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Showing most liked content since 06/30/2013 in all areas
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27 pointsI started my City Journal a little bit more than two years ago on SC4 Devotion, many updates, and here are some pictures from them. 57 pictures, might take some time to load ! If you want to, please tell me which entry is your favorite ! I'll be back soon with a new project ! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Amazraou Isla Cornisa Generone - - - Chiesa Nuova - - Random grow - Presuntuoso - - - El Paraiso - Encerrado - - - - Viaduc de l'Oglio Livestock Farming - - Piedra en Oglio - Commercial District Main train station - - Truck crash Saint Tropez - - - Farming 2.0 - - Daventry Town Coos Bay - Beacon Hill - - - - Kinbasket Lake Kinbasket Old Mine - - Montbard - - Le Tour de France -
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18 pointsTalking about why he quit EA, former SimCity creative director Ocean Quigley told Polygon he had been "dismayed" at the botched launch of SimCity, in which EA insisted gamers play always-online, while failing to provide enough server capacity. The botched launch closed many players out of the game and led to severe criticism of EA's processes. But Quigley added that he has been thinking of setting up a new project for some time anyway. "I was dismayed at the blundered launch of something that I had poured so much love and attention into, which made the leaving easier but it would have probably happened anyway," he said. "Honestly I think I would have left regardless of whether EA's launch of SimCity was smooth or rough. It was basically my third SimCity. I did SimCity 3000 and SimCity 4 and this new SimCity." Quigley announced on Twitter today that he, SimCity lead architect Andrew Willmott and lead gameplay engineer Dan Moskowitz are setting up a new developer called Jellygrade. They are working on an iPad simulation game that seeks to recreate the early formation of the Earth. Full article: http://www.polygon.com/2013/7/16/4529260/quigleys-dismay-at-simcitys-blundered-launch-and-why-he-quit-ea
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18 pointsI rarely play in night mode. I should more often. This entry is just a quick and dirty one, but I hope you'll enjoy it nonetheless. TekindusT: You can never have too many trains! SiMapGuy: You can use the FLUPs that come in the NAM The city still lives at night. Whether people are out to enjoy fine dining, clubs or simply have to get that office report on time, it easily thrives well into the hours. Every time you comment or +1, a kitten gets a belly rub.
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16 pointsThe second entry about the Tisnov Area. Today, we will visit the village of Lednice and its immediate surroundings. The village was founded in 1344 and never gained any importance. The only reason for its existence is its main attraction: the Lednice Castle and the extensive castle gardens. The village itself is rather small and consists of no more than the main square with the oversized parish church and a few surrouding streets. Traditionally, we'll make our first stop at the village square. The square, parish church and the castle. Next stop is the castle. Originally founded in 1344 the present day buildings date from the early 17th century. Surrounding the castle are the extensive castle gardens. Part of these gardens are formal gardens from the 17th and 18th century and the other parts date from the 19th century and consist mainly of wood land. The area between Valtice (part 1) and the village of Lednice. Connecting the two is the so called Castle Avenue lined with many old trees running across the Lednice ponds. The village of Lednice is to the top right and Valtice is situated at the bottom of the picture (but not visible here). To the right the 13th-17th century monastery of st. Anne. To the left is the village of Hlohovec (more about this village in entry 3). Two overviews of the village to conclude. Hope to see you back soon for part 3.
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16 pointsUpdate 36 Spring 1880 Nearly a week had passed since Stevens and his census crew had clanked into Porthaven on the new branch line. The last home was tallied yesterday, and it was time to move on. Stevens was busy checking out of the Inn when Mr. Delin and the sheriff rode up on horseback. “Good morning, gentlemen,” announced Stevens. “Unfortunately, Mr. Blankmair woods nae shaur 'at assessment,” quipped the Sheriff. Stevens gave a puzzled look. “It seems there was an altercation near the port last night, and Mr. Blankmore was shot dead,” said Delin. “The assailant was seen fleeing towards the ferry, which I understand is where you and your group are headed this morning,” he added. “Yes sir, we were just about to head over there now,” said Stevens. “The Sheriff is set to pursue the killer, and I’ve asked him to allow you to accompany him. I don’t feel right possibly sending our guests into harm’s way,” Delin explained. “We’ll heed 'at way as suin as ye an' yer colleagues ur ready,” announced the Sheriff. The old ferry landing was a mess of shacks and some old docks. The Sheriff spoke with a few of the inhabitants and learned that a man fitting the description of the accused murderer had taken the first ferry across the river this morning. Sheriff Vincent MacLachlan was aged beyond his years. Frontier life was hard, and Vincent had spent his adult life living on the edge of civilization. A full blooded scottsman, he came with his family to America during the Highland Potato Famine when he was a young boy. Life eventually landed him in Porthaven a few years back. He was a man of few words, but he earned the respect of the townsfolk through his actions. He kept the streets safe and the riffraff at bay. (Click for full size HD) Stevens drew a smile as his group of bean counters in their eastern fashions mingled about with Sheriff MacLachlan in his dusty worn coat and muddy boots. Still, as the unlikely group made its way across the river in the weathered ferry, Stevens felt at ease with the Sheriff among their party. “Ever since th' railroad started upgradin' th' port, lowlifes an' scumbags hae bin showin' up lookin' fur jobs an' causin' trooble.,” grumbled Sheriff MacLachlan as Stevens looked back towards the port. “Th' miscreant responsible fur Mr. Blankmore’s mudder is probably frae th' sam lot. nae tae worry… we’ll catch th' wee scunner,” he added. The ferry pulled into the docks on the other side of the river. A few houses and a shop or two hugged the road leading away from the shore. While the Sheriff went looking for a lead on his runaway, Stevens and crew took the time to add to their census tally. “Ye ur in luck, ay sorts,” chuckled the Sheriff. “Th' damned reprobate has gain an' skipped town… looks loch ye lads ur stuck wi' me fur a while longer.” “Your company is much appreciated, Mr. MacLachlan. We all thoroughly enjoyed the hospitality of Porthaven, and it saddens me to leave, but my spirits are lifted knowing we will be taking a bit of it with us on our journey,” laughed Stevens. The group saddled up and was on their way. Stevens checked off the little box in his journal, satisfied the census of Porthaven was complete. (Click for full size) The road led south, away from Porthaven, and it hadn’t changed much since Mr. Stevens trip through the SorGun region 10 years earlier. The rhythmic clap of horses’ hooves on the trampled dirt road was soothing to the ears, but rough on the rump. Stevens and his crew were already spoiled by the ease and comfort of travel by rail, but fortunately their first stop was nearly upon them. Pineford was nothing more than a blip on the map 10 years ago – and as Stevens crossed the rickety old bridge, he noticed that was about were things stood today. Main Street had filled in a bit, and where grass fields once flowed years earlier, houses and cabins now stood. “Someain haur will hae noticed uir mukker. I’ll need tae make some hoose calls, sae feel free tae do… whatever it is ye folks dae,” said the Sheriff. Stevens barked out orders, and the census crew got to work. As Fredric walked around in the dirt and mud, he quickly remembered trudging over the same streets a decade earlier. (animation) Towns this size could be covered quickly, and by now Stevens and his entourage were like a well-oiled machine. Each worker covered a few blocks, and within a couple hours Stevens had one more town to check off his list. (Click for full size) Not long after, MacLachlan rode back into town. “A farmer saw someain crossin' thoroogh his field puckle hoors ago headin' sooth,” said the Sheriff. “We're gettin' close,” he added, with a wink. As quickly as they came, the group was off again, wondering on down the dusty track. Giant cedar trees flanked the trail with not a sign of civilization in sight. It occurred to Stevens how easily one could disappear off the face of the earth out here. He began to wonder whether the Sheriff would be successful in his pursuit. If someone didn’t want to be found, this was the place to be. Then again, the isolation of the western territories could drive a man to insanity. After a while the group came to a small settlement hugging a fork in the trail. (Click for full size) A few house visits came up with no information regarding MacLachlan’s fugitive. “At way leids tae New Sorgin,” said the Sheriff, motioning towards the right fork. “An' thes heids up intae th' moontains, towards Foxton.” For a moment Stevens tried to imagine what way a criminal might choose, but who was he kidding – he knew less about criminals than quilting a four patch. “Hmmm,” grumbled the Scotsman. “Ah believe th' highlands ur callin' me haem.” And with that, MacLachlan nudged his horse and began trotting up the dusty trail. Credits: I’d like to thank all the folks who submitted a name for the Sheriff. Congrats to Blunder for his original submission – we now have a Scotsman in New SorGun. I will do my best to incorporate everyone’s ideas into the story, so keep an eye out to see if your character shows up down the road I’d also like to thank whoohoo.co.uk for their neat ‘Scottie Translator’ – it came in handy Replies to: Sheriff Wanted Gugu3, Luiz P. Romanini, Katherman111, bazoka, 111222333444, ggamgus, APSMS, and glad2meecha: -Thank you for the great submissions and comments. Don't be surprised if your characters find their way into the New SorGun tale in the future! infamousjbe: Bufford Grills' the name. Born suthern sie the plains. EDIT: I actually spent like 20 minutes writing a whole back story to my character until I re-read your request for the name and nothing else.. bummer. -I'm glad you submitted the story - it was a fun read! BTW, check one of the location names in this update Deaghaidh: Just wanted to say this is a great CJ. I was thinking of doing a late 1800s steampunk-flavored region myself, would you mind naming some of the custom content you're using? Finding period buildings is one thing, but how are you able to keep your roads car-free? What are you doing for electricity and water? Any advice you can give regarding building good timber and coal mining towns would be appreciated as well. You do such a great job of making real feeling small rural areas, something I'd love to copy. Also, am I correct in detecting some influence from Sons of the Profits, the excellent book on the timber and prostitution fueled rise of Seattle? Your CJ reminds me of it a great deal. For the Sheriff, I submit the name Billy O'Dea, Irish immigrant formerly working as private security for the NPRR, but who had a falling out with the local bosses. -Thanks for the great reply! You are indeed correct, the founding and evolution of Seattle has been a heavy influence on the development of this CJ, and Sons of the Profits has definitely been a helpful research tool. I'm actually shocked that you caught that - big time kudos! Snugies: 1880 so the intercontinental railroad has been completed. Will you go through the entire historical development of this region? I think electricity may come soon maybe 1890ish? start getting electric streetcars then trams and elevated rail etc. then car later. Then we could see like before and after photo's. Looks really good, good job. -New SorGun is on the edge of the American frontier, in the secluded pacific northwest - so it will be some time before electricity reaches these folks. But it will happen in due time Schulmanator: Gotta be Andy Griffith Sr... Deputy Barney Fife, Sr. What could be better? If it was an English town I'd suggest Sheriff Nottingham. -That's funny - you aren't the only person to go the Andy Griffith route (Krashspeed from SimPeg had the same idea) NMUSpidey: "China" Rad Coffinson, because when Rad drops you, you break like fine china. Hm. He might make an even better bandit, now that I think about it. Or better yet, a bandit turned sheriff! Who better to be a scourge of the underworld than a man who was once a major part of it! Of course, he only turned 'good' because the money was 'good,' too, and the way the railways went about the whole property grab thing, we're not talking about a bunch of people who are real high on ethics. Unless of course, I'm thinking of a different town. Then you can ignore this completely EDIT: they had china in the States in the 1880s, right? -Great submission - "China" may pop into the story down the road - but the Scotsman won the Sheriff job this time. And yes, the Chinese were definitely part of the western population at this point - they provided much of the manpower for the railroads. Don't be surprised if that story find's it's way into the New SorGun narrative soon.
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15 pointsSimCity creative director Ocean Quigley has left Maxis along with lead architect Andrew Willmott and lead gameplay engineer Dan Moskowitz to set up a new studio called Jellygrade. “We were lead developers on SimCity, SimCity 4, Spore and The Sims2. We love making simulations,” wrote Quigley. “We’re making a simulation about the dawn of life on earth; about lava, water, rock and the emergence of the first primordial creatures." “We’re starting off on the iPad with a fundamentally new simulation engine. I can’t wait to start showing it off. We’re building the new simulation engine now.”
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15 pointsWelcome back to Northworth County, its been a while, but its back Welcome to the town of Dodge, population of 1,134. The city isn't much besides a town center. Going north we some campers near farms. Some crops being harvested. A bunch of these farms are family owned and have houses on property. Some aren't such as this. A bit north is the Bedford Station, which is an extension station for trips to Arbonville. The town' of Bedford is even smaller than Dodge, with a population of 208. The town does have a paper mill. Amtrak passes through this area frequently, but it only stops at 6:00 AM, 8:00 AM, 8:00 PM and 10:00 PM so if you miss the train, you only have one more chance to make it. Interesting farm. A full view of the town of Bedford. More shots. Hope you had a great time visiting !
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14 pointsView Album A look at the central part of Middleton... mainly its CBD, the sprawling high-school... and a bit of the residential fringe... , , , , , , , , , , , , , , , , Off to the countryside again... ;.)
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14 pointsKitakami Update Hello everyone, thanks for coming back here, I finnished Kitakami and want to show you the corners you have not seen yet. Lets start with a topdown: As you can see there is a huge variety of stuff, rural, nature, city and traffic, i think it went out pretty well, but decide for your self here is the lighthouse area, its very popular by the tourists and a must see if you come here Here is the river that turns to a city channal, its my first real river, so dont be too harsh Now come a few closeups of other riverspots The bridge didnt fit exactly, but still looking good i think... Here you can see how the river turns into the channel. It goes over the reservoir... The city tunnel i already wanted to show in the last update Northern commuter station, i feel like it was worth to show... Some slopes, there are quite alot... Oh, Now comes another sightseeing stuff: It doesnt really come out on that resolution so i made a few closeups The park, The castle, or temple maybe,... im not sure And the spa-hotel straight below. Ok, what to say, its some pics of the farming area arround,.... the fields hug the small valleys between the tops of the mountains, i tried o make it look cool Thats it for today, and for Kitakami, i think i showed you all areas of interest, combined with the old contend below it gives a pretty compleete overview as you can see on the topdown image. I hope you enjoyed, i at least had a lot of fun crating this city, also by its diversity and some stuff i never did before, like that camping stuff, the beach and the river, the lighthouse and so on. So, thanks for watching, you may comment again if you feel like,... have fun,... your Lance OLD CONTENT The natural harbour is a bit limited, so some ships have to be unloaded anchored From peak to shore... Now one of my favorite areas: some pics of the "central" area, its a pretty small town. As a little goodie for the issues, here is the elementry school! Thats it for today. Like i sayd, its wip, the city is more or less done, but there is alot of nature and farming to do arround. Also the lighthouse area and so on! Still. i hope you had some fun, Thanks for reading and watching! your Lance Credits: Mandelsoft, Simgoober, Simfox, SimPegasus, AC Team, all artists from simcity.ch, the HKBAT team, uki, somy, cycledog, vip team, simtropolis, sc devotion, moonlight, mas71, mumrik, paeng, spa, glenni, porkie, towerdude, gascooker, tonkso, scotty222, bixel and many many more, also thanks to the great community who keeping this game alive and never get tired posting new impressions and other possibilities to create and design.
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14 pointsEA may be looking at the possibility of adding offline play and other features to SimCity as part of its future updates for its world-building series, according to a customer survey that has surfaced on Reddit. The survey (screenshots) seeks player feedback on potential upcoming features. These include: farms, faster rebuilding after disasters, over and underpass roads, cities twice the size of current land plots, terraforming, cooperative city building with friends, and Classic mode. The latter is described as allowing players to, “In offline or online mode, play a single, fully functioning city using cheats and unlocks that allow you to create your perfect city.” - Full article.
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14 pointsJust one long pic and one selected detail, click to enlarge Jorgel is northwest from Betono, at the other side of the sea. Unlike Benzihor Metropolitan Area it is a natural scenic reserve. People like to visit here for the beauty and retreat from the urban life. ================================================================== And this is the first time I try natural landscaping in SC4. Hoping for feedback and improvement Also at last, thanks to James for comment and support!
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13 pointsEerikki City - The $24million make over! Replies: Hazani Pratama: Thank you, location has changed but the same buildings have been used. Huston: I appreciate the comment, thank you so much and I look forward to reading your comments on this update. NMUSpidey: I hope you like how I redesigned it. k50: I appreciate the comment and the feedback, thank you. Ace❤: Thank you my friend, thanks for the support. TekindusT: Thank you so much for the comment, much appreciated. §haÅ--Ñ€ §hÅŽo: And I love you .. Thanks for the comment.. lol. SimCoug: Thanks, glad for the feedback about the lot. Qorten: Glad to see you still about and active, I remember you from the good old days, maybe you'll be tempted to play SC4 again InvaderNat: Thanks for the support and the comments. I look forward to seeing how you use the walls. She is a mad violinist isn't she?. Alex_1210: Thank you for the comment, those are the Parisian Sea Walls. For download here == Click Link ==, You'll need to be a registered member to download though. MilitantRadical: I appreciate the rating and the comment, thanks. sejr99999: I look forward to seeing how you use the walls.. feel free to PM pictures to keep me up to date, I hope you don't have such a bad OCD time using them like I did. weixc812: I'm very glad you enjoyed it all, I appreciate the feedback. spursrule14: Thank you very much, it's a honor to have a picture make your list. Thanks for the comments everyone .. now a new update finally! This is version 4 of Eerikki City.. this little lake cost me $24million dollars and such a headache landscaping and making new lots .. but I think it was worth it. First up .. Eerikki town hall.. A memorial has taken the place of where I originally had the dome from a few updates back. Live music arena is a popular destination right in the heart of the city .. Eerikki at night as the fog comes rolling in off the harbour. Hope you enjoyed this update .. and please ignore all the letter boxes .. stupid things!
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13 pointsUpdate 37 Spring 1880 Sheriff MacLachlan’s gut led Stevens and his group up into the foothills of SorGun. Mr. Blankmore’s murderer was still on the loose, and the Sheriff was in pursuit. Stevens could have taken the fork into the town of New SorGun, but Foxton was on his list, and he figured he might as well check it off sooner rather than later. Plus, Stevens couldn’t lie… he was a little curious how this little adventure with the Sheriff would play out. The sun was falling as the travelers found their way into Middleton. This was Stevens first glance at the F&M Railway that connected New SorGun with Foxton. Much had been said about Mr. Finch and Mr. Myers wild gamble, and it was clear to Stevens that the success of the little partnership was becoming a major thorn in the side of the Northern Pacific Railroad. Stevens was curious to get Finch’s side of the story, but that was for a different day. The Census crew had more pressing matters, like where were they going to sleep that night. (1680x1050 – click for full) The group of travelers made their way to the tiny shack of a station in the center of town. After spending a few minutes talking up the station master, the sheriff returned to the group. “Th' varmint scum is gonnae fin' his grave at th' bottom ay a mine.” Most of the group gave MacLachlan a quizzical look. “He hopped th' lest train tae Foxton. We’ll hae tae sleep haur an' catch th' first train next morn. I’m wabbit ay trackin' th' wee scunner,” declared the Sheriff. The motley crew did their best to get comfortable and get a bit of shut eye before the first train ran the next morning. (1680x1050 – click for full) Just before dawn, Stevens was awoken by the sound of hooves and hushed talking outside the station. Curious, he cracked open the door and saw Sheriff MacLachlan speaking with a rider on horseback. The Scotsman heard the creak of the hinges and noticed Stevens in the doorway and motioned for him to come out. “Things jist got a bit mair complicated,” said the Sheriff as he handed Stevens a note. Stevens finished reading the note and glanced up. “Bit ye wished ye woods hae taken th' other fork,” chuckled MacLachlan. “I count people for a living, Sheriff… Gangs and all,” smiled Stevens. A breeze rustled through the pine trees, reminding the early risers how cold the spring air could feel. “Reminds me ay mornings back haem,” sighed the Sheriff. “Heelain air is guid fur clearin' th' heed.” (1600x872 – click for full) Stevens was happy to be riding on the ol’ iron horse once again. It was an early morning after a restless night’s sleep, but anything was better than riding for miles over bumpy terrain on horseback. As the train wound deeper into the hills, Stevens sat back and admired how beautiful the back country was. (1680x1050 – click for full) The ride to Foxton was a breeze compared to his trek 10 years earlier. The terrain was rough, but the engineers of the F&M railway somehow pulled it off. Stevens was impressed by what the little railway was able to accomplish in just a few years. The station in Foxton was quite lively. It was immediately clear that the coal mines had breathed life into Foxton and hurled the tiny community into a respectable sized town in no time flat. “It looks like we have a bit of work to do,” said Stevens, as he stepped off the carriage. “Aye, sae dae Ah. Mebbe uir paths will cross in th' future, until 'en …” said the sheriff as he glanced around to get his baring. “I sincerely hope so my friend,” said Stevens as he shook MacLachlan’s hand. (1680x1050 – click for full) The makeshift group parted ways. The Sheriff went digging for information around the seedier parts of town, while Stevens and his crew set up shop at a local Inn. 10 years ago, a town this size would have passed for a metropolis in the SorGun area, thought Stevens. The coal had certainly brought civilization up into the hills, but one only had to look around at the surrounding forests and mountains to realize that nature still reigned. Foxton had slowly pushed back the evergreens, and given new life to the SorGun highlands. Farms, stores and houses all jostled for position along the town’s dirt avenues. Steven’s group began the task of tallying up the unlikely outpost and adding more miles to their already worn boots. (1680x1050 – click for full) Meanwhile, Sheriff MacLachlan visited the usual hangouts frequented by scum and villainy. Shortly into his search he stopped in a bar near the trail that led to the mines. Two or three souls glanced up as the Sheriff strode in, his heavy boots thumped with each stride on the wooden floor. “What’ll it be, my friend,” questioned the bartender, while scrubbing out a stain in the counter. “Hae ye crossed paths wi' a stranger, he woods hae jist arrived lest nicht. Th' laddie main hae bin tryin' tae fin' somebody,” asked MacLachlan. The bartender gave a half laugh, “we get strangers passing through each day, sir. Unfortunately nobody pays me to keep track of all ‘em.” The Sheriff nodded and turned to walk out. One of the patrons at the bar gave a cough. “Kid was here last night, said he’d just hopped off the train. Was lookin’ for a Granger boy,” grumbled the man. “I don’t care for ‘em ruffians much, so I told him he’d best not get mixed up with that company. But the kid was insistent. Warren was his name. “ MacLachlan leaned up against the bar next to the man, waiting for him to continue. “Well, I know Ned Granger works up at the mine, so I sent the boy up there,” the man said, while rolling his empty glass around on the table. MacLachlan tossed a half dollar onto the bar next to the man and strolled out into the sunlight as the coin rolled around the counter. The bartender gave a chuckle, “You’d say anything for a drink, Clyde…” “I believe I would,” mumbled the informant as he slapped his hand on the dancing coin. (1680x1050 – click for full) MacLachlan borrowed a horse and took the trail up to the mines. The path into the mountains is a hefty climb, but it was made easier with the recently laid rail tracks. The main camp by the mines was dusty, dirty and smelled of coal and sweat. The sheriff felt right at home as he walked about. He noticed a man barking instructions to a group of workers. (1680x1050 – click for full) “What’s your business,” the boss said in a huff. “Th’ Law, laddie,” retorted the Sheriff. “I’m lookin' fur a wee a body by th' nam ay Warren. A new arrival, he’d be.” “Granger is in charge of all the new diggers,” said the boss. “Check over by the new vertical shaft.” “Thenk ye,” chimed MacLachlan, as the man spat down a wad of tobacco and turned away to find somebody else to yell at. The Lawman walked his horse over toward the new shaft. There were a few workers milling about. “Onie ay ye men seen Warren,” hollered MacLachlan. Just then, a man walking near the edge of camp dropped the load he was carrying and ran off into the woods. “Raj basturt,” huffed the sheriff as he climbed back on his horse and gave a “hyaa.” He rode into the woods in pursuit of the fleeing man. The forest was dense, and his horse began to protest so MacLachlan slid off his mount and began tracking his man through the thick brush. “I’m gettin' tay auld fur thes shite,” he cursed under his breath. The Sheriff worked his way up the steep slopes and found himself on a high ridge. Warren was running along the embankment away from MacLachlan, but within earshot. “Stop, ur I’ll shoot,” yelled the lawman. Warren paused and turned. “Ah ain’t haur tae kill ye son,” continued MacLachlan. “I’m lookin' fur answers. If ye cooperate, ye will be sure tae gie a lenient hearin' under a coort ay law.” “The law is the least of my worries old man,” shot back Warren. “Ye weren’t actin' aloyn laddie. We can protect ye,” Shouted the Scotsman. Warren let out a laugh and turned to continue his escape. The loud crack of a gunshot rang out from the wilderness and Warren gasped in shock. MacLachlan dropped to the ground searching for the source of the sound. He looked back in Warren’s direction but his fugitive was gone. He crouched and weaved hastily toward where Warren last stood. He reached the embankment and looked down the steep cliff. He could see nothing but rocks, brush and trees falling away towards the valley below. No man could survive that fall, thought the Sheriff. Later that evening MacLachlan walked into a tavern where Stevens and his crew were celebrating after a full day’s work. “Sheriff,” called out Stevens. “May we have the honor of your company?” The Scotsman gave a nod and walked over to the group of census workers. Stevens ordered his friend a drink and sat down with the united fellowship. “Can we drink to the successful apprehension of a potential murderer,” questioned Stevens.” “Aye, th' sorry eejit paid fur his sin,” grumbled MacLachlan. The group gave a cheer and a jumble of voices brought the tavern to life. But as the night wore on, Stevens noticed the Sheriff was even more quite than his usual self. At one point, when Stevens had a moment alone with the Lawman, he brought his chair closer. “Did the boy talk?” Stevens asked quietly. MacLachlan shifted in his chair, his eyes never leaving the glass in front of him. “Unfortunately, someain wanted 'at laddie silenced mair than ah wanted heem tae gab.” A pause hovered between the two men as the din of the drunken revelry continued in the background. Suddenly the Sheriff’s eyes caught Stevens. “A flood is comin' tae SorGun … One 'at woods wash Noah himself awa'.” MacLachlan paused and looked back down at his empty glass. “Th' railroad will stop at naethin' until everybody is under th' shadaw ay their boot. Dark days ur aheid, Mr. Stevens.” The Sheriff tilted his glass until a shadow ran across his fingers. “Dark days…” Replies to the last Teaser: Luiz P. Romanini, agunter999, iCities, _marsh_, Gugu3: -Thanks for the comments - reading each one makes getting the next update out that much easier. NMUSpidey: I sense eminent domain coming... -Ha! Yes, perhaps we will see a bit of eminent domain 1880s style Ace❤: It's freezing outside, but the railroad tycoons seem to have things heated up inside. Amazing scene, the snow is serene and beautiful. -Thank you - photoshop is becoming a little less foreign to me after all these updates. Forthwall: Woah developments, I wonder when they start paving these roads? -Paves brick roads are starting to show up - and many of the roads back then were made from logs (called corduroy roads) but sadly there is no SAM option in SC4 for them
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13 pointsBrown text: Mayor of Highlands Town Red Text: Mayor Dennis Brown (of Ashville Metropolis) Blue Text: Mayor Jack Green (of Coastland Metropolis) Green Text: Narrator/Newscaster (click on images to view them full screen) _______________________________________________________________________________________________________________________________________________ 1:00 PM To evacuate or not evacuate, that is the question... Turning on the news... A massive supercell storm has formed outside the Great Coast, and is quickly approaching. Now for those who don't know, this storm isn't like any other storm... We're talking crazy lightning strikes in whole areas, Hurricane-force winds, tornadoes, floods, even hail... Highly populated areas are being evacuated as the storm nears, but time is running out... Ah these storms are nothing, my city's at 980,000! I'm going to hit 1 million this afternoon! Mayor Brown, you don't understand how powerful these storms are... ...This region was hit once way back then, but my city (Coastland Metropolis) only got rain, and wind. The worst of the storm hit a nearby town (220K population, don't remember the name) and...let's just say, we needed to rewrite the maps afterwards... to accommodate for a city that was "wiped" off the face of the Earth... This is a super-storm...I call it a hyper storm. This was before your city (Ashville Metropolis) was built... Damn, is this one of those storms? Yep... But it's such a beautiful day right now, look! The sun is out... (1:42 PM) Ashville Metropolis You're just bluffing... Well alright, but I'll talk to you later... Alright simtropolians, let's see if our citizens are preparing...I don't know what Brown is doing with his city, but I for one don't want loss of life here, so I'm sending out evacuations... We're going to the radio station... Sound the alarm! (1:28 PM) (Pic of radio station, on top of CN Tower) (tornado alarm sounds) Perfect... _________________________ 4:52 PM The storm is now bearing down, a beautiful summer afternoon is now turning into an ominous dark stormy day... Evacuations continue, as cars backup on Interstate 35 (4:55 PM) Coastland metropolis highway backed up) Man I wish I could've expanded those highways earlier! Ah well, we'll just have to make with what we got. Let's go to higher ground... (4:57 PM) 15th (Street going upwards) Most people who stayed (a lot of them) are inside the house, ready to ride out the storm...This is going to be crazy...With these storms, it can be a beautiful day one moment, and a few MINUTES later, a dark stormy disaster-about-to-happen type weather...Oh snap here it comes! Play this video for maximum immersion! http://youtu.be/wqPAAwR_32M (5:01 PM) Coastal Metropolis Beach, GC The storm is now beginning to come over the coast, people on the beach stop and stare for a moment at the massive clouds and run away in panic as the wind picks up, from calm afternoon breeze to nearly 60 mph in seconds! Umbrellas blow away and sand burns skins as it is picked up from sudden wind... people race to the nearby buildings to avoid the floods... _______________________________________________________________________________________________________________________________________________________________ Coastland Metropolis... (5:12 PM) Oh man that's massive... (5:14 PM) Highlands Town (East of Coastal Metropolis, and The Tech city, and West of Ashville Metropolis) 5:35 PM The storm is now in full swing, sustained winds of up to 60 mph, with gusts up to 100 mph... (5:38) Coastal Metropolis, GC, angry waves surge over the beach... (5:45 PM) Coastland Metropolis downtown getting battered as roads flood (5:48 PM) Coastland Metropolis stadium flooded... (5:58 PM) Airports in Coastland Metropolis flooded from storms... (6:02 PM) 55th Avenue (6:05 PM) 15th street during storm (6:06 PM) Coastland Metropolis neighborhood WOAH...WOAH...HOLY (Expletive)...THAT THING'S HUGE! That's gotta be an E-F5 Tornado... (6:12 PM) Small airplane escaping massive tornado just outside of Coastland Metropolis, north of the city... That thing's headed east... (Mayor of Highlands metropolis calling on phone) *picks up phone* Hello? Mayor Green! Did you see that massive tornado? Yeah, where's it going? I think it's headed for Ashville metropolis...Oh no the power went ou- (call lost) Shoot, I gotta call Mayor Brown! (dials, ringtone) Hello? Mayor Brown! This is Jack! Oh hey Jack, man this weather sucks! Those clouds are scary! (6:15 PM) Ashville Coast flooded by massive waves Mayor Brown! You gotta get the hell out of your mansion! There are massive tornadoes moving your direction! I ain't going NOWHERE! I'm staying here! I'm at 984,000 and I'm about to hit 1,000,000 people! ARE YOU OUT OF YOUR (EXPLETIVE)**KING LOVING MIND! FORGET ABOUT YOUR STUPID POPULATION GOAL, IS THIS REALLY WORTH YOUR LIFE? The captian goes down with his city, and so the mayor goes down with his city! (loud noise in background) Fine! BE IT! But...What the...Mayor Brown, is everything okay? Yes everything's fine! Quick go outside... Fine, but I ain't goin' WHAT IN THE NAME OF...WHAT IS THAT (Noise getting louder) I'M GOING BACK IN! Mayor Brown! GO! RUN! I can't!...No! NO! GO AWAY! NOO!!! *Windows breaking in background, very loud wind whistling sounds Mayor Brown? AAAHHHHHH!!!! (Dial tone) Hello? HELLO?! Oh man...(dials phone) (Dial tone) (Dial tone) (Dial tone) (Dial tone) The number you have reached has been disconnected... (Highlands city) To be continued...
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12 pointsThis is the first entry about the Tisnov area. This area consists of the city of Tisnov, the town of Valtice and the two villages, Lednice and Hlohovec. At the end of the 18th century, the local lordship of Valtice began to create this unique manmade landscape complex. During the 19th century, the area continued to be transformed into a large landscape park with three centres: Valtice Castle (and town) – entry 1 Lednice Castle (and village) – entry 2 The city of Tisnov (and the village of Hlohovec) – entry 3 In 1715 Valtice and Lednice were connected by the so-called Castle Avenue. Between Lednice, Valtice and Hlohovec, the Lednice Ponds are situated. A substantial part of the complex is covered with pine woods and with riparian forests. Except for above mentioned, there are a lot of bigger or smaller pavilions and castles scattered throughout the whole complex, often serving as hunting lodges that we will encounter during our visit to the area. As mentioned before, this first entry is about the town of Valtice. The town is dominated by it late 17th century castle. The town's main street with the early 20th century school building (red roof with green domes) The town square with the 17th church of Our Lady and the small town hall. The castle gardens and surrounding farm fields. One of the pavilions surrounding the town is the so-called Rajstna collonade. The Belvedere Castle to the north of the town. And two overviews of the town. Hopefully I can add the two other entries soon together with an overview of the entire area.
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12 points
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12 pointsFor Russian Speaking Romantic moment, please listen to this song. For Sad feel moment, please listen to this song. "In the news today, Kartobian weather is rainy today. We advise to take an umbrella with you, if you planning to go outside. The Kamchatkan Virus is being found around Kartoba city, many citizens have came to St.Augustus Hospital for help. Lines... As week passed, we met again with her. We exchanged the ever slight understanding of our feelings. I ordered my driver, to get us and go to Oxygenol. A club owned by Oshi and me. The rain has swept away, the sounds of the city. I missed calls after calls, all my time was consumed by the Kamchatkan. While we driven trow the streets. At Oxygenol, we sat for 2 hours, mostly just drinking and talking. A man was coughing all the time, I even asked to given a new place. As the night continued, she said that she needs to leave. I proposed that my driven takes her, but she replied that her friend will meet her. We arranged to meet tomorrow. at the evening. I watched her leaving. The rain continued, I returned to my apartment. Watched the missed calls. Oshi called me 7 times. Re-called him. He asked me to come to his apartment. As I found out, Oshi was attacked by some girl that he invited back. His hand was bitten. But he refused to go to the doctor. This cases start happening around the city, with many suspecting drugs. I purseud to make Oshi to go to the doctor. I could not imagine how the later day will change. Waking up at the morning, I was woken up by her call, she tolled me to turn on the tv. The news kept running, as the sound of helicopters and plane bound for Kartobian International St.George Airport were made. I saw Cattalian-Hijaran planes. After 10 minutes, cell phones were turned off. Internet connection lost and only tv kept going. As I continued watching, the emergency broadcast was turned on. Hoped you liked the update, next will posted soon. If you liked put stars or comment ))) Constantin.
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11 points@The Steve: I was actually thinking something more like The Chromatics' 'https://www.youtube.com/watch?v=h6p8UKQ362o'. Rather lovely album. @Ace: Thanks for the note. I didn't check the peak time, and I should probably get a persistent automata mod. The roads in Redwolf definitely are busy if you check the route query. @All: Kitteh bellies have definitely been rubbed. And now I present a mosaic, looking from the Observation Tower through downtown and to the bay. Enjoy.
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11 points
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11 pointsOoh, glad to see the warm response this idea has given. @Schulmanator: There's bound to be a Splash Mountain installation soon. Wheee!! @blunder: Digital download, $5 with the core game and the two (I must admit lacklustre) expansion packs. Well worth it. @everyone: Thankyou! Moving into it... 2.1 After consultation with the Department of Feline Affairs, Yoshi Park has been given permission to build a Schulmania themed garden in the park. Currently featuring four rides, it is a family orientated corner with the motion simulator, Cheshire cat tracked ride, a circus and a twist. 2.2 The monorail will sweep around the corner of the area. The Cheshire cat ride offers views above the trees. 2.3 A snack bar has also been built, housed in a wooden shed. 2.4 And here we have Yoshi Park's first rollercoaster. A wooden monster, it has everything. Twists, turns, hills, helixes and bunny hops, it has shaped up to be a quality yet compact coaster. Lets go for a ride? 2.5 After entering the building and queuing, we grab our seat on the train and take off, being pulled around the corner and up the lift hill. 2.6 Here we go! 2.7 After racing down the hill, we throttle around the curve and experience a rough, exhilarating turn... 2.8 Running fast, the train dips back under the tower again. 2.9 We are thrown into a few hills, and ride the bunny hops. 2.10 Taking the turn hard, we dive back underneath the track again. By now, we can hit the brakes and catch our breath, as the train returns to the station. 2.11 Lets not feature an overview! 2.12 You may have wondered what this patch is here. I'm not sure yet! It could be home to more scenery, a new attraction. You can decide. So I have two questions: a. The wooden coaster remains yet unnamed, what do you think is a suitable name for it? b. What should feature next to the wood coaster here? Leave your answers in the comments section below, and don't forget to +1 if you enjoyed the update!
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11 points
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11 pointsHow about this stone texture... Its the first one I used except I increased the contrast, made it more pink and bumped up the reflectivity. I could possibly lower the saturation but I think its not too bad...
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11 pointsWhy not call Maarten? I have been browsing to the data of the members list as on 2013, July 1, 15:00 GMT. For instance, this is the overall top 100 list of people with the most posts: However, only have of them are active. For the rest of the lists I've worked with only the active members I can confirm they are active. I worked with the top 100 active members, and then you get this list: Now we go for the top 25 highest reputation on this forum. The data may be a little inaccurate, but I took everyone with +500 posts and +500 rep into account to limit statistical distortions at the low end: And I also made one for the top 25 rep/post ratio: So, that's my share of statistics for today... Best, Maarten
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10 pointsNogovicka 1700 Welcome to the Imperial Period of Nogovickan History. The expanding empire of Albon, reached far from the Black Sea to the African Coast. Nogovicka is the center of trade, art and power of the Albon Throne. Please listen to this... Or please listen to this... Lets jump in time and see the city... The time is already riping time... Oh godness... Ah, the imperial seat of Albon Power. The royal family of Segesmund rule over this city, protecting it growth and its beauty. The Tsar ordered the construction of new imperial halls, so that to show the power of the state and to impress the foreing powers. The weather is brewing, the storm will come soon... Nogovicka in this time, is still half-medieval city, with old timber buildings for the poor. The rich are moving to the new mansions and apartments, constructed by genious Cattalian, Italian architects. Nogovicka is changing trow its sea power, it gains not only riches, but also culture. The Cattalians are living in the traders districts, heavilly influential in the Tsars politics, even many say that Mstislav, has a male lover of Cattalian blood. What shock and aw, how could you explain the Cattalian not living his master even at night? The Chapel of Arts, as its called modern was constructed in 1698, as symbol of victory against the Ottomans in siege of Argiv. Smelly traders, of course found the perfect place to trade... Cattalians, Germans, French and other foreigners, call this district there home. The Nemech District. The rich live near the center of political life of the city - The Kremlin. The Tsar of course rarely visits it. For him its much more fun in his new Palace outside the city, all the glamour and no pesky traders. Looking for magical trade? Go to Uskovki Market, the largest in city, all go here to sell everything. But we don't advise to buy pies from Udmila, people say her pies can kill even god. The weather is getting worse... rain again... The admirality, the center of the Naval Command of the Empire. From here they command the operations against those pesky Ottomans... And the Russians. All start running from the rain, the storm is brewing... Medieval Church of Archbiship. The rain continues to ponder us... we need to return back to modern times... Heavy storm hits the city, only god can defend it...
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10 points
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10 pointsWelcome to the coastal town of Servilleaux, located on the northern tip of Rïsa. Population 465,000 Established: 1903 Background: The city was established as a new economic region by the regional municipality in Italy. After WWII and the reunification of the Republic, the island was sold to Valencia, and was given a French name. Now, let's take a look at some transportation maps to get an idea of how to get around the city. Here is a map of the major transportation systems in the city/region Originally the city was barred from outward expansion due to preservation of the surrounding lands from 1950 to 1991. Thus with a tourist and shipping boom in the 1970s and 1980s, the city exploded in population so that the city center grew skyscrapers that are uncommon among cities so small. To prevent an ugly sea of skyscrapers and to allow for suburban growth, the restriction was lifted in 1991. While a dense subway system and access to rail served the crowded downtown, an extensive tram system and intercity high speed rail system was built to connect the sprawling suburbs to the city center and main train station. Here are some images from around town: Thanks for viewing, and as always please rate and comment with any criticism/ideas etc. Thanks, Happy Summer!
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10 pointsNOTE: It is important that you read the update before voting in the above poll(s). Most images (all large images) will enlarge when clicked. General information Hello everyone. Welcome to Progress, a City Journal that will allow you not only to witness the growth of a community, but to to participate on several levels. This journal will chronicle the establishment of a new community in the western United States during the period of westward movement commonly referred to as Manifest Destiny. The details of this community will not be decided by me, the author, however. They will instead be completely up to you, the readers. Every reader that wishes to will have a character that is participating in this journal that they can personally control each time there is an update. I will not have a character in this world, and will instead be a sort of "gamemaster" that carries out the effects of character's actions in the journal and who decides the circumstances that will present themselves with each update. For example, I may decide that a disaster should strike the community and that it should be a fire, but I would randomly determine its exact effects on the community. I will make sure that effects like these are determined randomly not only to keep things interesting, but to make sure that everything is completely unbiased. There are several ways that you can participate in Progress. The first is by having a character that you can control inside the community. To begin participating in Progress with a playable character you need to sign up by filling out a "Join" Form. There will be a new form with every update and you can only join through the most recent form. Due to technical constraints and because I want to keep this at least somewhat manageable on my end only 100 people may join the community each month. After you complete this form there will not be any more forms to complete (at least not with the current plan, this may change) and you will control your character using the comment section on each update. The ways you can interact with the community through your playable character will be outlined in each update with a list of possible actions at the end of the update. An example of this is included at the end of this update. Some examples of what you will be able to do are founding business, taking up jobs, and building houses, but all of these actions may not be available in a give update sequence and you can only perform one action each update. It is possible for these characters to die The second way you can participate in Progress is by voting in the polls that will accompany each update. Whereas characters allow you to interact on a very small scale, polls will deal with issues and decisions that will impact the entire community. The poll accompanies this first update, which allows you to vote on where the community will be founded, is an excellent example of the kind of things that will be controlled by polls. Actions and polls will be color coded within updates. Action information will feature orange, while poll information will be titled green. The in-game time gap between updates for this first period will be two seasons. This means that the train will reach its destination in Autumn and that will be the point in time addressed by the next entry. The game mechanics will change on occasion, as this is a largely experimental journal. It should also be noted that the idea for this journal is largely inspired by a project called "The Towne" that was attempted on the CSGForums a few years ago. You can check that out by clicking this link. If you have any further questions, comments, or concerns please address them in the comment section. Now that all the information is out of the way, it's time for you to make your first decision. Update Zero - The Wagon Train The date is March 27th, 1858. The season is Spring. You have arrived in Independence, Missouri, having completed the first leg of your journey to a new life. The decision to seek a new beginning in the great unknown of the American West has not been an easy one, and this is your last chance to turn back. Once you agree to be part of the wagon train leaving tomorrow you cannot go back. Do you want to gamble it all for a clean slate and a chance to become rich from the promised bounty of the land this ragtag caravan hopes to find? Character Action: There is one possible action for characters in this update. Action 1: Click the image below to fill out the form to join the wagon train, or chicken out and head back east. The time limit on this action has expired. If you join Progress it is helpful you follow the journal or subscribe to its RSS feed in order to keep up to date with entries. Community Poll: Decide where the wagon train should stop and establish a town. The next entry will meet the train at its destination in Autumn of 1858.
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10 pointsSurprise... Enjoy the show! (Be sure to click on the mosaic for HD; zoom 6 size.) (Don't forget to drop by soon for a beta version of the pictures houses).
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9 pointsVERSION 1.1.0.20 (BETA) HAS BEEN RELEASED! Do download and test it! Throw your feedback and support requests in this thread or on GitHub Table of contents Backstory Screenshots Bug reporting Main features Manage your user folders through a friendly user interface without having to mess around with folders and files manually. Let SimCity 4 Buddy install the plugins for you (dat, rar or zip files. Multi-volume rar archives (zzz.part1.rar, zzz.part2.rar) Launch the game with a specific user folder (i.e. a Paris region, SimMars, MTP, Futuristic etc.) Handle launcher command line switches through a user interface (stuff like no intro, no audio, 1 cpu, resolution, window mode etc.) Let SimCity 4 Buddy save your game at regular intervals Let SimCity 4 Buddy identify your plugins against the central database so you can easily manage your plugins onwards - Don't worry if all of your plugins aren't identified. The database is being constantly updated. Let SimCity 4 Buddy check if you are missing any dependencies (for plugins known to the central database) Backstory One of the things I dislike about custom content for SimCity 4 are dependencies, plugin conflicts and installing/uninstalling plugins from the game. I have many gigabytes of plugins and even though I spend time maintaining the folders it gets out of hand quite fast. I tried to search for plugin managers that could help me with just some of the above but to little avail, so I decided to make my own and this is the result! Screenshots I admit it, I got the layout idea from the SC4 Launcher. You can select which user folder to use when you start the game through the application, if you do not select one it will take the default folder. Screenshot from the plugin installer. It searches for readme files in the archive and if it finds any, the user has the option to read these before the installation continues After the plugin is installed the user is prompted to enter some information about the plugin if so desired. This is the list of installed plugins for a particular (this is just a demo folder) You can organize your plugin in groups so make it easier to identify and maintain the plugins. You can see what type of info you can enter about a plugin (all fields are optional if you don't care) From here you can also scan and remove non-plugin files from the selected plugin folder and you can scan the folder for manually added plugins This is the folder scanner. It scans for all unknown files and you can select the files that belong together in the same plugin This is where I will implement the auto-detect functionality as you may have tonnes of plugins already installed so this could then take ages to complete! The last screenshot is the handling of the command line switches. This is also where you can set the auto save feature (from the other tab though) I have some issues with the language selection. Mainly about portuguese and norwegian. The folder names are "portgese" and "norwgian" and I can't find the correct command line switch for these languages. Neither "portgese", "porguguese", "portugal", "pt", "norwgian", "norwegian", "no" or "norway" works. If you have any suggestions then please let me know Bug reporting To make it as easy as possible for me to track down a bug please do the following when submitting your report (replying to this thread): Preferably please create your bug report on the projects github page. You can post your bugs here as well though GitHub makes it easier for me to track the bugs. Describe the bug as detailed as possible. What happened, what did you expect would happen? Replication: Try and see if you can provoke the same error again after you restart the program. Write down everything you did in the program prior to the error Log file: The program automatically writes a log file in the following location "C:\users\%user%\AppData\Local\Irradiated Games\SimCity 4 Buddy\Logs\" attach this file or paste the contents into your bug report System info What operation system are you using (including service packs) What version of "Microsoft .NET Framework" do you have installed? If you have any feedback or comments then please let me know
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9 pointsNOTE: It is important that you read the update before voting in the above poll(s). Images will enlarge when clicked. Status Update Before the the actual update I'd like to apologize that this took so long to get out, these last couple of weeks have been a bit rough with several different personal/family issues coming up at the same time and I got hit with another dose of bad news today. I'll try to be a bit more regular with this from now on. If this is your first time reading Progress I recommend you go back to the first update (I call it Update Zero), which includes some important information about how this works.There is a link to it on the right sidebar. Update One - Making Camp The date is October 9th, 1858. The season is Autumn. The current population of the settlement is 122, with 98 adults and 24 children. The below have joined Progress this entry: Charles Carter and Family Tomislav Ricov and Family John Rothbard Arthur Menethil Paul Brittle Benjamin Cook and Family Mikhail White and Family Ernest Tarbuckle and Family Brandon Alvis Easton Duncanson and Family Arne Katherfaer and Family John Harding Karl Sanderson and Family Iohane Annan and Family Vincenzo Machiavelli and Family Scott English Alexander Malaxa Mody Mentos and Family Mary Frances Greene and Family Jack Clinton Willard Smithers and Family William O'Dea and Family Marshal Thibodeaux Bob Roberts and Family Martin Wilhead and Family John Bradley and Family William MacIntyre and Family John Booth and Family John Walker Theo Kinkade and Family Chester Proudfoot Antoine Bélisle and Family Bruce Mains Erik Boreykinson Alan Travin and Family James O'Brien and Family The members of the wagon train have agreed to settle at the site where a creek enters a larger river. The surrounding region is hilly and the site is heavily wooded, but the travelers decided that looking for a site with less timber to clear was more risky with Winter approaching. The settlers have cleared a portion wooded area, and most people have decided to set up camp in the manmade clearing. The wood they have collected so far will be useful as they start to build more permanent dwellings. Another smaller group decided to set up a camp near the river and try their hand at fishing the waters. The settlers here found evidence of Native American activity in the area. The settlers held a meeting yesterday to decide how they would divide up the land in their new town. They decided to draw up a plat of the planned town. The current settlements are shown in the lighter lines under the lot markings. They all agreed that the lots would be claimed on a first-come-first-served basis.They decided that settlers could choose to live outside the town itself and establish farms, hunting lodges, etc., but that they would have to clear the land on their own. Join Action: You cannot join Progress in this update. Character Action: There are two possible actions for characters in this update. Action 1: Pick a lot and settle in the town or clear your land outside of town. Action 2: Build a home or shop on the land you selected. (Only houses can be built outside of town.) To perform a character action reply in the comments using the form "Character name selects lot x and builds a shop. Community Poll: Decide on the first community structure to build. The next entry will catch up with the settlers after their first Winter in Spring of 1859.
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9 pointsOverview ~ In the desolate near-garden world known as Polus, the sercretive research facility of Sekdril is harboring a piece of rare Prothean technology that could revolutionize galactic sciences and technological advancement or hold information about the history of the Prothean race. Two Salarian scientists and comrades decide to brave the darkened and treacherous caverns to reach the beacon and when they get there, discover its long untapped secret. Forthwall Thanks Schulmanator Indeed. Luiz P. Romanini Lol, that'd be an interesting series IL. Not exactly but then again, I do tend to write quite a lot in these updates, so I guess its close enough Bipin Great! Cause I'm hoping that it makes a good impression considering its using your collaborative BAT. fatjuice888 Luckily the odds were in their favor, those criminals never stood a chance ___________________________________________________________________________________________ Note: - Eunmara System | Pyteris Fel I guess Eunmara wasn't my most impressive update if it got 0 ratings Nonetheless posted. But anyway, the inspiration for this update stemmed from Bipin's new released collaborative future BAT work, the "Circuit Relay Tower". Coincidentally, the design to me is a reminescent of "Prothean Beacons and archive technology found in Mass Effect. But its distinct look can make it seem hybrid and unfamiliar which gives rise to the extreme confidentiality kept at the Sekdril Observation Center managed mostly by Salarians. A rare piece of unfamiliar and striking Prothean technology would be a huge gain and would be worth keep a secret. Read on and see what happens... Ps. This update is revolved mostly around character dialog. ___________________________________________________________________________________________ A covertly dispatched Salarian scientific expedition team arrive at the Lera Relay of the Violet Nebula gateway system. The Salarian scientific expedition team navigate their way to the Polus system in Ilix by ship and to the Mintet Mountains by shuttle. Flying through a treacherous blizzard to make contact with the primarily Salarian research base 'Sekdril Observation Center'. The scientific expedition team arrive at the S.O.C. and disembark the shuttle to enter the facility via the pedway entrance due to a malfunction in the docking bay door system. A scientific expedition team primarily composed of Salarians has arrived at the Sekdril Observation Center. What are their intentions you say? Few people in the galaxy know that facilities that are established on this desolate near-garden world go beyond the observation of Polus' terraformation processes and the oxygenation of its mostly oxygen deprived atmosphere. The largely Salarian populace of Polus consists of scientists, military officers and guards and a handful of STG units and is alongside with a sizable minority of species, whom are also scientists; they consist mostly of Asari, Humans and Turians. These scientists have been rumored to tap into lost artifacts and supposed 'hidden beacons' that were found scattered along the mountains, deep snow and the planet's darkest caverns and natural tunnels. Interestingly, these rumors are true, yet they remain lies outside of the planet and will do so until the dawn of the Reaper invasion in 2186. See the remarkable and groundbreaking discovery they make through the eyes of two Salarian scientists. Wow, it's freezing here! What happened to their heating systems? It's like the cold's seeping through the walls! That's probably cause it is, the funding in these places are so far gone they can't even run the power and heating right. But don't worry, the heating should come back on in a little while, probably just some sort of technical glitch. Where's the way to our private lab anyway? Don't know. I'll try asking someone. Hmm... Wait, there's the facility sector receptionist. Oooo... Hello, you two must be a part of the arriving expedition team, if I'm correct? Ugh [blank stare] Yeah, how do you know? Well, I've never seen you two around the facility and I do receive information on new arrivals, departures and details on the teams that usually dock at our facility, or your case, landed on the pedway in the miserable cold. Okay...well, if you could help us then, we're trying to get hold of our research team's labs and some directions to it. Your labs are located in the Base's North sectors, specifically Sector C. You're looking for Lab 4 there. The directions to Sector C are on the holoboard directions down the hall, but if you can't read, then you two are on your own. I really don't have time to direct idiots. That's fine, thanks, we'll be on our way. [Ogling] I SAID, we'll be on our WAY. [Pulls Jugat towards the corridor entrance] Ahh, here we are. Sector C, Lab 4. Great. I wonder why the restationed us in this lab. The last time I was here researching, we were on the Southern end of Sekdril. What? Oh, that's right, it's your first time around here. I forget sometimes. Yeah well... Woah, neat labs, I've never worked in a place as well equipped as this. There's even a holo-galaxy map. Well, if there's anything I can appreciate about this poorly funded station, its that at least most of it will surely go into Facility equipment and not be flushed out somewhere else on this dead ball of ice. Like those Greenhouse diffusion plants. Ugh. I get what they're doing, but you'd think analyzing ancient and lost Prothean Palaeotechnology would be far more important? Hey, we could always use another garden world colony. Huh. We've still got a couple of hours to kill by the looks of it. I think everyone else headed for the living quarters, probably getting some shut eye or relaxing. Do you want to head over there or should we go to the mess? No. I have a better idea in mind. Want to hear it? No! I'm freakin' tired, I mean we just flew a couple of hours here in a ship and I didn't get any sleep when we were on it. Fine then. If you'd rather sleep, be my guest, but I guess you'd rather take a nap then see one of the galaxy's most intriuging pieces of newly found Prothean Palaeotechnology. And barely anyone beyond this station let alone in this station know's it exists. It's in a restricted area of Sekdril that accesses the cavern and tunnel systems below Mintet. What? SERIOUSLY? If it's rare Prothean tech, then I'm in! You should've just said so. Hey. You're the one who said NO. Wait a minute. If this is a highly restricted and confidential tech and sensitive info...How do you even have access to it? I was a part of the task group that researched the beacon just a few weeks back. We hadn't really made that much ground on the beacon and what it might contain. It's a tough piece of tech to crack. But I think I might've figured something out. While I was out on an expedition in the Caleston Rift, I an interesting piece of tech out on Caleston. No one seemed to notice it but it looked like some sort of miniaturized version of a Prothean Data cache artifact. Except there was something slightly off about it. When I analyzed it, I found out that it was giving off the same unique energy signatures the beacon here was giving off. And it might help unlock it. Luckily, I still have station clearance to get us through the restrictions. Then we'd better get going! Hey, you two. What are you two doin' here? This is a restricted area! Calm down, I have official station clearance to access this place. Oh, really? Let me see your pass. [Jugat hands the Facility guard his clearance pass and ID] Oh, Jugat Mariss. Seems to check out, sorry for troubling you then. What about your 'friend' here? I don't suppose you have a pass too? No he doesn't, but he's with me. Okay, don't mess around in there. You wouldn't believe what's happened around here. And I don't need anymore of that Sh*t happening right now. Here it is, the same corridor that leads to Sekdril's subterranean cavern and tunnel system. Okay le...[Alaat's cut off by someone calling out] [Neya (Asari) calls out from across the hall] Jugat? JUGAT! Over here! [turns towards Neya] Oh, Neya. Hey! It's been a while Jugat, how've you been? I've been pretty good lately, how about you? Good, good, I've just been doing more research on the...well uhh. [looks curiously at Alaat] [Jugat notices] Oh, Neya, don't worry, he's a good friend of mine, I'm just about to show him the beacon, he's an expert Prothean tech scientist. What? Is that such a good idea? I don't think we're supposed to be freely exhibiting this to outsiders. Relax, it'll be fine, besides he's a Prothean researcher too and has a lot of experience. He could help us figure out this beacon. [Adam (human) walks by and sees Neya conversing] Neya, what's going on? What? Oh, Adam, I'm just talking to a friend of mine. This is Jugat. We were co-workers researching the beacon a few weeks back. Hi, pleasure to meet you. Same here. Are you here to check on the beacon? Yeah, I'm heading over there with a friend of mine. Yes, I never really caught your name. I'm Alaat. Alaat Olokos in short form. You probably don't need to know my full name. Like Jugat said, I'm a Prothean tech researcher and have quite a bit of experience in the field. It's nice to meet you. Hopefully you can help give some insight on it, but you might want to keep it between us cause the superiors around here can get really on edge when people start leaking info. We've had a couple of incidents and they've never really ended well. May by but right now we still don't have much information on the beacon so its best you don't tamper with it. Okay, I'll see you guys later. Neya, I'll meet you at the rec room down the hall. [kisses Neya before walking ahead into the halls] Huh? There something between you two there? Oh, uhh, well yeah. We've been together for about 3 weeks now. I never really got to contact you or anything to tell you, the comms are still pretty sketchy around here with all the blizzards and downed comm buoys. [laughs] I'll see you two later and be carefull out there, the place is a mess and some of the cavern lights are busted. Probably because of the beacon. But anyway, be careful. Here it is. Sekdril's Caverns. Why are you all of sudden seemingly down? You're not jealous are you? What? No!? Jealous? Me? No, no no no no no. Oh sure you are. Listen to yourself. Denial. Fine, I might be a little jealous. I kinda liked her when we were together on this before. But if you keep mentioning that and we're turning back and you'll never get to see one of the greatest marvels of Prothean technology ever found intact. I doubt its the only one in the galaxy. I swear there's gotta be something on Thessia worth looking. I mean there's dozens of conspiracy theories about there being some sort of tech that no one seems to know about. Well, for one, we know this is real and its right ahead in these cavern tunnels. Better turn on your Omni-tool's flashlight. It's pitch dark, and stone cold. I'll just make sure the Mass Effect Fields are up and the place is pressurized. [Doors hisses open and the access panel disappears] You go on ahead. I'll follow. Good, it looks like we're going the right way. Wow, they weren't kidding, this place looks pretty bad. I feel like a rock could fall on me anytime soon. Just keep your Omni-tool on and we'll get through this cavern. Ughh, there's so many rocks we have to get over. You never said we'd needed to climb rocks. Hey, I never said we weren't going to either. And what do you expect. We're in a cavern surrounded by tons of rocks. I thought it was more of something like a tunnel that had a smooth walking surface. Haha, well you thought wrong. So...how far out are we? Not far now, its just a ways around that corner. A warning holo-message? Not a good sign. Don't worry, it'll be fine. We just need to get over there. We're really close now. Okay, there's the barrier control panel. Let me disable and we'll walk to the beacon's location. Great, this place is starting to creep me out. And its starting get a little colder than before. [barrier shield disables and they proceed into the cavern harboring the Prothean artifact] Here it is, the Prothean Beacon. But we gave it a name. We called it the Alpha Beacon. It practically trumps all the others we've found. I mean it beats them in scale and its potential for advanced blueprints and data. This might just be one of the Milky Way's holy grail of Prothean Beacons. And I might just have the key to unlocking it. That's strange though. It doesn't exactly look Prothean. If anything, it looks like something more alien, not Prothean. Well, it might not look typically Prothean, but may be that was the point when they built this; I mean it still has some distinct Prothean featured constructs. They must've uniquely designed because it's hold something of extreme importance. Like a superweapon blueprint, historical archive, information on further adavanced tech. It could be potentially groundbreaking! Do the energy signatures match? Did your team make any real progress on analyzing this beacon? That's just the thing. We barely did. And we couldn't. This thing is unlike other beacons and data caches. It's more intricate than anything we've ever seen. But it's someting to expect from advanced Prothean tech. Okay, I'm going to try unlock it with this piece of tech I found. Wait? We're not supposed to tamper with it until we know what we're really supposed to do. Adam just said that back at the station. Don't worry, I've got this, besides, we'll never figure out what we're supposed to do if we're just going to sit it out and wait until it does something. As far as other beacons go, it should probably just make contact if I get within at least 50 meters of it. I mean this thing's colossal! [the Prothean "Alpha" beacon reacts to the energy signature of the Prothean tech and triggers some sort of activation mechanism] It's working! What's that up there? This seriously doesn't look good! You shouldn't have done that! No, this is good, it's the only way we'll ever find out what this is supposed to be. Wait a minute, that looks really familiar, like its... ALAAT! LOOK OUT, THERE'S ROCKS FALLING FROM THE CAVERN CEILING! NEVERMIND THAT, LOOK, THERE'S LIGHT COMING OUT FROM THOSE ROCK FORMS ON THE WALLS! [Alaat and Jugat look at the Prothean beacon in a dazed sense. Dust begins to settle around from the falling rocks and the light energy eminating from the cavern wall's begin to form around the bright orb-like object above the brightening beacon; as if it were powering up slowly] Is it just me...or is that looking more and more like a.... .... .... a VI? Or an AI? I can't believe it... _____________________________________________________________________________ Thanks for viewing TMW! Rate'n'comment! Spare a +1 if you can!
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9 pointsHi, thanks everyone! Roger/ Aaron, yeah trees look terrible I know.. working on them now. I've added alpha cut-outs to make proper leaves and render times have gone through the roof. The lawn, lol, I was wondering if anyone would mention it. It looks like astro-turf. (and compared with the real thing which looks like a sandbox with two blades of grass sticking out haha) I've never been able to make a successful looking patchy-grass effect... but I agree it needs something. And the roof lattice.. funnily enough I was just looking at that too, its gone even whiter in the current render even though the actual texture is quite orange. I think it might be the reflectivity is too high. Thanks for these helpful comments, keep them coming, I'll post the most current render shortly once its finished... Edit: Here is the updated render.. The trees are better but still need a bit of work. I need to fix the roof lattice as mentioned above. Apart from being the wrong colour the lattice holes are too small. Other changes I've made are: Increased the reflectivity in the glass... probably too much now Put a bit more 'stuff' around the plaza Changed the light fixtures. Increased the scale of the sculpture things in the middle of the grass section Added a staircase where the back path meets Hamer Hall (although obscured by a plant I need to move) I think thats all...
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9 pointsJennai KonstantinII: Yes. Thanks? Forthwall: Yep! I'm glad you like the smaller details. Huston: Haha! Well, I try! NMUSpidey: Wow, that's a real shame. It's strange that we look over from here in Britain at America with a lot of envy, especially at your growth rate and return to prosperity. Perhaps it's not all it's being made out to be. hoodlem13: The hospital is Bywater Springs Medical Centre, and it's available on the LEX. coolwiththecool2: Thanks! Follow Hellken's link. vinlabsc3k: Thanks, I'm pleased you like it. Hellken: Thanks for helping coolwiththecool and for the kind words! It's strange because I think Celeste feels a bit more lively than Jennai, so I get what you mean, perhaps I need to try and sort that out. Gugu3, DirtyDanx, City Builder 9111: Thanks! AINVision CanuckWild: Thank you! I'm truly glad that you enjoyed the concert. I will ask the next host whether or not they intend to post it on Simtropolis, as I think it's a fantastic experience for people that may not be familiar with what we do at the AIN. Fox: Thank you very much! NMUSpidey: Yes, AINVision is a fantastic contest - although I am looking forward to not having to do all the results next time and just enjoying the concert! TekindusT: Thank you, that's very kind. I'. glad you enjoyed the show. vinlabsc3k: Thanks! kagamiya: The seawalls are by Jeronij on the BSC Exchange. They're very easy to find! This update has taken a lot longer than I expected to finalise, but I have been doing a lot of preparations for some events and other things I have planned for future updates so it should all be worth it. Anyway, today we've left Jennai and returned to the capital. Since we last visited Celeste, there's been a few changes. After more than 20 years of court battles and petitions, the businesses that had been trading along what was once Aziens high street, now a motorway, have been defeated. Within weeks of the final appeal being rejected, the developers were eagerly demolishing the shops and pub that had been standing for almost a century. Aziens is now a centre for finance and commerce that some believe will rival Jennai within a few years. Development has rebounded since the recession and investment from multinationals is increasing again. Just under a week ago, Andy Murray won the Wimbledon Championships, becoming the first British man to do so in 77 years. To commemorate this, we return to Alder Court Park, the home of Cattalian tennis. This summer, I'll be showcasing Celeste, Jennai and returning once again to Lessito for the now-traditional summer tour. I'm away for two weeks in early August but I hope to restart regular updates after a busy few months. For some context, I've spent the last three weekends building up parts of Celeste and Vittoria that you may have caught a glimpse of today, but will do in the next fortnight or so. Thanks for visiting Cattala today, and I hope you're enjoy your summer! Unless you're in Australia... In which case, enjoy some British weather for once! Thomas
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9 pointsThank you all for these 100 (141 total updates) great updates over the four years Shushtrepistaz has been available to all of you --- Replies ---- LoonyMan - Thank you! Ace - Thanks! Schulmanator - Thanks! SimCoug - Thank you! Gugu3 - Danke! Crl - Dank you! yuuka221 - Xie Xie! Will - Graias! Liberater444 - Thanks! TitanicBuff - Must be a military event :S erjolog - Thanks! OlScare / Benoit - Thank you!
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9 pointsAlexandrosB13- Thank you!!! Darknono35- Thank you!!! T Wrecks- Thank you!!! Dover House Here's the update you guys want to see, I still have to do a little more stuff and I can move the the night lights and the variations.
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9 pointsThe development team at Maxis and publisher Electronic Arts are asking the fan base of SimCity to offer their feedback on the features that they might want to see in a potential expansion for the game, which has not yet been officially announced. Images taken from a survey suggest that the game might get increased city sizes, which might double the current limits. There are also questions about a potential metro network, more naming options for sims and for streets and better abilities to reshape terrain. Maxis seems to also be considering a true cooperative system that would allow two players to work on a city at the same time. It’s unclear whether the development team wants to get input from the fans on the content of a future expansion for SimCity or if the studio is simply gauging the popularity of features it is already working on.
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9 pointsThanks guys Here the first work on the BoNY nightlight. I've just choose the color and the texture. This is not the final settings for the light I'll create the light for the top of the tower, and for the main lobby.
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8 pointsMaxis announces more road options in development including overpasses, tunnels and bridges. Other updates to traffic behavior, trees, vehicle behavior, freight and more are also in development. New: Brand new tool to create bridges, overpasses, and tunnels when you draw your roads. When building your road, pressing the , key or . key will lower or raise the road accordingly creating overpasses, bridges and tunnels. Note: Existing road layouts cannot be raised or lowered New: Improvements for Traffic behavior to make it smarter. This should reduce the number of lines formed by all available vehicles converging on a single spot. This affects all vehicles including Police, Fire Trucks, Moving Trucks, Garbage Trucks, Recycling Trucks, Resource Trucks, Buses, Ambulances, and Civilian vehicles going home, to work, or shopping. New: Tree tools – Place individual trees around your city. These tools are located at the end of the Nature Parks palette. Terrain: Fixes an issue some player’s see where terrain covers sections of roads while the camera is zoomed out. Fixed an issue where the fire animation would sometimes continue when fire was extinguished. Parks: Sports parks are now accepting Sims 24 hours a day. Airship: The number of Airship passenger trips should now be correct over multiple days. Vehicles: Vehicles now accelerate and decelerate faster, allowing them to leave buildings and go through intersections more efficiently. Freight: Freight trucks now only leave factories if they have a valid delivery destination. Gifting: Money gifting should be more reliable.
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8 pointsThe creation of this picture is based on traditional Chinese painting. I tried to capture the technique and feeling of ink wash painting which has a special reputation in mountain landscape painting. I hope your like it ========================================================================= Replies: SimCoug, golpes_secos: Thanks! I have actually tried to make the region look nice in regional view rather than just scramble of cities mystic_destiny, Luiz P. Romanini: I love the feeling as well! Ace❤, 111222333444: Thanks for the appreciation
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8 pointsHere's the last couple of shots for the night, with the grass and the trees updated.. let me know what you think Ps. I think I've got the colour of the trees right now.. just need to work on the shape
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8 pointsHi all, I haven't done other buildings from Chicago since the CNA Plaza. Here an other project already begun . Someone can recognize him ? It's an small building of 101,5 meters located in the south Loop, an small curtain wall designed by Naess & Murphy
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8 pointsThanks guys.. cacophony.. that's a great word Here's some in game shots.. I guess its ready for upload. If I thought it was going to be that quick would have released ages ago..
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8 pointsT Wrecks- Lol!!! Looks like white brown and red will be the colors I will choose, I wanted to exclude the white for a grey but most of the Euro- Members like the white for there Euro style cities. AlexandrosB13- Lol, I love every ppart of the building too. I hope you like the variations below. B.C builder Thank you, I do not even know what there call myslef, I will just have to look it up. libellibicus- Thank you, I'm so happy you like them. edwardjeria- Thank you, 45 E. 72nd Street has been put on hold sorry for that. Ion_Cannon- Thank you!!! Amsterdam1979- Thank you for the pictures, already knew I had to make a few changes, but I was not sure where. Vlasky- Thank you buddy!!! Darknono35- Thank you mate!!! cmdp123789- Thank you, where is your city with my buildings, I would love to look at it. Dover House Here's another update on the Dover House, I'm sure you can see the changes I have done to the building and the things I have added. Here's a variation of the colors I may use down below. The bricks in the render are a little different, you can see the motor on them and the bricks are a little larger. If you guys want to to make the bricks smaller I can change that.
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8 points
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8 pointsBetter late than never... Glad they're finally coming around to this. What is windowed (fullscreen) mode? See here: http://pcgamingwiki.com/wiki/Borderless_fullscreen_windowed Update 6 Changes Currently in Testing We are testing changes to how RCI works in the game in response to feedback directly from our players. The main goals are to make Industrial matter more and make sure the demand bars inform players what they should zone. • New: RCI Tuning - Tuning to make Industrial needed more. Commercial buildings lose profit if they don’t have enough freight. The demand bars should feel like they inform the player what they should zone. • New: RCI height variations for Density 3 Buildings. This will add more variety to the look of your cities. • New: Borderless windowed mode setting. • Fixes for some issues of the “out of money” problem or unexplained abandonment. • Clarity around unfilled jobs and workers to make sure players are messaged that there may be an issue where workers cannot get to unfilled jobs. • Residential and Commercial buildings are now more consistently in the same wealth in an area of a particular land value. Improves visually consistency. • Help Wanted, no Shoppers, and No Jobs alerts have been added to the Zoning info panel as alerts. • Data Layer: Greater map accuracy on the land value map. Residential and Commercial wealth colors added. Abandoned buildings show up red. • Data Layer: Land Value map shows when placing parks. • Fixed issue where RCI sometimes builds on roads. • Fix performance slowdown in cities with more than one million tourists. • UI Clarity: Show which city hall modules are already placed in the region on the palette UI. • Garbage UI: fixed issue where garbage UI sometimes showed bins that had already been picked up. • Gifting: Cash gifts will send to another city even if a player leaves the gifting city before seeing gift confirmation.
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8 points
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8 pointsOverview ~ Earth, the Human homeworld is a thriving world with a number of dark sides. But meanwhile, in the central United North American States, a freeway leading into Sin City is eerily quiet. There's nothing much else going on, but its always worth a look. What exactly is happening in almost the middle of nowhere? Hazani Pratama Thanks a lot! fatjuice888 Lol, Thanks! Schulmanator Thanks a lot! mystic_destiny Thanks Alec, is your Australian broadband really that bad? Forthwall Thanks a lot Shub, took me a little while to make but since it's mere simply shapes, I did it in a lot less time then you'd probably expect spursrule14 Thanks so much and yes, it took a while, but still quick since it's really a simple design. rossj.caleb2013 Thanks, good to hear KonstantinII Lol, yes a I BATed this FYI. The environment is photoshopped however so as to make it look like it were in space :| As for the species being carnivorous, they're as been previously stated, sapient 'synthetic and part organic' warships. They don't have the need to feed, but instead use organic genetic material for something more sinister. RepublicMaster Thanks a lot Will, nice of you to drop by ___________________________________________________________________________________________ Note: Hello. This update is specifically tailored for Bipin's Billboards, as they sparked an interesting idea for an update. I decided to hold the Ontarom update for now. Meanwhile, I've managed to make a very twisted update, that shows Earth in a seemingly 'present' time-period, but with added futuristic sky-cars and hovering flatbeds along the road. That's all to indicate that it's really in the 2180s rather than 2000s, or if the billboard has anything to indicate, the 1950s. If that ain't enough, The labels on highway and billboard signage are holographic to make things more interesting You may also be wondering why Nevada seems to be in the "UNAS" rather than the "USA. In Mass Effect, the nations comprising of the geographical region/continent "North America" are unified as a single nation; The United North American States. Between this unification were a bunch of separatists which resulted terrorism in demonstrations like the destruction of the original Statue of Liberty in New York. And that's another story to tell in another update. In short, I present to you an update about Nevada in the 2180s, Pre-invasion, Post unification, and a relatively short production. Enjoy. ___________________________________________________________________________________________ Welcome to the Human homeworld, Earth. Home to a crowded 11.4 billion people, the planet is clearly vastly overpopulated. Over the course of a hundred years, the number of nation states decreased when organizations and countries began to unify under new supreme governments and designations. The ocean levels have risen two meters, submerging low lying lands and the world's environment has been greatly disrupted causing vast climatic anomalies and severe repercussions after the damage Humans inflicted on the Earth between the early 20th century and the later 21st century. Fortunately, during the same hundred years, Humans have also been able to thrive after the discovery of the Prothean Ruins on Mars. This set for a more unified Human society, eliminating social and medical ills such as racial discrimination, genetic diseases and even improving the average life-span of a Human being. Unfortunately, for poorer regions of the planet, most are still stuck in poverty, poor health and are limited to 20th century advancement, though this does not impede economical development on a national level. And the economic development on global level has reached new heights, no longer bound by the confines of the Earth system. Meanwhile, in the United North American States, along the interstate in the Mojave Desert remains eerily quiet with little traffic in a particular area dozens of miles away from the city of Las Vegas. Just north of the interstate, lie two radio towers. These towers are largely unused by mainstream telecommunications as they're rendered outdated by the vast fiber-optic networks that span continents, the effective satellite communcations network and Quantum entanglement communication developed from 22nd century FTL technology. Radio communications is commonly instead used as a secondary option in times of crisis when vital telecommuncation networks are severed. Stations and towers like these are still maintained, but are not a sole focus and therefore have limited on-site workers who do nothing more than monitor and make regular maintenance checks around facilities. If any radio transmissions happen to come across, then they're there to manage it, yet this is no longer a common occurance. Just south of those radio towers is the interstate crossing the Mojave Desert in Nevada state. Several dozen miles from Las Vegas, and traffic seems scarce on what would be a more busy freeway. Alongside these much vacant roads are signage with holographic labels. Even when the billboard's from 1950, there's a holo-message there flickering. A seemingly rare scene in which little activity presents itself on the Mojave. Only can you see flickering holograms, a pimped sky-car and a lane-changing truck. Not much else. ____________________________________________________________________________________ Stuff you've seen and an illustration to show the diversity of environments and races in the ME-TMW series. ____________________________________________________________________________________ Thanks for viewing! Rate'n'comment! Spare a +1 if you can!
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8 pointsWell, seeing as you all like ugly so much, here's my definition of ugly... but lets face it.. its all in the eye of the beholder Ps. Only preliminary textures so far.. quite a ways to go with this yet
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8 pointsThanks Jason! Love your stuff as always. I rebuilt an entire city just so I could incorporate your awesome stuff.
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8 pointsThanks guys Just a quick update to post the exported day versions (on temporary lots). It will be on the STEX later today.
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