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zacnlinc

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Everything posted by zacnlinc

  1. I think the "trick" is to bulldoze it when it has: 1) completed the venting of the pollution into the air and before it starts scrubbing the ground 2) destroy it after it has completely scrubbed the ground and is no longer collecting pollution Sounds like you got it at point #2. That's what in did after bulldozing the massive coal plant I had once I built an oil power plant as a replacement but outside of the city limits.
  2. A big empty city

    From my experience when I started down a pathway like yours, it became evident that the demand of low wealth people just can't be fully ignored. So e even swear by it that to get the game to "work" well, you should focus on making that wealth class the happiest. The rest will fall into place accordingly. For or you, if suggest building a commuter city and have your low wealth type use all modes of transportation to get into your crown jewel city. That's the path now I'm taking with a city I spent too much time developing it and now my low wealth folks can't afford to live there! Good Luck!!
  3. I'm just now starting to explore using the Megatowers after purchasing CoT about a week or so ago when it was on sale at Origins. Looking forward to exploring more... Just wanted to know if there is a "guide" for the best layout of Towers... Cheers!!
  4. Cheat: Education (Single Player Only)

    Ok... Late to the Mod... But I'm not getting it to work for me... Installed it as directed then deleted HS to begin testing things... Created new HS only... Max students is 800, 2 bus only will pick up 80 students... Played a bit and those stats held true as my HS couldn't accommodate more that 800 students... Added a classroom module that got the max to be 1800. Good... But the buses only still pick up 80 students. Am I missing something? Thanks!!
  5. Space Center Fixed?

    Bummer!!! I am working with Whitewater Valley and was looking forward to having the the Space Center GA working.... Drats!! I have a regional Hwy mod available but not sure if it will work after reading the thread linked above... Grrrr!!!!
  6. So my gambling city was progressing very nicely until, the bottom fell out of my $ wealth type visiting the casinos despite my city now being maybe 95% $!!! I've shut down all (fully expanded) casinos for over 2 sim days. No improvements noted. Zero $ types visiting any casinos once they the are up and running. I have the gambling house, sci-fi and the sleek casinos in my gambling city that's having issues. I've shut down the transportation (train stations) that were service each city too. When I start them as well as the casinos, my medium and even high wealth types are noted to visit, but again zero $ wealth types visit! Anyone have any other suggestions??!!! Thanks!!!
  7. Space Center Fixed?

    I recall finding some where on this forum a list of maps that were ok for this bug. If it wasn't on this site, at least there was a link to another city explain the bug, how to fix it or just the maps to avoid playing!
  8. I've tried multiple times to contact him about his mods for Simcity 2013...I was ignored every time. I doubt he'll reply to your post. You're right! No replies to date since I inquired about his website. Maybe he got into some kinda copyright/ trademark infringement troubles. The threat of a court order of so e sort will such a site down real fast!
  9. Funny that Skye's website is mentioned as I just communicated with him yesterday. I posted a comment on a YouTube video indicating that we miss him and where has he gone. His reply as almost immediate. He says he's still around. So my next comment was where is your new website since your old one is gone. Nothing but crickets at this point. Maybe he will be coming back online, or at least reply to my post. Stay tuned.
  10. Time Spent Playing SimCity (2013)

    563 hours played July 6, 2014 is when I began playing the game
  11. So, I installed the BoC (Building outside of City) mod and noted almost immediately there are minor issues I need to resolve with my already installed trade ports. In one city where there are 2 trade ports I have issues. One port only has 3 storage areas and after installing the BoC mod, it tells me that I've reached the max limit available. The other port has the max limit already installed but the game is now telling me that any lots I'd like to install are "not available. But, if I start a new trade port, I have no problems at all. Now, my current task is to work through the inventory at the port that has only 3 bins of inventory and destroy it afterwards. I just might have to to do the same with the other port that indicates that no bins of inventory are available even though I have 6 bins already installed. This just might be a glitch of some sort.... Anyone else seen this issue before and have a "fix"? Thanks,
  12. Thank you Agent Silva!!! All is well, sorta (new thread to be started in troubleshooting forum), BoC is working and the module counts on the trade depot and port is working, sorta(says I can place more module but only the correct numbers are playable. The placement of any addition one are not registered as playable.) Learning new things and hope to maybe play this game a bit longer indeed!
  13. Check your email Agent Silva. I sent you an update via that medium. BTW, it might be time for me to nuke this region again. I decided to demolish a HS and train station that I had outside the city after closing them. The buildings are gone but I can't delete the driveway for the HS and road that's for the train station. I also noticed I can't delete the regional Hwy I made on the outside of the city as well as a bypass for a busy area as well. Unless these objects can be deleted, it might be time to start over once this BoC and module bug has been resolved. Maybe I can trick the game!!! What files need to be removed from the BoC installation and perhaps I can build my modules on those that need it correctly, then reinsert the files and wait for the fix...
  14. Will wait for your file but I'm not finding a ScriptFile in the SimCityData folder though. No worries!! And I agree, I too thought it would be fitting to have the electronic city be more high tech and no messy footprints!! Seems odd indeed. Right now I have the troubled city on the path of mining and gambling. I'm doing the EC just to get the Acropolis built. Once I get that done and BoC working, maybe I'll move the EC outside the city and wait for the pollution to be recycled by trees and time. The Industry city I have is indeed producing freight for the entire region. I have trade ports for freight in each city at max capacity pre-BoC installation. Now, my resource city is the one that I'm experiencing module issues as now I'm post BoC installation. Can't wait to get BoC working!!
  15. Yes... I did the edit you suggested (removed the SimCity-Scripts_262995499.package file from the EcoGames subfolder), rebooted computer and connected to SimCity. Problem still existed. And I noted that the file was not replaced too. Is that the right location I should have removed the file. I looked for a duplicate in other folders and didn't find one. Maybe I scanned to fast if there is another location. Also, I see perhaps what my problem is with regards to employment. I do have all three wealth classes in the city I'm have a problem in. And it has all the resource extracting buildings as well as the beginning of the Electronics building empire I'm setting up. I'll deal with the $$ and $$$ Sims once I get the BoC issue resolved. Taking care of that "problem" will be easy!! LOL
  16. Whoa! I've read this post twice and still need to read it Again before I mess things up further. But to answer one of your questions, I used the exe file and it installed itself (incorrectly?). Wow!! Let me digest this and report my findings later today. I will start with your "edit" comment Agent Silva. Update: my problem still exists after following your instructions Agent Silva. I was able to confirm everything you mentioned except the SimRollerCompletePack I have doesn't say v071. It just ends after the word "pack.package". Update to the update: I noticed now after playing game some more that I am not sustaining employment at key sites including the HQ for Trade. I was wondering if that played a role in why my modules in the HQ's city aren't counting correctly for the Trade Port. Currently I'm trying to make things work to complete the acropolis GW but I doubt I'll make it at this point. I'm draining my budget surplus having to import good to to send to it as my coal and ore mines as well as the smelting factory keep losing employees!! Can't I catch a break one of these days???!!!! All ploppable buildings that have additional modules options are reduces by 2-fold. This is hindering for sure as I try to get projects in line for my GW projects. Hope to be able to resolve this sooner than later!!!!
  17. Sorry Agent Silva, This time it's a no go for me. The module count rules!! I've delete modules and even started new trade ports. I've only able to build three as each module counts for 2 modules so I can't build the max of 6! Even though this BoC mod looks good on the surface, it's making me rethink how I plan to use plopable modules. I've even notice that placing objects outside the city limits, I'm limited to the number of additional modules I'm able to place on the object. Currently, I'm also dealing with only being able to have one additional module added to a HS I've placed outside the city limits. Just might have to again rethink mods after getting good at playing the game with it's bugs and now having to replan placement of objects!
  18. Segregation works anymore ?

    Hi Roger, Like you, I watched a lot of videos and read a lot of tips and suggestions on how to setup some win-win situations off the bat when starting cities. And I will have to say that I really never had success (either) with the streetcars. So, at this point they just aren't utilized. I'm not even using the regional bus stations at this point either. Instead I've been relying on roadway mods that are allowing multiple entrances/exits from the city and traffic is "okay" and doesn't seem to be that much of a factor in my cities (yet). Maybe one of the more veterans around here know of a mod that would make sims take alternative methods of traveling than driving... Best of Luck
  19. A little help for a newbie!

    Hi Zipster, I just sent you links to locations where you're able to find the files you're searching for. I too recently was advised to have these files as well.... (check your inbox) The link that take you to the EA forum is for a file that contains the BoC mod. It's in a Drop-Box location. The Nikola mod is located on this website in the ST/Exchange section (think it's on page 3 at this point.) Aside: SC2013 Mob, how does one "copy/paste" links in the threads. I tried but the control-V shortcut isn't allowing me to paste links in this reply. And I was too lazy to actually type it all out too!! Thanks for the tip...
  20. This game is AWFUL...

    Thank you!!! Thank You!!!
  21. I know this matter has been hashed over a lot but I can't seem to find a reliable solution as to how to get freight shipments up to par for demands. One mod that looked favorable indicates that it only works with newly build cities. Is there one out there that works with existing cities. My very small city (pop: 900) is asking for more freight deliveries for business already. Thanks for tips/suggestions.
  22. Not Enough Freight Shipments

    Not playing online Agent Silva... Since I'm start "fresh" this time after zapping my region, I tend to now keep a close eye on the education icons, the effectiveness of schools as well as monitor households that do not have students at home before 6 AM. I learned about this glitch in my last version I was playing of the region too late. Students were systematically not returning each day at some point so I nuked the region and here I am now...
  23. This game is AWFUL...

    @ Agent Silva, Hmmm... I think I saw a YouTube video about this BoC mod. Please post the full name of it so I can get a copy of it as well. Need to make more room now in my cities before it becomes too late to do so! update: Did a search for it and it appears the developer removed it and is no longer active working on an update. Bummer
  24. Not Enough Freight Shipments

    Thanks for the latest tips as well... Yeah, I do tend to cycle through my other two cities to be reminded what's going on there before closing the game. Thinks are going well... Once I get millions and millions of simoleans in my gambling city, I will be sending gifts of money too. For the moment, I'm working on getting them off to a good start and will tweak things accordingly to keep the each city on track as best as possible. Just wish that education bug wasn't present. I try to avoid duplicating educations goals in each city. Otherwise, students are returning home!! Waaaaaaa!!! But now that I have a college in my education city, students are driving off to it and seem to be coming back home for the moment. None of my cities have the regional buses (yet) and I'm on the fence about relying on trains at this stage of things as well. But that's all another story indeed!!! May be time to start new thread on those matters when they come up... LOL
  25. Not Enough Freight Shipments

    Thanks Agent Silva, Building a residential city is just what I have been slowly tinkering with over the weekend. I currently have $$ commercial demand at 100% and all three levels of residential demands are closely behind. This is all in my 3rd city that I'm just starting now. I only had to plop for industrial building to zero out the demand for industry in the city. Now that I have my two other city off to a good start, I will tinker with this 3rd one until it's at about the same population level as the other two. Going slow and steady this time around. Thanks again for the assistance. Cheers!
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