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gviper

Can I modify...?

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Flammability. I would like to turn up the risk in my cities of fire across all types of development if possible.


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I don't know if that's possible but I'm just curious as to why you would want to do such a thing? I would suggest better chances of getting fires would be low wealth R, DI, don't use the smoke detector ordinance and finally (here's a no brainer) fewer fire stations. But as for raising the chance of a fire with a mod or something idk!!!

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Why do you need the fires?  Do you need something like this?

 

Paeng's FiRE AddOn: Action Lots

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If you check simcity_1.dat through iLive reader, in section: "Simulator/Flammability Simulator" you have few global flame related variables. I never played with them though, so I can't tell you on how high values you should aim.

Don't forget to keep original simcity_1.dat just in case, or create new .dat.


 

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I cannot imagine how it would be possible to raise flammability of all items in your city by the flick of a switch, sorry. While it is perfectly possible to modify flammability in any given object, I don't see how you would avoid the need to mod all these objects one by one.

 

If you want some more firefighting action, jeffabes' suggestion may be the best solution.

 

EDIT

 

Whoops, posted this before I saw AcronShinra's post. However, I don't know more on this topic, either.


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To answer your question, yes, it is possible.  Using iLives Reader, you will need to modify the flammability property for each building (changing the .desc file for custom buildings, or patching the simcity.dat file for maxis buildings).  The value can be adjusted between 0-255, with the higher values representing a greater chance of catching fire.  You can also adjust the MaxFireStage property (value of 1-5), which will determine how large the fire gets before the building is destroyed (1 for small structures, and 5 for large).  

 

As T Wrecks mentioned, it would be a tedious process, but I believe it could be made easier by sorting by the flammability property number (rather than going through each individual building).

 

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Just don't build a firestation in your citytile and sooner or later, you will have fires. ;)

 

mrb


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    To answer your question, yes, it is possible.  Using iLives Reader, you will need to modify the flammability property for each building (changing the .desc file for custom buildings, or patching the simcity.dat file for maxis buildings).  The value can be adjusted between 0-255, with the higher values representing a greater chance of catching fire.  You can also adjust the MaxFireStage property (value of 1-5), which will determine how large the fire gets before the building is destroyed (1 for small structures, and 5 for large).  

     

    As T Wrecks mentioned, it would be a tedious process, but I believe it could be made easier by sorting by the flammability property number (rather than going through each individual building).

     

    flammability%20question.jpg

    Exactly what I am looking for. Basically I get tired of dull nothingness when it comes to fires in commercial or residential zones. Industrial-only fires are getting old and I'd like to dispatch my trucks to different areas of the city...

    Couple additional questions:

     

    Where can I get the reader and when i change .desc files for custom buildings and .dat for original buildings is there a special process I need to perform?

     

    thanks!


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    Reader is available here on the STEX. I recommend you get version 0.9.3, the newer versions aren't as good imo.

    As for your second question, nothing special. Just right click on the property, edit it, click first on the apply button located at the right of dialog box then on the apply button at the bottom. Then right click anywhere on the right pane, select reindex lot config and save.

     

     

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    Here's a for ya.

    thanks everyone!


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    Reader is available here on the STEX. I recommend you get version 0.9.3, the newer versions aren't as good imo.

    As for your second question, nothing special. Just right click on the property, edit it, click first on the apply button located at the right of dialog box then on the apply button at the bottom. Then right click anywhere on the right pane, select reindex lot config and save.

    The only real benefit of "reader v1.4" is it's ability to display the 'hexadecimal' numbers to you as 'integers'.  Saves you the step of doing the conversion yourself with a calculator.  I use v1.4 to look at stuff, and I often use v0.9.3 for actual editing.  v1.4 tends to corrupt some files upon saving, but is very handy for just looking at things.  I try making changes in v1.4 and see if they work first, but I'll use v0.9.3 if I notice a problem (i.e. pollution properties got erased from a power plant I modified in v1.4) .  I haven't noticed a pattern to why this sometimes happens with v1.4, I think it has something to do with compressed files.

     

    @OP:  You can check out my guide for easy instruction on how to change a property such as flammability.  My guide is picturing Reader v1.4 but you can use v0.9.3 and a calculator like the one I link to in my guide to convert from 'hex' to 'integer'.  The process in both readers is the same except for that conversion.  As I mentioned v1.4 seems to have a problem saving pollution properties in particular, so keep that in mind.  Click the banner below for my guide.

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    Flammability. I would like to turn up the risk in my cities of fire across all types of development if possible.

     

     

    Curious to know if the OP had any success with upping the flammability of their city?

     

    Unfortunately there is no way to just have random fires. The disaster tool only allows me to "start" a fire, but I don't want to choose where a fire starts, that's not the point. I really want to up the realism of development, and fires are a HUGE part of that.

     

    The only way I can think to create a "random" fire is to view my city at lvl 1, close my eyes, and shoot for the stars...or the slums....or industrial area...

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    Just like Riots, fires trigger when the proper civic resource is not in the vicinity.  If you don't place fire stations, you will have fires sooner. If you want the fires to happen quicker, you can lower the funding of the fire stations, or not place them at all. *But the game recommends you build your first  fire station when your first fire hits* Fires are also more likely in Industrial districts. But if all else fails, you can set fires in your city manually by going into god mode and clicking on the disasters tab and scroll down until you see the fire disaster. 


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    I understand the natural response this question is to not add fire stations, but then you have negative mayor rating, and the advisers up your backside about fire coverage or strikes from under funding the stations, which is way more annoying than not having fires. 

     

    In the name of realism, you can't just deny your Sims the basic necessities of modern living. Just because a city has a fire station does not mean a city does not have fires. Hell, the house right next door to a fire station has the ability to catch fire and no longer be habitable.

     

    See the conundrum here?

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    Can i Mod the sound effects of vehcles like adding new police chatter for the polcie vehicles replace the standard siren sound for something a tad more realistic and etc... also have the sims speak in plain english too?

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    Since the OP has gone MIA on this topic, and I wanted the same thing, figured I'd pick up the reins. If anyone is interested, I've been working on making global random fires.

     

    I cannot imagine how it would be possible to raise flammability of all items in your city by the flick of a switch, sorry. While it is perfectly possible to modify flammability in any given object, I don't see how you would avoid the need to mod all these objects one by one.

    By altering some of the factors on the 3 exemplars that Magneto posted in this thread, you can certainly increase random fires globally. 

     

    However, those factors alone will not achieve the ultimate goal of having random fires anywhere. Because of the way fire stations are set up, it won't really allow fires within their radius of coverage. You also have to mod the fire station exemplars as well to allow fires everywhere.

     

     

    To answer your question, yes, it is possible.  Using iLives Reader, you will need to modify the flammability property for each building (changing the .desc file for custom buildings, or patching the simcity.dat file for maxis buildings).  The value can be adjusted between 0-255, with the higher values representing a greater chance of catching fire.  You can also adjust the MaxFireStage property (value of 1-5), which will determine how large the fire gets before the building is destroyed (1 for small structures, and 5 for large).  

     

    As T Wrecks mentioned, it would be a tedious process, but I believe it could be made easier by sorting by the flammability property number (rather than going through each individual building).

    You don't need to alter (raise) the flammability of each individual bat to achieve more fires, it's more like you have to lower the threshold for allowing fires to ignite. As I just mentioned above, it takes multiple factors to alter to achieve more random fires. 

     

    Just don't build a firestation in your citytile and sooner or later, you will have fires. ;)

     

    mrb

    But then you have the advisers up your back side. Plus it has a negative effect on your mayor rating, slowing your progress.

     

    Side note, I am using your Nexis Emergency Dept (Maxis default w/o parking) bat for  the mod creating/testing. There might come a time I'll need to ask your permission to use this particular bat as part of a mod, when/if I ever believe it's worth releasing. 

     

     

    To sum it up, I have achieved a nice amount of random fires while playing in turtle speed. This means there can be a fire at any time (more likely in the summer months though) and anywhere, including right across the street from the fire station. 

     

    I've also gone a step further and alter the factors controlling the maximum amount of time between stages of fires. This makes it more likely to have the building that's burning to collapse before the fire fighters can put them out. Sometimes it's before the fire fighters get to the fire. This is a factor I'm still testing. I feel that the building can collapse a bit sooner than I would prefer.

     

    Another fun outcome to this mod, when playing on cheetah, you basically become just a fire fighter. Which IMO can be enjoyable in an of itself. That is, if you enjoy watching your fire fighters rush to the fire and try to extinguish the flames. 

     

    What I don't have the ability to do is test my settings in a large city situation. I only have small cities so far in my region, with 12k being the largest tile. The difference between my largest and a new city tile makes me fear that this mod might be just a bit too radical in a large city setting.

     

    If anyone would be interested in helping me test this mob, please let me know. We can communicate through personal messages. So far Magneto has been helping with the learning process of modding the exemplars. Now that I've been doing some work on my own, I could use a few other mayors to help me out.

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    Just don't build a firestation in your citytile and sooner or later, you will have fires. ;)

     

    mrb

     

     

    Side note, I am using your Nexis Emergency Dept (Maxis default w/o parking) bat for  the mod creating/testing. There might come a time I'll need to ask your permission to use this particular bat as part of a mod, when/if I ever believe it's worth releasing. 

     

     

     

    Permission granted.

     

    mrb


    "I love long walks, especially when they are taken by people who annoy me." I say what I think, and not what you want to hear most of the time!

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    Permission granted.

     

    mrb

    Much appreciated.

     

     

    Could anyone help me with an explanation to this factor on the Flame Simulator exemplar?

     

    Extinguish Rate vs. Protection 0.000000,0.000000,0.250000,0.100000,50.000000,0.500000,75.000000,1.500000,100.000000,4.000000,150.000000,8.000000,200.000000,10.000000

     

    Most factors I can figure out how/which one is affected by the other, but this one is giving me a hard time. No matter what I think it is, and adjust accordingly, just doesn't seem to give me the results I'm looking for, or any results that are noticeable.

     

    What I'm trying to achieve is a slower rater that the fire fighters put out a fire. Not eve sure if it can be done, but I'm trying to replicate the "fighting" part as best as I can. I don't want it to seem like as soon as the fire fighters arrive on location, the fire instantly goes out. I would like a bit more realism with the chances of the building still collapsing while they are trying to put the fire out.

     

     

    Another question. If I'm going to be asking modding questions about this mod, should I start a dedicated thread for it, and would it be in another forum section?

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