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Indiana Joe

~The Bay~ A prefab region with NAM highway and rail networks

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It is not available as a separate download. It is part of the NAM installation. Prior to NAM 37, you had to specifically choose it in the Installation options. With NAM 37 installer, it is loaded by default.

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12 hours ago, Mercandelle said:

Rsc204 or other people, I tried in every corner to find this RealRailway and not succeed. Is there a link hosted here that you can share?

If you are still using NAM36, you need to re-run the installer, select a custom install, then make sure that RRW is selected, it's a NAM feature.

If and or when you use NAM 37, RRW will be installed by default.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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On 10/29/2019 at 1:17 PM, Lucario Boricua said:

I believe this is enough material to get started on the Slope Mod Shoppe!

Mods in the shoppe should be tagged as NAM-37 compatible if they have the tunnel parameters needed.

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    On 7/22/2020 at 8:32 PM, Mercandelle said:

    Rsc204 or other people, I tried in every corner to find this RealRailway and not succeed. Is there a link hosted here that you can share?

    Thank you.

     

    You must run the NAM install again and select RealRailway (RRW).  Below are pictures for NAM 36 and NAM 37.

    QUxpVHk.png

     

    GY0MvFg.png

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    On 7/19/2020 at 12:32 AM, Lucario Boricua said:

    From personal experience, regions whose sizes exceed 40km X 40km (square of 10 large city districts per side) tend to be overkill in terms of space for most players, while 12km X 12km are actually smaller than most of the game's included regions (I beleive only Fairview is significantly smaller).

    Another important thing to keep in mind is that a region whose terrain is either too simple (ex. very flat, straight coastlines) or too complicated (numerous small islands, steep topography throughout, jagged coastlines) also leave a much smaller "interesting" yet "usable" area to build. Regions whose terrain is moderately varied with comfortable flat areas alternating with some bits of challenging terrain are ideal to keep the player engaged, as the negative space presented by the tough terrain help steer the development into something pleasing and functional.

    @Indiana Joe

    If you ever want to re-attempt the experiment of making a region with a pre-fabricated transport network, you're very welcome to use any of the ones I've published. If I may suggest some of the better candidates, I'd definitely go with either Aguadilla, Humacao and the compact version of San Juan:

     

    I greatly appreciate this.  And I totally agree with the first sentence.  Of course the most-downloaded region on the STEX is Eaton, one of the biggest maps submitted back in the early days.  "Biggest" and "best" are gonna be forever correlated in the minds of the masses.  People love to bite off more than they can chew.

    I might go back to Madison County, or look at one of yours to do a bigger Prefab Region.  If you have any of those that already have all the cities rendered, but not built in, hit me up through PM, as that could save me the tedious process of loading them all for the first time.  Not that it takes very long in the modern days of NVME tech, but it would be a nice motivator to actually go through with it. *:lol:

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    So the main transit lines of the region are done.  I have to decide just how many surface interchanges I want to put in.  Part of me wants to leave some flexibility for the end user to build their cities and connect into the highway; but it's also supposed to be catered towards those who do not know how to build with the RHW.  Then, lastly, I want to set a standard starting amount of Simoleons for each city.  Either 100k or 200k probably.  Each one was originally Easy Mode/500k, and up to 300k was spent on RHW and other networks.

     

    NsoLnOT.jpg

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    1 hour ago, Indiana Joe said:

    Part of me wants to leave some flexibility for the end user to build their cities and connect into the highway; but it's also supposed to be catered towards those who do not know how to build with the RHW

    Considering the purpose of this region, I'd favor leaning heavily to the latter objective. *:)

    Anyone who wants to learn to create those interchanges with the highway will likely do so in their own test regions so if yours has them all completed and ready to use, I feel this will be much more appealing to peeps downloading your new creation.

     

    1 hour ago, Indiana Joe said:

    Then, lastly, I want to set a standard starting amount of Simoleons for each city.  Either 100k or 200k probably.  Each one was originally Easy Mode/500k, and up to 300k was spent on RHW and other networks.

    I'm guessing each city tile is created in Easy Mode so, perhaps, split the difference between the initial 500k and zero giving them each 250k? Then also explain how to use the moolah cheat for anyone who'd want to set it to a different amount.

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    Indeed Cori, I should aim to make it playable for anyone who hasn't the slightest clue how to build these things.  But at the same time, I have a section of urban elevated highway designed to go through the "mega-city" in the region, and I think I'm going to compromise as seen below.  Rather than making a bunch of connections to the highway myself, the player only has to plop 4 pieces to connect to the elevated highway thanks to Tarkus's QuickChange.  I feel this keeps the 'city'-building part up to them.

    to4YF8X.jpg

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    On 9/15/2020 at 8:56 PM, CorinaMarie said:

    I'm guessing each city tile is created in Easy Mode so, perhaps, split the difference between the initial 500k and zero giving them each 250k? Then also explain how to use the moolah cheat for anyone who'd want to set it to a different amount.

    Just bear in mind, if you build a lot of infrastructure before players come along and start building, that comes with potentially high maintenance costs. As such, the amount to start with for me is better made higher, to ensure that during the time the building process is catching up, mayors won't have money troubles.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    It's on the STEX for your downloading pleasure.  This one is definitely much more developed than the tiny little one I first released.  Hopefully it gains a bit more interest.

     

    Matt

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    On 8/22/2023 at 7:34 PM, ilego said:

    @Indiana Joe I am definitely considering this pack but I can’t figure out the slopes

    The latest Network Addon Mod comes with its own slope mod baked-in a slope mod for the RealRailway.  You just have to make sure the file Indiana Joe's Slope Mod loads after the NAM in your plugins folder.  Create a folder named z_SlopeMod (or anything after the letter N) and drop it in there.

     

    I may try to go back to these 2 regions and fix them to use the new NAM slope parameters.  The good news is that after someone on Reddit posted their cities in my region, I was flattered enough and re-motivated to start a new one a few weeks ago.  Based on Tagehring's New Palermo, you might see it get uploaded before summer ends (north of the equator at least).  I do need permission from @tagehring first.

     

    Matt

    New Palermo-1692777181.jpg


      Edited by Indiana Joe  
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    1 hour ago, Indiana Joe said:

    The latest Network Addon Mod comes with its own slope mod baked-in.

    Isn't the NAM slope more like rudimentafy than something like Ennedi? If I'm not mistaken, there's indeed someone at the NAM Team (@Ulisse Wolf if I'm not mistaken) made an official slope mod. But it's still a separate download, not included with every NAM installation.

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    On 23/8/2023 at 11:08 AM, elfrjz said:

    Isn't the NAM slope more like rudimentafy than something like Ennedi? If I'm not mistaken, there's indeed someone at the NAM Team (@Ulisse Wolf if I'm not mistaken) made an official slope mod. But it's still a separate download, not included with every NAM installation.

    @Lucario Boricua

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    On 8/23/2023 at 5:08 AM, elfrjz said:

    Isn't the NAM slope more like rudimentafy than something like Ennedi? If I'm not mistaken, there's indeed someone at the NAM Team (@Ulisse Wolf if I'm not mistaken) made an official slope mod. But it's still a separate download, not included with every NAM installation.

     

    You're right, Lucario uploaded it separately, I was mistaken.  The only one that's included with the NAM now is the RRW tunnel/slope parameters.  Thanks for pointing it out.

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