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(MOD)(needs testers) super speed residential development

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Nothing affects the leaderboards more then the overplop mod by procs. And so far, that mod still works. This mod is minor in that all it does is prevent mass exodus.

 

This mod, as much as I want it to work, is causing rollbacks no matter where I place the file.


Flexible Games, my favorite type of game, also the name of my YouTube Channel *:)

https://www.youtube.com/c/FlexibleGames

 

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    i'll reload it on mine and see. the single density growth one was stable on mine for 2hrs+. the combined happiness is using nothing different :(

     

    you've not opened the package at all?

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    I did, just to see if it was valid... everything loaded in pak, no errors or anything, should I re-extract the zip?

     

    Edit:

    I re-extracted it and it still causes rollbacks.


    Flexible Games, my favorite type of game, also the name of my YouTube Channel *:)

    https://www.youtube.com/c/FlexibleGames

     

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    just to try yep. may be getting corrupt even if simpak has a handle on the packages when simcity client reads them.
     not sure why the files fall apart so each, but i've had that index error endlessly today just reopening combined packages:(

     

    running out of cities to test on :D loading different mods to test means when i swap to a different, my city might not load.

     

    like when i have high density low weath with happiness below what it should be, when i load without that mod it laughs at me as expected lol

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    This really won't work without rollbacks, and even if you manage to get an offchance it works the first time. The rollback SHOULD occur EACH time you hit the next tier. Also I'd be careful releasing stuff on ST/EX before even testing the main purpose of the mod ie:

    "No length test carried out for rollbacks or effectiveness of exodus relief",

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    @Buggi in my SimCity I had only 1 Rollback and it works. But can you make the same effect at industrial and commercial?

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    I have to agree with procs on this. I see no way of using this mod without always having to rollback.

     

    Stupid server side processing >.<

    i dont think its the server checks, i think its us.

     

    i messed up the d3  numbers, d3 was capping max happiness at 330 which was the d2 cap not at 66000 its own cap, because d3 started with a base happiness less than d2's capacity. now it makes sense in hindsight but not really. i expected d3 to replace d2 as far as code went

     

    when a building is density 3 i did not expect the game to care about what d2 and d1 figures would be but it does. d1,d2,d3 do not reference each other directly, they simply share a parent. but changing d3 files i can cause processing error with d1 and d2 files

     

    the game does not replace an object with a newly built denisty 3 building, it adds it over the top of d1,d2

     

    maybe this is why park and ride capacity could not be changed. it has no direct link (as in inheritance through parents) to what it conflicts with and thus causes rollbacks. maybe their is a sibling file that is causing a conflict / processing error. it is classes as a bus stop so could a sibling file for bus stop cause it? bus stop is capped at 125, capping park and ride as higher may cause the hicup

     

    Anyway i do not believe they spent the time and effort making such a robust anti cheat system when the core of the game was so far from finished, . especially when (if it were true) they were looking at opening it up to modding sometime after release.

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    This really won't work without rollbacks, and even if you manage to get an offchance it works the first time. The rollback SHOULD occur EACH time you hit the next tier. Also I'd be careful releasing stuff on ST/EX before even testing the main purpose of the mod ie:

    "No length test carried out for rollbacks or effectiveness of exodus relief",

    i played the low density one for 2 hrs. the mid and high density are exactly the same, just 4 properties changed in 3 respective files.

     

    the high happiness one is however a combo of all 3 but with just 1 change in each d3 file, but a change made in each the respective wealth growth ones. 

     

    not tested them all simply because mixing and matching mods on old cities i owned means they become unplayable without the same combo of mods. released them for use / feedback because having to play a city from scratch to check on each tier upgrading when it should, and happiness capping when it should is kind of slow . i am however testing out the fast build ones in combination at the moment, and having no issues apart from the initial rollback

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    @Buggi in my SimCity I had only 1 Rollback and it works. But can you make the same effect at industrial and commercial?

    which mod(s) are you using with no problem? assuming the fast build ones if you asking for similar for commercial and industrial?

     

    they dont upgrade with happiness but with profit and i've not looked into that yet, as happiness was/is causing unwanted game behavior from exodus of happy sims it hopefully means maxis/ea shouldn't mind it being addressed by mods till they fix the issue they are aware of.

     

    unless they give the nod, i'm 'half' reluctant to mod game play effects that don't help avoid / alleviate known bugs. i'll happily point in the direction you need to look if you grab a copy of simcitypak though as then it would be for educational reasons :D

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    well combo of all 3 just saved happily to server. you know when its saved(synced) to server on a new city.  on city selection your population saves 0, cash says 50000 until it saves. ie the city select screen shows what the server has as latest save. your local cash can have completely different stats.

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    yeah found a problem, sadly no fix yet. game is fine until happiness reaches more than the cap it has. definitely for mid wealth. still checking low/high. low seems fine but had a much higher capacity to start with. mid wealth has a massive 330!! before its full!!! less than high wealth

     

    trying to figure out if one of the property id's is a code/template link. is only 9 occurrences of the property, 1 per wd of residential. and numbers 241,242,243,244

     

    the actual growth speed is fine as long as the happiness is still within range.

     

    just takes so long to test as i have to build each density in a separate city and level its happiness up to see whats tripping the RB :(

     

    if anyone gets bored and fancies trying to figure out what these properties are it might help, they are in residential wxdx (9) files only

     

    0x0d635c98 - only 4 different values, 241,242,243,244 . code id's for checks?

     

    0x0d3f8602, 0x0cda338e some sort of control code / max capacity range

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    Caused rollbacks on my legit game, but I think it works well on my cracked game.

     

    Also, would it be possible to make an instantaneous density version?

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    i narrowed the threashold of mid and high wealth to margin of 2. not tried with a zero margin yet. low wealth is about 10 or so. so the LW could be quicker.

     

    not sure it cant be instant as in zone and up pops a density 3 building, might be a way but the way the mod works is it just reduces the happiness range needed before building upgrade event is triggered

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    I installed the mod again and with no rollback it works! Could you please develop it to commercial and industrial?

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    Nobody? It would be SOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO Nice if you could develop that mod for the newest version. and of course for industrial, commercial, and residental buildings. pleeeeeeeeeeeaaaaaaaaaaaaaaaaaaaaase :yes:

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    Hello? No Answer? So, is the Mod dead? Is anynone still working on it? Would be nice if a get a reply...

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    I would also like for this mod to be updated. It works for only a minute or 5 until I'm forced to create a roll-back. This mod is unbelievably useful for the situation I'm in at the moment but my game keeps crashing. Also, commercial and industrial buildings should also be added.  :yes:

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    I don't know of course, but maybe all modding should be put on hold until EA rolls out the offline download--? That way, mods will have open freedom to then place them then into the game, and they'll be no more worry about rollbacks...

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    Now, that the offline mode is here, could anyone please update that geniusly mod? Of course for Commercial and Industrial zones too.

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    Now, that the offline mode is here, could anyone please update that geniusly mod? Of course for Commercial and Industrial zones too.

    Bumping this post. Eagerly waiting for this too

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