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RalphaelNinja

The No Dilapidation Abandonment Modd - Now Available

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I'm really looking forward to the no traffic pollution.  I find it's one of the hardest things for me to deal with in large cities.  Can't wait! 4.gif

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Posted:
Last Online: A long, long time ago... 
 
These are pretty radical....I might use the no dilapidation mod.  There seem to be enough people who would like them so go for it.

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  • Original Poster
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    After 800 years of testing 6.gif I have some good news and some bad 9.gif
     
    The bad news is that buildings will dilapidate when downgrading (i.e. $$$ to $$),
     
    however the good news is that none of the buildings will blackened due to abandonment. Even though a building is abandoned, you will still get the Zots indicating a problem with the building (eg. NJZ, NCZ etc.).
     
    So far the game playability remains fairly the same. In other words, the modd merely prevents a building from blackening after abandonment. It does give you a bit more flexibility in reacting to a power or water outages.
     
    There are a few other parameters that I will try to tweak tonight to see what effect they may have on the overal modd. I'll keep everyone posted.
     
    So far the concensus is to release? 20.gif

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    Posted:
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    This is a mod I requested a while back.
     
    I'm glad it's the making. 1.gif

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    Posted:
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    well, I like it, but what exactly is the point of the abandoned building MOD?

    Former Moderator, Chat Admin, and SimMars cofounder.

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    Posted:
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    make them all availble we can choose what we download
    after all we all play a different game (some are good some arnt and need help)
    nobody will agree 100% what should be made and what shouldnt

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  • Original Poster
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    Date:5/3/2004 6:07:42 PM
    Author:darren

    make them all availble we can choose what we download
    after all we all play a different game (some are good some arnt and need help)
    nobody will agree 100% what should be made and what shouldnt

    quote>

    Originally, I had intended to relase all as one modd. However with the feedback, a combination of modds will be needed for everyone to pick and choose. e.g. Traffic pollution 50% of original, Water/Power Radius Med, Water/Power Radius Large etc.

    What will make it difficult is that the Traffic pollution, Water and Power radius are all contained in one exemplar.

    Ralphael

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    Posted:
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    Date:5/3/2004 7:30:14 PM
    Author:RalphaelNinja
     

    quote>

    Originally, I had intended to relase all as one modd. However with the feedback, a combination of modds will be needed for everyone to pick and choose. e.g. Traffic pollution 50% of original, Water/Power Radius Med, Water/Power Radius Large etc.

    What will make it difficult is that the Traffic pollution, Water and Power radius are all contained in one exemplar.

    Ralphael

    quote>

     

    Don't ya just love a challenge 3.gif17.gif

    It'll be interesting to see how that Traffic Noise one is done 2.gif.

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  • Original Poster
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    Date:5/3/2004 7:35:03 PM
    Author:Tropod

    Don't ya just love a challenge 3.gif17.gif

    It'll be interesting to see how that Traffic Noise one is done 2.gif.

    quote>

    Yes, it would be interesting to see how that Traffic Noise one is done 3.gif  can't seem to find a value related to it...

    Ralphael

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

    What I want is a No abandonment due to commute time mod It gets depressing seing a city die due to the commute time that you just worked 3 days getting perfect.

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    Posted:
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    Date:5/3/2004 10:25:48 PM
    Author:RalphaelNinja

    Yes, it would be interesting to see how that Traffic Noise one is done 3.gif  can't seem to find a value related to it...

    Ralphael

    quote>

    All you had to do was ask 19.gif  I don't think that you'll be able to eliminate traffic noise without ruining the customer count for commercial, but you can lessen it's effect on desirability.  Property 0x87CD6346 controls this effect.  There are three exemplars that have this property--one for each of the wealth classes.  Also, you might try changing the sixth rep of properties 0xCAB1CE3A and 0xCAB1CE3C.  These two properties control the min/max effect that each of the different factors can have on desirability.  I've never used any of these properties myself (outside of testing the first one to see what it was back before we had the fancy properties file) so I'm not sure what kind of changes you'll see.  Might want to give them a good test.2.gif

    BTW, if you don't care about customer count, the biggest controller of traffic noise/cusomer count can be found at property 0x0CAAAEB8, for some reason still listed as an unknown.  Of course, I've no idea if the value for this property is directly or inversely proportional to the amount of traffic noise that will register.  The bad part is that this property is contained in the traffic simulator, and you know how much that particular exemplar is used.34.gif

    -red

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  • Original Poster
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    Date:5/3/2004 11:41:47 PM
    Author:redlotus

    All you had to do was ask 19.gif  I don't think that you'll be able to eliminate traffic noise without ruining the customer count for commercial, but you can lessen it's effect on desirability.  Property 0x87CD6346 controls this effect.  There are three exemplars that have this property--one for each of the wealth classes.  Also, you might try changing the sixth rep of properties 0xCAB1CE3A and 0xCAB1CE3C.  These two properties control the min/max effect that each of the different factors can have on desirability.  I've never used any of these properties myself (outside of testing the first one to see what it was back before we had the fancy properties file) so I'm not sure what kind of changes you'll see.  Might want to give them a good test.2.gif

    BTW, if you don't care about customer count, the biggest controller of traffic noise/cusomer count can be found at property 0x0CAAAEB8, for some reason still listed as an unknown.  Of course, I've no idea if the value for this property is directly or inversely proportional to the amount of traffic noise that will register.  The bad part is that this property is contained in the traffic simulator, and you know how much that particular exemplar is used.34.gif

    -red

    quote>

    Thanks redlotus and tropod,

    The above values have been tested and ... they do affect the customer count and the desirability, but does not affect the noise level. They do affect the acceptance of the noise level though.9.gif

    Currently, the modd is ready; however it is not at all radical. This modd does not prevent abandonment or distress from $$$ to $$ demotions. This modd does prevent a building from dilapidating to a blackened state for a max period of 180 years; enough time for a city to recover from disasters like power/water outages.

    Is anyone still interested?

    Ralphael

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    Posted:
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    I am highly interested in both the water mod and the abandonment mods.  In my opinion, those are elements of realism that just go too far in the game, to the point of annoyance.  Great work as always, Ralphaelninja!

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  • Original Poster
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    The modds are out on the modd files section here .
     
    Contrary to the first initial discovery, these modds do not change the gameplay at all. The buildings will abandon and distress according to their own time schedule (in which I am still looking for the properties that can possibly eliminate all distress).
     
    However, the abandonment modd will extend the time that causes the buildings to go black from the default value of 6 months to a range of 1 to 180 years; giving you more then adequate time to react to power, water outages.
     
    In the same light, the Water, Power radius modds have been packaged to include varying radius to allow for water, power coverages in secluded areas. The no traffic pollution is optional or you can choose to reduce the pollution by half.
     
    These modds have been tested extensively and should not cause any problems.
     
    Comments?
     
    Ralphael

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    Posted:
    Last Online: A long, long time ago... 
     
    I also want a mod for the abandoned due to commute time.  I think that a huge apartment building abandoning because of a No Job Zot is EXTREMELY STUPID.  I mean I could understand some of the ocupants of the building not having jobs, but all of them, come on.  I think that the no Job Zot should last longer like a year, and on large buildings it shouldn't cause abandonment, just a decrease in occupancy.

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

    The only way to do that would be to increase commute speeds, or get more jobsfor that wealth.

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    Posted:
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    I like Chozo's Ideas!!!
     
    if we made a couple of BATTs for governmental agencies like Water Pollution Control, Air Pollution Control, etc, so that each one had a slider in the query to control funding for air pollution control, water pollution control, etc,
     
    Or maybe break it up into more buildings than that, like :
     
    Argiculture Department Pollution Control
    Transportation Department Pollution Control
    Residential
    Commercial
    Industrial
     
    etc...
     
    with the transportation control offices we could put a slider in for the money you spend to keep up the roads too...
     
    We could also build Unemployment agencies to deal with the delapitation issue, they could have radi and full funding would all but eliminate delapitation...

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    Posted:
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    To mod or not to mod......I was skeptical about the traffic mod when it was first announced but used it. It seemed to help graphically making the traffic look more realistic. But with the advent of the super mods they say dont change game play considerably...consider ...without having to lay pipes for water or power lines, building water pumps or power plants...even a mod to lower traffic pollution??
     
     The costs incurred to have those systems functioning in your city disappear when the mod is plugged in or am I wrong. Each section of pipe has a cost to it,each power pole adds to costs of running your city. So instead of these super mods why not just make a fully functioning ploppable city mod ..then you dont need to do anything but sit back and watch??
     
     I think the challenge to the program is to build a fully functioning city that opperates along the lines of real world conditions as much as possible..or am I wrong there too?
     
     But mods are a good thing for those who spent thier money to find another way around using the program.
     I will add that I am in support of all mod makers, bat builders ,lot makers and region designers in regards to being creative and all. I am also in support of any mod that enhanced game play without changing the perameters of the game. Like the ones that correct things over looked by the programmers.
     
     But thats just me..........

    Where ever you got there you are.

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  • Original Poster
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    UPDATED: 04/06/2004
    To all, the No_dilapidation from no_downsizing modd is now included in the Abandonment Modd available in the Modd Section.
     
    Your buildings will remain in its pristine condition without downsizing. However, if the demand requires, the building will rebuild to accomodate the $/$$ demands. The abandoment modd will prevent an abandoned building from dilapidating but will not prevent the building from abandoning.
     
    Ralphael

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    Posted:
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    I had an idea for phase II of this, honestly though, I haven't used this mod yet, moddeling / batting has pretty much stopped me from actually playing the game 9.gif but I was just thinking about textures and how the dilapitation effect seems to just be an applied texture of some sort...I might be wrong on this, I dont know, but it seems you could just edit that texture to be clear...thus eliminating the look that dilapitation creates.
     
    Then, and this is the part I don't even know if it is possible, but in the mayoral overaly screens if it would be possible to add to it, to add the dilapitated buildings to the list so that when you click it the dilapitated building get a GUI effect, like when you click on education and all the education buildings show up green.
     
    Again, this is just an idea that popped into my head...I could probably help with the dilapitation texture, if it is even editable, but I wouldn't know where to begin with adding the dilapitated overlay...I can modd buildings but don't have much more of an understanding of modds than that.

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    Posted:
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    This is what happens when i use the Dilapidation mod and also use the beaches.
     
     
    /idealbb/files/beachbefore.JPG
     
    Before i use the beach plops
     
     
    /idealbb/files/beachafter.JPG
     
    And after i use them. This does not happen when i dont have the Dilapidation mod. Do any of you modders know why this happens?. Thanks
     
     
    Subedei

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  • Original Poster
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    The most likely reason is the clash of the identifiers for the beach modd with one of the identifiers for the game. Since the dilapidation modd doesn't use any new ID's, what happens is your beach modd originally over-rode an existing ID within the game (hence you may not have noticed it because that particular building never grew).
     
    With the dilapidation modd in place, you are over riding the ID to your Beach modd now. You will need to ask the beach modd designer to fix it by creating a new ID since the dilapidation modd uses the game original id and cannot be change.
     
    Ralphael

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    Posted:
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    Date:6/21/2004 5:37:20 AM
    Author:RalphaelNinja

    The most likely reason is the clash of the identifiers for the beach modd with one of the identifiers for the game. Since the dilapidation modd doesn't use any new ID's, what happens is your beach modd originally over-rode an existing ID within the game (hence you may not have noticed it because that particular building never grew).
     
    With the dilapidation modd in place, you are over riding the ID to your Beach modd now. You will need to ask the beach modd designer to fix it by creating a new ID since the dilapidation modd uses the game original id and cannot be change.
     
    Ralphael

    quote>

     

     Ok, well i checked which ones (beach files i have) and it seems to happen with all of them. PEG's has a small beach which is barely noticable and a strip of beach that is only 1 tile wide by another author which it does not happen. So i guess i will go with them 2. but all the others (irregular coast beaches and a few others) i wont use as they were uploaded a while back and have not seen the authors on since. Thanks for the info though. Maybe someone will make an updated beach pack.

     

    Subedei

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    Posted:
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    Anyone who has downloaded &/or used AbandonmentModdv1.1 (or v1_1), please remove/delete it & download this updated version.
    This (attached) version addresses a file corruption issue that existed with the modd. It also addressses the issue which was causing the game to crash under certain circumstances. So this should now no longer be the case. Please be sure you remove all previous versions before installing this version. Everything else is as per version 1.1.

    AbandonmentModdv1_2.zip
    This can also be found in the Modding Files section.


    EDIT: btw, would anyone like the Abandonment Thresholds changed? It seems that, Maxis has the Abandonment thresholds somewhat higher than I would have expected. Personally, I would have them lower than what Maxis currently has them set at.
    These are the original Maxis values as a percentage of building population/Capacity at which a developed building will result in what:
    Abandon: 30%
    Distress: 45%
    Renew: 50%

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

    Yeah it's really cool! Tried it myself! The only problem is that the No Power/No Water/No Transportation/No Works zots were DRIVING ME CRAZY!!!!!!! 14.gif46.gif

    Raphael dude, now you just need to make a mod that makes the zots invisible (please???)! 29.gif

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