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Ahhh thanks the pictures explain what he was trying!

That is actually just how the regions are setup.

You see every city in the background is kind of just an image. And thus it has no real network, so what maxis has done to kind of simulate agents traveling through the box when not playing is they put an invisible road that lets agents go throuigh (as agents and what not from the other city arent actually existing real time when not being played) so that when the city box is full and inactive it agents can go through it.

If you connect a road to that invisible road, it becomes visible up to the point you connected to.

And the question about other city boundaries: Yeah this is an issue with box data. When youre in your city you only load the other city's data from whats in their box and its displayed as a gprahical backdrop kind of of just models not proper functioning buioldings (lowest detail models). So technically this works out GOOD for us because we can take over an entire region in one city, then go to another city and take over the same region and still gain the benefits of the other citys workers.

 

Thank you for the reply!

 

What I still don't get is why are the streets not showing up anymore. It was working fine before.

 

I'm gonna try to re-install Simcity later this evening, and see if the problem still occurs. 

 

 

Edit: Lovely. Simcity/Origin is now giving me an installation error whether I install from Disc, or download. This might take longer than intended. :| 

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    Ahhh thanks the pictures explain what he was trying!

    That is actually just how the regions are setup.

    You see every city in the background is kind of just an image. And thus it has no real network, so what maxis has done to kind of simulate agents traveling through the box when not playing is they put an invisible road that lets agents go throuigh (as agents and what not from the other city arent actually existing real time when not being played) so that when the city box is full and inactive it agents can go through it.

    If you connect a road to that invisible road, it becomes visible up to the point you connected to.

    And the question about other city boundaries: Yeah this is an issue with box data. When youre in your city you only load the other city's data from whats in their box and its displayed as a gprahical backdrop kind of of just models not proper functioning buioldings (lowest detail models). So technically this works out GOOD for us because we can take over an entire region in one city, then go to another city and take over the same region and still gain the benefits of the other citys workers.

     

    Thank you for the reply!

     

    What I still don't get is why are the streets not showing up anymore. It was working fine before.

     

    I'm gonna try to re-install Simcity later this evening, and see if the problem still occurs. 

     

     

    Edit: Lovely. Simcity/Origin is now giving me an installation error whether I install from Disc, or download. This might take longer than intended. :| 

     

     

    Hrmmmmmm will look into this

     

    Hi just wondering: 

     

    Is there a bug in the invalid placement of buildings (other than the fire-departement) on all sides of a city except one? 

     

    I have been trying to do it and it won't let me place down any of the other buildings on the other three sides with the error message "Invalid placement". I have also noticed that the buildings don't rotate--though I'm sure you haven't had the time to get to that yet. 

     

    I was just wondering if you could confirm this, so I know I'm not doing anything. Thanks so much! Great mod. 

     

    Actually thats just us being unable to rotate the prop outside the box due to no snap points being present :( You pretty much had it right as that you need to place it so the front of the buildings facing the road. Pretty much not a case of enough time as just not figuring it out yet :P

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    I sent you a PM, but just wanted to report a bug with the university.

     

    The University is supposed to allow one "School of XXXX" to be added for each upgrade to the University.

    The first upgrade is fine(allows one "School" to be added)

    But the second upgrade does not allow a second "School" to be added, as it thinks the University is already at the limit.

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    I sent you a PM, but just wanted to report a bug with the university.

     

    The University is supposed to allow one "School of XXXX" to be added for each upgrade to the University.

    The first upgrade is fine(allows one "School" to be added)

    But the second upgrade does not allow a second "School" to be added, as it thinks the University is already at the limit.

    Yep got the pm, cheers. I should have a fix out later today pretty simple to fix. Realized from my PM and now that its actually something else not the dormitories I was thinking people were saying was an issue. Forgot that the separate schools needed an overplopper (the little X menu icon).

     

    edit: I have a fix ready just holding out a bit to see if I can include anything else in this update to make it not so useless and quick

     

    edit2: had an important find spotted by putadshere so pushed 0.98k to st/ex. Please all that updated today re-download again. Sorry for the hassle!

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    I appreciate the work that you have done on this mod and I'm having a lot of fun with it. I've noticed a few things that may or may not be working correctly though. The biggest problem to report is that since (v)6.0 rollout I am unable to place more than one expansion to my trade depot in a new city. The depot defaults to having 2/4 expansions placed, placing another expansion causes it to tick up to 4/4 and limit out.

    Hopefully this is just a matter of me having installed something incorrectly or a bug that can be fixed easily. There is so much to love in this mod.

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    If you downloaded 0.98j the installer wasnt setup right, i released a quick update after that 0.98k that should fix it

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    hey ProcsKalone just test the v98k ,and find out the train track can not  delete now  :D

    miss the BreakableTrainAndFreeway.package

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    Actually the train tracks seem to be just modified now :O I noticed this earlier, the rest of the stuffs there just seems they changed the train track path, thanks though!

     

    edit: I have a fix by the way, might just reupload the same version on stex

     

    edit: st/ex file updated (same version)

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    Hi there,

     

    Awesome tool by the way love it!!!

     

    A couple of issues though that i wanted you to be aware off, unless it is user error of course ;-)

     

    Since the update patch 6.1 on the 30th/7, i can no longer demolish the following,

    - freeways, either added by myself or exisiting ones

    - the small roads of added university

     

    Also doesnt recognise power from outside, not sure if that was an issue before or not

     

    Either way a big thankyou for the effort you have put in for this awesome tool

     

    Rgds

     

    Surreall

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    I'm having an issue that I think is related to this mod. All the upgradable buildings (ambulance bays, police car lots, sewage treatment etc) are being counted twice so I can only place half the number.

     

    Any ideas?

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    Hi there,

     

    Awesome tool by the way love it!!!

     

    A couple of issues though that i wanted you to be aware off, unless it is user error of course ;-)

     

    Since the update patch 6.1 on the 30th/7, i can no longer demolish the following,

    - freeways, either added by myself or exisiting ones

    - the small roads of added university

     

    Also doesnt recognise power from outside, not sure if that was an issue before or not

     

    Either way a big thankyou for the effort you have put in for this awesome tool

     

    Rgds

     

    Surreall

    Thanks surreall, I derped out too hard yesterday, easily fixed. Update should be out soonish.

     

    also the airship and 2 balloon park is gone too

    Crap not even sure how that got by thanks for doing this ralph!

    edit: AHa! so it was when I fixed the university I used some of the same instanceids *whoops*

     

    I'm having an issue that I think is related to this mod. All the upgradable buildings (ambulance bays, police car lots, sewage treatment etc) are being counted twice so I can only place half the number.

     

    Any ideas?

    The scripts package hasnt been installed (are you using 0.98j? the setup.bat was broken and not updating the scripts pack so this may be the issue)

    To make sure its installed if the setup.bat is not doing it right, in the downloaded .rar, theres a folder SimCityUserData\EcoGame\ with a file SimCity-Scripts_269107214.package, copy this file to C:\Program Files (x86)\Origin Games\SimCity\SimCityUserData\EcoGame and replace the file there.

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    Update 0.98L out,

     

    • Fixed High Density Avenue Stub & Regional Freeway not Bulldozable
    • Fixed Airship DLC items not appearing (Overrwrote their instanceids yesterday)
    • Fixed OverplopSetup.bat: should install right scripts now.

    edit: So after beating my face in trying to figure out snap points...only one thing came out of all of this, I can now change snap point colors but that was rather trivial and found a while ago.

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    Update 0.98L out,

     

    • Fixed High Density Avenue Stub & Regional Freeway not Bulldozable
    • Fixed Airship DLC items not appearing (Overrwrote their instanceids yesterday)
    • Fixed OverplopSetup.bat: should install right scripts now.

    edit: So after beating my face in trying to figure out snap points...only one thing came out of all of this, I can now change snap point colors but that was rather trivial and found a while ago.

     

    :thumb:

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    I re-installed SimCity, and I re-installed your mod, and the error that I had of streets not showing in neighboring cities [at the top of this page ^^^] is not happening anymore.  :) 

     

    Just a quick questions - what's the proper protocol on upgrading your mod? Do I uninstall the first one first through the setup app, and then install the new one? 

     

    Thank you!

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    I re-installed SimCity, and I re-installed your mod, and the error that I had of streets not showing in neighboring cities [at the top of this page ^^^] is not happening anymore.   :)

     

    Just a quick questions - what's the proper protocol on upgrading your mod? Do I uninstall the first one first through the setup app, and then install the new one? 

     

    Thank you!

    Yep that's the best course of action

     

    edit: Update, surrel, are you running my road pack too? Because that actually was the problem with power not being shared on high density avenue outside the box. Ill be updating that mod soon

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    I re-installed SimCity, and I re-installed your mod, and the error that I had of streets not showing in neighboring cities [at the top of this page ^^^] is not happening anymore.   :)

     

    Just a quick questions - what's the proper protocol on upgrading your mod? Do I uninstall the first one first through the setup app, and then install the new one? 

     

    Thank you!

    Yep that's the best course of action

     

    edit: Update, surrel, are you running my road pack too? Because that actually was the problem with power not being shared on high density avenue outside the box. Ill be updating that mod soon

     

     

    Heya, if the road pack is included in your BOC download then yes

     

    Just an FYI, i have noticed one more thing i cannot delete

    - Felgard's Service Road

     

    Rgds

     

    Surreall

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    I re-installed SimCity, and I re-installed your mod, and the error that I had of streets not showing in neighboring cities [at the top of this page ^^^] is not happening anymore.   :)

     

    Just a quick questions - what's the proper protocol on upgrading your mod? Do I uninstall the first one first through the setup app, and then install the new one? 

     

    Thank you!

    Yep that's the best course of action

     

    edit: Update, surrel, are you running my road pack too? Because that actually was the problem with power not being shared on high density avenue outside the box. Ill be updating that mod soon

     

     

    Heya, if the road pack is included in your BOC download then yes

     

    Just an FYI, i have noticed one more thing i cannot delete

    - Felgard's Service Road

     

    Rgds

     

    Surreall

     

    The road requires felgards mod to work properly, I forgot to update my picture with that note, but it should be bulldozable naturally (might be wonky on first load depending on if the game picked up the scripts, you can force a script reload by loading/claiming another city in the region or rejoining). Also check if theres a 1_Universal_Street_Script.package in C:\Program FIles (x86)\OriginGames\SimCity\SimCityUserData\Packages\ if there isnt you can copy it from the downladed rar in the folder SimCityUserData\Packages\1_Universal_Street_Script.package

     

    edit: Also it looks like power only shares outside the box if you have "sell to neighbours" as it considers anything outside the box as a neighbour unit I guess. If you dont have the road pack installed you should be good to go.

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    I re-installed SimCity, and I re-installed your mod, and the error that I had of streets not showing in neighboring cities [at the top of this page ^^^] is not happening anymore.   :)

     

    Just a quick questions - what's the proper protocol on upgrading your mod? Do I uninstall the first one first through the setup app, and then install the new one? 

     

    Thank you!

    Yep that's the best course of action

     

    edit: Update, surrel, are you running my road pack too? Because that actually was the problem with power not being shared on high density avenue outside the box. Ill be updating that mod soon

     

     

    Heya, if the road pack is included in your BOC download then yes

     

    Just an FYI, i have noticed one more thing i cannot delete

    - Felgard's Service Road

     

    Rgds

     

    Surreall

     

    The road requires felgards mod to work properly, I forgot to update my picture with that note, but it should be bulldozable naturally (might be wonky on first load depending on if the game picked up the scripts, you can force a script reload by loading/claiming another city in the region or rejoining). Also check if theres a 1_Universal_Street_Script.package in C:\Program FIles (x86)\OriginGames\SimCity\SimCityUserData\Packages\ if there isnt you can copy it from the downladed rar in the folder SimCityUserData\Packages\1_Universal_Street_Script.package

     

    edit: Also it looks like power only shares outside the box if you have "sell to neighbours" as it considers anything outside the box as a neighbour unit I guess. If you dont have the road pack installed you should be good to go.

     

     

    The copy paste worked a treat, TY!!!

    I will try out the power one later.

     

    As a side note, the churches. It says they raise high welath land value but after i plotted them in the city, there were no visible changes to the land values? Am i reading the descsription wrong?

     

    Rgds

     

    Surreall

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    Ok. I am using the latest version of this mod after update 6 - and it works fine - its a great job - a few problems that I am facing are - when I use the high density avenue with rail tracks from your other mod - I am not able to connect it to any of the other roads in my city - what may I be doing wrong?

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    Ok. I am using the latest version of this mod after update 6 - and it works fine - its a great job - a few problems that I am facing are - when I use the high density avenue with rail tracks from your other mod - I am not able to connect it to any of the other roads in my city - what may I be doing wrong?

    It might be that mod (due to the scripts changes being in a seperate package) is not being recognized. Try claiming / loading another city in your region or reloading simcity. Its a little odd but it should pick it up. it should be intersectable as I've been using it quite a biit messing around today. Also it works better in new regions than old

     

    edit: Also if you go to C:\Program Files (x86)\Origin Games\SimCity\SimCityUserData\EcoGame and copy SimCity-Scripts_269107214.package and go to C:\Program Files (x86)\Origin Games\SimCity\SimCityUserData\Packages and paste it here, then rename it to z_SimCity-Scripts_269107214.package it should increase the chances of it working

     

    Also surrealll, the churches are a little misleading. Theyre kind of dummy plops as they are functioning more as the homeless tents use to (as per the BOC picture on st/ex) and not how the churches would function. Should probably remove that unit effect from the plop hrmmm

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    Also surrealll, the churches are a little misleading. Theyre kind of dummy plops as they are functioning more as the homeless tents use to (as per the BOC picture on st/ex) and not how the churches would function. Should probably remove that unit effect from the plop hrmmm

     

      I agree. If I plop churches or any of the others which are supposed to increase land value, they really don't. I forgot to mention this before. :)

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    What is the file that allowed me to remove regional highways and train tracks and doubled the amount of things you can place down? because I had to re-install your mod and I don't have those anymore.

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    The file is SimCity-Scripts_269107214.package

    in my .rar its in SimCityUserData\EcoGame\

     

    you will need to copy it to:

    your local drives (assuming default install path): C:\Program Files (x86)\Origin Games\SimCity\SimCityUserData\EcoGame\

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    The file is SimCity-Scripts_269107214.package

    in my .rar its in SimCityUserData\EcoGame\

     

    you will need to copy it to:

    your local drives (assuming default install path): C:\Program Files (x86)\Origin Games\SimCity\SimCityUserData\EcoGame\

    Hm did that still isn't working, any reason why?

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    Hmmm it should be the file. Even if youre on the cracked version I believe its been updated to 6.0 so it uses the same scripts package hrmmmm. Check and see if you have a duplicate SimCityScripts in C:\Program Files (x86)\Origin Games\SimCity\SimCityUserData\Packages, if you do delete it and make sure it mirrors (is same) as the one in EcoGame

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    Hey ProcsKalone,

     

    For some reason i cannot use the t-interchange (after i click it, the square shows up, but no graphics, and nothings shows after i try to plop it somewhere)

     

    Any ideas?

     

    Rgds

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    Do you have my interchange remover installed? If so that removes it from being ploppable again (it removes the model from the plop)

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