlocker v3 (if I can release it 2.gif ).


     

    my website:

    www.victorfleur.com

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    @Globex: Good luck with the intercharges I hope you've got more sucess than Haltendehand and Oliver. (I know how long they've tried to modd this because I worked together with them and I would have delivered the textures if they would have been sucessful)


    I love Dragons!

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    Nice mod so far!

    That's a pretty ambitious project you've got going here, I'll keep my eye on it!

    Good luck.

    -DC


    Everybody is a genius..

    Check out my latest creations to the STEX!

    "When the power of love overcomes the love of power, the world will know peace." - Jimi Hendrix

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    This mod: CXL Unlocker Mod v.2.0 [Addon patch], has a bug in it. It unlocks a "Large Materials Warehouse" which is a high tech building. It builds at twice it normal size which creates graphics issues when it builds over other buildings and it normally doesnt make a road connection to the building.

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    Originally posted by: mcsnetworks
    This mod: CXL Unlocker Mod v.2.0 [Addon patch], has a bug in it. It unlocks a "Large Materials Warehouse" which is a high tech building. It builds at twice it normal size which creates graphics issues when it builds over other buildings and it normally doesnt make a road connection to the building.quote>


    thanks for letting me know mcsnetworks! i've actually never seen that building before - it's really nice. I suppose MC locked it because it "sometimes" has texture issues. when i had originally unlocked it, i didn't notice that it was a special (T4) building and thus placed it with the rest of the T3 buildings. Now it can be found in the correct hightech submenu - T4 section (for special buildings).

    i'll add it in with an updated version of the hotfix (found on STEX) if i get any more bugs; as for now you can just download the quick patch here: http://www.mediafire.com/?vzjmnynkwte

    cxlscreenshotl0.jpg

    ************************

    also, Wyllman do you think it's possible to change the placement of the road info panel? i've noticed that the panel can only hold 26  dds buttons; and if you have a couple of mods that gives you upgradable roads (like one of skimbo's mods plus my christmas mod) then you'll end up with missing - off the screen - buttons.

    i wonder if there's a way to either move the panel up or to widen it. what do you think?

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    could you maybe make another version of this mod that only includes the things that work 100% properly like the medieval buildings etc. please as I am fed up with clicking something and then my game crashing 9.gif

    Great work by the way. It just shows how much MC left incomplete and hidden away from us.

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    never had the problem with the warehouse in my game, goood to know

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    Originally posted by: sparky66

    could you maybe make another version of this mod that only includes the things that work 100% properly like the medieval buildings etc. please as I am fed up with clicking something and then my game crashing

    Great work by the way. It just shows how much MC left incomplete and hidden away from us.

    quote>

    An in-game unlock manager is planned.

    It's a panel you can open from main menu with detailed controls (for example "Unlock medieval" "Relock medieval",.....)

    Don't know if a thing like this can work, but I've got an idea 21.gif


     

    my website:

    www.victorfleur.com

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    Originally posted by: kiwispanker

    Originally posted by: mcsnetworks

    This mod: CXL Unlocker Mod v.2.0 [Addon patch], has a bug in it. It unlocks a "Large Materials Warehouse" which is a high tech building. It builds at twice it normal size which creates graphics issues when it builds over other buildings and it normally doesnt make a road connection to the building.quote>

    thanks for letting me know mcsnetworks! i've actually never seen that building before - it's really nice. I suppose MC locked it because it "sometimes" has texture issues. when i had originally unlocked it, i didn't notice that it was a special (T4) building and thus placed it with the rest of the T3 buildings. Now it can be found in the correct hightech submenu - T4 section (for special buildings).

    i'll add it in with an updated version of the hotfix (found on STEX) if i get any more bugs; as for now you can just download the quick patch here: http://www.mediafire.com/?vzjmnynkwte

    cxlscreenshotl0.jpg

    ************************

    also, Wyllman do you think it's possible to change the placement of the road info panel? i've noticed that the panel can only hold 26  dds buttons; and if you have a couple of mods that gives you upgradable roads (like one of skimbo's mods plus my christmas mod) then you'll end up with missing - off the screen - buttons.

    i wonder if there's a way to either move the panel up or to widen it. what do you think?quote>

    Funny, I was just about to post about the warehouse bug. There's also a large gas station that needs to be moved to high density/T3 retail. Right now, it's in the low density menu and pops up randomly when you zone T1 retail.

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    Maybe this has been said in the past umpteen pages that I've not read, but it seems when in the avatar editor, there is no way to get out of it. The checkmark works to save the avatar into the game but the X button is not clickable.

    I only have the Unlocker v2 and the files that said are needed in the unlocker 2 download on the stex.


    When you're tired of games of destruction - Visit www.citybuildergames.com for games of construction.

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    Originally posted by: kiwispanker

    Originally posted by: mcsnetworks

    This mod: CXL Unlocker Mod v.2.0 [Addon patch], has a bug in it. It unlocks a "Large Materials Warehouse" which is a high tech building. It builds at twice it normal size which creates graphics issues when it builds over other buildings and it normally doesnt make a road connection to the building.quote>

    thanks for letting me know mcsnetworks! i've actually never seen that building before - it's really nice. I suppose MC locked it because it "sometimes" has texture issues. when i had originally unlocked it, i didn't notice that it was a special (T4) building and thus placed it with the rest of the T3 buildings. Now it can be found in the correct hightech submenu - T4 section (for special buildings).

    i'll add it in with an updated version of the hotfix (found on STEX) if i get any more bugs; as for now you can just download the quick patch here: http://www.mediafire.com/?vzjmnynkwte

    cxlscreenshotl0.jpg

    ************************

    also, Wyllman do you think it's possible to change the placement of the road info panel? i've noticed that the panel can only hold 26  dds buttons; and if you have a couple of mods that gives you upgradable roads (like one of skimbo's mods plus my christmas mod) then you'll end up with missing - off the screen - buttons.

    i wonder if there's a way to either move the panel up or to widen it. what do you think?quote>

    you can try to put the roads in pack->medieval->roads (change the tag layer in road class files)

    In this moment i´m trying fix the chinatown button unlock but i have a lot of troubles.

    umm..."info panel"? Do you meant, the "window" opened when you select a road?

     

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    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