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[MOD Pack] Plop Outside City Box & All my others

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  • Original Poster
  • LOOKING FOR TESTERS
     

    What I have done

    I have increased all module limits (Except "Upgradable" buildings, and ones that make no sense to IE uni - might increase dorms tho, Trade Headquarters: Elec, Oil etc)
    I have also increased the landmark count to 30. I have tested up to 6 and it seems to work for me.

    What needs testing
    ALSO MAKE SURE YOU ARE USING A NEW PLOP TO TEST MAXIMUMS. OLD PLOPS MAY NOT UPDATE

    I need you guys to make a game, plop every ploppable you can and max out the modular limits and just play. Report back any roll backs. Also if anyone is willing to possibly sacrifice a non-sandbox city and test the same coniditions before in a non-sandbox game.

     

    What do you do?
    You can test this with my mod pack installed or without, but its better with as my mod pack allows you to place modules anywhere (plop points become "red" once u plop a certain amount due to too far from main)

    Download this file, it is a scripts package so you place it in your SimCity\SimcityUserData\EcoGame\ folder
    MAKE A BACKUP OF YOUR OLD SCRIPTS PACKAGE IF YOU HAVE CUSTOM MODIFICATIONS TO IT,  IF NOT; TO GET A "FRESH" VERSION, DELETE THE SCRIPTS PACKAGE AND RECONNECT - MAXIS REDOWNLOADS IT AUTOMATICALLY
    http://www.uploadmb.com/dw.php?id=1370597361

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    thank you for the explanation :)  now i have a concept how to place the facilities  :D  

    and also i noticed the normal train station now is without the road is the able to make the German train station can be the same in the future?

    thank you very much  :)

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    sry procs but what do you mean exaclty ?

    im testing your latest find with vanilla install, wich means i deleted all the previous mods from the folder, saved them somewhere and just installed your script.

    Is that what u want us to do for testing ?

     

    and btw what is the landmark count ?

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  • Original Poster
  • Uhm sorry i wasnt clear on that, but it actually doesn't matter on that part. You can have my mod installed OR have it not installed :) I'll clarify that up top.

    Landmark count is you know how your cultural items are limited to 0/3? I upped that to 0/30

     

    edit: further clarification: My mod just makes it so you can overplop easier as at some point plop points become hard to access naturally off buildings

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    procs

     

    i found a way for you to maybe split up your script modifications into separate packages.

     

    I found that copying the latest version of "simcity-scripts_*.package" to the packages folder will allow for plops and such to be enabled.

     

    doing this i got my bus street mod to actually be valid for plopping buildings along  and even zone

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    i've put the script in the ecogame folder and nothing happens , am i doing this right ? :/

     

    ok i just renamed the script package and deleted the original one with yours .

    Dude you are doing an amazing job ahaha, i have a school with 3k students right now , gonna test and report.

     

    amazing work , as always

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    ok nevermind, MAXIS saying me my town is  not working properly, rollback, restaured, and no more school.

    seems like it's not tolerated by the server.

    idk

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    sandbox but it seems pretty randomized, i tried on a new map, public and sandbox still no kick out...

     

    i'll let you know

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    do you know any techniques in order to avoid glitches when you put down some extra highways around the city ?

     

    ps : so far so good, got 1500 students in one school

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  • Original Poster
  • You mean terrain related glitches? I try to draw them at short bits at a time (the roads that is), seems to prevent the dissapearing roads but still occurs somewhat around intersections/sand areas

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    yeah terrain related glitches, so frustrating.

    The agent behaviour is still so bad, i have like 30 school buses and they keep following each others, same for garbage trucks

     

    ps: apparently you can put down unlimited amount of school buses lol , currently 28 buses on one school, ahahaha

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  • Original Poster
  • FOR EVERYONE TESTING THE SCRIPTS PACK ABOVE:

    Do the following:
    1. If you do hit a rollback, could you please delete your scripts package in the EcoGame folder, and let the client re-download a fresh copy.

    2. Go back to your city, roll it back if you haven't already - load it up and do some changes and then ESCAPE > EXIT TO MAIN MENU > Reload City
    3. It should save your changes, just repeat step 2 with a few plops and then let it run in the back for a bit, and then exit while in game and sync ESCAPE > QUIT SIMCITY > let it sync and close itself

    --

    4. Once you have done the above a few times or even once, you should be able to add back my scripts pack -> plop some extra modules -> exit to main menu -> quit -> go back to step 2 for "rescuing" your city from rollbacks

       4a. Alternatively, once you have restored my scripts and you try to load your city and receive "Unable to load your city" as a message, you can do the following:

         b. Navigate to "origingames\simcity\simcityuserdata\ecogame\", in here you will see folders named "s1xxxxxxx" - these are folders for your City.
         c. Looking at the "Date Modified" you can narrow it down to the city you last worked on (most recent), back up this folder somewhere and delete it
         d. Now load back SimCity with my scripts package and Go to start of Step 4.

    --

     

    In a city I was getting rollbacks with overloaded modules, I did the above and I can now more or less play it, am performing step 3 atm for the past 10ish minutes after doing a few new plops and saving. Prior to reverting to the original scripts I was getting a rollback a minute or two within loading the city. I also noticed even with the original scripts package if I did a change and did Escape > Quit SimCity and let it Sync that way it would say "Your city was not processing" when trying to sync before closing.

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    Hmm, it seems I can even continue to overplop my landmarks after deleting your script. I'm gonna try reloading your custom script to eco folder and see what happens

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  • Original Poster
  • It seems I can even quit through Escape > Quit Simcity > Letting it sync now too.

    RE: Landmarks, yep thats because of the one off error on the way they count the limits. We are greater than 3 so they don't really check it if its past

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    As for terrain glitches. Yes, annoying.

     

    If you play with SCTweak by trgs & pygma, then you can set the value to the "Elevated" preset and it'll draw all roads as slightly raised roadways. It helps a TOOOON (ton, not toon).

     

    I usually change the first value under "custom" to around -1021 to almost at-grade additional highway roads.

     

    Yes, its a tedious workaround, but i hate glitchy looking roads

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    Working very nicely. Trying it out I felt like i was watching Oprah, you get a garbage truck and you get a garbage truck. 

    Now if only SCTweak would work outside the border so I could take my subways there I'd be happy for a while.

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  • Original Poster
  • Its definitely hundred percent more friendly in sandbox as you can just lay the $%&^! out of everything, play till you hit a rollback then proceed to do the steps above to attempt to "rescue" your city which works pretty well.

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    I just went in and deleted all package files and all game folders. Went to origin ran repair installation and then put your packages back in and I have not run into any trouble since.

    Thanks Again.

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  • Original Poster
  • Nice nice, thanks for checking it out guys.

     

    edit: btw, @imjackd' you don't need to run origin repair even! Just delete the scripts pack in ur ecogame folder (the same name as the one you downloaded above) and maxis will re-download it for ya'! Much faster than repair

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    Here are some screenys...

     

    The sleek casino maxed on hotel space with lots of med wealth capacity...

    SuperSleek.png

     

     

    And a trade port with 13 storage units... booyeah

    SuperStorage.png

     

    And lastly, some effort to manage the traffic generated by having 80,000 tourists... (I have since redesigned the system to be much more efficient...

    UberTraffic.png

     

    I didn't resize the images for the full effect. :)

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