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Showing most liked content on 04/16/2015 in all areas
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6 pointsSTOCKHOLM – April 14, 2015 – Paradox Interactive and Colossal Order, the city building genre’s new ‘It’ couple, have today revealed that Cities: Skylines, the monumentally successful city simulation game for PC, Mac and Linux has smashed through the 1 million sales barrier since its release on March 10. Widely hailed as the new benchmark for the genre, Cities: Skylines has captured the gaming public’s imagination with a staggering 33,000 mods having been created to date and made available via the Steam Workshop, with an average of 21,000 concurrent players continuously online since launch. Commenting on the continued success of the game, CEO of Paradox Interactive Fredrik Wester said, “We continue to be amazed at just how players have embraced Cities: Skylines. The game is still selling at a steady pace, which is remarkable for a game that has been on sale for well over a month. Once again, we want to thank everyone that has supported and continues to support this game.”
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3 pointsOverview ~ Set up on a world destined to die, A very crucial communications relay base under Alliance jurisdiction, allowing the Alliance to carefully monitor and relay private human military communications via its several dozen QECs and its several communication bases. What is to be of this desolate world? Kim Sunwoo Thanks Benedict Thanks, it's been a very long run, and it's ben really fun altogether MushyMushy Thanks tankmank Thanks, and it may be some time before they get on the STEX Sexysark:P jmsepe Ha! Thanks MilitantRadical I did put them there for a reason Tonraq Yeah, it took a while but I did manage to get it done. It was worth the time Mymyjp Thanks, I'd make a comic if I could C4creeper Thanks for that boost of confidence Terring SimCoug Thanks for the high praise TPB Thanks _____________________________________________________________________ Note: I'm just stopping by to show an update Short and sweet. Plus a new planetary display that's hopefully hear to stay. _____________________________________________________________________ The Ontarom system. A hot, but bountiful eden, Ontarom is a world living on borrowed time. Like the Aite system, the planet's moon is on a decaying orbit making its way inward on a collision course with it's parent world. The decreasing proximity between the two worlds has made it increasingly difficult to live on the surface of Ontarom. Higher than average tides with ever increase lightning and thunderstorms have become a problematic hurdle to for colonization. This is still, however overshadowed by the little time Ontaromite habitability will last; and as Thonal continues its 300 year long, trajectory course toward Ontarom, the Alliance colonizes the world as a communications relay base, monitoring, transferring and communicating military information and comms across numerous Quantum Entanglement Communciators and Comm buoys. A number of communciation hubs are located on the surface of the planet, set up by the Systems Alliance in the late 2170s. Human Alliance flags This is one of a number of communications hubs maintained by the Systems Alliance in the Ontarom System. Large Relays and Dishes work around the clock to receive and relay Alliance military intelligence. Outside, supply drop offs are being managed by communications staff, awaiting transport into storages. This stands as a crucial staging point and communications relay that allows for amplified communciations between Alliance forces across a variety of Milky Way star clusters. ________________________________________________________
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3 pointsSimTropolis has founded in the community as a de facto brand name. I wouldn't recommend to change it.
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3 pointsAs I posted on the update comment, I think there's still a lot of people playing simcity4, so I dont think that is a fair call.
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3 pointsWhile I agree with the sentiment, coming here to ask is a bit akin to going to a pub and ask whether drinking beer is a good thing.
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3 pointsThe best way to reduce poly count is to start off by designing it off low in the first place by making sure you don't use more vertex than you actually need. It's harder to reduce poly count later on. But you can watch this video also to help you reduce poly count if you are already far along.... Also a way to cut down on poly count is to create billboard planes for leave textures instead of making actual geometry. Leaves don't need geometry. Here's are 2 videos that show you how plants can be constructed in low poly form. Even if you don't have these programs you can benefit from seeing how planes in whatever program you are using can be used to create seemingly 3d geometry. Tree - Plant -
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3 pointsTo all of you, your work is fantastic! This is my attempt... I'm working on an entire region (Providence Region) with patience. I mixed old and new BATS. Because of my job, I have not so much time to play around. So, I wait for your critic... This is Ormond, a small town growing fast. Hope you like it!
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2 pointsHello everyone, I've been compiling a list of all the properties that I know of that are editable within ploppable assets, and what each one does and how to manipulate it. This topic will be a record of these and we can keep expanding it as more variables are exposed. For now I only know of properties within the ToolController's editPrefabInfo um, section, module or whatever its called. Once we learn more we can change the title of the topic. I'm not a programmer so I have really no idea what any of the code means or anything else. I just have patience to do tests, experiment and analyse. Please consider contributing your own discoveries to this list. -- FAQ What is ToolController and m_editPrefabInfo? Please consider contributing if you know more, as I have not really any clue. But I know that's where most of these variables that we can manipulate are located. I think these are only related to stuff you can plop, so when someone step up to provide us with modding information we can again, update this topic accordingly. (More info needed) How do I examine m_editPrefabInfo The best way I know of is through a Mod called Mod Tools by nlight. Get it here. Once you have the mod, enable it in content Manager, then open an asset that you wish to examine in the Asset editor. Click anywhere in the editor scene, then press CTRL+E to open the Mod Tools explorer. On your left is a huge list of um, modules or whatever they are called. Find ToolController. Click on it. Just down the list is another instance of ToolController, Click on it. Welcome to the Tool Controller. As you can see there are a bunch of lines of code and variables that we can apparently edit, but for now I've only learned what the stuff inside the PrefabInfo m_editPrefabInfo section does. So find the line that reads PrefabInfo m_editPrefabInfo and collapse it. This is where we will be fiddling with stuff. Why should I examine ToolController and m_EditPrefabInfo? If you want to modify your assets in certain ways, to make them more appealing or for any other practical reason, you'll want to learn your way around this interface. NOTE: Different types of assets have different properties. For instance, only props and tress have the m_createRuining property, which causes the dirt-patch to appear when plopped. For the sake of clarity, I won't include include properties who's effects are too obvious, or uninteresting. I'll also include properties that look interesting, even if I still don't know how to use them. Green = Information complete more or less complete. Orange = Partial information. Red = Very little information. Please comment below to add your knowledge. List of Editable Properties and what they do (Incomplete, more info needed) m_createRuining m_autoRemove m_circular m_clipTerrain m_flattenTerrain m_fullGravel, m_fullPavement m_placementMode m_useColorVariations m_expandFrontYard m_placementStyle m_material m_MaxBrightness, m_MinBrightness m_MaxScale, m_MinScale m_UICategory, m_UIEditorCategory m_UIPriority m_variations m_noBase
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2 pointsThere is a fair bit of planning for most of my interchanges, as I like to sketch out the rough design of it before starting my build. After that it's mostly trial and error in trying to get ramps and overpasses to fit nicely together. I also found that the collision toggle portion of the No Pillars mod is extremely useful for super-tight situations, as it basically eliminates most rules in regards to overpasses, and you can create stuff like this. Hope that helps!
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2 pointsHi spokelips, Each time you click on the scene with the Snapshot tool, a screenshots gets saved in a special screenshot folder. Those screenshots stay there forever, by the way until you delete them. These are available to use when you Save the asset, and you can pick the correct one by clicking on the back and forward arrows. However, some assets do not have the snapshot tool available, such as Trees. This is where the little folder icon at bottom right corner of the thumbnail image in the Save Asset window comes in handy, as you can click here to insert your own custom thumbnails that you can make yourself with your own screenshots. I've made a couple of guides on Steam that can show you the basics of this, as well as a guide that will teach you how to add icons to your assets. However, it's not very simple. Not too hard either, but not super easy. Find them here.
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2 pointsAs others have said, I've always thought of the "Sim" as meaning "simulator." I see no point in changing one letter when Simtropolis is open to all city simulators (except that one we don't mention coughsocietiescough). I do, however, propose that the subtitle of the site be changed to reflect this openness. As it stands, my bookmark of the site reads "Simtropolis - A Simcity Community | SimCity 2013, SimCity 4..." I think that this should be changed to either "A City-Building Community" or the slogan "Many Cities, One Community," so as to include all city builders. Just a suggestion.
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2 pointsI feel like before we can have a meaningful debate of who should pay for healthcare, we need to address why costs for everything are so high. It will never be financially viable to have any form of universal coverage if it still costs $50 to give a patient a bag of salt water that costs 50 cents to manufacture. Of course, addressing that is easier said than done. The reality is, it isn't what the American people think that so much prevents us from trying to have universal care - it's that healthcare and health insurance is a multi-trillion dollar behemoth of an industry in the United States, worth 17% of our GDP. It is a beast that will not allow itself to be slain or even weakened by regulations aimed at making its services more affordable. Too many people profit too heavily from the status quo. As for the counterargument that Obamacare was a big step towards achieving change... yeah, no. Follow the money. Obamacare lines the pockets of the private insurance industry by giving them more customers (through the individual mandate) and more guaranteed revenue (through subsidies for plans), and maybe benefits a few people as a convenient side effect. It's not real change at all.
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2 pointsReplies: Balthoraz: Thanks! Ya it looks 'almost' too good with the road mod I have. Many have argued that that this game simulates a utopia, so I guess freshly paved roads just add to that theme! zakerunner: ...And what's wrong with that? ...Oh yeah, the realism. I would like to see a road decay mod as well, especially if you decrease your road budget! leofurquim8: Got that fixed in this part. You'll see! iviaarten: Thanks! I kinda like the feel of the dark asphalt, but I agree its not for everyone. henrys1996: I guess that's just my style eh? 2/3 of the way to 100k so I'm getting there! Carnivorus: Thanks! Sorta. I use a variable height mod that helps make the slopes a little more realistic. This is the mod if interested: http://steamcommunity.com/sharedfiles/filedetails/?id=413678178 I am now starting to think outside of the 'box', expanding my city out past my highway ring. I also get oil industry too! It's 1080p @ 60FPS! Pics from this part. Click them for full size!
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2 pointsHmm, 9x9 tiles arrived opening more space... A tad upgrade for coastal expansion... Plan vs completion... Oh well total fail on the roundabout. If only the game is as easy & flexible as using Photoshop... sigh.
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1 point"Go to the baths. Put on your white dresses. Eat the funeral dishes. Lie down in your coffins and prepare for death. On November 7 the skies will be blue with the explosion of German bombs" - German leaflets thrown in Leningrad 1/11/1941 - Anticipating the Bolshevik Revolution aniversary, a rain of German leaflets fell on the city since early November. This was the second time they asked women to dress in white. The previous time they promised women wouldn't be hurt if they did so, and those who believed it provided an excellent target for German aircraft. 7/11/1941 - November 7 was the aniversary of the Bolshevik Revolution, the big Soviet holiday, and the Germans had been preparing for this day. At dawn, bombs started to fall in the city. These were not ordinary high explosives. These were heavier than anything the Germans had used on Leningrad before; naval magnetic mines, weighing a ton or more, with a diameter of nine or ten feet, attached to parachutes. In the picture we also see a blue flare apparently shot from the second floor of the building in the corner, south of Griboyedov Canal. Rumors of Nazi activity flooded the city. It was suspected that traitors were using rockets and flares to guide Nazi bombers. This was never proven, but Leningraders were sure about it. More than 10.000 people died in the air raids of September, October and November. Destruction, death and hunger knocked everyday at the door of the Leningraders. Disclaimer: This CJ includes original photos taken during the siege. To my knowledge none of them is protected by copyright, but if I were wrong I'm happy to delete any picture that infringes the law. ----------------------------------[CREDITS]---------------------------------- This is my favourite update so far. I had it in mind since the day I started the CJ, so I really hope you will enjoy it. Looking forward to read your thoughts!
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1 pointA slick, modern user interface overhaul with a strong focus on user experience. Features - Complete re-design of the in-game UI - 50+ original icons - Hide UI functionality (in addition to "Free Camera") with a button on the bottom-right of the screen Compatible with both 16:9 and 16:10 aspect ratios http://steamcommunity.com/sharedfiles/filedetails/?id=424995783
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1 pointRock, Paper, Shotgun Interview with Colossal Order’s CEO Mariina Hallikainen
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1 pointREPLIES: Ha, hope this update suffices! The new upgrades to my computer are A-MA-ZING! Thanks. Yeah, it was a hit to the ol' pocketbook, but completely worth it. Thanks a lot! I appreciate the kind words. Update 8: Syrenity's Return My computer is alive and Skylines is back! I've been enjoying my new rig. The game runs flawlessly, although I still don't have the population to necessarily test it all that well. I've gone ahead and, essentially, replenished my asset and mod library, this time with a bit more cautious eye. I'm trying to pick things that have smaller file sizes. But enough talking...here's a crap-ton of pictures! The Quinto Tower finds its way back in, essentially, its original spot, in the old downtown of Syrenity. This is where it started. A luxury hotel & spa sits in old downtown, as there are a few nice things to see here. The Cathedral has a certain look to it that, in my eyes, helps it fit into this tropical paradise. Its massive tower chimes the time on the hour. One of the old government buildings near City Hall. Again, the old vs. new juxtaposition. Costal Boulevard huge the coast along downtown. As we leave downtown, we enter the Midtown district. Here, you can find some businesses and more things for tourists, including Syrenity's largest park. Some more of midtown, complete with the Arts Center (foreground), Sky Spyre (mid ground), and another elite hotel (background) And finally, we come to the modern-day CBD of Syrenity. It's massive. The local baseball team, the Syrenity Sounders, has a enviable spot for its home games. What a view. It's not all steel and glass in Syrenity, though. Tucked snugly between the coast and the mountains, you can easily escape the hustle and bustle of the city for some gorgeous views. So I hope you've enjoyed! Development is ongoing and we'll see just how far I can push this. Have a great day!
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1 pointHello TPB I already feel very guilty as Dirk already talked to me about starting up modding just like the old days. I took a look at the guy working on the solar panels and it looks very involved but very interesting, however I'll wait for CS to give us a better animation hook and I'll see what I can do then; no promises. If I get back into it, I really want something more then just eye candy; like a town clock, or even a large pendulum clock as art piece. Gears that rotates etc. Don't get me wrong, I do love the game and it is definitely what Simcity 2013 should have been but for me it is just a tad late. I'll take a look at it again when we can add animations into the models and someone adds a reversal rotate; and I'll even live with the limited "righclick scroll" mod :-P (I actually have a very nice gaming mouse G700S with programmable buttons) I'm sure it won't be too long from now.
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1 pointWell, I may be wrong, but the "Sim" in Simtropolis, which is the same "Sim" as in SimCity, comes from "Simulation". And all SC4, SC2013, Cities XL and XXL and C:S are city simulators (some better than others). I'm already sounding like a scratched record, but C:S has only been around for a month and a half. Ln X said C:S is the future. I'm not denying this, I actually think it is true. However, it is still hard for me to make long-term predictions of a game that has been around for such a short time and with such growth potential. Keep calm and carry on playing city simulation. We've been doing this for 12 years and counting!
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1 pointGiven the low price & current level of play, I'd say it is indeed worth buying even if just to try it out. Buy: regardless of where you buy it, it must be activated through Steam. And you can but it via Steam. For me this was a big drawback as I've never had/used steam before & wasn't keen on the idea, but I don't regret it.
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1 pointAnother thing worth mentioning, practically a silver bullet for lack of goods, is the 'Industrial Space Planning' policy, it doubles production of industry so it's basically like having twice as much industry for purposes of goods production. Early on (especially pre-office) you don't really want it, because it'll just create more export traffic, but once commercial gains a voracious appetite for goods to sell, there's really no reason not to use Industrial Space Planning. I don't know what the Business Enthusiast policies do - they might make the problem worse by causing commercial to consume twice as much goods.
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1 pointIn addition to agreeing with what's been said above, I think it's worth pointing out that it's only been slightly over a month since the game came out. I realize it's a good game and the community support for it is strong, but I seriously feel that a lot of the claims being made about it (greatest city builder ever, replaced SC4, etc) are being done a bit hastily. It hasn't shown if it'll stand up to the test of time yet. Besides, wouldn't Simtrop have to get a new domain name and stuff like that? Sounds complicated.
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1 pointAlso there are some expenses and technical stuff involved in something like that, I think.. not to mention all the links.. although I'm not sure how that works.
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1 pointReplies: Carnivorus: Thank you. Ultimate727: Yeah that would be cool, more variety of Cims would be even better. tankmank: Thanks a lot! TekindusT: It does feel strange, it makes this mayor feel almost... mortal. Almost. Mr_Maison: The No Pillers mod can make possible limited stretches of elevated rail over roads, but to lay down the elevated rail requires a very steady hand and a lot of patience. Mymyjp: Thank you, also I hope you get better soon. PhatHead: Thanks. Not sure what to make of your camel though. Kingston Tracks West Side More elevated rail including a look at the west part of Brendon. Enjoy. ///
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1 pointThis is a very Whale done cj, I think I'm going Ape over it. I really love your city, no Lion. I'll be waiting for your next update. ps. people can find animals anywhere.
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1 pointReplies: Ultimate727: Yep that sounds good I will try and get that done ASAP as I have some time free now! The road connections can only go up to 4 though but I'll work something out. Mr_Maison: Yer your right I may have made it a bit wide but as the anarched hasn't mentioned anythign I think I'll leave it as it is for now and just bear that in mind for future maps (if you do read this though anarched and do wan't it changed let me know and I'll be happy to do it for you!). TitanicBuff: Oke doke, I'll take a look at this after Ultimates one is done. I may have to take some liberties with the roads though as you can't get 2 lane highways in the map editor. Just a little update! Just a small update guys. Sorry I haven't been able to get on with the maps you've all requested but I've been a bit busy with real life lately. I do have some time off tonight and tomorrow though so I plan on making a start on the requests that are outstanding then. I've also updated my first post so you'll be able to see which maps I've done and am working on or are queued and so one. Cheers James
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1 pointI was hoping to get 20 thumps up on that render I posted on the row houses, but it seems that I have failed to do it. Peter Stuyvesant Here's a small update on my NYBT Peter Stuyvesant apartments.
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1 pointI have to agree with Max_13. What I am used to here in germany, are those 2-way lines he mentioned. I do try to include that thinking in my cities but it seems to be some kind of pro-con situation. Pro: my cims can and do use busses a lot Con: the amount of busses fill my streets with heavy traffic. Especially on single lane 2-way streets when there's a stop on every side. Have to rethink my ideas on public transport. But nevertheless, again a very interesting update.
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1 pointYou've got a very cool "little town" out there, man. The screenshot of the Cathedral where the Prince James and Princess Emilia got married is almost real live. I was in awe. Cool. Really cool the whole town.
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1 pointIt looks like a lot of thought has gone into the infrastructure. Keep on keeping on!!
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1 pointReplies: Tonraq: Thanks a lot! Linoa06: I'm sure someone will build elevated stations this year. iviaarten: Thanks. Haljackey: It is actually a large rail loop; Kingston Tracks is just one quarter of this rail loop. Mymyjp: That's the magic of close-ups. Kim Sunwoo: Because I'm a lazy little bugger, dat's why. max_13: Survivable! That's a good one! Good idea though, next time I'll get the terraform tool to the land to address that mad bump. Ultimate727: Cheers! Sansha: Thank you. Carnivous: The bump of nightmares, the bump of train-genocide. 89James89: Thanks. Stevemanx: I didn't use the No Pillers mod for the elevated railway, I used a steady hand instead. Thanks for providing your recommended settings, I will give them a go tomorrow. Entry 25: Meet the Cims 25 entries already? I have been busy with this game! Now this entry is something special as the main emphasis is all about the Cims. /// The main star of this entry is of course the Cims. Not many Cims roam industrial areas. A woman stares at a store front. An outdoors cinema. People milling around. Man on moped. Statue of Tarzarius the Conqueror. Tarzarius Tower. Fat man with fanny pack reading map. A happy outlook is old age's best friend. This grotty place was once a pub, now it houses banking offices done on the cheap. Two lanes of traffic, one lane moving slow. On the back of a lumber truck. A lone pedestrian ventures across Dayana Roundabout. This could almost be a thumbnail for an advert. Almost. /// Oh yes if you ever see the bottom of the menu bar ingame, get the cursor down to it and click on the CS icon. It properly maximises the ingame screen and considerably bolsters up the framerate- especially when using a lot of graphics mod! I only discovered this today!
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1 pointAccording to the Bureau of Labor Statistics, the average US private employer spent about $10,300/year on premiums. Carrying this a bit further, that means that, on average, it costs the average employer approximately $10,300/year to provide health insurance for its employee, the employee's spouse, and the employee's children. Assuming the average employee represents the average family of 4.3 people, that means the medical insurance industry needs about $15,600/year to insure the average family of 4 or 5 people. (The remaining roughly $5,300/year comes from the employee's paycheck.) By contrast, estimates for the federal government to set up a single payer system run around $6,000-$10,000 per person. In other words, the same family of 4 or 5 individuals would cost the federal government somewhere between $24,000-$50,000 per year to provide health care for them. That would require a very significant tax hike, and as Vermont recently found out, even almost doubling the state's revenue streams still wouldn't have been enough to keep the system in the black. To implement a single payer system on a national scale, the federal government would likely need to find access to over $2 trillion in new revenue streams. Additionally, this opens the door to a disgusting prospect. Remember Sarah Palin and her death panels? The government may not be actively conspiring to kill you early through poor medical care, but it most certainly has an incentive to divert funds away from the most expensive patients. Approximately 5% of the unhealthiest Americans are responsible for half of the nation's medical spending. If you're the new Medicare director in charge of the nation's single payer system and you are obligated to keep your program's costs under budget, it isn't hard to read a spreadsheet showing where your costs are and figure out which patients need to get their medical costs trimmed a bit (much the same way nursing homes are accused of slowly cutting care to patients who are running low on assets to pay for their care). Lest it be said that this is a conspiracy theory, consider Gardasil. Gardasil has been shown effective for females in their teens and early twenties, and they are recommended to get the vaccine. Gardasil has also been shown effective for women in their 30s-50s, but it is not recommended they get the vaccine. The reason for the difference? The economic value derived from vaccinating the teens and twenty-somethings is high enough to pay for the cost of the vaccination program. The economic value of vaccinating the 30-50 year old women is low enough that it is not considered worth the cost of vaccinating that portion of the population. In other words, your health care is determined by the value you bring back to society. Don't bring enough? You don't get the health care that could make the difference between you getting cancer or not. Now combine this thinking with a Medicare director who takes the attitude that utilitarianism is the proper form of ethics, and you quickly find yourself in an environment where the government can say "Oh, you have diabetes. Well, the spreadsheet says you're not going to be worth much over the next 10 years, so you're getting just enough treatment to keep you from dying and that's it." I have yet to see anyone give a real reason why this scenario can't and wouldn't happen under a single payer system.
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1 pointI do agree with max_13. For a city your size you could make every line end at your main bus station. When your town grows and sub developments begin to appear outside the main city core, or when you lay some heavier backbone transit, you can begin to experiment with interchange hubs. Another idea for when you either cannot build a main bus station, for when ridership grows or your CBD is relatively spread are through lines, that either meet in a few trunk lines across your CBD or not, and connect two suburban neighbourhoods together. For now, though, I would suggest to keep it simple. However you could probably do with loops at the other end of your lines and maybe deep in your CBD (that would help with the bus bunching / lack of bus spacing), where you can serve a greater area and the likelihood of somebody needing the loop in the other direction is little. However, bus lines serving a whole neighbourhood then connecting to another loop into the CBD is quite ineffective and even if that line were a two-way line to the CBD, I'm not convinced about the use of a outer loop line. Besides, if you have two/three different lines going from a suburb town into the CBD you can effectively double/triple potential ridership into the main town, which I suspect is why hubs require a heavy backbone network and outer loops are only used in the least populated of neighbourhoods, where they'd probably compete with paratransit were it implemented in the game. Taxis, anyone?
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1 pointVery nice, do you have a mod that increases the capacity of busses?
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1 pointLOL, I see we have named a district the same: Riverside. That makes me like it even more! Since public transport lets you make so much money, I think you're not going to make it free. It does help the traffic, but it does absolutely not help your income. If I was you, I wouldn't do it either.
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1 pointFirst off few little mosaics of this quaint little town before we hit the road. long angle of the west bank: wide angle of the west bank: wide angle of the east bank: City wide pano: long pano; Now for the spaghetti... By that I'm referring to Spaghetti Junction one of the 3 largest highway interchanges in the region. This interchange is located in Lindin city which is just north of the city of Cisco Bay and west of Gravenhurst. After numerous delays the interchange has finally been completed. But I haven't finished putting together and organizing the photo's of it - definitely a requirement to get the full effect. Hard part is, the interchange is in two different towns. But for now, I have some interesting(I think) teaser shots. The teaser is not an actual in-game photo, but rather what the interchange looks like on the road map. First off the original version of the interchange, taken from entry 4: That equates to this on the road map: I wasn't too fond of all those extra little curves which were necessary since it wasn't possible(not at first) to connect diagonal highways to the next city over. This interchange was part of the RHW-IRProject seen in entry 4 Here is how the new and improved interchange looks like in the regional view: And on the road map: First the spaghetti part, the core section: And now in its entirety, it ended up being almost as long as a medium sized city: For comparison purpose's I added a map of the 700-709 interchange at the same scale which basically amounts to this image seen in entry 11: In game photo's coming up on the next episode of Pretoria, the metropolitan area. RE: Your Comments Mymyjp Thank you very much Trying to integrate the CJ with stuff in real life is indeed one of my favorite things to do. As for cities skylines... to be honest I've been avoiding following it too closely and therefore any CJ's on it. I don't think its at the point where its compatible to all the things SC4 has to offer - not just yet anyways. But more importantly I still have a lot of things that I have yet to finish with SC4. That sounds weird when you consider that I've been playing the game for over 10 years now, but its precisely because I've spent so much time and effort on it that I can't possible leave things unfinished i.e this CJ and my BATing project which I'll son reveal. Even if skylines suprasses SC4 much sooner than I expect, I won't still allow myself to be distracted by another simulation game until I'm done here. And I'm sure you can attest to this; its never too late to pick up a game. Schulmanator Thanks mate! Ultimate727 I downloaded the region off the exchange about 10 years ago, I don't know if its still on there or not - can remember its original name. But its based off a coastal area in Alaska. Yes I do generally agree about not using small titles. If might be tough to notice, but almost all the other cities on land in the region are either medium or large sized. Gravenhurst was part of an 8 small town extension I made to the region on the east side of the map shortly after I started developing it. I wanted to add more space for suburban areas since I felt the region needed it to make it look more realistic, but I didn't want to add too much since to be honest I don't really enjoy making low density areas. Kim Sunwoo Thanks for the regards, they're much appreciated as always. juliusCSR Awesome! Glad to hear I've inspired you. SylvioJ Thank you.
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1 point... and to think forums was about to feedback on gaming experience and provide help and hints to other users. Could you please, as a moderator, include in those quotes my posts where I help and give constructive feedback on Simcity? You left that feeling that I´m a flamer and only post to rant, making also to believe you have selective arguments and biased opinion. I´m sorry if I ofended you by saying I don´t like Skylines (just like I did say I didn´t like the Orio mod).
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1 pointFirst attempts at making a marsh. This is Dundas Creek, where three bridges cross.
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1 pointSC13 is a great game ... beautiful, smooth, and challenging (if for no other reason than its bugs add an interesting twist). TBH though, just about all the basic necessities have already been provided by the moding community ... and I find those mods actually made the game much more into a city-builder, and less a simulator than before. I still like vanilla SC13, multiplayer ... and while I haven't played C:S yet, I fully intend to, and I'm sure I'll enjoy it too. The challenge in both games, for me, isn't the simulation, but the immersion ... how can you make as realistic a city as possible, while still making it as beautiful and interesting as possible. Still, I feel that both these games are falling short on something. I kinda wish they could get together and make a love-child :-P
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1 pointRAWKAIKEN ・ Exam time! This is only available in the CJ forums. Because I said so. Welcome to another version of Rawkaiken, live from the very public University of Manitoba Library and using a public computer. Since I only have 2 hours to explain what is happening, first of all, I would not be available in the next few days since I would be busy with my school and my RL friends (going out at a restaurant, etc.) so I need to spend time with them. Also, since it would be my 20th update of The Middle Way, I wanted it to be more special than the other ones. Part 2 of the Forgotten War Series will be replaced to Update 23 or 24, depending on my summer workload. Let's see what I do have now. These are my dock pictures. As you can see I haven't done anything, just plopping it there and let it sit. I demolished them thereafter because I'm working on that same area for the port update, which will come as either update 24 or 25, depending on my schedule. That's about it for today.
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1 point^I very much doubt that 'hard' labour is the case. They day of rock-busting chain gangs is over. Prison work might go so far as making license plates using metal stamping equipment, but I hardly think that it would be basket weaving either.
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1 pointReplies: Ln X: Yes, the roads do look better with US road textures + darker asphalt. Merge lanes would be great too! -In Canada we typically use only 1 yellow line in urban areas (no passing lanes) instead of two. That would be the one thing I would like to see some day down the 'road'. El Argentino: No accel/decel lanes (yet). One day they might come and when they do I will likely have to reconfigure all my exits. Glad you like the videos! I like showing how I do my thing. Mymyjp: Indeed they do. Thanks! Carnivorus: Thanks! I do like to show my work. Ya it sucks at the lane use system right now but maybe there will be a patch to fix some traffic AI issues. kingofsimcity: Thanks! What's LUT by the way??? iviaarten: Hey, thanks a lot! leofurquim8: Really? SC4 came back in 2003, so any half-decent PC should be able to run it. You need a 64 bit OS to run Skylines. Glad you like my work! With that highway interchange complete I can start expanding my city! In this part I expand along the river and to the edges of these highways. First 5 seconds are loud because I'm excited I guess Pics from this part. Click em for full size!
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1 pointNext try. This one actually makes a lot more sense. The interchange connects the main highway to downtown and a rural highway.
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1 point
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1 pointI thought I'd check out what you included in the download, but for some reason it doesn't even open in reader. Where the heck did you get it and why does it screw with the reader tool? Awesome images, btw. I'm not sure how you made them, but knowing you that wouldn't be enough for me to attempt a recreation of them.
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1 pointSo for those who care, this series is not dead, ive just been more busy than ever with school and work. Not to mention City Skylines came out so any free time I did have normally went to that. Good knew though it that things are starting to settle down for the time being. I do plan to resume the simcity 4 journal/youtube series soon. I just dont have an exact time. The next journal will come out with episode 6 of my youtube series. Im only at video 4. If you do enjoy this series and would like to see another journal post sometime soon, motivation will help from the comments. I got great comments from all of you and I thank all that commented. I do hope I can do something soon. Newest youtube video and spoilers for next journal: Youtube playlist: Have any ideas on how to make my city better, just tell me, I am happy for any feedback.
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1 pointThis is the city of Crankle. Really, it's a small town, but one that has quite a number of tall buildings; a large station and even a cathedral. This town grew prosperous after the huge demand for sandstone as opposed to the previous fashion of glossy, white paving led to the local sandstone miners and merchants investing in grand buildings. Years later, these buildings would house upmarket bars, hotels and quirky graphic design companies. The sandstone mine (quarry?) is spectacular, possibly the most amazing series of images imaginable in Simcity. Unfortunately, the actual mine is one tile away, which is outside the area rendered by this region, so I obviously (and most unfortunately) can't show it to you. Despite the edge of town office blocks, high-tech industry and overcast sky suggesting Crankle is located somewhere in contemporary North-Western Europe or Northern America, the reality is somewhat different. It's actually in another universe. This universe is very much like our own in some respects and glaringly different in others. This is probably worth remembering any time you see something that looks unusual, strange or unrealistic to you in any of the pictures. Given an infinite number of universes, somewhere exactly like this DOES actually exist in one of them, so remember that before you come at me with your judgemental 'real universe' bias! Crankle Cathedral. Built a long time ago to honour one (or several) of the gods that people have mostly stopped believing in, it was once a symbol of power across the whole region, with various sects and warlords vying for control over an important religious site. Now it's home to Crankle's Tourist Information centre, and the twice-monthly craft market in a civilisation that just try to be mostly nice to each other. Close by, you have some more of the grand old buildings that were built when the sandstone money started to roll in. These have been complimented by modern buildings that don't seek to dominate those of the old town. If you're posh, you can afford to live at 45 degrees. However, housing for those living on the main grid remains more than adequate. These aspirational suburbanites are trying to get in on the 45 degree trend but for many it has turned into a nightmare of driveways ending in grass. Codswallop High School. Named for Suzy Codswallop, who; in her Chemistry class, accidentally discovered an enzyme (which hasn't been discovered in the real world yet) which eliminates 100% of human body odour. She became a billionaire at 14 but became increasingly erratic. She disappeared off to a far flung part of the world to 'find herself' aged 21 and now believes she can communicate with Otters. Hope you enjoyed.
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