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kingofsimcity

Modding Fun with SYS.PAK

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Whoa! That's way cool. *:thumb:

I hurried up and downloaded it since the net is so ephemeral. I can see myself having lots of fun with that tool. Thanks for posting it!

 

Edit:

32 minutes ago, kingofsimcity said:

Place the .exe in the Apps/Sys/ folder

You also need the Sc3kpak.lng file there too or you get: RDClanguage C++ class error! a zillion times. *;)

 

Edit 2: The NeighborDeals.ini looks like fun:

Spoiler

[Admin]
Enabled=ON
[DEAL_RATE_CONSTANTS]
POWER_BUY_RATE=8
POWER_SELL_RATE=8
WATER_BUY_RATE=8
WATER_SELL_RATE=8
GARBAGE_EXPORT_RATE=5
GARBAGE_IMPORT_RATE=5
DEAL_RATE_VARIABLE=5
[BASE_DEAL_QUANTITIES]
BASE_POWER=1000
BASE_WATER=1000
BASE_GARBAGE=1000
PercentPopForSell=25
PercentPopForBuy=10
PowerUnitsPer1K=500
WaterUnitsPer1K=200
GarbageUnitsPer1K=650
[MINIMUM_DEAL_COSTS]
MIN_POWER_BUY=30
MIN_WATER_BUY=25
MIN_GARBAGE_EXPORT=20
[DEAL_PENALTIES]
BASE_DEAL_PENALTY=500
DEAL_PENALTY_MULTIPLIER=25

 

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Hello all,

I'm trying to get this to work but keep running into a "sc3kpak is not recognized as an internal or external command,
operable program or batch file." error message. I'm able to change the directory to where the SC3KPAK.EXE is located but that's as far as I've gotten.

Any help is greatly appreciated, thank you!

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Hiya, Michael RT. Welcome to Simtropolis! *:)

 

5 hours ago, Michael RT said:

I'm trying to get this to work but keep running into a "sc3kpak is not recognized as an internal or external command,
operable program or batch file." error message. I'm able to change the directory to where the SC3KPAK.EXE is located but that's as far as I've gotten.

Here's how I did mine.

  1. Create a new Folder called Test off of the root of Drive C
  2. Copy the SC3KPAK.EXE and Sc3kpak.lng files (from wherever you extracted them) into the Test folder.
  3. Copy the SYS.PAK file from \GOG Games\SimCity 3000 Unlimited\Apps\Sys folder into the Test folder.

Now run a command prompt. (The following pics are from XP, but after the 1st one yours should look similar. The difference is where different versions of Windoze places you when you get to the simulated Dos environment.)

img1740.jpg.aadadf4c6a97ca89cbdb8a714b918ad5.jpg

 

Now type in: cd \test and press enter (to change to that folder)

img1741.jpg.8672900a1439afd50c92a9998c55b951.jpg

 

Type: dir and press enter just to check that you have the 3 requisite files.

img1742.jpg.7b381935811770bb9d8bf679c7f5d4e3.jpg

 

Next type: sc3kpak e sys.pak

img1743.jpg.a8d73c84cdca3104e635ffc77ac3ae44.jpg

 

Press enter to see:

img1744.jpg.3314c33b992d9887d15dd9815a547231.jpg

 

Then type: exit (and press enter to quit the command prompt window)

img1745.jpg.b46b6900850a1e11cf820c01ec13c503.jpg

 

Then in your Windoze File Explorer, go to the test folder and there will be all the extracted INI files to play with.

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15 hours ago, CorinaMarie said:

Hiya, Michael RT. Welcome to Simtropolis! *:)

 

Here's how I did mine.

  1. Create a new Folder called Test off of the root of Drive C
  2. Copy the SC3KPAK.EXE and Sc3kpak.lng files (from wherever you extracted them) into the Test folder.
  3. Copy the SYS.PAK file from \GOG Games\SimCity 3000 Unlimited\Apps\Sys folder into the Test folder.

Now run a command prompt. (The following pics are from XP, but after the 1st one yours should look similar. The difference is where different versions of Windoze places you when you get to the simulated Dos environment.)

img1740.jpg.aadadf4c6a97ca89cbdb8a714b918ad5.jpg

Hello Corina!

Thank you so much for the step-by-step! :) However, I'm now unable to change the directory to the test folder. I put the test folder in my User folder, as shown below. I tried a few other locations but still ran into this new error. ???

1.PNG

2.PNG

3.PNG

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Ok, the cd \test is an explicit command to go to a folder directly off the root. *;)

So for your:

1.PNG

You have Test below Garrett. In this screen above do: cd test

Without the \ in there that's the command to go down one folder to the one you specify. Once in there your prompt should look like:

C:\Users\Garrett\Test>

And then you can pick up from my instructions of Dir and so on. Let me know how it goes.

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3 minutes ago, CorinaMarie said:

You have Test below Garrett. In this screen above do: cd test

Without the \ in there that's the command to go down one folder to the one you specify. Once in there your prompt should look like:

C:\Users\Garrett\Test>

Aha! A noob move on my part, I must admit! Everything worked and I'm tweaking the INI files as we speak. Thanks Corina, greatly appreciated!! :)

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26 minutes ago, Michael RT said:

I'm tweaking the INI files as we speak.

When you get done tweaking you then need to pack the ini files back up with the command @kingofsimcity listed for that. ( sc3kpak a )

Now keep in mind you will need to copy your new SYS.PAK file from the Test folder back to where you got it originally. (And, ofc, be sure you've made a back up of the original in there before you do.) *;)

(And, btw, feel free to call me Cori. It's what I go by IRL.)

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1 hour ago, adamoteentitans said:

okay i did it :D

To put this in perspective for other readers: It was working with the command prompt that got done. *;)


As you prolly noticed it was in this thread that I first learned these .ini files were available and could be tweaked. Peeking inside SC3Tune.ini it looks like the place you'd want to tweak to make a demand mod. I have no idea which lines to alter or by how much having not gone on to test any of them. (I only play SC4 now-a-days so while this was interesting for me, I didn't pursue it.)

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Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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6 hours ago, CorinaMarie said:

To put this in perspective for other readers: It was working with the command prompt that got done. *;)


As you prolly noticed it was in this thread that I first learned these .ini files were available and could be tweaked. Peeking inside SC3Tune.ini it looks like the place you'd want to tweak to make a demand mod. I have no idea which lines to alter or by how much having not gone on to test any of them. (I only play SC4 now-a-days so while this was interesting for me, I didn't pursue it.)

i would have to contact @kingofsimcity it seems i don't know which variables to change too

so i would leave it alone for now , until i contact him and know which valuable to change so

for 

A) to always have super high demand 

B) to always have high land value 

 

hello  king of SimCity

my name is adamo teen titans , i am new here

i am a SC3000 player

i followed corina's and your instructions on tweaking the game 

and the files appeared 

i am trying to make

A) super high demand all the time 

B) super high land value for everything 

so which variables in  files should i change or tweak to achieve this ? and what number should i change the variables to?

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    @adamoteentitans: Hello, and welcome to ST!

    As far as I know, super demand is not something you can control from editing these files.

    However, super high land value is easily achievable! Start by opening SC3LandValue.ini and take a look at the [TuningParameters] section. Pay attention to the bolded part of the following 4 parameters.

    WaterPolluteFactor=100,-9000,100
    AirPolluteFactor=400,-7000,250
    GarbagePolluteFactor=0,-400000,0
    CrimeFactor=25,-1900,200

    If you've played the game long enough you'll definitely know that crime, water pollution and air pollution will cause a general decrease in land values. Garbage however is insane! Your entire city's land value would always end up dropping to "Very Low". To ensure you have peak land values at all time, you can simply change the negative effects to 0. You can even make the numbers positive so that pollution and crime is desired by your populace! Talk about one messed up parallel world. *:no:

    The next few properties concern how terrain elevation and water affect land values.

    WaterEffect=62
    WaterEffectRadius=6
    HillEffect=45

    Since these are already net positives, you can just increase the value of each significantly. Want your surface water effect to reach 30 tiles inland? Simply change WaterEffectRadius=30 and watch nearby zones skyrocket in value.

    Lastly, I want you to take a look at the [AgentIDModifiers] section. This is what controls the land value effect generated by individual buildings. 

    Let's take a look at one of the entries:

    1002=-5:R,40:C,-4:I            Stock Exchange

    The part I put in bold tells us the global land value effect that this building has. In this case, a Stock Exchange will lower residential land values by 5, raise commerical by 40, and lower industrial by 4. Since your objective is to attain supremely high land values, the best thing to do is simply go through all of the AgentIDModifiers and eliminate any negative values. This will ensure everything has a positive effect on your city.

    Hope this helps!

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    51 minutes ago, kingofsimcity said:

    @adamoteentitans: Hello, and welcome to ST!

    As far as I know, super demand is not something you can control from editing these files.

    However, super high land value is easily achievable! Start by opening SC3LandValue.ini and take a look at the [TuningParameters] section. Pay attention to the bolded part of the following 4 parameters.

    WaterPolluteFactor=100,-9000,100
    AirPolluteFactor=400,-7000,250
    GarbagePolluteFactor=0,-400000,0
    CrimeFactor=25,-1900,200

    If you've played the game long enough you'll definitely know that crime, water pollution and air pollution will cause a general decrease in land values. Garbage however is insane! Your entire city's land value would always end up dropping to "Very Low". To ensure you have peak land values at all time, you can simply change the negative effects to 0. You can even make the numbers positive so that pollution and crime is desired by your populace! Talk about one messed up parallel world. *:no:

    The next few properties concern how terrain elevation and water affect land values.

    WaterEffect=62
    WaterEffectRadius=6
    HillEffect=45

    Since these are already net positives, you can just increase the value of each significantly. Want your surface water effect to reach 30 tiles inland? Simply change WaterEffectRadius=30 and watch nearby zones skyrocket in value.

    Lastly, I want you to take a look at the [AgentIDModifiers] section. This is what controls the land value effect generated by individual buildings. 

    Let's take a look at one of the entries:

    1002=-5:R,40:C,-4:I            Stock Exchange

    The part I put in bold tells us the global land value effect that this building has. In this case, a Stock Exchange will lower residential land values by 5, raise commerical by 40, and lower industrial by 4. Since your objective is to attain supremely high land values, the best thing to do is simply go through all of the AgentIDModifiers and eliminate any negative values. This will ensure everything has a positive effect on your city.

    Hope this helps!

    thank you , thank you so freaking much !!!

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    1 hour ago, kingofsimcity said:

    @adamoteentitans: Hello, and welcome to ST!

    As far as I know, super demand is not something you can control from editing these files.

    However, super high land value is easily achievable! Start by opening SC3LandValue.ini and take a look at the [TuningParameters] section. Pay attention to the bolded part of the following 4 parameters.

    WaterPolluteFactor=100,-9000,100
    AirPolluteFactor=400,-7000,250
    GarbagePolluteFactor=0,-400000,0
    CrimeFactor=25,-1900,200

    If you've played the game long enough you'll definitely know that crime, water pollution and air pollution will cause a general decrease in land values. Garbage however is insane! Your entire city's land value would always end up dropping to "Very Low". To ensure you have peak land values at all time, you can simply change the negative effects to 0. You can even make the numbers positive so that pollution and crime is desired by your populace! Talk about one messed up parallel world. *:no:

    The next few properties concern how terrain elevation and water affect land values.

    WaterEffect=62
    WaterEffectRadius=6
    HillEffect=45

    Since these are already net positives, you can just increase the value of each significantly. Want your surface water effect to reach 30 tiles inland? Simply change WaterEffectRadius=30 and watch nearby zones skyrocket in value.

    Lastly, I want you to take a look at the [AgentIDModifiers] section. This is what controls the land value effect generated by individual buildings. 

    Let's take a look at one of the entries:

    1002=-5:R,40:C,-4:I            Stock Exchange

    The part I put in bold tells us the global land value effect that this building has. In this case, a Stock Exchange will lower residential land values by 5, raise commerical by 40, and lower industrial by 4. Since your objective is to attain supremely high land values, the best thing to do is simply go through all of the AgentIDModifiers and eliminate any negative values. This will ensure everything has a positive effect on your city.

    Hope this helps!

    hmm i don't know 

    i did everything but i am just not feeling anything spectacular 

    like i see the land value and some of it are light blue and some of it grey near a power plant and stuff , it doesn't skyrocket :/

    and is a superdemand even possible anymore?

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    There is a cheat detection engine by Maxis and on SC3000.com, so I wonder if the cities that are made with this patched sys.pak are considered to be cheated.

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    13 minutes ago, Brandon Cross said:

    can you link it for me, I have a hard time finding it

    The tool discussed in this topic is linked in post # 1 and is still available for download. Here's the relevant part of said post:

    On 6/9/2017 at 10:13 PM, kingofsimcity said:

    To extract SYS.PAK, you will need to download SC3KPAK (windows only).

    The part where @HackDown mentions a cheat detection engine is likely referring to the internal code when the game is running rather than a separate item to download.

     

    Btw, welcome to Simtropolis, Brandon. *:)

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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    After building three successful cities fair and square over the past four months, I switched to cheating this tool and I love it.

    The changes I use now:
    - Capacity of power plants increased to 175 - 200% of nominal value
    - Capacity of water pumps increased to 3x the nominal value
    - Commercial can be build 4 blocks away from a road *:D
    - Traffic congestion slightly decreased
    - Aura effect of trees slightly decreased

    I just felt like too much space was wasted for power plants and water structures, especially in the case of island cities, where space is definitely an issue. Also, it is not realistic even for a big city to have, say, twenty coal power plants. Warsaw, which is roughly a two-million city, has only six (mostly coal, I guess?) power plants. Something that would probably translate into 20 in vanilla SC3000.

    In any case, one needs to be cautious as too many changes run the risk of completely derailing the game.

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    The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

     

    My city journals! *:read:
    - SimCity: Tribalism - seven urbanization concepts clashed together
    Saving Magnasanti... - the most depressing city in history being revitalized

    Also worth checking...
    - "TMC's Drawing Board" - my city designs and plans.
     

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    On 23.11.2020 at 11:49 AM, TheMurderousCricket said:


    - Commercial can be build 4 blocks away from a road *:D

    Jeeeez....... Is this possible? *:ohyes: It would be complete game changer for me, lol.

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    1 hour ago, SimCityHawk said:

    Jeeeez....... Is this possible? *:ohyes: It would be complete game changer for me, lol.

    It is. If you like, I can check my files and let you know what exactly has to be modified. *:yes:

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    The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

     

    My city journals! *:read:
    - SimCity: Tribalism - seven urbanization concepts clashed together
    Saving Magnasanti... - the most depressing city in history being revitalized

    Also worth checking...
    - "TMC's Drawing Board" - my city designs and plans.
     

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    I noticed a few interesting things in SC3DisasterLayer.ini. The file has whole sections devoted to the "plane crash" and "smite" disasters, whatever those are. The plane crash one is pretty obvious (its obviously supposed to be a plane crash disaster), but I've never seen it in SimCity 3000 (maybe because all the versions I've messed with were produced after that, uhh... thing, you know). But "smite"? What the hell is that? Also, the file mentions "visitations" and "abductions", and also "crop circles"! WERE THOSE EVER IN SimCity 3000!? CAN ANYONE EXPLAIN?????

    God.

    SYS.PAK truly hides some treasures we never got (and likely never will get) to witness.

    sorry for necro btw

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    Crop circles were definitely included! If you ever managed to have farms develop (which was pretty tricky) and then have the UFO disaster, you'd get crop circles appear in some fields. No idea about the others though. I think the visitation/abductions might be news ticker messages that come before a disaster? If I remember right you'd get subtle warnings about any random disaster that was going to happen.

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    On 3/31/2021 at 10:51 PM, Bruh Man said:

    I noticed a few interesting things in SC3DisasterLayer.ini. The file has whole sections devoted to the "plane crash" and "smite" disasters, whatever those are. The plane crash one is pretty obvious (its obviously supposed to be a plane crash disaster), but I've never seen it in SimCity 3000 (maybe because all the versions I've messed with were produced after that, uhh... thing, you know). But "smite"? What the hell is that? Also, the file mentions "visitations" and "abductions", and also "crop circles"! WERE THOSE EVER IN SimCity 3000!? CAN ANYONE EXPLAIN?????

    God.

    SYS.PAK truly hides some treasures we never got (and likely never will get) to witness.

    sorry for necro btw

    Uhh, I made some assumptions about what some of these things (might) mean.

    Plane Crash - it might be possible that the plane crash disaster was originally in the game, but then got removed following the... "things" that happened in 2001. Or maybe they just never even added it in for one reason or another.

    Smite - maybe this is just referring to the earthquake disaster. Maybe.

    "Visitations" and "Abductions" - I think that in the early game, the UFOs will just visit your city and fly around for a while, without destroying anything. Then, as you progress later into the game, they become more and more aggressive, with the first visitation being possible from 1900 onward, the first abduction being possible from 1950 onward, the first crop circle being possible from 1975 onward, and the first attack being possible from 2000 onward.

    There are some other interesting things about the UFOs as well. For example, they can (apparently) at max:

    Spoiler
    • make 3 abductions
    • make 3 crop circles
    • destroy 3 landmarks
    • destroy 3 spaceports
    • destroy 6 low-tech buildings
    • destroy 3 high-tech buildings
    • destroy 2 power plants
    • destroy 12 buildings in general

    (per attack)

    Man, I really wish SimCity 3000 Unlimited was open-sourced so that we can look and see for ourselves what some of those less-understood parts mean.

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    4 hours ago, Bruh Man said:

    Plane Crash - it might be possible that the plane crash disaster was originally in the game, but then got removed following the... "things" that happened in 2001.

    SC3000 was released in 1999, prior to 9/11. I even remember playing it together with my friend when the world was still normal. *sigh*

    I think it was simply too difficult at the time to make that disaster or... it might have been too common!

    I remember that in the first SimCity ever there was such a disaster. It happened whenever the plane entered the same game tile as the helicopter. 

    If the same logic would have been applied to SC3000, aircraft would be raining from the sky! :O

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    The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

     

    My city journals! *:read:
    - SimCity: Tribalism - seven urbanization concepts clashed together
    Saving Magnasanti... - the most depressing city in history being revitalized

    Also worth checking...
    - "TMC's Drawing Board" - my city designs and plans.
     

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    I believe it was in SC2000 that one could trap the airplane between Arcologies, but that did require turning disasters off iirc.

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    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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    Plane crashes are present in SC2000. There are two types of plane crashes: take off / landing and loss of control.

    1) Take off and landing
    You want to make sure that you do not have anything around the airport zone other than a police station and a fire station. Even then, make sure to place them in the opposite direction of the runway in order to minimize the chance of a crash. One thing I learned was to make a small mountain or leave a flat space with barely anything around it for 4-5 tiles [make sure no skyscrapers are there!] and zone the airport(s) there. Place the stations near the zone but not directly beside it and do not zone high density zones around the airport within 4-8 tiles [give or take; the higher the elevation, less tiles]. This will minimize the chances of a plane to crash during take off or landing. A plane crash will cause a massive and fast-spreading fire if one is not careful in responding in time.

    2) Loss of control
    A plane can lose control: it can spin around in a circle as it falls out of the sky and cause an explosion on impact. It will cause a massive and fast-spreading fire if one is not careful in responding in time.

    The Helicopter Crash
    Another thing in SC2000 that one can do is take the centering tool and click on a helicopter while it is flying around. It will fall out of the sky in a similar manner to the loss of control plane crash - it will lose control and cause an explosion on impact. And, just like a plane, it can cause a massive and fast-spreading fire if one is not careful [tried this once after saving and man, was it something!].

    How can you respond to both disasters? Bulldozing surrounding buildings and/or calling the fire departments to come out and help can do the trick [unless you pause it before it happens or during the disaster... cheater! *:D I don't blame you though; nothing says you can't!]. If you don't want to bulldoze a lot of stuff or anything at all, make sure that you have plenty of fire stations.

    Or, you can sit back if you wish to see and listen to total chaos and destruction. Note that no fires or damage will occur if the disaster are turned off. You'll only hear the explosion/bulldoze sound when it crashes.
     

    It should be noted that the plane crash disaster is not available in SimCity 2000 Network Edition [I don't know if can happen via normal means though; I have yet to test that].

    I believe it also emitted in some console ports, and I am pretty sure it is missing entirely on the GameBoy Advance port. I could be wrong on the last one though, but I think that port came out after 9/11 and that port was rather limited due to technical reasons (no water system, for example).

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    Once you play with NAM installed, one simply cannot go back!

    I'm waiting for the day when someone makes a Faber College lot for SimCity 4  :lol:

    IMG_3716.jpg.7fe0b78e164e258bac5afb32dc9f9588.jpg

     

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    I never played SC2000, (I know - for shame) but it looks like they've taken air crash disaster to a whole new level there! :ooh:

    Too bad sys.pak can only walk us through the human-language files. I'm sure we could squeeze double of what SC3000 is if we only had a "deep" access.


    The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

     

    My city journals! *:read:
    - SimCity: Tribalism - seven urbanization concepts clashed together
    Saving Magnasanti... - the most depressing city in history being revitalized

    Also worth checking...
    - "TMC's Drawing Board" - my city designs and plans.
     

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    hi guys my name is martin, im from argentina. my english is not very good, need help. i try modify the capacity of building school (3000 desktops) for example 5000 desktops, modify the file and save, the iniciating correctly but pass 2 minutes and the game exit, whats the wrong ?

    thanks !!!

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    9 hours ago, tati said:

    hi guys my name is martin, im from argentina. my english is not very good, need help. i try modify the capacity of building school (3000 desktops) for example 5000 desktops, modify the file and save, the iniciating correctly but pass 2 minutes and the game exit, whats the wrong ?

    thanks !!!

    You need to make sure that the sys.pak is packed back together correctly.

    Most of the crashes that happen after editing sys.pak file stem from incorrect or incomplete repackaging of the file. Follow the instructions in the initial post closely - don't make any shortcuts.

    Also, make sure that you didn't enter any redundant characters in the outsourced text files. Or that you didn't delete too much.

    • Thanks 1

    The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

     

    My city journals! *:read:
    - SimCity: Tribalism - seven urbanization concepts clashed together
    Saving Magnasanti... - the most depressing city in history being revitalized

    Also worth checking...
    - "TMC's Drawing Board" - my city designs and plans.
     

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