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  1. 5 points
    Something also I have been working on. An STR mini rail yard. These type of small rail yards dots the country side and they are used for train cars parking and when small repairs, such as air brakes, oil leak repairs and emergency axle replacement is required. I plan to release 2 versions, both in RRW STR format. Keep in mind that its still work in progress. A few pics. (In one of them you can see a crew repairing an oil tanker train car)
  2. 5 points
    Introducing a Live Oak Tree now on Workshop! I will be releasing a mossy version very soon. Steam Link http://steamcommunity.com/sharedfiles/filedetails/?id=704607028
  3. 4 points
    Looking good, I´d maybe add a bit of detail to the windows, those look very big at the moment. Here´s my work on the office, mostly done, thanks to Feindbilds photos. I also found the font so I´ll get some design for the logo tomorrow.
  4. 4 points
  5. 3 points
    Schedule of Challenges Hi everyone, We're pleased to announce the full schedule for Simtropolis Challenges Season 3! All challenges have now been confirmed and scheduled accordingly. Thanks to everyone who has contributed to the Ideas Bank. Feel free to keep them coming, as they will be considered for future seasons. This also applies to any ideas not selected this time. A big focus this season is on keeping the events flowing. We realise that different challenges suit different players. So considering this, there will always be something to take part in. Whether related to a specific type of city-building, or a more general theme -- we hope this season will offer a much wider range of challenges. Challenge Types There will be 4 types of challenges: Weekly Min 7 days (Voting 6 days) Extended Min 14 days (Voting 8 days) Monthly Min 30 days (Voting 10 days) Custom Content Min 30 days (Voting 12 days) Each challenge type will carry an increased reputation prize bonus, and is also tracked using the new Leaderboard System. As mentioned previously, a big thing this season will be Custom Content challenges for SimCity 4. These will run each for 30 days, followed by a 12 day voting period. The great thing about these is they'll have limited rules, so allow you to be really creative. There's a Lot of talented creators here, but this is also an opportunity for newcomers to try their hand at tools like the Lot Editor. It'll be really exiting to see how these challenges unfold. Monthly challenges will allow up to 3 submissions per author. All entered images can receive votes, with only your highest rated being used in the final ranking. With the exception of Vanilla Only and the Custom Content ones, ALL challenges will be open to any city-building game. So without further delay, they will be as follows... Season 3 - Schedule 15-Nov Content Creation BATs, Lots, Mods or Maps. No rules except build anything! Custom Content (47 days) 01-Dec Winter Wonderland Show scenes with a winter theme Monthly (31 days) 16-Dec How to Do It Explain the steps taken to create an image or content item Extended (21 days) 26-Dec City Showcase Show the best scenes from your city Monthly (47 days) 01-Jan Celebrations! How does your city celebrate? Weekly (7 days) 19-Jan Animation Challenge Create an animated image from your city Extended (25 days) Completed Challenges: Total: 25 (8 Weekly, 6 Extended, 4 Monthly, 7 Custom Content) Also the schedule can be viewed at the following link, containing more precise dates: [External Schedule] (Opens as a spreadsheet on OneDrive). If you'd like, you may download this to store a local copy. The Calendar For a clear perspective, all challenges will soon be added to the Simtropolis Calendar. As they approach, each entry will contain full details of each challenge -- such as rules and requirements. There will be posted in 5 separate categories, corresponding to the challenge type: https://community.simtropolis.com/calendar/2-weekly-challenge/ https://community.simtropolis.com/calendar/3-extended-challenge/ https://community.simtropolis.com/calendar/4-monthly-challenge/ https://community.simtropolis.com/calendar/5-custom-content/ And also for voting (all challenges): https://community.simtropolis.com/calendar/6-voting-period/ To keep up to date of these postings, we recommend that you follow these categories, or the team account: @ST Challenges [Follow ST Challenges] This account will be used to post the calendar entries, along with the challenge albums. Thanks very much for reading, and we look forward to what promises to be a fun, competitive, and most of all highly challenging season! Any questions or comments welcome. Regards, ~ The Challenges Team
  6. 3 points
    After realizing that the Santa Rio Metropolitan Area was now 90% complete, I decided to take a tour of some of the cities and I realized that the region was not very unique, especially when compared to all of my cj's. A game like Simcity 4 can only go so far, so I decided tor recreated an old city journal of mine: the Kellan Metropolitan Area. Although this is my personal favorite, the funny thing is that in a poll I conducted in a previous entry of The Forgotten it wasn't even close to the top choice. However, I decided to bring it back after finally installing a terrain mod and a Pacific Northwest tree controller, as well as a slightly different building style. I'm also not sure if I'm going to keep it in The Forgotten or give it it's own city journal, but if I do it will probably spell the end of The Forgotten. Also, I now realize it is spelled Arlington and not Airlington. I spelled it like that because I sounded it out but apparently where I come from people pronounce it wrong. Note: I would suggest viewing the two regional images in full size. Old Kellan. Note that the region is kind of small and, if you zoom in, you will spot lots of plopped residential buildings. New Kellan, currently a BIG work in progress. There are some really big differences, such as: A slightly bigger region (bigger by about an extra large city tile in both length and width) The Columbus Terrain Mod A new tree controller (not sure if it is the Pacific Northwest Tree Controller or Cascadia Tree Controller, they are nearly identical) More "Tourist Spots" 4 new cities: Berkley, West Chandler, Cedar Hills, Valdale Slightly different terrain I wish I had more pictures to show of the progress, but for now here are three teasers. Replies will be in the next update...
  7. 3 points
    Citroën HY (1948-1981 ... yep... really) Nicknamed the tube (because the precedent model was the Citroën TUB
  8. 3 points
    Chevrolet El Camino
  9. 3 points
    YES! This mod is compatible with EVERYTHING and makes all your cities look better than RL and makes you rich and will fix your broken marriage! In theory...never mind it wont do any of those things (especially the marriage part) but now that I have your attention, brief update on some minor changes. I have teamed up with @BloodyPenguin to deliver these delicious bits (so it won't be a part of the NExt **collective sigh in 3...2...**). This will allow for more room to grow on this project without winding up with something too bulky. With that said, we have been working at present to pull the existing 1L rail into a new mod. BloodyPenguin has also convinced me that it would be nice to see a 2L oneway which at first I was skeptical but after creating it I must say, I was so thrilled with the result, I filled a whole map tile with rail and stations and just watched trains overtaking one another for about 30 minutes...So once we have a new platform to launch you will be seeing this stuff in game. I would show some pics of the 2L oneway but without seeing the trains in motion, it would be rather useless. Nonetheless, you shouldn't have much longer to go. I have said that a half dozen times but...you really don't. Stay tuned...
  10. 3 points
    The city keeps growing! Just a bunch of shots during the evening hours. Overview of the most dense and modern part of the city: I've connected the new part of the city with a railway and two new stations: Police headquarters and the tennis stadium: One of the main roads cutting through the city: One of two highways going downtown: Cheers!
  11. 2 points
    So that's your problem: demography. You need a lot of proles low wealth citizens to work on dirty industry, your more educated sims simply won't go to the mills to get their hands dirty. I recommend you to zone high-density residential around your current dirty industrial parks, to allow low wealth housing to grow and alleviate a bit that demand.
  12. 2 points
    What is the demand for Low Wealth Res in both cities? I believe you need to get a bunch of them to move in to get the ID demand up. Just changing the taxes by itself isn't enough.
  13. 2 points
    The first thing which comes to my mind is that since the cities are connected they share the demand. Does City 1 also show -6000 for ID regardless of lowering the tax rate? My (limited) understanding is that when they are connected it's pretty much as if both tiles were one, demandwise. What about zoning bunches of low density, unwatered res in city 2 and do not educate them? Does the ID demand start coming up from rock bottom? Set the tax rate in City 2 for low res at least 1% less than it is in City 1 and crank up the medium and high for this test.
  14. 2 points
    Oldsmobile 4-4-2 Hurst
  15. 2 points
    Hello again! First replies: @nRVOUS, thank you! And I hope, that I can answer your question with this update. @v701, thank you too! Although I had something different in mind, I come with another bunch of pitures made during a pedestrian walk. After my last update nRVOUS asked me, what kind of building set I use. And I hope, I can explain my way of planning and "growing" a city. I think, it´s obvious, that you will need the themes mod and the one to fix the level of your buildings (don´t know the name right now). And I have to admit, that I started it this way, cause I simply wasn´t able to load downloaded themes... Most important: the whole town has an empty theme - no buildings, no chance to grow. This prevents a quarter from growing anything from alone. Then I started making themes for the different types of quarters. I use the search list with the pictures to look for matching buildings for a theme. In my case there is a "US-rowhouses" Set, that includes all residentials, commercials, and industrials, that match this theme. Another one only holds modern commercials, one is made for rural areas, two others hold different kinds of suburb houses, and so on. As soon as a house is grown, I fix the wanted level of the building. Sometimes I forget one, but this may bring in some more diversity. If a building is grown too often, I delete it from the theme. For example I have a 2x2 commercial corner, that don´t like to grow at corners. So I stopped the growing and copy the building using the eyedropper tool to the places I want to see it. The grown ones then can be deleted. This level fixing also prevents houses from becoming destroyed if you change a theme by mistake. At least I´ve made a what I call "breeding station". That one is only to grow buildings, that won´t grow inside a theme. Here I use an empty theme, where I fill in only the wanted building. Then I make a small temporary quarter inside an existing one, and put in this breeding theme. For example: Feindbild´s 3x3 lvl 5 residential corner. There is no matching lower level building, no corner. So I´ve searched for lvl 4, 3x3 in the themse mod, looked for the one, that would be able to grow the Feindbuild house, and so on until I´ve reached lvl 1. This may sound like a lot of work but it´s faster done than written. And after you did this a few times, you´ll know your buildings better, that´s for sure. To grow such buildings you can often use buildings with bigger lotsizes. So I grow my 2x4 commercials with 4x4 ones. Only important is: can a particular building level up into the wanted one. Once grown and copied to a matching place, the one in the breeding stationcan be deleted, and the breeding quarter can became part of it´s old quarter again. I hope, this explains what I do. It is very useful to have a lot of themes made in this way, so you can switch or mix and match them temporarily like needed. Small but many quarters will help also. But now pictures: 1-Tourist quarter at the harbor: 2: 3: 4: 5 - not often - a wrecked car at a corner: 6 - a creepy hospital: 7: 8 - love the lights: 9: 10: 11: 12: 13: 14: 15: 16: 17: 18: 19: 20: 21: 22 crazy picture...: 23: 24: 25: 26 the fortunately grown essemble...: 27 - ...looks realistic: 28: 29: I hope you like it, cheers, Carl
  16. 2 points
    POWERRRRRRRRRRR !!!!! Aston martin Lagonda (probably not working because of the faulty electronics).
  17. 2 points
    How about this? There are special ramps (you'll need the depreciated ones installed) that split a RHW6C with D1 Inside Ramps which I've used here. Each lane must transition using a L1 OnSlope (Flex Height Menu), and the middle RHW-2 needs a 1-Level Ramp Transition piece to connect with the avenue.
  18. 2 points
    As far as I know occupancy (at least, higher occupancy) and land value have absolutely nothing to do with lights. All buildings are supposed to light up at night, unless: You don't have the official patch that allows custom buildings to have night lights show up in-game The building is abandoned or it's occupancy is very low (which will make it look abandoned) or its occupants' wealth has decreased (which will also make it look abandoned) The building never had any lights to begin with Upon further research, the building in question falls into category three. I'm familiar with that content creator and he had at least two buildings that had no night lights. He released a version 2 later on:
  19. 2 points
    Don't know the tutorial you are talking about, but it shouldn't be very much different to what shown below: - Create a shape and convert it to a mesh. - Open the Editable Mesh tree, go to the Edge selection and in the viewport select all edges. - Click "Create Shape from Edges" and select the "Linear" option. This will create a new shape (the "lattice"). - Delete or hide the original shape (the "mesh"), if you don't need it. - You now have your "lattice", in spline format. The lines are too thin; go to the "Mesh Settings" group and check "Display Mesh", also set the parameters (Thickness, Sides and Angle). - Even so, splines aren't displayed in exported models, so you need to add an "Edit Mesh" modifier to your shape. This does nothing but causing BAT to really export your spline - you can still go to the Editable Spline tree and change the parameters. - Your shape is displayed normally now, and can be further manipulated as usual, eg assigned a material, a UVW map etc. Hope this helps
  20. 2 points

    Version 1.0

    421 Downloads

    DAVYNSBURGH UNIVERSITY PROJECT This Park lot is part of the Davynsburgh University Project. The home of the Davynsburgh University Tigers. Comes with 2 seperate entrances. One for a road and one for an avenue. No Dependencies Feel free to check out the other DU Project buildings here: https://community.simtropolis.com/files/file/31118-du-tigers-fieldhouse/ https://community.simtropolis.com/files/file/31054-du-rivers-stadium/ https://community.simtropolis.com/files/file/31119-du-main-library/ https://community.simtropolis.com/files/file/31120-du-tigers-stadium/
  21. 2 points
    Diffuse texture is more or less there (might tweek colors a bit, not sure). Tomorrow I'll get working on normal and specular, so we can see what it'll look like. And then to apply it to my other models. Atm I don't think I'll do a color map - having bits change color kinda messes with the modular idea. I could do some grunge color map, but I'm not sure how good it'll look more dirty than it is. Might just leave it like this, we'll see. If you're interested I've got a few more WIP pics here. Edit: Pics are with Daylight Classic and Softer Shadows on.
  22. 2 points
    Saab 900 This thing's turbo ugly IMO!
  23. 2 points
    Dodge 880 The size of that trunk is outrageous!
  24. 1 point

    Version 1.9 / 1.7

    478,262 Downloads

    One Way Roads and Freeways Elevated and Ground Level NEW USERS TO THE SITE BE AWARE YOU MUST BE REGISTERED AND LOGGED IN TO BE ABLE TO DOWNLOAD THIS OR ANY MOD. THIS IS A REQUIREMENT I HAVE NO CONTROL OVER. Will add more detail Later on.. but welcome. Mod was Created so with new data and the use of foundation improvements built into 10.1 (YOU MUST HAVE 10.1 but in offline mode) 9/3/2014 - 1.9 Minor / Major Update from 1.8 to fix some problems with Upgrades and Downgrades that were being explored from version 1.8 with Yayie and HinataaHyuga. Those have now been completed and seem to be stable enough to update and release to the general public as a fix. 2.0 is currently in planning mode with 5 and 6 lane ave with zone and express ways for greater regional interactions. 8/20/2014 - 1.8 MAJOR Update Release to work with New Akar and Akar Roadsets along with a number of improvements and changes by members of the SUGC. Icon and Graphic Improvements by Ban, Script and Upgrade Improvements by Yayie and HinataaHyuga with Regional Additions which in Akar now have a new menu structure to make the Regional Aspects easier to understand. 8/22/2014 - 1.9 is in the works to fix some bugs and issues. Reported problems due to Bi-Level Mod by max due to using an UDON path to create his. He is working on a fix. Upgrade and downgrade side effects being worked on introduced in 1.8. 5 and 6 lane roads are being looked at to introduce into version 2.0 . Instructions are simple drop it into the same folder as it was originally listed and REMOVE the old one. I keep all my versions of updates online and in the download button so you may go back if you have issues that you find a little overwhelming due to new directions and changes being looked at. However we are on top of them as a group and working to make all of them play nice with each other which was the whole reason for Akar and the SUGC team being formed to begin with. 8/14/2014 - 1.7 was uploaded and all other files tested ok even though someone reported issues. Today 7/7/2014 - Version 1.6 has incorporated our new Icons and Images into our mod to make the game easier and more similar to the unification of graphics and style to be that of Maxis and the Original games look and feel. Thank you Banwashere (Ban) for the hard work and dedication for becoming our community artist and champion of our new efforts in creating an identity as our graphic artist and champion of our new identity and graphic art on this subject and with all our mods that have been release and our future releases to the community. These will be added to Akar and each individual mod as are required and represent the first update of many in a series that will unify mods and our interfaces. We are very happy to have him on board and the quality that his talents will bring to our mod community and in general to our future developments. Both Regional and UDONS updated to 1.6 for that specific update. Today 6/23/2014 - Version 1.5 Uploaded Online Beta Testing edition. (May Cause Roll Backs At 20 Minute Points) Uncertain need more testing have at it. ( DO NOT USE WITH EXTENDED BOUNDARY OR ALL RCI PLOP AT THIS TIME IT WILL ROLLBACK IF YOU DO). CoTs may be required EP to prevent Roll Backs .. do not yet know for certain. Today 5/17/204 we have been listening and watching so many people so there have been reports of issues and odd behavior which we have now been able to contribute to some ODD corruption of the actual installation unfortunately. Some crashes and issues have and are not the mod but brought out by the mod itself. Uninstalling mods one at a time can temp solve the issue however the ultimate fix was installing a clean copy of the game unfortunately... I would put the percentage at less than .5% of the installed base have reported this drastic step but wished to be as honest as possible with you incase you have any issues. OMG there is so much that needs to be said and needs to be given out on this mod and its features but MOST of the features speak for themselves.. THERE ARE TRICKS to use Connections can be tricky. HOWEVER .. I NEED TO THANK ALOT OF PEOPLE LIKE IT OR NOT OR THIS WOULD NOT BE POSSIBLE.. since that can't happen in the normal way THANK YOU EVERYONE WHOM HELPED MAKE THIS HAPPEN. 10.1 made it possible by adding some foundations that have and were needed to even allow ONE WAY possible. SO THANK YOU MAXIS and UPDATE TEAMS for adding the core code that make it possible to do this type of mod and make it a reality that took 6 months. FEW will every realize how much it took or what went on onto make this happen. AS I have already been reminded there are many many details I need to post on use to help you all and I will over this weekend. THIS IS AN OFFLINE ONLY MOD DO NOT USE ONLINE --------------------------------------- CREATIVITY is key.. how you build and what order you build things is what matters There are some aspects to how you use the direction of drawing as the direction of the one way. Make sure you build ELEVATED prior to Transitions or it will not connect but practice makes perfect 10.1 added new paths to the game that allowed this to be possible. As mentioned by Niclistin on Reddit one of the mod testers like buggi and yuttho.. there are ALOT of aspects to this mod that take time to use and understand but the complexity is beyond imagination .. REALISTIC is not the word for it. 2 Lane Roundabout 4 Lane Roundabout 2 Lane, Low Density One Way Street 4 Lane, Medium Density One Way Street 4 Lane, High Density One Way Road 1 Lane Freeway Ramp 1 Lange Ground to Elevated Freeway Ramp 1 Lane Elevated Freeway Ramp 2 Lane Freeway Ramp 2 Lane Ground to Elevated Freeway Ramp 2 Lane Elevated Freeway Ramp 2 Lane Freeway 2 Lane Ground to Elevated Freeway 2 Lane Elevated Freeway 4 Lange Freeway 4 Lane Ground to Elevated Freeway 4 Lane Elevated Freeway If you DO NOT use a roundabout but use a 2 or 4 lane ELEVATED you can manually make an Elevated ONE WAY and actually intersect with it (trick) TIP and Suggestions: Camera Angle, Angle of Road draw and stretching out the draw before going to desired position can help you draw things the way you wish.. going big and back to smaller size in circles and turns. Going UP with M or DOWN with N can help connectors. Remember to use your transitions sometimes its just a matter of drawing it a longer distance so the engine thinks its smother than it really is. We have to work with the engine not against it to get things to work and function. XoXiDe UdoN Connection Chart.pdf
  25. 1 point
    View Album A new (old) tourist attraction in Mountainview... A few segments of the old burgh have endured the centuries and were restaurated to form a large museum park, part of it now serving as a museum. Site overview The Museum Museum Park and small Farmer's Market Old Horse Station The site is open to the public even after nightfall... * The Museum and Paths are now available on the Stex...
  26. 1 point
    Cities Skylines - Roundabout Tutorial, Top 5 Tips and Tricks.Short video on the best and most effective ways to build a Cities Skylines roundabout. Don't forget to leave a LIKE on this video for more! I hope you all enjoy! Much Love~! x
  27. 1 point
    Oh, maaaaaaan this just made my day! It looks truly promising. I hesitated to enter the last challenges season, but now I think I'll try my luck. The best part is the custom content challenges, if the contenders release their lots to the STEX, the community can expect a steady flow of quality content, competitors trying their very best. It will no doubt be really really interesting! I'm anxiously looking forward to it!
  28. 1 point
    Hah, this is perfect! I just got back to the game after 2 years of going hiatus. My old PC from 2002 can't handle anything more than this game. After installing this week, I haven't gotten around to provisioning it with any mods yet. I guess I'll keep it vanilla to finish off this challenge before I go ham with the custom content.
  29. 1 point
    Maybe this could have been said before, but I think your problem yields on the fact that your second city begins to be developed when the first one is full, so small unbalances of demand and supply in the first city's work market shock the newer and less populated city, overwhelming its balance. If this is the case, I could only think on two ways to test it, and to avoid the problem: you can keep both cities unconnected until their populations and work supplies get to similar levels, or you can simply connect cities from the beggining and play them alternately to avoid demand and/or supply shocks. Try any of those ideas, preferably running at max speed to note changes easily, and tell us what happened.
  30. 1 point
    Chevrolet Nova
  31. 1 point
    Getting there. I added some more windows to the office bit as it looked a bit empty. Illumination next and then either LOD for this or apply texture to the other parts. Like yesterday I've got more pics here showing off the whole thing.
  32. 1 point
    Great starting work, can't wait to see the progress!
  33. 1 point
    Citroën B10 (1925)
  34. 1 point
    I would be eternally grateful and I couldn't think of a better person. You're stations are awesome!
  35. 1 point
    @andreharv if you're including the single track station tracks I could make a station that can be released alongside the mod (like when elevated stations was released)
  36. 1 point
    Hi guys. I had a bad surprise with some bixel buildings. It seems the same texture is missing in several of his buildings from thses two packs : Could someone using these tell me where this texture can be found ? Or is there a way to know in what dependency pack a particular texture is ? Thanks in advance !
  37. 1 point
    K Medium Res Tower Pack 1 uses a texture from BSC Textures Vol 01, https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90 You need to register to SC4d Lex in order to download the files.
  38. 1 point
    Live Oak WIP....maybe I will get it on Steam tonight. Wrestling with color right now. But here's a peek in the mean time.....
  39. 1 point
  40. 1 point
    Maserati 3500 GT
  41. 1 point
    Mars site 001 landing and colonization site. The last best hope for the human race. In the year 3024 the planet Earth has become a world of towering forest of steel building's. Ships were constructed in space. Probes were sent out to try and find a new world a suitable world. Mars being the closest planet a small band of colonists launched two cargo ships to reach Mars 6 months ahead of the colonization ships. In 3025 two colonization ships launched to meet this new world. Each ship carried 150 people in cryo to Mars. Once there probs were launched to choose a site and then the solar satellite and the one and only communication satellite was launched. Once in orbit the cargo ships landed on mars. Once the colonization ships launched the colonization landers and the colonists touched down they quickly constructed the command center which would be where they would live until the first residential buidling would be constructed. The command center would be the heart of the colony. Providing a smelter, CHAP facility, food storage, common ore storage, and residential living quarters.
  42. 1 point

    Version 1.0

    1,365 Downloads

    Fictional map loosely based around Trindade Island. The island is located about 120 miles West of Ensenada, Mexico. Before the Spanish-American war, the island has sustained a populace of 5,300 people. However, during the war, America has completely taken over the island, and unfortunately, only 50 settlers were left by the end of the war due to rampant rebellion against American rule, forcing the US armed forces into murdering most residents. The island in the center of the waterfall has served as the downtown area of the Spanish settlement. No infrastructure, however, was left by the end of the war, due to the fact that most roads were unpaved, and no railroad was established. The harbor has been disassembled and recycled in 1955, and so were the most houses. In 2013, a highway has been built connecting the island to San Clemente Island near California. The highway is part of an American-Mexican off-coast highway, connecting Los Angeles, California, and Ensenada, Mexico. In 2015, the island has gained a lot of popularity amongst Californians, and the first official settlement was established on the island. The name "Las Kardes" it derived from the word kardex, which is Spanish for "archive" or "filing cabinet". It has been named as such due to the fact that colonization of the island post-Spanish-American War has been left off for a very long time. The island's total land area is 10.2 squared kilometers. It is fairly mountainous and contains a fertile delta in the West. The delta is quite dated, having formed only after several thousand years of rock breakdown. Geologists predict all island breakdown around the delta in approximately 4,190 years. The rest of the lake will become saltwater by the end of the next 200 years. The mountains contain a limited amount of ore. On the north of the island is a waterfall with a limited amount of fertile land. Animal life is present, dwelling primarily near the fertile areas. NOTE: High possibility of a default highway circulating around the island. Why? Because Americans love highways circulating around things, and because it's a very island-ish thing to have.
  43. 1 point
    Another quick update. Looking over the replies, it would appear all I need to say is: "Thanks for all of the nice compliments!," and to @nos.17, thanks for all of the help with upcoming stuff. More pipes, this time with several new pieces not present in nbvc's set (pieces that I personally think are sorely needed). Also, truck colors! (Image is split due to SC4D's image restraints) Here is what I was hoping to remedy with curved-entrance overpass pieces (original image credit to Simmer2):
  44. 1 point
    Once again, I'm planning more than playing the game. Here are networks and zones maps for my main region, recently restarted. I frankly thought that this terrain would be easier to work with, but an increasingly strict realism approach is making everything harder: I'm trying to simulate natural city growing, wealth segregation, RL scaled infraestructure, reasonably dense CBDs (with space for parking and avoiding skyscrapers to clump together as W2W buildings), walkability, etc. Networks' Map: Highways - Avenues and Carriageways - Railways - Terraformed Canals Zones' Map: CBD Main Commercial Roads High Wealth Residences Medium Wealth Residences Low Wealth Residences Mixed Residencial+Industrial Heavy Industrial University *Stripped: low density
  45. 1 point
    Just 3 shots from the latest city expansion... The new waterfront Heading towards the new stadium. The "new" city center More pictures will follow
  46. 1 point
    Rebel colony has been established. The new mayor took off from colony 1 to start his own colony. The goals of this colony is to use the land and establish a farming community. first thing was first Water Power and residential buildings had to be built. Solar Power was decided upon. Rather than use the limited water tower it was decided that the colony would build the water extraction pumping station. Low residential buildings were to be the primary homes of the colonists. next was the agradomes for Farming and providing food. The colony started small and took years to grow larger as all newly started colonies start out. Some 150 colonist left colony 1 to join the rebel colony claiming that the colony had failed to provide the basic needs with out using up a great deal of funds provided by NASA before the ships left the dieing world of Earth.
  47. 1 point
  48. 1 point
    You might need to clarify your request. I mean, who has every model, not to mention a list of the IDs. The closest thing I can think of it Catty's work to provide an index of them over on city-builders. I think there was some sort of database you can download, otherwise I'd send Catty a PM.
  49. 1 point

    Version 1.0

    1,550 Downloads

    This BAT is loosely based on a Parisian Left Bank apartment building. It may not look like typical Parisian building from Belle Epoque period, but it was built in 1888 as a social housing. Thus perhaps uncommon red brick façade for a central Paris building. Because the real life building has shops on the ground floor, I offer this building as R$ and C$. Shame that SC4 doesn’t support dual function buildings. I offer two versions, HD and SD. I like HD buildings, but those do not always mix well with other BATs. This is especially apparent when I did compare my building with Xannapan’s and Porkissimo’s masterful Paris buildings. Therefore I have included a SD option for those who prefer it. Choose the folder you like. Both HD and SD buildings can coexist in same city as the models, descs and lots are separate. Maxis only Nightlights. R$ Rue Jeanne D'Arc 45: Capacity Satisfied R$$ 95 Building Value 1291 Bulldoze Cost 436 Pollution Air 1, Water 1, Garbage 4 Power Consumed 1 Water Consumed 1 CS$ Rue Jeanne D'Arc 45 Capacity Satisfied CS$ 118 Building Value 903 Bulldoze Cost 436 Pollution Air 1, Water 1, Garbage 4 Power Consumed 3 Water Consumed 25 DEPENDENCIES BSC Mega Props CP Vol 1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 BSC Mega Props Gascooker Vol 1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=397
  50. 1 point
    Finally I've found a good use for my university's supercomputer!
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Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections