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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).

Ok, so where can I get a tutorial?

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There isn't a tutorial--someone would have to write one, and that's not possible to do at present, as there's actually no way to build such a neighbor connection. The CheckType setup on the RUL0 entry for the straight/orth elevated Road piece is set to 0x00000000, which means it can't be placed on top of a dragged-out Road, making the whole thing effectively moot.

-Tarkus

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Can someone tell what the NetworkAddonMod_Automata_Plugin_Standard,dat does? I'm having issues with a mod that tells me to replace it with a different file. Thanks

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It contains the default NAM settings that govern the actions of the automata, which are the pedestrians and vehicles you see on your screen. These should not be confused with the pedestrians and vehicles that are actually used to compute traffic patterns; there is at best a casual relationship between the two.

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I would check the date of release of that mod. It may be thoroughly out of date with respect to the current NAM.


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I would check the date of release of that mod. It may be thoroughly out of date with respect to the current NAM.

This is the mod

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The automata.dat file contains the code that describes the behavior of the cars that appear in your cities. In the case of the mod you're trying, you would just delete the NAM's version and put the version (choose only one) from the other mod in your plugins folder. Don't worry about screwing it up; you can always do without either file (it would just revert back to the automata.dat file that comes with the game).

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rood4mei1161348406936.jpg

That's the way my FLUP street ramp looks in zoom level 3. Only in this orientation. The FLUP on the other side has the same error when the orientation is 'south'. I have no idea why it shows a brown box... I have changed a slope mod recently for rivit's tunnel mod, but I don't know if that is relevant...

Edit: I've restarted the game and no brown boxes anymore. Strange.


  Edited by timmie  

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I've posted about this before, but NAM just isn't working for me. I'm using the Ultra traffic simulator, there's no congesting in my roads, most of the traffic is in the blue (10%) yet I see no-job zots everywhere and I have buildings being abandoned due to communte time. Is it possible that my game is bugged? Is it because the game is made for XP and i'm running Windows 7? What's wrong? What do you think?


  Edited by danthaman4671  

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Well, I don't think this is a NAM problem. What happens when you run the game without any plugins? To do that easily, just rename your plugins file to something else (Plugins.hold) and try it.

This is usually a style-of-play problem, and this should probably be moved to either SC4 General Discussion or Bugs and Technical Issues. In any case, we need more information about your machine and your game, namely: system configuration, operating system, update status, game version number.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
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"We have met the enemy, and he is us" - Walt Kelly

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Well, I don't think this is a NAM problem. What happens when you run the game without any plugins? To do that easily, just rename your plugins file to something else (Plugins.hold) and try it.

This is usually a style-of-play problem, and this should probably be moved to either SC4 General Discussion or Bugs and Technical Issues. In any case, we need more information about your machine and your game, namely: system configuration, operating system, update status, game version number.

My game seems to run fine without any plugins except for the fact that i get the same traffic and job problems. How can i check the game version number? And as far as update status i think you mean a patch. Right? Could someone send me a link to one?


  Edited by danthaman4671  

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1.1.641, to my knowledge, is the version number for digital download versions, which are pre-patched.

-Tarkus

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1.1.641, to my knowledge, is the version number for digital download versions, which are pre-patched.

-Tarkus

That's right, I ordered mine from amazon.


  Edited by danthaman4671  

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Well, I have an issue that i'm sure that's been answered before many times, but I really tried to find former topics about it until I decided to post here. :blush:

How can I eliminate the automatic left turn lane at a "T" or "X" junction of two roads? I'm sure it's a simple solution like un-checking a box or deleting a file. And I know it's NAM related.

Thanks in advance,

Guy (grstudios)


Confluence Region

Confluence Region by grstudios: Watch natural development in the making!

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Well, I have an issue that i'm sure that's been answered before many times, but I really tried to find former topics about it until I decided to post here. :blush:

How can I eliminate the automatic left turn lane at a "T" or "X" junction of two roads? I'm sure it's a simple solution like un-checking a box or deleting a file. And I know it's NAM related.

Thanks in advance,

Guy (grstudios)

Yes it actually is that simple ;)

If you don't want them, uninstall and reinstall the NAM is probably your safest bet. Do not have the avenue turning lanes box checked, and turning lanes will not automatically appear on avenue + intersections.

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Those are intersections for use with the Turning Lane Extension Pieces (TuLEPs). They are properly pathed to handle the turns these pieces provide.

Here's a little demonstration of using the pieces that helps show how the intersections work:

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    They are the intersection pieces that can be used with the TuLEP pieces to create a variety of intersections...

    TuLEP.jpg

    The larger square one is for ave x ave, the small square is road x road, and the rectangular one is for ave x road. There are others in the TAB ring.

    Edit: Ah, Hal got in ahead of me. As he has shown, there's a set for NWM also.

    ...How can I eliminate the automatic left turn lane at a "T" or "X" junction of two roads? I'm sure it's a simple solution like un-checking a box or deleting a file. And I know it's NAM related...

    Just for future reference...

    There's two files in the Network Addon Mod/Plugins folder with "TurningLanes" in the name that can be removed to eliminate the turning lanes - one for roads and one for avenues. This would eliminate the need to remove/re-install NAM, but you'd need to re-drag the network to replace the textures.


    A wise man once said, "I am not yet a wise man..."

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    Basically, as the name implies, the automata 24h runs the automata all day and all night without slowing down at night.

    Ok, but shouldn't the automata in the day go in the opposite way at night? Since in the day the cars are going to work and at night they're going home?

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    Ok, but shouldn't the automata in the day go in the opposite way at night? Since in the day the cars are going to work and at night they're going home?

    No, because it can't. The automata you see is just a visual representation of traffic; It's not the actual traffic. It's simply eyecandy (or better yet, smoke and mirrors).


      Edited by Ganaram Inukshuk  

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    "smoke and mirrors". Best belly laugh I've had today. I am glad you didn't say "nacht und nebel".


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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    Basically, as the name implies, the automata 24h runs the automata all day and all night without slowing down at night.

    Ok, but shouldn't the automata in the day go in the opposite way at night? Since in the day the cars are going to work and at night they're going home?

    They go home in the afternoon or evening, which is covered by the standard automata settings. The 24h settings refer to the middle of the night, when no one is commuting. (There is no graveyard shift in SC4.)

    The automata aren't completely eye candy. There is a rough correlation between the number of automata and the actual traffic on the road, unless you have special mods installed. Also, once a road gets congested, the number of accidents you see is related to the degree of congestion.

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    I'm sure this has been answered in this thread somewhere, but does the capacities option in the installer also affect how far people will drive and walk to work? It doesn't specify in the installer or in the FAQ here. I want people to be able to drive across a large map, so I selected the "Ultra" option. Will that work?


      Edited by Morlow  

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    Should. I don't think the traffic options have anything to do with commute distance. I was on the default when I got people to commute in a huge U around a big lake across several city tiles.


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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    The different simulators effect nothing other than the capacities of networks. If you want a simulator that changes the maximum distance they're allowed to travel or will find slightly different routes, have a look at the NAM Legacy Controller Package for controllers like Controller A, Controller B and Controller C, which have different pathfinding properties.


      Edited by jdenm8  

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    I'm sure this has been answered in this thread somewhere, but does the capacities option in the installer also affect how far people will drive and walk to work?

    No, they do not. Sims will commute just as easily across a large map with the Classic simulator as with the Ultra. The Classic version is subject to much more congestion, however, with all that implies.

    It's like if you drive to work in RL. If the traffic is bad, you don't give up and go home. It just takes you a bit longer to get to work.

    The different simulators effect nothing other than the capacities of networks. If you want a simulator that changes the maximum distance they're allowed to travel or will find slightly different routes, have a look at the NAM Legacy Controller Package for controllers like Controller A, Controller B and Controller C, which have different pathfinding properties.

    I should mention that none of these traffic simulators are supported or recommended by the NAM Team, and they will not work properly with RHW and NWM. Their pathfinding properties are fixed in that they all use a single, less than optimal pathfinding heuristic that varies from one simulator to another. They also all result in significantly more abandonment due to commute time and building downgrading than the current NAM traffic simulator.

    As for changing the maximum distances Sims are permitted to travel to work, this can be done by changing the maximum commute time in the Traffic Simulator Configuration Tool, which can be downloaded with the NAM or the


      Edited by z1  

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