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Popular Content
Showing most liked content on 05/01/2023 in all areas
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8 pointsWith the new pedmalls the construction of ancient cities on the hills or mountains is finally possible. You can see the construction here
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5 points@SIM-ple Jack No, they are a work in progress. WIP Jacaranda Mimosifolia
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4 pointsTop left are the parks that are part of JPN Downtown/Urban Canal Set http://blog.livedoor.jp/moonlinght/archives/cat_59226.html Bottom left is one of mattb's. Look in his files.
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4 pointsLooks like he's using it to make some nice rolling hills, to me. Be back later. Gone fishin'.
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3 pointsThe numerous experiences and developments of previous episodes, call for a little timeout. To this end, today we shall leave the areas occupied by The Smileyfaces, thrust ourselves across New Udanani and try to find a refuge amongst The Localvores. I must warn you though that, as is true almost everywhere, even the smallest communities have their politics and some of The Localvores have drawn their battle lines with regards to a certain issue throughout the last few years... Read on if you are interested about the nature of this problem. I promise it is actually fairly benign, so you certainly won't feel exhausted after reading - don't worry. Farmington - the capital of The Localvores - despite its apparent complexity, consists of just two major parts. Concentrated, low-density urban areas (which are, more or less, linear towns)... ...and large swathes of farmlands and open meadows. The latter, have been the subject of a serious debate in recent years... For a long time, The Localvores have consistently shied away from expanding their city or farming activities beyond the confluence of The Three Great Rivers. The undeniable benefits of fertile riparian areas caused The Localvores to grow very attached to such environment and land. As a result, many people were convinced that their tribe's goals are best met by staying close to the life-giving waters of Bila An'anani. This, however, started to be challenged by some of the townsfolk who argued that (as is the case with other tribes) the Localvore destiny is to lay claim to as many city tiles across New Udanani as possible. Some of the more religious proponents of this idea also pointed out to the fact that populating the entirety of New Udanani is one of Sulka's commandments and as such should not be ignored. Eventually, two opposing groups have formed as a result of this discord. The "Riparians" asserted that farming and life can only be supported along Bila An'anani river, while the "Explorers" believed that farming and life can be just as successful at any other spot. These ideas have frequently been discussed in public as well as in private. However, despite all of the heated debates (some of them brought before the Tribal Council), neither side was able to convince the other of their point of view. Many have even feared that the tribe itself may fracture and divide should the rift deepen... And although both factions were utilizing civilized methods to lobby for their interests, the divisions were becoming serious. Having practically no clue on how to deescalate the situation, The Localvore Tribal Council decided to allow "Explorer" groups to establish some experimental farms at a significant distance away from the shores of the cherished river. The reasoning was that it was best to simply put some geographical distance between supporters of both ideologies until everyone's tempers cool down a bit. Some officials have also hoped that the "Explorers" will quickly realize the futility of their nonsensical ideas and concede that "business as usual" is the best guarantor of the tribe's continued prosperity. But nothing of the kind has happened actually... On the contrary, it turned out that the "Explorers" have been able to successfully establish several large farms and plantations in their designated areas! The faction's fields have been developed to the Southwest of Farmington, greatly stretching the borders of their tribe's sphere of influence. Qualified research indicated that the plants growing there, were in no ways inferior to those growing closer to the river. The progressive Localvore faction became so devoted to the search of new, arable land that they even crossed the boundaries of Farmington. As a result of this "inertia" two additional towns have been established in one go, seamlessly continuing Farmington's development. It had some interesting results like this single grain farm located within three different city tiles! Although the "Explorers" faction have been quite satisfied with their success, they still understood the need to remain connected to their capital. To this end, and with the support of the authorities, they have built a simple cargo rail line that could be used to transfer goods and essential equipment to and from Blossom and Greener Hills. Unfortunately, there are currently no plans to provide passenger capacity to this network. No matter how one looks at things, the distance from Farmington is a clear disadvantage to the new developments in new city tiles. This is especially true with the following residential area in Greener Hills. This zone, located atop the Tvillik Ridge and hidden beyond a dense coniferous forest, has been dubbed "The Loneliest Neighborhood of New Udanani". It is the farthest point away from the Localvore capital, connected to the rest of the region with just a single, steep road and a couple of hiking trails... While the "Explorers" were busy populating the previously unused land, the "Riparians" tried to strengthen their hold on the farmlands laying close to Bila An'anani. Concerns and fears got the better of the faction's members and they responded to the perceived threats by consolidating some of their farms into larger, more influential enterprises through various deals and establishment of small, family holdings. Production on some of the fields have also been adjusted to prioritize the so-called "fast growers" - plants which prefer wet, nutritious soils and don't take long to ripen. Both actions were meant to put "Riparians" into a better negotiating position in an event where the future of agriculture was to be determined on a governmental level. Although no official decisions were taken in this period of time, there was a constant, lingering feeling that it is best to prepare convincing solutions while there was still enough time for it. The conflict within The Localvore tribe has been closely observed not only by the members of both factions but also by The Localvore Statistical Committee (LCS). Unbeknownst to most of the tribe, the LCS has been keeping a watchful eye on the progress and achievements of "Riparians" and "Explorers" and five years after the initial schism, the LCS stepped forward to present data that compared both factions' agricultural models... To everyone's surprise, it turned out that the results of both agricultural styles were actually comparable... However, both have also had some key advantages and best usage under certain conditions. The "Riparian" faction was credited with achieving 19% higher crop yields per hectare compared to the "Explorer" fields. At the same time, the "Explorer" farms turned out to achieve better profitability which surpassed "Riparian" faction's incomes by 11%. The LCS research was crucial due to one central reason - most people, including the Tribal Council, have finally agreed that both farming styles were valid and served specific purposes. River-centric farming was announced to be best for food production due to the superior soils. Farms laying outside of these areas, were earmarked as best spots for growing cash crops and industrially-useful plants. Management of agrarian spaces with respect to efficiency and budget considerations has become a hot topic. The tempers among The Localvores cooled down after the results were announced. While both factions still held lively discussions between each other, the tone of these disputes was significantly friendlier. Eventually, a regular symposium began to be organized in Farmington every two years, allowing the entire population to keep up to date with the newest agricultural trends. In time, both factions have even agreed to establish a special website dedicated to various agricultural-related news, tips and videos... As you can see, The Localvores, one of the least dynamic Udananian tribes, have found some new energy through what appeared to be a serious internal conflict. The tribal bonds prevailed, however, granting this unique tribe a new opportunity to expand and, hopefully, significantly increase the environmental beauty of New Udanani... During our next meeting, you will have an occasion to see the (almost) ready R-1 highway and a new town close to it. All indicates that The Businesspeople are ready to make contact with The Slacker tribe... The question is - does culture of entrepreneurial individuals has anything in common with the lazybones that The Slackers are...? Thank you for visiting today, as well as for all the previous likes, comments and views! Have a wonderful day! Comment replies: @juguesal - Thank you for a very nice comment! I hope you have successfully made the water transition you were aiming for! @TogaMasterJohn - Thanks for stopping by @TogaMasterJohn, always happy to see your comments. Yes, I have to say I myself fell in (narcissistic? ) love with Tralfamadore too. MMPs do the trick! @Ke|is - Indeed! I do plan to find some nice replacement textures for New Udanani. @PaPa-J - Thanks, I'm glad you liked the previous entry! @albireo38 - Thank you! Always nice to hear a compliment like that from a new viewer. @sejr99999 - Very nice to again hear from you @sejr99999 and I'm happy you find the landscaping pleasant. Cool idea regarding the water chute - I'll do it! Credits for the pieces of material used in the "Cornhub" site: 1. Upklyak at https://www.freepik.com/author/upklyak 2. Abel111222 at Wikipedia 3. Ben Keen at Wikipedia 4. Ivar Leidus at Wikipedia 5. Mehr News Agency at Wikipedia 6. Google Chrome web browser 7. Emojipedia
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2 points
Version 3.0
1,459 Downloads
Ulisse Wolf - AndisArt CAM Building Pack This pack contains all buildings made by AndisArt that have become compatible with CAM. All lots have been performed a relotting as well as an improvement of the statistics to make compatible with CAM. Please note that this pack is expected to receive updates in the near future. Do not redistribute without asking first, mostly as doing so would complicate efforts to properly maintain, update, and provide technical support for the pack. Installation This package is a simple .zip file. Just extract the CAM folder to your My Documents\SimCity 4\Plugins directory (or equivalent, if you have a custom Plugins folder location). It is highly recommended to run the cleanitol with the installer and remove any previous versions from your plugins. Optionally in the ~Documents folder in the main ZIP you can find a collective/master and by using either the newer nos.17's SC4 Cleanitol or the older BSC Cleanitol tool you can search and remove old and outdated versions of these files. Dependencies The following files are required in order for the contents of this package to appear correctly (i.e., no "brown boxes" or missing textures) (the below listed dependencies are covering a full install; for dependencies for individual collections see the list of contents secion): AndisArt Models Mega Pack Vol01 Iris Bay Tower Verre - 53W53 GT Tower East SC4D LEX Legacy - BSC Common Dependencies Pack v9c (and above) The below listed dependencies are all can be found in the hereby linked dependency pack compilation. BSC MEGA Props - CP Vol01 BSC MEGA Props - CP Vol02 BSC MEGA Props - SG Vol01 BSC Textures Vol01 BSC Textures Vol02 BSC Textures Vol03 Building Style: Art Deco Building Style: Neo Futurism Credits The following members contributed models, textures, and modding support to this collection: Ulisse Wolf This package has been made possible by the Project ZIP efforts of Ulisse Wolf. Special Thanks Webmaster & administration staff at SC4Evermore & Simtropolis (STEX). And possibly others who may not have been mentioned. If your name has been forgotten or you're not on the list, then drop us a line, as it has been difficult to keep track of anyone/everyone that may of helped somewhere along the lines. And to the community itself, we would also like to thank you for your support, making mods such as this possible too. We're still at it after 20 years thanks to you! And last but not least, a thanks for the Maxis individuals too, for the [paid] work that they did. ;-) -
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2 pointsHi there! So the circled canal pieces are from Moonlinght and it's the ML JPN DT (maybe downtown???) Canal - description in japanese: http://blog.livedoor.jp/moonlinght/archives/1940300.html The building on the left side is one of Mattb325's FA buildings Urban Art Gallery I don't know the tower. As far as I can see the parallel parking is coming with the red-ish bicycle paths and I believe it's unreleased as whole. The parallel parking props were released as part of @Girafe's BSC-VIP Girafe Urbanpack (CarPack vol. 4) vol. 1 and the car props look like Girafe's too. @nos.17 also released a nice pack of (parallel) parking set with other goodies: nos.17 StreetSide Parking (SSP) Where did you get the image? Who uploaded it at the first place?
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2 pointsHey guys! My first post there, though having been a member on Simtropolis for more than a decade... Anyway, I'm quite slow at creating a region, but here's my mother of pearls, Gold Coast-Fairview, on which I am playing since 2011. Currently at 3.755.000 inhabitants, it's the largest I've ever managed.
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2 points
Version 1.0.0
187 Downloads
DESCRIPTION This file contains two new Track Checker vehicles, based on the Amtrak 'P-Trak' Personal Rapid Transit (PRT) concepts. For forward-thinking majors and/or those who prefer a futuristic feel to their cities, the single DAT contains one REPlacement for the vanilla TC, and an ADDitional version. Each vehicle has a high quality texture and nightlighting. INSTALLATION Drag the file into your 'Plugins' folder. To remove, delete or move the file out of your 'Plugins' folder. COMPATIBILITY This file will replace the default track checker, if you are using another track checker mod then the load order will be important, but it is down to the player which REP from either pack is overwritten. The additional Track Checkers are unaffected and will co-exist. DEPENDENCIES No dependencies. More trains and progress pics can be found in my workshop: -
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Version 1.0
2,972 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. -
1 pointSimCity 4 OPEN ACCESS This page has been created to create a list of all available tools that the various modders and NAM Team use to create mods for SC4. The purpose of this list is to create a database of the tools used and that are available on GitHub making it accessible to edit and improve these tools. The main purpose is to speed up the development of new programs for modding by making it easier to access the source code of the programs used so far but they are showing their old age by making it increasingly difficult to use them in modern versions of Windows and in case create specific versions for the MAC If you create programs that start from the source code of the programs available on GitHub, it is strongly recommended to give credits to the original authors as well. The library consists of three main sections LIST OF MODDING TOOLS ON GITHUB LIST OF SC4 DLLs FOR ADVANCED MODDING OPENSC4 The list is still incomplete due to the difficulty of performing reverse engineering of the programs used.
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1 point
Version 1.0.0
237 Downloads
Today, I present to you, Lhasa (城关区, ཁྲིན་ཀོན་ཆུས་), Tibet, China. Located high on the Tibetan Plateau at an altitude of 3,656 meters (11,990 ft), Lhasa is the administrative capital of the Tibet Autonomous Region of China and home to approximately 465,000 residents. The map is 16 x 16 large city tiles and is accurately scaled based on DEM data. Overall elevation of the map has been lowered so that the Yarlung Zangbo River south of the City could be filled with game water. Some of the areas included in the map are: Lhasa Quxu County Gonggar County In order to install the map you will need wouanagaine's mapper or terraformer as the file is in SC4M format. I hope you can put this map to good use, enjoy! -TCC View My Full Map Catalogue Here: -
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Version 1.0
199,310 Downloads
The SimCity 4 Extra Cheats Plugin Overview: The SimCity 4 Extra Cheats Plugin was originally an internal SimCity 4 file, used by Maxis during the development phase to test the game before its release to the public. However, in the years following the release of the game, Buggi, a prominent modder resident here at Simtropolis, contacted Maxis and was given permission to release this file to the public. The extra cheats plugin adds many additional features to the game, such as the ability to plop any building or lot at will, the ability to easily set how much money is in your city's treasury and even the ability to add snow to your terrains, as well as many other additional functions. However, it should be kept in mind that this file was originally never intended to be released to the public. It was built for testing purposes only. As a result, it should be treated with caution. Using this file incorrectly can lead to game instability and even crashes. No guarantees or comprehensive user guides can be provided with this file, if you choose to use it, you must do so at your own risk. How to use this file in the game: After you install (see below), enter a city and press the key combination [CTRL] + [x] to open the cheat box. Right click anywhere within the cheat box, you will see a drop down list appear. You can now select a cheat from the list by clicking on it. After you have selected a cheat, press enter to confirm your selection. Below is a list of all known cheat codes enabled by this file (as well as the standard game cheats) and a description of their effects. As the effects of some cheats are unknown, not all cheats have available descriptions. UPDATE: To fill in some unknowns Maxis has given me the details on a few of the missing descriptions. Barstuck - Once invoked, all of your small commercial services (low-density 1x3 lots) start turning into coffee bars, and then they stay that way forever. WatchMeMove - Enables animation stepping. After it is enabled, control-shift-alt-F11 and control-shift-alt-P implement animation stepping and pausing, respectively. GP <on | off> - Enables or disables game pause when you switch to another application. This is useful for if you go away from the game and you want it to sleep while it is in the background. Flora (on | off) | (preserve on | off) | (propogation on | off) | (blast <splat_count> <per_splat_count> <splat radius>) Controls flora simulation parameters. By default, during city play flora simulation is on, preservation is off, and propogation is off. Preservation refers to the keeping of trees on land when the land is developed. Propogation refers to the spreading of seeds and automatic creation of new flora life in the city. Example(s) Flora on Flora preserve off Flora propogation on Flora blast 5 8 60 Installation Instructions: Extract the file SimCity 4 Extra Cheats Plugin.dll to the root directory of your plugins folder. This means put the file in C:\...\My Documents\SimCity 4\Plugins. DO NOT put the file into a sub-folder, it will only work if placed into the main directory. Then enter your game and follow the instructions above. -
1 pointRandom Lake Population: 1646 Random Lake is a village in Sheboygan County. Trivia: It is part of the Sheboygan, Wisconsin Metropolitan Statistical Area. Ripon Population: 7233 Ripon is a city in Fond du Lac County. Trivia: The February 1854 meeting was the first political meeting of the group that would become the Republican Party. The modern Ripon Society, a Republican think tank, takes its name from Ripon, Wisconsin. Saukville Population: 4451 Saukville is a village in Ozaukee County. Trivia: In 1945, sixty German prisoners of war from Camp Fredonia in Little Kohler, Wisconsin were contracted to work at Canned Goods, Inc. in the village to make up for the loss of labor due to local men fighting in World War II. Sheboygan Population: 49288 Sheboygan is a city in and the county seat of Sheboygan County. Trivia: Sheboygan is a notable surfing destination, and has been called "The Malibu of the Midwest.” Sheboygan is considered to be one of the best places to surf in the Great Lakes region" Sheboygan Port - Sheboygan Falls Population: 7775 Sheboygan Falls is a city in Sheboygan County. Trivia: Bemis Manufacturing Company is the world's largest toilet seat manufacturer and a leading manufacturer of engineered plastics. Its headquarters is in Sheboygan Falls and it is the county's second largest employer. Don't forget to comment, like, and follow On Wisconsin! if you haven't already!
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1 pointI made some experiments with the new dragable pedmalls which now come with RCI support (NAM team, you're the best! ), and I'd like to share my results to you. Is it possible to built a road-free and car-free city? Let's find it out. By the way, keep in mind that I didn't use only NAM but some extra mods as well, such as RCImulti. If you try to recreate the experimenter, results may vary a bit. First, let's build a very basic town. It will only have a power plant, pedmalls, and room for houses, shops and factories. And that's all. Not a single road. Let's see how a city with only pedmalls will work. And... we have a problem. It looks like because of game mechanism and limitations (it's a 2003 game, after all), all of our Sims complain about lack of road access. Remember that RCImulti adds residential jobs, which means they can just work at somebody else's house to simulate teleworking or jobs like baby sitters and gardeners. And yet, even this mod doesn't solve the problem. Our city is hitting a brick wall. The only way to solve this problem is by connecting our pedmalls with a road. It doesn't have for the road to be something important or go somewhere. As long as our pedmalls are connected to even a single road tile, we'll be fine. Now our Sims can go to work wherever they want. So it looks like we can't build a road-free city. But roads aren't just for cars, you know. So, can we still build a car-free city? Yes, we can! By building enough bus stops, we now have entire roads dedicated to buses. Why limited to bus lines, when you can have bus roads? And it looks like we have another reason to build some roads. Industries needs them to ship their products. By having a main road next to them and connect it with the pedmalls, freight trucks can now hit the road and ship their goods anywhere they need. So now we have a walk-able and bus-able city that doesn't require owing a car to go whereever you want. Not bad. But let's keep pushing the limits and take it to the extreme. How about subways? Yeah, let's go nuts! Sure, they're expensive, but if we build enough subway stations everywhere, our Sims could go anywhere they need faster than ever without car. Now, building ordinary subway stations at almost every corner would be a big waste of valuable space, especially if we need that space to build something big like apartment buildings or hospitals. But wait a minute! The dragable pedmalls are street-based, and there are subway stations that can be build on the top of them, such as in Road Top Mass Transit (RTMT) and Diagonal Intersection RoadTop SubwayBus Station. So I made a custom set of street-top subway stations specialized for the dragable pedmalls to see if it's possible to have functional subway stations on the pedmalls. And guess what. It's possible! Our Sims can now take the subway to go anywhere they need. In fact, most of our Sims now prefer taking the subway than the bus. And I just noticed that because my subway stations work as bus stops too, there is some bus traffic in our pedmalls as well. That's interesting. And now probably the most important and the coolest part of our experiment. We have now dragable pedmalls, but we also have the older plopaple pedmalls as well. Can they work with each other? Of course they can! All puzzle pieces will work with the dragable pedmalls without any problem. Why that's cool? Think of the possibilities But do you know what's my favorite discovery? The dragable pedmalls are compatible with the specialized tram-pedmall pieces as well! Why need car when you can walk and take the tram? That's my experiments for now. I have some other stuff I'd like to test and I'm going to do it soon. Now that we have a cool challenge on its way, I think it would be a good idea to share my experiments with you, giving you ideas and a topic to share your experiments and results as well. See you in the challenge and I can't wait to see your creations
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1 pointI had some time and I converted the buildings of AndisART in CAM version in addition to performing a small relotting
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1 pointMälardalen. This might be too much to ask, and I'd love to be able to create a map myself, but I'm on a Mac and I haven't seen mapmaking tools for a Mac that would work for SC4 regions. The Mälardalen region in Sweden is the most populated area in the country around the lake Mälaren with major cities like Stockholm, Uppsala, Västerås, Eskilstuna, Nyköping and Örebro and smaller towns all over the place. All interconnected by rail and highways. I'ts a beautiful area with islands and woodlands, pretty flat - just some lower hills. This used to be a bay in the baltic sea in the viking days, and Stockholm is situated where the lake meets the sea. There are plenty of map pictures of the area online, I've included here a schematic of the major urban nodes around the lake to give an idea. Hoping someone is willing to take a look at this project.
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1 point@blue-fox Looking at this map, it's hard to tell. It looks like it was terraformed manually, so there is the possibility that it isn't a published SC4 map. But, knowing the huge variety of maps published on Simtropolis, it's very much possible that it could still be published. Have you attempted to do a reverse image search with this screenshot? You might be surprised how effective that search method can be if you haven't attempted it before.
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1 pointHello friend, Do you happen to have any maxis lot blocker among your plugins? In the past I faced a similar situation, and it seems that some moders just replaced the Maxis lots instead of creating new lots, so, in case that you have a blocker in your plugins, it may affect and that may be the reason why those lots are not growing in your region. From my experience, I use those lots very often, it is very easy for them to grow and appear. Try to look for any blocker, remove it and then test it again.
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1 pointYes, but the difference is that the modding is fairly easy for that one. You can make such cosmetic lots easily, you just need to add through-through rail-rail and monorail-monorail and if you want to allow it then freight train-freight train switches. In the NAM among the Hybrid RailWay Stations files you should find a path file you need to add that in SC4Tool to activate the Hybrid Rail paths on the lot. I would recommend you to use the monorail TE for such lots and you can connect the lot with the monorail tool to your HRW network. I'm planning to write a bit more coherent tutorial about station and TE lot creation (as I needed to write one to a fellow player) and I will add a section specifically for HRW as that thing is not easy by default.
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1 pointStop whatever you're doing, everypony! I was working on my participation for The Walkable City Challenge and I made an incredible discovery. Remember when I said that you need to connect your pedmalls with a road to activate them? Feel free to forget it, because I found a way to build 100% road-less cities! Here is how. As we have seen before, you need to activate the drag-able pedmalls by connecting them to some roads. If your goal is a walk-able city, that's fine. Those roads can be used for buses, freight trucks, tram, and emergency and supply vehicles instead of personal cars. But if you want to build a 100% road-less town, that's a mayor deal breaker. You'll still have to build some roads and connect your pedmalls to them, or else your city will be stalled. I was working on a neighborhood which had no connection to any main road, and by doing that would ruin the results I was hopping to get. What I tried to do is building a road to activate the pedmalls while finding a way to hide it somehow. This actually reminded me a tutorial made by @TheMurderousCricket about how to build large residential blocks along non-orthogonal networks by using FLUPs. Which are road-based. And they also have road-under-pedmall puzzle pieces! (Picture by here) So, what if we replace a tile of the drag-able pedmalls with a "Straight underground route under pedmall" puzzle piece? We get a city without any visible road that goes to nowhere and exist only to activate the drag-able pedmalls. And as you can see, our Sims can still use this puzzle piece without any problem. Finally, no more roads. A 100% road-less city! Well, technically speaking, there is only a single road tile that exist just to active our pedmalls. It's only hidden and became part of them. Like a ninja
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1 pointEdeficio Fuencaral Odd Bat ! Tonight I had a look at this growable bat in my Spain installation. Poping up frequently in residential zones it disturbed the rural look of my Cataluna town of Gerona. Eedfico Fuencarral is one of those supersize lots wich completly fall out of,nice but plopable please ! http://descargas.capitalsim.net/?sitio=csc&descarga=312 Town medium it would be better on it´s place. Happily I could locate this file and remove it so not be bothred furthurr with it l Sincerely yours, Kschmidt
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1 pointDead as a church parking lot on a Sunday night, in here! Church parking lot-
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1 point
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1 point
Version 1.0.0
399 Downloads
Today, I present to you, the Portland, Oregon-Vancouver, Washington Metropolitan Area, U.S.A. Located at the confluence of the Columbia and Willamette Rivers, the Portland-Vancouver Metropolitan area spans both the U.S. states of Oregon and Washington. It is home to approximately 2.3 million people. The map is 24 x 24 large city tiles and is accurately scaled based on DEM data. Some of the cities included in the map are: Portland, Oregon Vancouver, Washington Beaverton, Oregon Hillsboro, Oregon Gresham, Oregon Oregon City, Oregon McMinville, Oregon Camas, Washington Battleground, Washington Forest Grove, Oregon In order to install the map you will need wouanagaine's mapper or terraformer as the file is in SC4M format. I hope you can put this map to good use, enjoy! -TCC View My Full Map Catalogue Here: -
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1 pointMaster project region Overview ! Still in a joung stadium progres in about almost every corner of this region is progesing. Mayor N-S, W-E and Downtown are established. Latest is a extension of the agraculture in tile A3. Recent commercial in tile C2 boosted with educational facilities. Industry in tile B1with some residential and commercial s supported. Plan now is to continue with tile B1, B2, C2 extending activity and have the regional play have their influence. Maritime scene will be added to tile C3 with the island, sample a marina and cruise terminal or fishing port. Future progres to be seen, but i hope to have some pictures in the coming weeks ! Halljackey ! Samgoogalplexian Misk Techdive Kschmidt Hope you liked this overview ! Enjoy !
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1 point
Version 1.0
2,668 Downloads
The Maxis San Francisco region rendered in ready-to-use form in a Large tile configuration. Originally Maxis made the regions to have few (or no) Large sized tiles due to performance considerations. By popular demand and from what @ASV7900 specifically requested, here is the San Francisco region in an expanded tile layout. This allows more freedom to build on the terrain over a larger area at once. Each tile has been saved with vanilla Plugins to update the tile appearance in the region view to be consistent with how Maxis created them originally. All cities have also been paused for convenience. Two Versions Option A - San Francisco (Upscaled All Large) 4 x 4 region formed of 16 Large tiles in total. For this version, the region area has been enlarged in scale to a 16 Large tile layout. To make this possible, the terrain has been upscaled from the original, making it slightly proportionally larger in size. Preview pic (from Mapper): To represent this difference, here's a comparison using the upper left corner: (Before / After: Click to flick between and compare the terrain scaling.) Option B - San Francisco (New Layout) This version has a custom configuration, while retaining the original map size. The aim is to emphasise the Bay Area to maximise Large tiles where the main urban areas are in reality. The design of this layout also optimises the potential placement of bridges, including the famous Golden Gate which can connect in the northwestern Large tile. This gives more options for where you may wish to construct bridges between tiles. The terrain is unmodified from the original map with no development. Preview pic (from Mapper): Installation Copy either folder into your Regions folder: Documents\SimCity 4\Regions Both regions can be installed without conflict, and even in addition to the Maxis original. Renaming (Optional) It isn't necessary, but you may wish to rename either region. This can be worth doing if wanting the name to simply be San Francisco instead of with the descriptive parts in both names. To do this: With the game closed, open the region.ini file with Notepad (or any text editor). Change the name to whatever you'd like it to be instead. For example: Name = San Francisco Save the file and then the name will be updated when reloading the game Also in this Maxis Maps series Here are the other 4 Maxis regions I've uploaded along the same theme: Berlin Fairview Kanto Tokai London Special Thanks As ever, I dearly appreciate @CorinaMarie helping me with a few ideas for these region releases, inspired by her Maxis New York 4x4 upload. Cori also kindly helped share the workload with me for saving each tile with a vanilla Plugins folder to update the terrain from the Mapper color scheme, and to pause each city tile. And of course, to Maxis for creating these regions for us mayors to enjoy, even all these years later. -
1 pointThis style of city centre-suburbs-rural is what I've tried to do in my huge mosaic, and this is an amazing example levvoronov! Love the way fractionally angled roads spread out like arteries. Bristol Bay, population 3.2+ million, still havent finished pasting in the in-game screenshots.
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1 point
Version 1.1.1
9,547 Downloads
This is a DLL for SimCity 4 that adds a few more cheat codes beyond Buggi's Extra Cheats DLL. SievertBeGone — removes all radiation from a city, including from buildings that produce radiation when plopped (such as the advanced research center). Chernobyl — irradiates an entire city hazmat — creates a toxic spill disaster on whatever tile the mouse is pointed at UncivilDisobedience — creates a riot disaster on whatever tile the mouse is pointed at. The mouse must be pointed at a road, street or avenue tile. The development thread can be found at this link. Source code can be found here. Make sure to follow this file in case more cheats are added! Installation Move to your Plugins directory. On Windows and the Mac versions on disc and Steam, this is in Documents\SimCity 4\Plugins. On the Mac App Store version, this is in ~/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4/Plugins Create these directories if they do not exist yet. Mac users: you will need to install SC4MacInjector before using this plugin. You only need the .so file, not the .dll. Compatibility Tested and working on 1.1.641.0 (Steam/GOG/Origin) on Windows and the Steam version for Mac. Also works in combination with SC4Fix and the Extra Cheats DLL. Untested on other versions but should work with any version of SimCity 4 Deluxe or SimCity 4 w/ Rush Hour. -
1 point
Version 1.0
2,658 Downloads
The Maxis Kanto Tokai region rendered in ready-to-use form in a Large tile configuration. Originally Maxis made the regions to have few (or no) Large sized tiles due to performance considerations. By popular demand and from what @ASV7900 specifically requested, here is the Kanto Tokai region in an expanded tile layout. This allows more freedom to build on the terrain over a larger area at once. Each tile has been saved with vanilla Plugins to update the tile appearance in the region view to be consistent with how Maxis created them originally. All cities have also been paused for convenience. Installation Copy the included folder into your Regions folder: Documents\SimCity 4\Regions This new region can still be installed in addition to the Maxis original. Renaming (Optional) It isn't necessary, but you may wish to rename the region. This can be worth doing if wanting the name to simply be Kanto Tokai instead of with the descriptive part (All Large) in the parentheses. To do this: With the game closed, open the region.ini file with Notepad (or any text editor). Change the name to whatever you'd like it to be instead. For example: Name = Kanto Tokai Save the file and then the name will be updated when reloading the game Also in this Maxis Maps series Here are the other 4 Maxis regions I've uploaded along the same theme: Berlin Fairview London San Francisco Special Thanks As ever, I dearly appreciate @CorinaMarie helping me with a few ideas for these region releases, inspired by her Maxis New York 4x4 upload. Cori also kindly helped share the workload with me for saving each tile with a vanilla Plugins folder to update the terrain from the Mapper color scheme, and to pause each city tile. And of course, to Maxis for creating these regions for us mayors to enjoy, even all these years later. -
1 point
Version 1.0
1,836 Downloads
The Maxis London region rendered in ready-to-use form in a Large tile configuration. Originally Maxis made the regions to have few (or no) Large sized tiles due to performance considerations. By popular demand and from what @ASV7900 specifically requested, here is the London region in an expanded tile layout. This allows more freedom to build on the terrain over a larger area at once. Each tile has been saved with vanilla Plugins to update the tile appearance in the region view to be consistent with how Maxis created them originally. All cities have also been paused for convenience. Two Versions Option A - London (All Large) 4 x 4 region formed of 16 Large tiles in total. The terrain is unmodified from the original map with no development. Preview pic (from Mapper): Option B - London (Developed + Large) For this I've created a hybrid layout which incorporates the 2 Maxis tiles: Kensington Fulham These are Medium sized, and given their offset location it means there needs to be 6 other Medium tiles in the region layout, to allow the existing cities to fit. The remaining tiles are all Large. Preview pic (from Mapper): (The 2 highlighted green tiles are the developed Maxis medium sized cities, to show where they're located.) Installation Copy either folder into your Regions folder: Documents\SimCity 4\Regions Both regions can be installed without conflict, and even in addition to the Maxis original. Renaming (Optional) It isn't necessary, but you may wish to rename either region. This can be worth doing if wanting the name to simply be London instead of with the descriptive parts in both names. To do this: With the game closed, open the region.ini file with Notepad (or any text editor). Change the name to whatever you'd like it to be instead. For example: Name = London Save the file and then the name will be updated when reloading the game Also in this Maxis Maps series Here are the other 4 Maxis regions I've uploaded along the same theme: Berlin Fairview Kanto Tokai San Francisco Special Thanks As ever, I dearly appreciate @CorinaMarie helping me with a few ideas for these region releases, inspired by her Maxis New York 4x4 upload. Cori also kindly helped share the workload with me for saving each tile with a vanilla Plugins folder to update the terrain from the Mapper color scheme, and to pause each city tile. And of course, to Maxis for creating these regions for us mayors to enjoy, even all these years later. -
1 point
Version 1.0
2,087 Downloads
The Maxis Fairview region rendered in ready-to-use form in a Large tile configuration. Originally Maxis made the regions to have few (or no) Large sized tiles due to performance considerations. By popular demand and from what @ASV7900 specifically requested, here is the Fairview region in an expanded tile layout. This allows more freedom to build on the terrain over a larger area at once. Each tile has been saved with vanilla Plugins to update the tile appearance in the region view to be consistent with how Maxis created them originally. All cities have also been paused for convenience. Installation Copy the included folder into your Regions folder: Documents\SimCity 4\Regions This new region can still be installed in addition to the Maxis original. Renaming (Optional) It isn't necessary, but you may wish to rename the region. This can be worth doing if wanting the name to simply be Fairview instead of with the descriptive part (All Large) in the parentheses. To do this: With the game closed, open the region.ini file with Notepad (or any text editor). Change the name to whatever you'd like it to be instead. For example: Name = Fairview Save the file and then the name will be updated when reloading the game Also in this Maxis Maps series Here are the other 4 Maxis regions I've uploaded along the same theme: Berlin Kanto Tokai London San Francisco Special Thanks As ever, I dearly appreciate @CorinaMarie helping me with a few ideas for these region releases, inspired by her Maxis New York 4x4 upload. Cori also kindly helped share the workload with me for saving each tile with a vanilla Plugins folder to update the terrain from the Mapper color scheme, and to pause each city tile. And of course, to Maxis for creating these regions for us mayors to enjoy, even all these years later. -
1 point
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1 pointHere's two large suburban city tiles I'm building out. The first city is built on a hill and has quite a few grade changes. A new area being readied for development. Took some time to get the grade just right on all these FA interchanges. The end result was very satisfying! Here's the second city, which is located on the outskirts of the region. I tried breaking up the grid in this one with a combination of curved streets and fractionally angled roads, rails and highways.
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1 point
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