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This mod fixes a problem with the default Maxis Space Port, which claims it "Provides a boost to high-tech industry" however, it does not. Maxis forgot to include this boost, therefore it boosts nothing but costs and some slight commercial desirability.
This mod fixes that. A significant yet realistic (non-radical) boost to High Tech Industry is now provided. Placing the Space Port now provides 150,000 High-Tech Industry Cap Relief. This is well within the range of other similar buildings such as the Advanced Research Center, University, and Marina.
For those who feel the default Maxis Space Port uses far too much power for its size and function, a second Mod file is provided in this download. In addition to fixing the High-Tech Boost, this ALT Mod version lowers power requirements from the default 700 to 219. This should allow most cities to stay safely under the power abilities of a single power plant with the Space Port placed.
Additionally, the included ALT Mod version also increases the Space Port from 100 R$ Jobs to a more realistic spread of 8 R$, 104 R$$, and 16 R$$$, to cover the range of employees from Astronauts down to Janitorial staff. Water consumed is decreased slightly from 360 to 248. Monthly Cost is lowered from $400/mo to $300/mo. And Bulldoze Cost of $4200 is now $3900. No other changes have been made to how the Space Port looks or functions.
Files Included - ( *** USE ONLY ONE of these *** )
- 'SpacePort Fix Mod.dat' (Fix only)
- 'SpacePort Fix Alt Mod.dat' (Fix + some additional changes)
SimCity 4 Deluxe or Rush Hour Required for this Mod.
This mod is safe to use with all other known Mods released as of this date on the STEX. (The AC Functional Airports Mod found at SC4Devotion.com modds this building in a large pack, so you may only use this Mod or that one.)
See included ReadMe.txt for Installation, Uninstall, and further details.
Impact of this Mod will only be seen when you have met all SC4 requirements for High-Tech Industry and have placed the Space Port (from Rewards Menu) in your city, with this Mod installed.
When I load my city, I get an error for Ploppable RICO that says "The building has an incorrect ui-category." over and over. How do I avoid this? Thanks.
What does this do
Fixes a serialization bug that could corrupt the savegame, particularly when mods are installed that modify existing exemplars (i.e. prop pox). Resolves a crash-to-desktop when hovering NAM puzzle pieces over transit-enabled lots. Allows other DLLs to load into SC4's memory without a GZCOM framework. Requirements
This fix is made for versions 640 and 641 of SimCity 4 on Windows. Version 640 is a fully-patched SC4 retail copy, and version 641 is a fully-patched digital distribution version (i.e. Steam, Origin, GOG). Although v641 is supported, it has only been officially tested on Steam.
Unzip to Documents\SimCity 4\Plugins.
To see if SC4Fix is working properly, check the title of your game window. If you are playing in fullscreen mode, alt-tab out and hover over the SimCity taskbar icon. The titlebar will show "SC4Fix (version #)" if loaded properly.
Repairing cities already affected by prop pox
Thanks to kingofsimcity for these instructions:
In the region view, open the graphics settings and change City Detail to Low. Close and relaunch SC4. Open the offending city tile and save immediately. Exit to region without saving and change City Detail back to High. Close and relaunch SC4. Open the offending city tile and save again. Demonstration
Click here for a video showing the ability to hover puzzle pieces over transit-enabled lots with this DLL.
Development Thread and Source Code
An asset i'm working on is having a weird light glitch that i first thought was because of the specular mask or something.
I know it's most likely the police lights causing it, it only happens when the police lights are on and it seems the rotation of the lights light up certain parts of the car too.
I'm guessing maybe the police lights are positioned awkwardly or in the center?
But i don't know where to begin in asset editor because when you position the police lights, you can't see the police lights while you're doing it like you can with headlights.
Hi i need help with an asset of mine, the wheels seem to flicker from completely shadowed to not shadowed whenever the car moves ingame.
I was completely stumped on what the issue could be because in 3dsmax the wheels looked completely fine.
But then i noticed something in the shading and realistic view, from a certain angle the wheels are completely shadowed just like ingame. I tried
making the wheel's mesh more flat and making the wheels bigger but no luck, any other ideas? I'm not too experienced with all of this yet.
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