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Jade Bight 21: Emden 05

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Dreadnought

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The Jade Bight: 21
Emden 05; The West Basin

This week we have yet another -- short -- update on Emden harbor.  I'm still getting bits and pieces of the city completed while tending to other, urgent tasks.  

A massive and ongoing reorganization of my "plugins" folder is occupying almost every free moment I have.  I should be "shot at dawn" for my stupidity.  If you look at almost any member city, in almost any CJ, you cannot fail to notice the "TLC" and "intensive" attention to detail that has been lavished upon these maps.  And yet -- it never crossed my mind that the foundation of such detailed and careful work is in an equally detailed and carefully maintained "plugins" folder!  Simply put;  If your "plugins" gets fat and sloppy, and congested with useless material -- your game slows down to the point of not working.  Meltdown !
And let's not even discuss how "system traumatic" it can be to go into an archaic plugins folder and start trying to make sense of it all.  One must wade through the loose "readme" files that say "I made this stuff", and struggle to figure out the proper place for an unidentified and unidentifiable "dat" file -- and, of course, a free-floating Texture file here and there.  Let's not even get into the Japanese, Spanish, German, French, and Polish material.  Even your above average "bright one" only speaks one or two languages above and beyond their native tongue -- won't go there!  And I won't tell you how ridiculously easy it is to delete important material -- or -- after 8 or 9 hours in front of the screen how EVERYTHING looks like it should be deleted !!!  And just when you think you're all done -- you open one of your cities for a little test run.  OMG !! -- When did the park paths change to red Herringbone brick??  AND -- !!  Where did my hand-crafted, lovingly custom MMP detailed river of Tahoe Water go???
And all this grief came down on me because I decided to try my new-found talents and custom downloaded lots in a LARGE map tile.  
After trying several different approaches in the last 14 cities, I can safely say I have learned a good deal about building realistic cities.  I have learned how to landscape and integrate, and I have also learned how to make them function and grow.  More importantly, I've learned the difference between what "looks good" and what doesn't work.  My sense of scale and space is telling me it's time to move to a large map and try to create a city with room to grow and actually breathe at the same time.  
From what I have read here and there on the forums, most players experience a serious case of "the slows" when they work on a large map and start racking up big population counts.  I know from personal experience that 500k people will NOT fill a large map tile -- but the game will begin to run so slow that paint will actually dry quicker!  
Rule of thumb:  More Sims = more demand on CPU.  
Natural Law:  Every operating system has an upper limit.
And that is why you should keep a neat and tidy -- almost spartan -- plugins folder.  Reading hundreds of useless files slows your system.  And with 500k at stake -- EVERYTHING may be important.
I'm still working on that plugins folder. 

And there will be more tests to run. 

And I've yet to do a re-install on Nam32 to make sure I'm only running the options I need or want.  As has been pointed out to me by a good friend, "RHW" requires MILLIONS of lines of code.  If you don't want to use it -- take it out.  Use the CPU for more important things.  "RHW" sounds a bit like dragging around an elephant on the off chance you might need an ant squashed!! (lol-lol)
And -- I've got one more medium map to do (Nuenberg) -- a few more tests to run on that one.  And a good deal of planning for it as well.
And only then will I try the Large map tile.  So, as you can see, there is a great deal of planning and prep before I embark on that one.
(NOTE:  I have started numbering each picture -- for those of you that have questions or specific comments.)

But -- for now -- We go to The West Basin of Emden Harbor.

SOMY EXTENDED PIER:
#01
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#02
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Everybody knows what this is -- sort of.  It's one of those marvelous lots created by Somy -- right?  But does anyone actually know how it's supposed to be deployed?  Has anyone actually SEEN a picture by Somy showing how he uses it in a game?  I asked around -- and no one seemed to know how to plop this thing.  It has the lot base under the extended arm -- the rear of the pier looks like it should rest on the shore -- and the front end has concrete "feet".  Well -- I have deployed it (without its' parent unit) the only way it seems to make sense.  But I'd like to hear your theory on how to set it up!!  What's a horse race without another horse?
Right now -- this "thingie" is part of the Mitchell-Brinkman Cement Plant.

MITCHELL-BRINKMAN CEMENT COMPLEX:
#03

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#04
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#05
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#07
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The Mitchell-Brinkman Complex has been on this spot for well over 120 years and has undergone very little modernization in the last 70 years.  This plant supplied almost 75% of the raw ingredients that were shipped along the canal to make the concrete for the factories that made the Ruhr one of the world's greatest manufacturing regions.  The extended pier feature was added during the early 1960's to increase the loading space during the building boom of that era.

CONCRETE BATCHING PLANT:
#08

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This is a Concrete Batching Plant located next to the Cement Plant.  This facility supplies the needs for local "fresh" construction concrete as well as providing stocks of bagged "pre-mix" that can be prepared on-site.  Next door is a freight railyard to handle bulk distribution of the raw ingredients to inland sites.

DAO CHEMICALS:
#09

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This is Dao Chemicals, next door to the Mitchell-Brinkman yard.  Classic example of a Maxis lot fully detailed with 1x1 and 1x2 filler lots.  
There are people who say you should not use ANY Maxis content and should focus entirely on "custom lot" downloads.  My personal opinion is that some Maxis content is required if you want the game to function properly.  Maxis content (industrial) creates employee traffic, freight truck traffic, jobs, and generates freight train traffic.  Not all "custom download" content will fulfill these functions and can adversely effect the way your city grows and develops.  The custom lots are nice to look at -- but make sure you have a mix to keep the city RCI demands functional.  Dao Chemicals is proof that Maxis lots can be mixed with custom content and look every bit as good with a few filler lots added.

MITCHELL-BRINKMAN RAIL SIDING:
#10

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This is a rail yard loading pad for the cement plant.  Bulk cargo consisting of sand or gravel is loaded or unloaded here for use at the plant.  The entire thing is made up of filler lots from downloaded sets (NBVC's Container Port Set) or custom-made  filler lots.  Adds a nice touch.

OBLIGATORY NIGHT SHOTS:
#11

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#12
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#13
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#14
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#15
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#16
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#17
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#18
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We bring this tour to a close.

Comments and feedback are VERY welcome.  If you see something you don't understand -- want to know where it came from -- or think it's dumb!!  Please say something!  Why would anything ever get better if no one says it's bad??

Next Week:
Emden 06 -- Car Shopping !!

 

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Gotta say, you're pretty good at building port cities - this one looks really nice. I'm a fan of the reddish lighting. And of course I love it when I see my props in people's stuff...

The RHW mod technically "only" uses 1.something million lines of code (I'm tempted to say 1.2-1.4, I've forgotten), but your friend is certainly correct in saying that it is by far the heftiest part of the NAM and that if you don't use it, don't install it.

I'm curious, how much space does your Plugins folder currently take up? And what OS is your computer running?

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You add me at the first picture, the title one !:-))). And yes, that Somy thing looks real good (although I don't completely get how the part connected to the docks bears the weight of those cranes without any supporting underwater pillars...)

The MMPs really makes all that scene alive. Everything seems to be fitting together and is working well for me -- except the tracks in pict 8. I just can't imagine industrial trains ondulating like that on such short distance :-))); I'm not train specialist or buff, but  you really should use the NAM  rail curves...[BTW, NAM 32 seems to me the best middle-ground as far as NAMs are concerned, indeed. There is some really neat stuff in NAM 34, though, and it's challenging. So at some point, maybe ?]

Yes also, keeping Maxis IND helps (I do keep it);  It's just the res & comm that I couldn't stand anymore after playing with them in Vanilla Mode for too many years. (Although,  with some lotplopping cheat help, I revisited them again recently , and some are really cool. Nothing new like what's been forgotten, right ?) Still, I won't switch them on again. Too much beautiful and well-functioning custom content out there;-)))

PS : Is it me or your pictures have more zing than before, visually -- clearer, sharper ?

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4 hours ago, MushyMushy said:

Gotta say, you're pretty good at building port cities - this one looks really nice. I'm a fan of the reddish lighting. And of course I love it when I see my props in people's stuff...

The RHW mod technically "only" uses 1.something million lines of code (I'm tempted to say 1.2-1.4, I've forgotten), but your friend is certainly correct in saying that it is by far the heftiest part of the NAM and that if you don't use it, don't install it.

I'm curious, how much space does your Plugins folder currently take up? And what OS is your computer running?

Thank you, MushyMushy -- for the kind words. 

I am glad you like it.  Knowing people find your work pleasing makes it all worthwhile!  :]

:party: WHICH props -- ??  I had no idea, whatsoever.  I must confess I know even less about organizing props / families than about organizing a plugins folder.  But whichever prop I have used -- yours must be a good one -- I only like the "good" ones.

My plugins is right at 4.0GB -- trimmed down from 6.2.  My OS is antiquated by today's standards -- Win 2000 -- with 2.0GB Ram and a 2.4 ghz processor.  So you see why I have to be careful.  I like to run the game at "high level" because that's when the visuals are at their best -- and that is what it's all about.  When I bought Sc4 13 years ago -- my system was state of the art for gaming computers.  But waaaaay back then -- the systems did not take into account such wonders as "Nam32".

Thanks for dropping by.  And you're always welcome!!  Look in next week -- I think you'll like it.

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3 hours ago, philforhockey51 said:

I'm glad to see you back and running, I really like 05 and 10. Great idea for the whole plant.

Welcome back "phil" --

Glad you liked 5 & 10 -- I'm really partial to #10 myself.  It makes a nice little vignette within the larger port. 

I was hoping someone would notice that the Cement Complex was an amalgamation of several different lots.  An odd piece here -- an odd piece there -- a few fillers -- and Presto!!  You've got an entire cement plant that's even equipped with loading quays.  (I do get lucky once and a while!)

 

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51 minutes ago, tariely said:

You add me at the first picture, the title one !:-))). And yes, that Somy thing looks real good (although I don't completely get how the part connected to the docks bears the weight of those cranes without any supporting underwater pillars...)

The MMPs really makes all that scene alive. Everything seems to be fitting together and is working well for me -- except the tracks in pict 8. I just can't imagine industrial trains ondulating like that on such short distance :-))); I'm not train specialist or buff, but  you really should use the NAM  rail curves...[BTW, NAM 32 seems to me the best middle-ground as far as NAMs are concerned, indeed. There is some really neat stuff in NAM 34, though, and it's challenging. So at some point, maybe ?]

Yes also, keeping Maxis IND helps (I do keep it);  It's just the res & comm that I couldn't stand anymore after playing with them in Vanilla Mode for too many years. (Although,  with some lotplopping cheat help, I revisited them again recently , and some are really cool. Nothing new like what's been forgotten, right ?) Still, I won't switch them on again. Too much beautiful and well-functioning custom content out there;-)))

PS : Is it me or your pictures have more zing than before, visually -- clearer, sharper ?

Hello, Tariely -- ALWAYS good to hear from you.

I'm still not certain how Somy intended that thing to be used.  But if you study picture #2 -- that seems to be the only way to set it up.  Of course, I suppose I could have put more of the pier onto the dock space behind it -- better weight distribution.

The Nam rail curves are very good -- and if I have wide open spaces to work with, I use them.  You'll see some better use of the curves in the remainder of this map.  Unfortunately, having several sidings and loading platforms as well as freight stations to connect up -- I had to use the least space in curves that I could get.  I would not have been able to route the main lines through the city and still connect up the industrial and port zones with all those curves.

I think Nam34 is OUT.  My operating system MIGHT just be able to run it -- but it might not be worth playing.

And yes -- it's quite possible that cleaning and streamlining my system a bit has increased the resolution quality of the pictures.  I noticed it as well, but wasn't sure anyone else would.

My door is always open -- Ta!

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10 hours ago, Dreadnought said:

The Nam rail curves are very good -- and if I have wide open spaces to work with, I use them.  You'll see some better use of the curves in the remainder of this map.  Unfortunately, having several sidings and loading platforms as well as freight stations to connect up -- I had to use the least space in curves that I could get.  I would not have been able to route the main lines through the city and still connect up the industrial and port zones with all those curves.

Yes I thought it was about tight space, but I was not thinking of the big curves ; I use only three, generally : the wavy one:-), the bendy one ortho to diag (75°, right ?) and -- especially, for sidings, the one which forms sort of an y [a spur ; is it called a spur ?]  and allows to connect ortho and diag ones ; that one doesn't take that much space, and it looks so much more realistic...

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39 minutes ago, tariely said:

Yes I thought it was about tight space, but I was not thinking of the big curves ; I use only three, generally : the wavy one:-), the bendy one ortho to diag (75°, right ?) and -- especially, for sidings, the one which forms sort of an y  and allows to connect ortho and diag ones ; that one doesn't take that much space, and it looks so much more realistic...

 

HOW DO YOU DELETE A POST MADE BECAUSE OF SLIPPERY FINGERS ????

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Those are nice sleek cranes; dock support question mark !Industries are very nicely portrayed; chemical plant a bit of outsider; how will cement do with chemicals if anything goes wrong]; concrete block, tiles, street elements would also add as extension of ndustries, well done !

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