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the7trumpets

Adding desirability factors to network pieces

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I'm currently trying to add desirability factors to network pieces, specifically to make the pedestrian malls more like a plaza, releiving CO demand cap and increasing local desirability. So far, I haven't had any luck, and searching didn't turn up anything, but I figured I'd ask if anyone had any luck with anything symilar just in case.

So far I've just tried adding the applicable properties to a type 21 exemplar associated with the ped mall, and copying the building exemplar from the plaza, changing the appropriate IIDs and ResourceKeys. Does anyone have any ideas, or success on this train of thought to report?

Thanks 4.gif


[edit]
thanks to some help from karybdis, I found that props can actually accept the applicable properties from building exemplars which control desirability, etc. This means that making custom props and placing them on type 21 exemplars can give us all the tools we need! Yea!!!

9.gif

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good job you 2!19.gif

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This is most useful indeed 2.gif. So thought I'd have a look at this, or least some variation of it.
 
It seems that, various properties will function just fine (in conjunction) with Type 0x0B (Highways) Exemplars, even though their routing is done via the RUL file (go figure....). So it's not just Props that this will work with 35.gif . So this is (already) going to be of good use. Also interesting, is the fact that Automata can be spawned from Type 0x0B Exemplars (i.e through the use of OccupantGroup Property).
One particular item of interest, is the QueryExemplarGUID: The UI will actually come up if the Highway tile is clicked on, but it (the UI) will be non-functional (least with what I had done, it was anyhow). 
Basically, Type 0x0B Exemplars (& others too I would have to assume) can be used just like Type 0x02 (Buildings) Exemplars. However, the actual functionality components of some properties are, unfortunately, tied in directly with the cursors button. Or in other words; various properties are a function of the UI Control  (i.e ItemButton property versus LotResourceKey property). This is something I'm sure quite a number of us have known for awhile, but having actually tested it it seems confirmed/validated. This is essentially one of the main reasons why, 'on top of road bus stops' will (most likely) always attract those NRZs (for any zones next to, pointing to, them).
So one could basically set up an Exemplar containing various properties, & have the Exemplar contain both the LotResourceKey property & also ItemButton property (or set-up via the RUL so that it can be plopped). And depending on how it's plopped, basically dictates which particular items (a.ka. properties) will/won't function. To me, this says that Maxis decided to specifically code certain items so that they worked in a particular way (only) with particular items; while other items were coded to work with just about anything universally. Seems kinda half-arsed 42.gif, though I'm sure there'd be a reason for it no doubt.
 
 
Confirmed properties that do seem to work just fine with Highway Exemplars, with their routing done through the RUL & the item plopped as a network item (& not a Lot);
Landmark Effect
Park Effect
Mayor Rating Effect
Pollution Effect
Pollution Radius
OccupantGroups
 
Whether there's other valid functional ones or not, I can't say, though I wouldn't be too surprised if there are.

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If you can add desirability to a network piece, is there a way to add undesirability to say a toll road lot?

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Yes, but the main point of focus of this thread is on actual network tiles, not Lots. They're entirely two different things, despite being related, & hence is something that should be discussed in the STEX forum. As Toll Booths are Lots, typical properties are applicable to these as they are normal Lots. This includes the Pollution properties & others (which can affect desirability).

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So, it would be possible to give the fountain (or whatever) in the center of a roundabout a park effect?

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This is may be off-topic, but I recognized that the el-railway system causes a lot of air pollution. Except a few Diesel tram systems in the world (I think there are less than 20), all the metropolitan rail services use electric power, so the air pollution caused by el-trains has no realism.

How can a Mod be made to turn off this air pollution?

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Date: 7/27/2005 1:58:20 PM Author: Keiran Halcyon So, it would be possible to give the fountain (or whatever) in the center of a roundabout a park effect?
quote>
I don't see why not. Most of the Pedestrian Mall Tiles (for example) contain additional properties that give a boost to local desirability.
 
 
 
GoaSkin
Traffic Exemplar > 0xA92356B4 > ElRail switch it to False (I don't recall off-hand which value is for ELRail).
 

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I had a chance to mess with this tonight.  I basically tried to create a road-top bus station using the two methods described.  Neither seemed to work.  (As I thought, it would be too easy that way. 3.gif ) The LotResourceKey doesn't appear to work with these highway 0x0B Exemplars.  Nor would they function as a bus station, but it did spawn buses like Tropod described that it should.  And, like Tropod said, the bus station UI window would appear, but it would have no capacity data or anything.  Basically a non-functional UI.  Oh well, so much for that idea. 3.gif

But, it's great that Park Effect works for these guys.  I'll have to use this for some of the pieces on the roundabouts. 2.gif
 
-Teiusu
 

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@GoaSkin

The file Tropod is talking about is in simcity_1.dat and has an instance ID of 0xc9133286... in there is a property (ID 0xA92356B4) called Travel type generates traffic. one of the reps controls the traffic pollution generated by EL Train (although i dont remember which one)
 
hope that helped

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