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ScLu

ScLus Elaboration on Big Red Fishs Long Trains Mod

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Without further ado, here's the copy&pasted Readme:
 
SCLU'S LONG TRAINS ELABORATION ON BIG RED FISH'S ORIGINAL MOD V 1.0
-----------------------------------------------------------------------
INSTALLATION INSTRUCTIONS
Move the DATs of your choice to the plugins folder of your choice to either My Documents\SimCity 4\Plugins[\<sub folder> (if you have one)] or C:\Program Files\Maxis\SimCity 4\Plugins[\<sub floder> (if you have one)].
-----------------------------------------------------------------------
DISCLAIMER
Neither me, Simtropolis (and its affiliates), nor Maxis is responsible for any undesired operation of SimCity 4 or any of its companion programs (ilive's Reader, Lot Editor, BAT, etc.). This mod is downloaded completely at your own risk and discretion (dis CRE shun) (look it up if you don't know what it means). I cannot guarantee compatability with any other mods that you, the downloader, may have, but I made an effort to ensure compatability between the DATs in this mod. IF you want more variety and/or choice, let me know at the corresponding thread titled: ScLu's Elaboration on Big Red Fish's Long Trains Mod.
-----------------------------------------------------------------------
CREDITS
Big Red Fish of Simtropolis deserves credit for the original mod. I just took his idea and elaborated on it to give you, the downloader, a more refined way of true customization. This mod does have a few extra options which will be discussed later in this readme, but I want to thank Big Red Fish and HIS Long Trains mod for inspiring me. Thus, this mod is actually OUR mod because he made an original, and I just elaborated on the idea.
-----------------------------------------------------------------------
FIXES AND UPGRADES
There are currently no fixes and/or upgrades with this mod because it's version 1.0.
-----------------------------------------------------------------------
WHAT'S IN THIS MOD THAT IS INSPIRED FROM THE ORIGINAL MOD
There are a number of DATs in this mod to be accounted for. NOTE: These changes were made in the Automata Simulator exemplar (25).
1. ScLu_BRF_LongTrains_Elab_Med
What this DAT does is raise the minimum length of commute trains to 5 cars including the locomotive and freight trains to 17 cars including the loco. However, the commute trains would have the ability to reach 17 cars (including the loco) in length and the freight trains would have the capacity to reach a GARGANTUAN 65 CARS (countin the loco) IN LENGTH! This DAT makes no further changes.
2. ScLu_BRF_LongTrains_Elab_Long
What this DAT does is raise the minimum length of commute trains to 9 cars (countin the loco) and the freight train to 33 cars (again, countin the loco). The maximum lengths will be the same as the last DAT.
3. ScLu_BRF_LongTrains_Elab_Gargantuan
WARNING: DO NOT USE THIS DAT IF YOU ARE PLANNING TO OPEN A SMALL CITY TILE THAT HAS FREIGHT STATIONS AND RAILS! THE TRAINS WILL BE TOO DANG LOOOONG! Ahem. What THIS DAT does is raise the minimum length for commuters to 17 cars, maximum to 33 cars; and the freight train minimum length to 65 cars and the maximum to 97 cars. THIS DAT IS INTENDED FOR USE ONLY IN MEDIUM AND LARGE CITIES WITH THE NEIGHBOR CONNECTION ON THE OTHER SIDE FROM THE CITY FROM THE FREIGHT STATION! There. I'm done preaching to the choir.
4. ScLu_BRF_LongTrains_Elab_MedCap
What this DAT does is raise the commuter capacity from 40 to 80.
5. ScLu_BRF_LongTrains_Elab_HiCap
What this DAT does is raise the commuter capacity from 40 to 120.
6. ScLu_BRF_LongTrains_Elab_JapaneseCap
What this DAT does is raise the commuter capacity from 40 to 160. The reason this DAT is named so, is because my mom has told me stories of the few years she has lived in Japan while her dad was stationed at an army base there. One of them was how packed the trains were. She said that they get SO FULL that the conductors and employees at the train stations literally have to push people into the train cars. That is why this DAT is named so.
7. ScLu_BRF_LongTrains_Elab_RealSpeed
What this DAT does is lower the minimum train speed to 70KPH and the maximum to 75KPH from the normals of 140KPH and 150KPH respectively.
8. ScLu_BRF_LongTrains_Elab_FastSpeed
What this DAT does is raise the minimum train speed to 280KPH and the maximum to 300KPH. Both this DAT and the previous DAT offer speed alterations within 50% from the game speed.
-----------------------------------------------------------------------
WHAT'S IN THIS MOD THAT IS NEW AND NOT INSPIRED
These are simple changes made in the Traffic Simulator Exemplar.
1.  ScLu_BRF_LongTrains_Elab_HiHiSpeedSubway
What this DAT does is double the speed of the subway.
2.  ScLu_BRF_LongTrains_Elab_HiSpeedSubway
What this DAT does is increase the speed of the subway by 50%.
3.  ScLu_BRF_LongTrains_Elab_LowSpeedSubway
What this DAT does is decrease the speed of the subway by 50%.
4.  ScLu_BRF_LongTrains_Elab_HiHiSpeedEL
What this DAT does is double the speed of the EL.
5.  ScLu_BRF_LongTrains_Elab_HiSpeedEL
What this DAT does is increase the speed of the EL by 50%.
6.  ScLu_BRF_LongTrains_Elab_LowSpeedEL
What this DAT does is decrease the speed of the EL by 50%.
7.  ScLu_BRF_LongTrains_Elab_HiHiSpeedMonorail
What this DAT does is double the speed of the monorail.
8.  ScLu_BRF_LongTrains_Elab_HiSpeedMonorail
What this DAT does is increase the speed of the monorail by 50%.
9.  ScLu_BRF_LongTrains_Elab_LowSpeedMonorail
What this DAT does is decrease the speed of the monorail by 50%.
10. ScLu_BRF_LongTrains_Elab_HierMaxCommTime
What this DAT does is solve the problem of buildings being abandoned due to the commute time not being long enough. It simply doubles the Commute trip max time exemplar.
11. ScLu_BRF_LongTrains_Elab_EvenHierMaxCommTime
What this DAT does is the same as right above, but it triples the value.
12. ScLu_BRF_LongTrains_Elab_SuperHiMaxCommTime
What this DAT does is the same as the above two, but it quadruples the same value.
 
 
 
Here are the relatively short Usage Instructions:
 
Please see the README if you are confused by all the numbers.
-----------------------------------------------------------------------
In the first part of the WHAT'S IN THIS MOD section
Only one of entries 1, 2, & 3 can be used at a time.
Only one of entries 4, 5, & 6 can be used at a time.
Only one of entries 7 & 8 can be used at a time.
-----------------------------------------------------------------------
In the second part of the WHAT'S IN THIS MOD section
Only one of entries 1, 2, & 3 can be used at a time.
Only one of entries 4, 5, & 6 can be used at a time.
Only one of entries 7, 8, & 9 can be used at a time.
Only one of entries 10, 11, & 12 can be used at a time.
-----------------------------------------------------------------------
The reason I used numbers is because I already wasted an hour making sure the README was free of typos, made sense, and included EVERY LAST BIT of vital information. So this document only took me about five minutes to type. However, the modding part will take me much longer.
 
 
 
Big Red Fish! If you're reading this post, then please realize that your innovative mod is what inspired this one!2.gif I'm saying that this mod belongs in part to BOTH of us.29.gif You the original breakthrough design and the idea44.gif and me the elaboration. All I did was elaborate on YOUR original idea. I do not want to be snooty or demoralizing, but your original mod only had a limited choice. This one haowever, allows almost LIMITLESS possibilities! But you still deserve most of the credit for this mod.1.gif

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[:0]

Elaboration my butt! Thats like... a novel's worth of mods and stuff there.

*Calls up Publishers Clearing House*

*Remembers they aren't really publishers*

Aaaaaaanyways... dang, dude... you, my friend... need a life. 19.gif

2.gif GJ dude... definently gonna try these out. 4.gif

BTW, thanks a LOT for all the installation info. Will save this thread from being cluttered, and it helps people like me who have problems with a lot of things. 18.gif

EDIT: but I want to thank Big Red Fish and HIS Long Trains mod for inspiring me. Thus, this mod is actually OUR mod because he made an original, and I just elaborated on the idea.

BRF is a female. 5.gif

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Sorry to double post, but... every different version of the commute time extenders I use crashes any city of mine (New ones too.). Other than that, everything works ok... please check on that, as I needed that more than anything. 8.gif

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  • Original Poster
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    Odd. I made sure to remove all the excess files in all the DATs. I'll check and post on it.
     
    -EDIT-I double checked the files for the commute time alterers. All I found inside the exemplars were the Parent Cohort, Exemplar Type, Exemplar Name, and the Commute trip max time values. I'm still new at modding, but I'm at my wit's end here looking for SOMETHING that's amiss. I made sure I did everything right.

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  • Original Poster
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    I don't mean to double post either buuuut...
     
    I'm sorry bout the gender mixup in the readme.
    I'll try PMing one of the admins and see what they can do to help me out.
     
    -EDIT-I just PMed ralphaelninja about this thread, so I hope I got us help with the right experience.

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    Posted:
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    This mod is SWEET!!!! Way to make my short story long!

    You might be pleased to know that I've removed my version from my game. From now on, I'm using this!

    To keep the credit chain intact, my mod was made from DarkMatter's Crime Automata mod that was in the Transit Supermod. And no worries about the gender thing, it's not a big deal to me. I only care that the mod works, which in this case it does, and quite well at that.

    I think I'll go put a post in my old thread, referring future visitors over to this one. Your version is much better. :)

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    Posted:
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    Date:6/17/2004 8:30:16 PM
    Author:ScLu

    -EDIT-I just PMed ralphaelninja about this thread, so I hope I got us help with the right experience.

    quote>

    It seems that BigRedFish has verified the mod and it seems to be working great 1.gif

    I would suggest that once everyone is happy with it that it be posted in the STEX under Prop Modds with proper credits given to everyone 9.gif

    Good work ScLu...

    Ralphael

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    Posted:
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    Date: 6/18/2004 3:59:55 AM
    Author:


    It seems that BigRedFish has verified the mod and it seems to be working great 1.gif



    I would suggest that once everyone is happy with it that it be posted in the STEX under Prop Modds with proper credits given to everyone 9.gif



    Good work ScLu...



    Ralphael

    quote>

    There are a lot of permutations in the mod as presented, and I can't say I've tried them all yet. There really isn't much to goof up in there, though. I'm a bit concerned about the commute time issue; others have reported that the game ignores that exemplar. Definitely should test that and make sure it's functional.

    I concur that once we're happy with it, ScLu's version should be officially released. [bTW, it would be nice if prop mods showed up on the home page, like lots and BATs do - many people won't ever know about them otherwise.]

    I'd recommend the following adjustments for final release:

    * Re-package the zip, to sort things by function rather than inspiration. It was a nice gesture and I appreciate the nod, but for general consumption it would make more sense to have folders for speed, or length. Make it something that would be logical to someone who knew nothing of any of this until they saw it on the STEX.

    * Eliminate the separate files for the different kinds of train, and make them single files that affect all the trains. That would simplify the package immensely by reducing the number of possible permutations that need to be provided. Elevated and subway are really the same thing for all practical purposes; because they can join to each other, they should always match anyway.

    * It would be a good idea to separate the functional mods to the pathfinding algorithms, from the eye candy mods to the automata. I'd hate for users to have to choose between long trains and Tropod's excellent Network Addon files.

    * [humourous tone] Please reverse my sex-change, as I am hating it. I look really silly in a dress now, and people make fun of me a lot because of it. Plus, all I can think about is boobs, not that anyone believes it when I'm wearing a dress. Jerry Springer's booking agent keeps calling at all hours. Very annoying, this. I'd like to return to hating my female body ASAP. Thank you. [/humourous tone] 17.gif

    That's about it. So far, so good. I'll post if I find any oopses in there, but it seems pretty solid so far.

    I'll join Ralphy in again congratulating ScLu on A joerb well done! [Do I get a karma bonus for the HomestarRunner reference? Oh wait, karma is for a different BBS...]

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  • Original Poster
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         Okay. I'll start work on version...uh...I don't know what to call it...version 1.1 or version 2.0? Any way, I'll get to work on it after I eat breakfast and get started on the lawn (I gotta mow it 15.gif). I'm not exactly sure if it's a prop modd because it doesn't mod props. It mods exemplars in the automata tuning and traffic simulator exemplars.
         About the separate entries for the Subway and EL, I just wasn't thinking and wanted to give you the greatese possible number of choices relevant to the mod. I just threw in the commute time DATs for the heck of it.18.gif But I'm still inexperienced at modding and one this big and complex is still new for me.
         Also, (this is for Pkmnrulz240) I started SimCity 4 right after I posted this mod and put some of the DATs in my hard drive into my game. I started a new city (and put rail in it) and I got no crashing whatsoever. I think your problem COULD be (not IS) a compatability issue with another traffic simulator mod that ALSO alters the commute time. And you probably don't know about it. You could try checking the exemplars in ilive's Reader or DatGen (BTW, I can finally double-click on DATs and view them without having to start up The Reader and open them.). In the Reader (which is the program I used to create this mod), the exemplar is under the Simulator entry in the exemplar analyser. If you look at it in the main window, look for an exemplar titled Traffic Simulator (look in the exemplar name entry) and scroll down to near the bottom to an entry titled Commute Trip Max Time. If the mod does not alter it, the value should read 6. If it does, then it'll read some other number than 6. If you want to use THIS mod bad enough, just right-click on the value and select delete property. Then you'll have to click save in the main window and choose Yes to a window asking you if you want to overwrite the original file. After that, the compatability issue could be solved. I think some mods have been known to crash the game if they were combined with certain other mods. I have a snigging suspicion (DarkMatter, please don't take this the wrong way) that one of DarkMatter's mods (possibly Traffic Cop) could be causing your problem. But I'm not precisely sure because for all I know, it could also be one of the Transit Bug Fixes from The7Trumpets or the Network Addon Mod. I'm just not sure.
         Whew! I sure said a mouthful didn't I!17.gif Well trying to help out is well worth wasting a few lung-fulls.18.gif
         OH! I FORGOT! Would it be reasonable if I split up the length DATs so that there would be three for freight and three for commuters? That would give more choices cause someone might want 32-car long freight trains and 16-coach long passenger trains (minimum).34.gif

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    ScLu:

    The Network Addon and the Transit Supermod that preceded it both have pathfinding DAT files that alter traffic speed and such things that relate to commute time. Ditto TrafficCop. Anything you do with commute time or the network speeds as used by the pathfinding engine will conflict with those. This is why I never went into those commute time and pathfinding exemplars like the network speeds - I didn't want to create any conflicts with TrafficCop or the Supermod (except for the automata file that came with the Supermod, and that conflict is why I followed DM's naming scheme - users would see two identically named files in their plugins folder with different author initials and that should reasonably have alerted them that one would need to go).

    A mod like this trains one really need only affect the automata that is generated, not the underlying network speeds (noting that the automata speed and the underlying pathfinding speed have nothing to do with each other). Messing with network speeds is fine, but I'd keep it separate from the length and capacity automata stuff, so the train length mods will work with whatever network/pathfinding mods the users may choose. Ultimately, TrafficCop gives them far more options in that regard than you ever could anyway. If it's updated to recognise Tropod's ANT it would be the ultimate commute and pathfinding solution.

    If you stay off the network speed and commute time stuff entirely, then people can use TrafficCop or the Addon or whatever they like to set the underlying mechanics, while still seeing the automata display as you've specified. The speed that the little cars and trains move around in the game has no relation to the network speeds that the path and commute time calculations use. Automata is eye candy and nothing more.

    As for the combining of things, I was just getting at the sheer number of DATs you'd have to make. This grows exponentially with each option added. Just looking at passenger options: 4 train types * 3 train lengths * 3 capacity settings * 3 display speeds == 108 files right there, plus whatever freight options you provide. It'll become a maintenance nightmare if you ever need to change something across all or most of them. Users will be presented with a dizzying number of files, get confused, and you'll have to support them.

    If you make one length setting affect el, sub, and monorail together all at once, you cut the number in half: 54 + freight options. We could reasonably expect that el and sub would move at the same visual speed, making it 36 + freight options. That's still pretty confusing for a user, but if you put freight, passenger, and light rail in separate folders that would make it a little easier for end-users to digest. Still a PITA to maintain though. Lock all the capacities together, and you're down to a reasonable number of files, I think 12 + freight.

    I figure that the Maxis trains are already short across the board so it's only necessary to provide medium and long options for them. Light rail (mono, el, sub) look silly if they get very long (imagine a 20-car el train pulling in to a 3-tile station!), so maybe just a medium for those. Automata speeds hopefully can be kept separate from the length stuff, which would make life much simpler. Ditto for capacity.

    Even at that, you'd be looking at over a dozen files. The game can be fussy about incomplete tuning exemplars - if you have to put the speeds and capacities in with the lengths, you start multiplying and it gets hairy. Options are nice, but when you start having to maintain a hundred files (or even half that) it just gets unworkable.

    BTW, one of the Modd Squad told me that you can change that max commute time exemplar all you like - the game ignores you. My testing seemed to confirm that, I made some cities with pathological streets that snaked back and forth across the map, and never could get the max commute time to increase no matter what I did. All you can do is make the network speeds used by the pathfinding engine faster, and if you do that, you have to change the pathfinding heuristic downward to match. IIRC, the formula is H=64/60*max speed - but H has a floor at .003, after that, the pathfinding engine gets confused and stats tracing out some whack paths. Better to let TrafficCop, the Supermod, or the Network Addon deal with that, they've already thunk good values.

    I'm just thinking out loud. Hope this helps.

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  • Original Poster
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    I'm not gonna create a bunch of DATs that do multiple things. That would be to arduous a task for me. That's why I have all these little packets of individual options so people can customize it. I decided to put the changes in little combinable DATs to slash the number of files in the mod. But I'll give traffic cop a try, combine the subway and EL speed sets (subtract 3 from the # of DATs), separate the freight length options from the commuter length options (add 3 to the # of DATs), trash the commute time changing DATs (subtract 3 again from the # of DATs), and put a reference to Traffic Cop in the Readme. Giving a total of 17 files in version 2.0 (I've decided). That's every option that V 2.0 is going to have.

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    Here's the version 2.0 readme:
     
    SCLU'S LONG TRAINS ELABORATION ON BIG RED FISH'S ORIGINAL MOD V 2.0
    -----------------------------------------------------------------------
    INSTALLATION INSTRUCTIONS
    Move the DATs of your choice to the plugins folder of your choice to either My Documents\SimCity 4\Plugins[\<sub folder> (if you have one)] or C:\Program Files\Maxis\SimCity 4\Plugins[\<sub floder> (if you have one)].
    -----------------------------------------------------------------------
    DISCLAIMER
    Neither me, Simtropolis (and its affiliates), nor Maxis is responsible for any undesired operation of SimCity 4 or any of its companion programs (ilive's Reader, Lot Editor, BAT, etc.). This mod is downloaded completely at your own risk and discretion (dis CRE shun) (look it up if you don't know what it means). I cannot guarantee compatability with any other mods that you, the downloader, may have, but I made an effort to ensure compatability between the DATs in this mod. IF you want more variety and/or choice, let me know at the corresponding thread titled: ScLu's Elaboration on Big Red Fish's Long Trains Mod.
    -----------------------------------------------------------------------
    CREDITS
    Big Red Fish of Simtropolis deserves credit for the original mod. I just took his idea and elaborated on it to give you, the downloader, a more refined way of true customization. This mod does have a few extra options which will be discussed later in this readme, but I want to thank Big Red Fish and HIS Long Trains mod for inspiring me. Thus, this mod is actually OUR mod because he made an original, and I just elaborated on the idea.
    -----------------------------------------------------------------------
    FIXES AND UPGRADES
    Version 2.0 has a few extra options and unfortuneately, due to a compatability issue, a few options eliminated. The length options have been diversified. Since the subway and EL transit options are one and the same, they have been combined. And last but not least, the commute time mods have been removed due to compatability issues with other transit related mods. Thus, there are less files in this one, but more options.
    -----------------------------------------------------------------------
    WHAT'S IN THIS MOD THAT IS INSPIRED FROM THE ORIGINAL MOD
    There are a number of DATs in this mod to be accounted for. NOTE: These changes were made in the Automata Simulator exemplar (25).
    1...ScLu_BRF_LongTrains_Elab_CommMed
    What this DAT does is raise the minimum length of commute trains to 5 cars including the locomotive. However, the commute trains would have the ability to reach 17 cars (including the loco) in length.
    2...ScLu_BRF_LongTrains_Elab_CommLong
    What this DAT does is raise the minimum length of commute trains to 9 cars (countin the loco). The maximum length will be the same as the last DAT.
    3...ScLu_BRF_LongTrains_Elab_CommGargantuan
    What THIS DAT does is raise the minimum length for commuters to 17 cars. The maximum length will be raised to 33 cars.
    4...ScLu_BRF_LongTrains_Elab_FreightMed
    What this DAT does is raise the minimum length of freight trains to 17 cars. However, freight trains have the capacity to reach a GARGANTUAN 65 CARS IN LENGTH!
    5...ScLu_BRF_LongTrains_Elab_FreightLong
    What this DAT does is raise the minimum length of freight trains to 33 cars. The maximum length is unchanged.
    6...ScLu_BRF_LongTrains_Elab_FreightGargantuan
    WARNING: DO NOT USE THIS DAT IF YOU ARE PLANNING TO OPERATE A SMALL (64X64) CITY MAP! THE TRAINS WILL BE TOO DANG LOOOONG! Ahem. What THIS DAT does is raise the minimum length of freight trains to 65 cars. In order to allow some leeway for length, the maximum length has been raised to 97 cars. BE SURE THAT THE NEIGHBOR CONNECTION IS AT LEAST 128 TILES AWAY FROM THE CLOSEST FREIGHT STATION TO THE CONNECTION! There. I'm done preaching to the choir.
    7...ScLu_BRF_LongTrains_Elab_MedCap
    What this DAT does is raise the commuter capacity from 40 to 80.
    8...ScLu_BRF_LongTrains_Elab_HiCap
    What this DAT does is raise the commuter capacity from 40 to 120.
    9...ScLu_BRF_LongTrains_Elab_JapaneseCap
    What this DAT does is raise the commuter capacity from 40 to 160. The reason this DAT is named so, is because my mom has told me stories of the few years she has lived in Japan while her dad was stationed at an army base there. One of them was how packed the trains were. She said that they get SO FULL that the conductors and employees at the train stations literally have to push people into the train cars. That is why this DAT is named so.
    10..ScLu_BRF_LongTrains_Elab_RealSpeed
    What this DAT does is lower the minimum train speed to 70KPH and the maximum to 75KPH from the normals of 140KPH and 150KPH              respectively.
    11..ScLu_BRF_LongTrains_Elab_FastSpeed
    What this DAT does is raise the minimum train speed to 280KPH and the maximum to 300KPH. Both this DAT and the previous DAT offer speed alterations within 50% from the game speed.
    -----------------------------------------------------------------------
    WHAT'S IN THIS MOD THAT IS NEW AND NOT INSPIRED
    These are simple changes made in the Traffic Simulator Exemplar.
    1..ScLu_BRF_LongTrains_Elab_HiHiSpeedSubEL
    What this DAT does is double the speed of the subway and EL.
    2..ScLu_BRF_LongTrains_Elab_HiSpeedSubEL
    What this DAT does is increase the speed of the subway and EL by 50%.
    3..ScLu_BRF_LongTrains_Elab_LowSpeedSubEL
    What this DAT does is decrease the speed of the subway and EL by 50%.
    4..ScLu_BRF_LongTrains_Elab_HiHiSpeedMono
    What this DAT does is double the speed of the monorail.
    5..ScLu_BRF_LongTrains_Elab_HiSpeedMono
    What this DAT does is increase the speed of the monorail by 50%.
    6..ScLu_BRF_LongTrains_Elab_LowSpeedMono
    What this DAT does is decrease the speed of the monorail by 50%.
     
     
     
    Here are the usage instructions:
     
    Please see the README if you are confused by all the numbers.
    -----------------------------------------------------------------------
    In the first part of the WHAT'S IN THIS MOD section
    Only one of entries 1, 2, & 3 can be used at a time.
    Only one of entries 4, 5, & 6 can be used at a time.
    Only one of entries 7, 8, & 9 can be used at a time.
    Only one of entries 10 & 11 can be used at a time.
    -----------------------------------------------------------------------
    In the second part of the WHAT'S IN THIS MOD section
    Only one of entries 1, 2, & 3 can be used at a time.
    Only one of entries 4, 5, & 6 can be used at a time.
    -----------------------------------------------------------------------
    The reason I used numbers is because I already wasted an hour making sure the README was free of typos, made sense, and included EVERY LAST BIT of vital information. So this document only took me about five minutes to type. However, the modding part will take me much longer.

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    I am having game loading problems with these new long train mods. The problem is I can't get a city to load, any city even a new city (blank map). I get about to the third part of the stupid sayings that always come up during loading and the computer locks up and not just locked up and have to key my way out I have to UNPLUG IT. I uninstalled them and put back BRF's long train mod and all works fine again. Am I the only one with this problem? Any suggestions on what the problem MIGHT be? Am I using a bad combo, too may mixed signals for the game to understand?

    The mods I was using were:

    1...ScLu_BRF_LongTrains_Elab_CommMed
    5...ScLu_BRF_LongTrains_Elab_FreightLong
    8...ScLu_BRF_LongTrains_Elab_HiCap
    10..ScLu_BRF_LongTrains_Elab_RealSpeed
    --------------------------------------------------
    1..ScLu_BRF_LongTrains_Elab_HiHiSpeedSubEL
    4..ScLu_BRF_LongTrains_Elab_HiHiSpeedMono

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    Posted:
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    ScLu
     
    Either fix ALL the mod files you've released here in this thread [from the latest version], or I'll be forced to lock the thread; delete your post; and edit your first post to warn people not to download the attached file.
     
    And if you have no idea what I'm talking about, here's a hint; for functional Exemplar files, like the ones you've released, should NOT have all their Properties removed bar the ones you've just changed. I honestly don't know why one would do such a thing. This is why some people would be having problems with them; these problems have nothing to do with anyone elses released files, it has to do with the files you've released.

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    Posted:
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    Date: 6/26/2004 5:52:54 AM
    Author:
    I am having game loading problems with these new long train mods. The problem is I can't get a city to load, any city even a new city (blank map). I get about to the third part of the stupid sayings that always come up during loading and the computer locks up and not just locked up and have to key my way out I have to UNPLUG IT. I uninstalled them and put back BRF's long train mod and all works fine again. Am I the only one with this problem? Any suggestions on what the problem MIGHT be? Am I using a bad combo, too may mixed signals for the game to understand?

    The mods I was using were:

    1...ScLu_BRF_LongTrains_Elab_CommMed
    5...ScLu_BRF_LongTrains_Elab_FreightLong
    8...ScLu_BRF_LongTrains_Elab_HiCap
    10..ScLu_BRF_LongTrains_Elab_RealSpeed
    --------------------------------------------------
    1..ScLu_BRF_LongTrains_Elab_HiHiSpeedSubEL
    4..ScLu_BRF_LongTrains_Elab_HiHiSpeedMono
    quote>

    Had the same problems myself. It would just kick me back to my desktop. Unloaded them and everything is fine now. I guess ScLu should have done more testing before releasing them.

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     
    I am currently a little busy at the moment, but I WILL tend to the problem as soon as I get enough time. BTW, Tropod, you say I should just remove the values that I modded from each DAT and not all of the values that I didn't use, right?

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     
    The readme:
     
    SCLU'S LONG TRAINS ELABORATION ON BIG RED FISH'S ORIGINAL MOD V 3.0
    -----------------------------------------------------------------------
    INSTALLATION INSTRUCTIONS
    Move the DATs of your choice to the plugins folder of your choice to either My Documents\SimCity 4\Plugins[\<sub folder> (if you have one)] or C:\Program Files\Maxis\SimCity 4\Plugins[\<sub floder> (if you have one)].
    -----------------------------------------------------------------------
    DISCLAIMER
    Neither me, Simtropolis (and its affiliates), nor Maxis is responsible for any undesired operation of SimCity 4 or any of its companion programs (ilive's Reader, Lot Editor, BAT, etc.). This mod is downloaded completely at your own risk and discretion (dis CRE shun) (look it up if you don't know what it means). I cannot guarantee compatability with any other mods that you, the downloader, may have, but I made an effort to ensure compatability between the DATs in this mod. IF you want more variety and/or choice, let me know at the corresponding thread titled: ScLu's Elaboration on Big Red Fish's Long Trains Mod.
    -----------------------------------------------------------------------
    CREDITS
    Big Red Fish of Simtropolis deserves credit for the original mod. I just took his idea and elaborated on it to give you, the downloader, a more refined way of true customization. This mod does have a few extra options which will be discussed later in this readme, but I want to thank Big Red Fish and HIS Long Trains mod for inspiring me. Thus, this mod is actually OUR mod because he made an original, and I just elaborated on the idea.
    -----------------------------------------------------------------------
    FIXES AND UPGRADES
    Version 3.0 has been edited slightly due to bug reports that have arisen in the pertaining thread to this mod. None of the features from version 2.0 were altered at all, but the DATs have a few more exemplars in them that the first two versions. I hope that this change eliminates these bugs and makes tropod, a responsible and outstanding member of Simtropolis, happy.
    -----------------------------------------------------------------------
    WHAT'S IN THIS MOD THAT IS INSPIRED FROM THE ORIGINAL MOD
    There are a number of DATs in this mod to be accounted for. NOTE: These changes were made in the Automata Simulator exemplar (25).
    1. ScLu_BRF_LongTrains_Elab_CommMed
    What this DAT does is raise the minimum length of commute trains to 5 cars including the locomotive. However, the commute trains would have the ability to reach 17 cars (including the loco) in length.
    2. ScLu_BRF_LongTrains_Elab_CommLong
    What this DAT does is raise the minimum length of commute trains to 9 cars (countin the loco). The maximum length will be the same as the last DAT.
    3. ScLu_BRF_LongTrains_Elab_CommGargantuan
    What THIS DAT does is raise the minimum length for commuters to 17 cars. The maximum length will be raised to 33 cars.
    4. ScLu_BRF_LongTrains_Elab_FreightMed
    What this DAT does is raise the minimum length of freight trains to 17 cars. However, freight trains have the capacity to reach a GARGANTUAN 65 CARS IN LENGTH!
    5. ScLu_BRF_LongTrains_Elab_FreightLong
    What this DAT does is raise the minimum length of freight trains to 33 cars. The maximum length is unchanged.
    6. ScLu_BRF_LongTrains_Elab_FreightGargantuan
    WARNING: DO NOT USE THIS DAT IF YOU ARE PLANNING TO OPERATE A SMALL (64X64) CITY MAP! THE TRAINS WILL BE TOO DANG LOOOONG! Ahem. What THIS DAT does is raise the minimum length of freight trains to 65 cars. In order to allow some leeway for length, the maximum length has been raised to 97 cars. BE SURE THAT THE NEIGHBOR CONNECTION IS AT LEAST 128 TILES AWAY FROM THE CLOSEST FREIGHT STATION TO THE CONNECTION! There. I'm done preaching to the choir.
    7. ScLu_BRF_LongTrains_Elab_MedCap
    What this DAT does is raise the commuter capacity from 40 to 80.
    8. ScLu_BRF_LongTrains_Elab_HiCap
    What this DAT does is raise the commuter capacity from 40 to 120.
    9. ScLu_BRF_LongTrains_Elab_JapaneseCap
    What this DAT does is raise the commuter capacity from 40 to 160. The reason this DAT is named so, is because my mom has told me stories of the few years she has lived in Japan while her dad was stationed at an army base there. One of them was how packed the trains were. She said that they get SO FULL that the conductors and employees at the train stations literally have to push people into the train cars. That is why this DAT is named so.
    10. ScLu_BRF_LongTrains_Elab_RealSpeed
    What this DAT does is lower the minimum train speed to 70KPH and the maximum to 75KPH from the normals of 140KPH and 150KPH              respectively.
    11. ScLu_BRF_LongTrains_Elab_FastSpeed
    What this DAT does is raise the minimum train speed to 280KPH and the maximum to 300KPH. Both this DAT and the previous DAT offer speed alterations within 50% from the game speed.
    -----------------------------------------------------------------------
    WHAT'S IN THIS MOD THAT IS NEW AND NOT INSPIRED
    These are simple changes made in the Traffic Simulator Exemplar.
    1. ScLu_BRF_LongTrains_Elab_HiHiSpeedSubEL
    What this DAT does is double the speed of the subway and EL.
    2. ScLu_BRF_LongTrains_Elab_HiSpeedSubEL
    What this DAT does is increase the speed of the subway and EL by 50%.
    3. ScLu_BRF_LongTrains_Elab_LowSpeedSubEL
    What this DAT does is decrease the speed of the subway and EL by 50%.
    4. ScLu_BRF_LongTrains_Elab_HiHiSpeedMono
    What this DAT does is double the speed of the monorail.
    5. ScLu_BRF_LongTrains_Elab_HiSpeedMono
    What this DAT does is increase the speed of the monorail by 50%.
    6. ScLu_BRF_LongTrains_Elab_LowSpeedMono
    What this DAT does is decrease the speed of the monorail by 50%.
     
     
     
    And the usage directions:
     
    Please see the README if you are confused by all the numbers.
    -----------------------------------------------------------------------
    In the first part of the WHAT'S IN THIS MOD section
    Only one of entries 1, 2, & 3 can be used at a time.
    Only one of entries 4, 5, & 6 can be used at a time.
    Only one of entries 7, 8, & 9 can be used at a time.
    Only one of entries 10 & 11 can be used at a time.
    -----------------------------------------------------------------------
    In the second part of the WHAT'S IN THIS MOD section
    Only one of entries 1, 2, & 3 can be used at a time.
    Only one of entries 4, 5, & 6 can be used at a time.
    -----------------------------------------------------------------------
    The reason I used numbers is because I already wasted an hour making sure the README was free of typos, made sense, and included EVERY LAST BIT of vital information. So this document only took me about five minutes to type. However, the modding part will take me much longer.
     
     
     
    Tropod! I hope this resolves the problem!9.gif44.gif

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    Posted:
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    Great job on this 'elaboration', ScLu!  I really like the looks of this and will be downloading it right now.  44.gif

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    Posted:
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    ScLu
     
    That's a lot better, but; the Traffic Simulator is missing two properties [well, for one or two of the files I did manage to take a look at]; one of them which is rather imperative to the game, especially those with RH/Deluxe Update1;
    -Customers/Traffic Noise Coefficient [0x0CAAAEB8]
    -Monorail Train Speed [0x491332EF] 
     
    Also; the Automata Tuning Exemplar is missing some properties still it seems [3 or them-with the files I did manage to look at].
     
    If I may make a suggestions; use the original file from the game; make it into a seperate dat plugin file on its own; then Use the Properties Counter function in the Reader to locate the missing Properties 2.gif. I've already given you a heads-up on two of them for the Traffic Simulator [there may be others you've missed though?]; it's upto you to figure the rest. Also, in your release notes, you may want to point out what version of SC the files are intended for [i.e. SC4 vanilla; RH/deluxe; RH/Deluxe with Update1].

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    Posted:
    Last Online: A long, long time ago... 
     
    Has this mod been available yet? Whats it called in the MOD section?

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     
    Due to some recent chat discussions, I will be releasing Version 4.0 very shortly. It will be missing a few things and also have a few more things in it, but it's all for the sake of actually getting this mod to work.2.gif

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    -BIG EDIT-Something went screwey with this post. I'll have to re-post the Readme below.

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     
    Forgot to attatch.43.gif43.gif43.gif43.gif

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     
    I'm sorry for double-posting yet again, but there was a glitch with the V4 Readme post.
     
    For simplicity's sake, I'll only post the relevant parts.
     
    Readme:
     
    COMPATABILITY
    I'm not about to take chances with game crashing problems, but if you have SimCity 4 vanilla (no patches or EPs), then that's a risk you alone are taking. I do not know how to ensure SC4Vanilla compatability, meaning that I'll have to PM a modding expert and request him/her to do it for me.
    -----------------------------------------------------------------------
    SPECIAL REFERENCES
    In order to have basically the same features that V3.0 and earlier had, I'd recommend downloading the Traffic Cop found in the programs category in the mods section of Simtropolis. This is a fantastic mod/program that allows you to directly mod the Traffic Simulator WITHOUT causing ANY problems at all.
    -----------------------------------------------------------------------
    FIXES AND UPGRADES
    Version 4.0 ditched the Subway, EL, and Monorail speed changes due to issues that would arise with the game's Traffic Simulator exemplar. I do not yet know how to change this for compatability, but you can still get the same effects and much much more from downloading Traffic Cop (see above).
     
     
     
    Usage:
     
    Please see the README if you are confused by all the numbers.
    -----------------------------------------------------------------------
    In the first part of the WHAT'S IN THIS MOD section
    Only one of entries 1, 2, & 3 can be used at a time.
    Only one of entries 4, 5, & 6 can be used at a time.
    Only one of entries 7, 8, & 9 can be used at a time.
    Only one of entries 10 & 11 can be used at a time.
    -----------------------------------------------------------------------
    The reason I used numbers is because I already wasted an hour making sure the README was free of typos, made sense, and included EVERY LAST BIT of vital information. So this document only took me about five minutes to type. However, the modding part will take me much longer.
     
     
     
    Again, the V4 Readme post went screwey and I had to double-post in order to re-post the Readme.

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    Posted:
    Last Online:  
     

    Big question, will this work with tropod's Network Addon Mods?

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    Posted:
    Last Online:  
     

    I downloaded version 4.0 of this last night, but I'm still only getting 5 car freight trains 42.gif41.gif. The files I downloaded from the zip were:

    ScLu_BRF_LongTrains_Elab_HiCap.dat
    ScLu_BRF_LongTrains_Elab_CommLong.dat
    ScLu_BRF_LongTrains_Elab_FreightMed.dat
    ScLu_BRF_LongTrains_Elab_FastSpeed.dat

    At first, I didn't place any of the speed dat's in my plugin folders (as I thought the speed in relation to everything else was okay).. But subsequently did so as I thought I may need to do this for the rest of the things to work.
    I don't know whether there's a conflict between the long trains mod and something else...if so, the only things I could think it would be are:

    trafficfix_rh_better.dat
    RoadOverRailOverpass0_8_0.dat
    TransportationMap Modd1B.dat
    DataviewModd_RH.dat (for the transport map - although I doubt it's that one)

    What am I doing wrong?? The passenger trains generally seem to be okay, but it's bugging me that I can't get nice long freight trains...

    Any help would be appreciated

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

    I'm gettin' a similar result.

    The speed mod seems to work, but all I get is 5-car trains. Though it seems like I get more of them. Instead of long trains, I tend to get multiple trains following each other closely....



    Is this mod still supported/working? Is some other common mod (NAM, etc) overriding it? I even ditched my NAM automata file, thinkin' it might be the culprit, but no dice...

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    Posted:
    Last Online: A long, long time ago... 
     
    Date: 5/16/2005 1:17:26 AM
    Author: espee04135
    I have never been able to get this version working. I went back to BigRedFish's last version and all is great.


    LINK:44.gif


    quote>
    Ok, good... So it's not just me.... I had been tryin' all sorts of combinations (i.e. without NAM, etc) to no avail...


    And I was about to despair when I saw your link.... I hadn't noticed that there was still an attachment on the BRF thread43.gif, or else I would have tried it already. Thanks. 1.gif9.gif

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