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Showing most liked content on 04/17/2022 in all areas

  1. 12 points
    As a major international aviation hub, base of Air Dimland, the busiest and biggest airport in Dimland had to upgrade its facilities. Today i present some of the improvements and of course the import of the Air Dimland models made by Scaley McSlither. Enjoy!!!
  2. 8 points
    Hey everyone, check out my new CJ entry
  3. 7 points
    FrittsBurg Large Tile, a 690K sim populous city. The most dense and busiest place in the entire 2 million region. Subway and Rail are in very sufficient use in this tile.
  4. 7 points
  5. 7 points
    FrittsBurg a 667K SimCity in my 2 million region and it's dense river downtown.
  6. 6 points
  7. 5 points
    Seriously Neil? (This was from a test city during a recent random experiment.)
  8. 5 points
    This is my current area. As you can see, the western part of the island is populated and built up, while the eastern part is said to have mostly forests and agricultural fields. The lower town is also the 50th large town tile in the region. So I have built on about 4.8% of the total area. As you can see, I still have a lot to do.
  9. 4 points
    Update on Stonegate: It's really a challenge to layout realistic suburbia and make it function properly lol. There's a few facilities and offices that Sim's refuse to work at because they're "too far" even with the NAM traffic simulator. I hope to have these quirks figured out when the area is done. The tile looks flat but I tried to create a sort of rolling hills kind of landscape. Building endless suburbia on a flat landscape does get old and so it's interesting to change it up a bit. But it's not too hilly like my other suburb from last year. It's turning out exactly as I had planned tbh.
  10. 4 points
  11. 4 points
    I like to use the three's as a barriere between the industrial, commercial and residential! Almost the whole industrial is growable, didn't plop a lot. Nearby the small downtown a little bit of Amsterdam vibe Nightshots in the nightshot topic
  12. 4 points
    Malta Air 737MAX8 Norwegian 787-9 "Greta Garbo"
  13. 4 points

    Version 1.0

    6,302 Downloads

    Built to accommodate the increased demand for modern IT education. Plop Cost: $3,000 Capacity, up to 6,000 Coverage: 4,096 EQ Boost: 45 Water Consumed: 2 Please Download and Enjoy Sorry about all the downloads that Suffered the Brown Box (over 1000) It all works now, sorry for any inconvenience. -CB Note: Added description text from the older file which now redirects to this entry.
  14. 3 points
  15. 3 points
  16. 3 points
    Unlike Oi Kwan Hotel this one is really frustrating me a lot, I change the modeling method several time to make it. ( 30~40% It still in shaping stage )
  17. 2 points

    Version 1.0

    2,959 Downloads

    Per @muddi's request, here is the original Maxis New York region, but set to 4 x 4 large city tiles. It is a replacement for the existing region. If you have the original New York folder in your Documents\SimCity 4\Regions folder, move it out to somewhere else. Then copy the New York folder from the .zip into your regions folder.
  18. 2 points
    I was skeptical of the Industry Doubler at first, but as I really got into region play and larger populations I felt the existing industry took up way more room than seemed right to me so I got the doubler and haven't looked back since. Now with my farm region in the 3 million pop range, I'm likely to consider the 4x version. Ofc, this also means that industrial demand happens slower because each grown building will eat up more of it. That's no problem as long as you take things slow while you learn the ropes. Keep things in balance and it'll feel natural. I'm guessing you are using the IRM from the way some existing industrial growth had textures overhanging the roads since I don't have the same plugins. If that's correct, then the Doubler might cause trouble with all of that careful plugin setup. The only reason to use the Doubler is if you want your industry to take up less space within the city.
  19. 2 points
    There is a transparent ploppable water mod by jeronji which can be used to fill pits and channels above SimCity's sea level into visual trickery lakes and waterways. Being transparent, you can then use rock and plant ploppable mods to landscape below the water surface. There are a variety of puzzle piece water and canal mods, of which popular ones include those by Pegasus, oppie, SimGoober and Callifgrafx, jeronji, and the one by RFR Bat Team and SFBT. Numerous ploppable rapids, waterfalls, edge treatments, and watercraft have been made for these. Depending on your source DEM map, water bodies above sea level may already be indicated either by some sort of separate data mask or more easily in the map by interpolation into a flat surface. If such a surface already exists, or if it can be constructed using information pulled from the mask, you then have an area ready for plopping puzzle piece water. Streams or rivers coursing downhill will require a bit more work in-game preparing the terrain surface for ploppable puzzle pieces and then dressing up the edges. __________ Here is an example of Mt. Hakone's Lake Ashi, a crater lake well above sea level, after importing a DEM through SC4 Mapper 2013 into SimCity 4: The DEM as seen in GIMP 2.10.18, with the pixels making up the lake selected: This map in GIMP is 16-bit, and I have also above shown the results of the color picker tool selecting the color of a pixel within the lake. The gray value of the pixel is V: 9800. SC4 Mapper interprets each gray increment in a 16-bit map as corresponding to 0.1 meter of elevation, so a value of 9800 gray corresponds to an elevation of 980 meters. Additionally, in SimCity sea level is largely fixed at 250 meters (a 16-bit gray value of 2500), and as 980 m − 250 m = 730 m, our lake would be rendered 730 meters above SimCity sea level. Google tells us that Lake Ashi is in reality around 723 meters above sea level, and given natural variations in sea and lake levels, let alone the variable accuracy of the Internet, that is close enough for me. If I had instead filled the lake with the the same gray color as the sea so that actual game water would appear at the bottom, I would create a vast hole with sheer cliffs plunging down 730 meters from the maintain crater. Hakone already has enough waterfalls. This is also why simply drawing dark rivers onto DEM maps to bring out in-game water often inadvertently creates deep, narrow chasms reaching down to sea level.
  20. 2 points
    @CorinaMarie & @Cyclone Boom I really appreciate your help! Not going to lie, but this was a lot more information than I ever expected haha. Like I took a college-level class in SimCity 4 city building! I love it! I will try to have more R$ to get my dirty industry up and then eventually get the requirement for Manufacturing and Hi-Tech as well. I will keep switching between the other tiles too constantly to keep them all updated. Again I really appreciate you taking your time to help me out with this issue. I recently got back into SimCity 4 and I am going hard, so all this information really helps! One last question though: Do you recommend using the Industry Doubler mod and the similar mods for commercial and residential? Thanks!
  21. 2 points
    Yes, prolly. To be more specific about what I did was first loaded Jitney Junction, tweaked things because of the mods I use (like needing more power and water since I use the Industry Doubler), ran some time to be sure it was stable, saved that, then loaded Pleasantville and did the same. Each time saving a city tile it propagates the current city info to any others adjacent which are connected by a transportation network and that includes via natural rivers and lakes. This ensured that Smog Town knew all about the other two city tiles for their population and education levels. Next I loaded Smog Town, tweaked for power and water, adjusted taxes to thwart R$$ and R$$$ Sims, and then grew the extra R$ Sims. You should be able to do the same for growing more of them and see the industrial demands go up. The key part is all buildings with jobs have a percentage needed for each wealth and education level (tho there is some doubt if the individual Sim's EQ actually matters for them taking a job). Overall you'll need something like 50 to 80% R$ to keep those employers extra happy. As overall EQ increases, that is a deterrent to Dirty Industrial demand. This can be countered tho via propagation. If you have enough lower educated Sims throughout you region (and said data is propagated) then the local EQ driven demand will be adjusted by those regional forces. So, the benefit here is you need not have the 50 to 80% RS throughout your region, but just a large batch somewhere which the current city knows about. No. They can be dumber than a box of rocks at zero EQ and their mere presence (in quantity) will drive dirty industrial demand. Manufacturing needs around 80 EQ and High Tech needs around 160 minimum. This is pro-rated by the number of Sims with said education. (Like you could have only a dozen Sims at 200 EQ and that still would do very little to encourage IHT.) The info about population at each EQ threshold is also propagated from other connected city tiles. This can be chained throughout your region, but each city tile needs opened and saved in sequence for it to get updated to the city tiles at the end of the chain. Think of it like a relay race passing the baton. If you are curious about propagation details, I made a post for that long ago which CB can dig up. One thing about taxes (which goes against 99% of what you'll prolly read elsewhere) is that when you wish to discourage a type and wealth from growing, it's best to incrementally increase their tax rate while running time until you see them just slip slightly to negative. Setting their taxes to 20% will indeed discourage them, but it has other subtle repercussions especially if it's residential or commercial. For industry, it's mostly manufacturing and high tech where it's bad to way over tax. Dirty and Ag are more resilient.
  22. 2 points
    While @CorinaMarie answers your city specific questions (Cori tells me she's composing her reply now), I'll just say about the other two things... This is from our City Hall Package as made for ModPacc Zero (which is a prospective set of core fixes and files we hope to release someday). See this topic for more info about the info panel and City Hall improvements: What does this mean btw? NKO = No KickOut (Lower Wealth) In summary it's a mod which toggles a developer simulator property, for preventing lower wealth Sims from being replaced with higher wealth levels. This way one can have R$ within a city for longer, and then if worthwhile selected areas can be bulldozed and redeveloped. It provides finer control over how development takes place. The following topic goes into detail about NKO and the benefits it brings:
  23. 2 points
    I've used selective taxes to discourage R$$ and R$$$ somewhat (10.6% and 10.3% respectively) then grew a bunch of R$ Sims and tossed in a Large Elementary School. Here's the demands now: The EQ drop was significant from the influx of new Sims, but it's back to 88 atm: So, I'm going to conclude there is no inherent problem and you simply need more Sims to push the industrial demand. NKO is, ofc, highly recommended so you need not see all your R$ Sims chased out of town.
  24. 2 points
    If you have LotEditor installed, you already have them- simple white tiles with elevation set to 90. The Supercollider that runs everything-
  25. 2 points
    Ahh I see, so the functional seaports that I used were https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1663
  26. 2 points
    Thank you so much for looking into this! I attached the zipped file of my region: https://we.tl/t-kAEjvR3jip Let me know if that works.
  27. 2 points
  28. 2 points
    Thank you so much for this map I´m an half old guy and I´ve played sc4 since beginning (2004).I come back to the game from time to time. I still prefer to play without too many mods and no NAM. New York has always been The region for me and now also,-especially Timbuktu 4x4. Thanks. Now a little wish Have you maked a 4x4 region out of that too? -or would you??
  29. 2 points
    While batting isn't my area of expertise, I'm going to guess no since the models are the house and piers all baked together in the S3Ds.
  30. 2 points
    @mitsos thanks dude! What do you think of this? Currently expanding my European airline offering
  31. 2 points
    For some reason this create a lot of possibility for me ( Not a project, just a pure curiosity )
  32. 2 points

    Version 1.0

    4,665 Downloads

    This is an obsolete version. Clicking the Download button leads to the fixed file.
  33. 1 point
    Amazing detail ! Grand scale as it carefully spread over at least two tiles, airport are large with four runway´s. Loving these, integrated into a little commercial district, creating a economy as a airport alone isn´t enough. Great work, would love to create one with the new RMIP 2 Wide, Diagonal pieces present, great !
  34. 1 point
  35. 1 point
    Absolute delight to see in my city and so many lots! Please tell me there will be more?
  36. 1 point
    Are the city tiles with the residential connected via some sort of transportation network to the one where you want to grow the industrial? Pics are always helpful.
  37. 1 point
    I presume you are asking for the New York region to be all large tiles. I haven't done that, but I can prolly later today. I'll @Beep you when posting it so you'll know it's uploaded. Edit: Now available here:
  38. 1 point
    I love it !! While looking those pictures I feel like in a real airport. I like all the details and that it looks full of life. Thanks for all the inspiration that you brings to me.
  39. 1 point
    This is really hot man. Can't wait for it.
  40. 1 point
    Good Job Even i installed it like 6-7 months the NAM nad i dont know how to do that.
  41. 1 point
    Someone got me interested in doing a bunch of planes again. I swear to God, I will upload them all one of these days... A320ceo ortho A320ceo diag
  42. 1 point
    Rendering... There we go.
  43. 1 point
  44. 1 point
    You will need to edit all 3. You can probably just use a global search and replace for "fshwrite /b:" The 40-60% reduction with DXT compressed images comes from the fact that fshwrite now uses DXT1 compression for images with opaque or 1-bit alpha (an alpha image where all values are either 0 or 255), the version included with BAT4Max 4.5 and 5 (1.2.0) has a bug where it saves all images as DXT3.
  45. 1 point
  46. 1 point

    Version 1.1

    589 Downloads

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- UPDATE: v1.1 - I removed the "Included Dependency" folder, because since than Tariel uploaded her essential files which contains the previously attached texture file. You will find that dependency here: Tariel-Rivit's Essentials ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- Background: One of my first relotting project was to make a "redirected" mirrored version of @io_bg's EBLT Plaza Set, to make a flawless looking plaza route combining the original set of plazas and the relots. Well doing my "house keeping" on my bunch of experimental relots, I decided to revisit my old lots. Since @tariely started her very nice projects on plazas and gardens, we made a team-up and she facelifted my lots with nice nightlights and other fancy stuffs, and also made three plazas for this set. Huge thanks to her for the hard work on this project! List of items: 6 1x1 modular plaza walk pieces. Using the SPOT you can make bigger plazas with flawles plaza routes. (see attached pictures) 2 2x1 modular-ish plaza walk pieces. 5 2x2 Mirrored Plaza for the purpose of expanding the existing EBLT Plaza set. 2 2x2 Plaza using the same route-ways as the original set. (They are not mirrored pieces, credit goes to Tariely for these pieces) 2 2x4 plaza pieces - one regular and one mirrored version The listed items can be working together nicely, but I guess, need a little patience and experimentings for better results. Install: Copy the "Heretic Projects" folder from the zip (or unzip it) into your plugin folder. Highly recomended to keep the provided folder structure, because all of my uploads have the same format, and since sometime I'm working with inclouded dependencies (such as textures or descriptor datas) it's better if these "inclouded dependencies" are in the same place. If you unzipped the upload, you may delete or remove the "Documentation" folder from your Plugin Folder. You will find these lots in the Park Menu close to the original set. The plop cost of the original 2x2 set is 50$. To keep the additional pieces close to the original set, I gave the following values: 2x2 plazas - 51$ 1x1 plazas - 52$ 2x1 plazas - 53$ 2x4 plazas - 55$ Dependencies (it's quite a long list, but it contains pretty common prop packs, specially if you're already using Tariel's one or more parks/plazas from previous uploads): Props: BSC Mega Props - CP Vol. 1 BSC Mega Props - CP Vol. 2 BSC Mega Props - SG Vol. 1 BSC Mega Props - MJB vol. 1 BSC MEGA Props - MJB Vol02 BSC MEGA Props Jen_P Vol01 BSC MEGA Props D66 Vol02 BSC MEGA Props Misc vol01 BSC MEGA Props Misc Vol02 BSC - VIP girafe birches BSC - VIP girafe maples v2 BSC - VIP girafe lindens VIP Delecto Ploppable people RDQ HD Prop Pack Darknite Version Murimk Props Vol. 2 Was Dutch Prop Pack NBVC Plazas with fountains Porkie Props vol. 1 Tamorr's Resource 2.05 PEG MTP Super Pack S.P.O.T. (SimPeg Plop Orientation Tool) Neko PropSet 2 Nams Props Pack vol 1 Nams Props Pack vol 2 WMP Power Props Tariel-Rivit's Essentials - new dependency for replacing the previously included dependency file. Textures: NDEX Base Texture set vol. 1 BSC TexturePack - CycleDogg vol. 1 Rivit BSCTexturesCycledoggVol1Extra (included) Removed, see above the new linked dependency. Credits: Huge thanks to Tariel for her help on this project. All the nightlights are her work, so all credits on the night lights is hers! Also I would like to thank to Tariel her ideas and help on the lots, and that she provided her versions for this set. Also would like to thank to @rivit to helped us out with a little overlay texture addition to CycleDogg overlays, which seemed a necessary addition to this set. Credit on that is his! Enjoy! - Tyberius
  47. 1 point
    OMG this is just fantastic, congratulations, I can't iven imaine how hard it is to make those cities
  48. 1 point
  49. 1 point
    Wow! Not every day you see a CJ use SimCity 3000! And it looks utterly amazing!
  50. 1 point
    A trip down memory lane and then some. I remember spamming the parks like crazy to get the skyscrapers. Because once upon a time all you needed was astronomical desirability to get the skyscrapers! I once had a mega commercial skyscraper in a small town because of those crazy desirability rules.
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