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When I select one NAM piece into the game, the mouse arrow turns to red and is impossible to place any NAM piece in the city.

https://www.sc4devotion.com/forums/index.php?topic=5094.msg161792#msg161792

Somewhere in your plugins folder is an older version of the NAM interfering with your stuff, so I can only guess you updated just RHW, but not the NAM itself, or you did update the NAM but left in an older version still installed.

Quick note: Current version of the NAM is NAM 30, released in September 2011, with the latest version of RHW being version 5, released in tandem with NAM 30. Latest public controller version is r139, found in NAM Hotfix 301, released back in April of this year.

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Posted:
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When I select one NAM piece into the game, the mouse arrow turns to red and is impossible to place any NAM piece in the city.

http://sc4devotion.c...61792#msg161792

Somewhere in your plugins folder is an older version of the NAM interfering with your stuff, so I can only guess you updated just RHW, but not the NAM itself, or you did update the NAM but left in an older version still installed.

Quick note: Current version of the NAM is NAM 30, released in September 2011, with the latest version of RHW being version 5, released in tandem with NAM 30. Latest public controller version is r139, found in NAM Hotfix 301, released back in April of this year.

Thank you! There was two folders, I deleted the old version and it started to working! :D

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Anybody know why the NAM would completly dissapear off the game????

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I'm having a major issue. NAM is causing my cities is to not level with each other. It's very, very, very annoying. I haven't seen anyone post about this issue. I do not know why NAM does this. I'm running this game on a boot camped Retina MacBook Pro

NewRegion-1343259013.png


  Edited by psykick55  

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If you mean the "empty" strip on the large city, that is not caused by NAM. It is a known issue when rendering maps at high resolutions. See for more information.

Thank you so much! I had no idea what to search for and you helped me out! This was really bugging me. Thanks again!

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First off, I apologize if this is posted in the wrong place. Is there a FLUP I've missed or other work around for this predicament? Suggestions welcome.

elevatedrailflups.jpg

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As far as i know, that piece isn't avaible yet(don't know if it's in the next NAM)...

My best suggestion is to use GLR over the middle tile and connecting the EL-Rail on both sides, as i think that GLR has a piece for FLUP connections like the one you are asking about.

EDIT: Or you could also do this: EL-Rail to Underground piece on both sides(where they stop in the pic) and connect them with subline under the middle tile, then use any flup connection piece like grass over it.

You might have to do some rebuilding where the heavy rail passes on the left side though.


  Edited by shanghai kid  

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Thanks for your post shanghai kid! I was hoping that somehow I had tabbed / missed the EL FLUP. ^_^

Oh well... it was just a Maxisland city I was messing around with... :}

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I need help with FLUPS. I know it says draw the surface network first then plop the pieces on top but I'm not sure what that means, I cant figure it out. Any help?

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Basically what you need to do is drag the networks you want to cross the FLUPs (the road, avenue, rail etc), then place the FLUPs on top of that plopped network.

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Basically what you need to do is drag the networks you want to cross the FLUPs (the road, avenue, rail etc), then place the FLUPs on top of that plopped network.

I did that and it didn't work. Shouldn't the network you put down disappear after you plop the FLUPs?


  Edited by danthaman4671  

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Hi everyone - just a simple question regarding future NAM updates:

Will Euro textures (for RHW, NAM and TuLePs) be included as an option in the installation program in future updates or will those textures still have to be found in other downloads?

Thank you very much for all the great NAM updates - a whole community is very very thankful!

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There are no plans as yet to include any in NAM31. The package is already very large (Larger than the STEX will allow us to upload) so the chances of ones being included are slim. Released simultaneously on the other hand could happen, but probably not for NAM31

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The High Monorail is really in a weird place with regards to its potential expansion. It was developed in 2005, well before the advent of modern draggable override network technology, and thought lost. However, its creator resurfaced in 2008, and we subsequently added it in the NAM. There's been talk off-and-on for years of going draggable with it (and taking care of the diagonals in that process), but there's some complications. The High Monorail and High Elevated Rail Plugins cause immediate CTDs for users on later versions of MacOS X, and we still have no idea why that is.

Unfortunately, because of that, and the myriad of other ongoing projects we have, I wouldn't be expecting diagonals for High Monorail or High Elevated Rail anytime soon.

-Tarkus


  Edited by Tarkus  

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The only way to figure out the crashing would be to check out the exception report, if one exists. But we'd probably need someone from EA.

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Following that line of reasoning, in that case, we'd actually need someone from Aspyr. It's a problem caused by the Mac Universal Binary patch, running on Mac OS X 10.7 (Lion).

-Tarkus

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Yes, in either case you'd need the linkage map, and the source code. Dump analysis is something I used to do for a living at one point. Then we got a dump analyzer program that did most of the work. You'd also need the symbol table loaded at the time of the dump, and I don't think that comes with the game.


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I uninstalled NAM. I took note of the traffic simulator I used (Z, Low) because I didn't like the old settings that were there. When I re-installed NAM (v30 instead of v29), the ABCZ simulators were gone. The "NAM Simulator Low" is the same as the Z Low, right? Sure looks like it, but I wish to confirm.


~ COMING SOON! Exciting new projects! ~

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Hi all,

I just downloaded NAM along with the RHW and NWM addons and was messing around with them, trying out some interesting features and such, when I came across a problem that I haven't found a solution to. On a simple 4-RHWS I laid out the 45-degree curved diagonal turn and noticed that the far sides of the turn (yet to be extended) in both directions had the standard 2-RHW instead of my orignal 4-RHW. When I tried to extend the highway past the turn I got two 2-RHWs instead of the 4-RHW I was intending. I looked up the FAQs and readme and it seems like no one else is having this issue and figure it's probably a simple mistake I'm making. Any help would be greatly appreciated.

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Are you using the wide-radius curve puzzle pieces, or the default draggable curves? If it's the former, there's no starter pieces on the end, or overrides onto which to latch, so they'll quickly deconvert--they're intended to be placed over existing draggable stretches (or in combination with the Filler Pieces at the end of the Starter Piece TAB ring). If it's the draggable ones, a pic of your particular situation would help greatly in terms of diagnosing what is happening in your case.

-Tarkus

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Are you using the wide-radius curve puzzle pieces, or the default draggable curves? If it's the former, there's no starter pieces on the end, or overrides onto which to latch, so they'll quickly deconvert--they're intended to be placed over existing draggable stretches (or in combination with the Filler Pieces at the end of the Starter Piece TAB ring). If it's the draggable ones, a pic of your particular situation would help greatly in terms of diagnosing what is happening in your case.

-Tarkus

I believe it was the 45-degree wide radius puzzle piece. I had used it as an extension to the highway and didn't place it over a preexisting curve. I'll try it again once I get my computer back from the repair shop and if the problem persists I'll post a pic of it.

- Robineus

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Is it possible to make road puzzle pieces connect to another city?

How so? If you mean having a puzzle piece that overlaps a city border, it would need to be in pieces (Not worth the effort). If you mean something like making it so that Fractional-Angle Road pieces can make neighbour connections, you'd have the same problem, except they would need to be specially pathed so that you can have a valid connection spanning up to two tiles across.

If you mean the Elevated Road pieces (which is what they should be called), there's a way, but you'd need a tutorial on that (and it's theoretically easier if it were all draggable).


  Edited by Ganaram Inukshuk  

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