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Buggi

Do the gurus here have spec docs for the transit system?

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I was wondering if you guys who know the transit system have technical docs on the workings of the system. White papers, notes, anything?

I would be very happy if you did. I'd like to know as much about the nitty gritty behind-the-scenes stuff as possible. Especially the puzzle peice system and pathing.

Thanks!


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Have a look at the SC4 Encyclopaedia hosted by SC4 Devotion, it been a while since the transit section was updated, but it should get you started.

http://www.wiki.sc4devotion.com/index.php?title=Category:Transit_Networks


  Edited by Cathy  

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You might also want to contact members of the NAM Team as they might be able to answer any questions you may have.

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You might also want to contact members of the NAM Team as they might be able to answer any questions you may have.

And you may find something helpful here as well.


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And you may find something helpful here as well.

You may wish to check out the active topic at SC4D, as the Simtropolis topic on the traffic simulator has not been updated in a while and there have been changes since this was first posted here at Simtropolis

https://www.sc4devotion.com/forums/index.php?topic=10261.0

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To the best of my knowledge, it's defined by a parameter in the Lot Configurations exemplar for that particular lot, the LotConfig Required Roads property.

Basically, its value is a hex value that is defined from 4-bit set of bit flags indicating which sides roads need to be on in order for the lot to grow/have access. The rightmost bit represents the left/west side of the lot, and the leftmost bit represents the bottom/south side of the lot--essentially, in order of lowest to highest, it's SENW (much like RUL0 flags). 0x08 (1000 in binary) is the standard setting for lots that are touching a road at the bottom.

The pathing on the adjacent roadway tile also affects accessibility to the lot--if there's a road tile touching the lot that isn't pathed, it won't count toward the required roads.

-Tarkus

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