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Mister Giggles

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Everything posted by Mister Giggles

  1. Went crazy with Mods destroyed game experience!

    Manchild, 1: You've not been reading the read mes of the files you've been downloading... 2: Missing dependencies will cause crashes with some items, such as terrain mods. READ THE READ MES. If you have, and you're >certain< you downloaded all the dependencies, link to the file and I'll check to see if the creator forgot to mention one. 3: Where'd you download the game from? If you got a bad copy, well... 4: Civic buildings with capacities (Museums, schools, hospitals, etc) determine how full they are based on the density of buildings within their radius. After a point, the simulator has problems calculating the numbers and the buildings ALWAYS seem overcapacity. It's fixable by either shrinking the effect radius of the building, or increasing capacity into the millions. 5: Magneto is right...you want to add a few items at a time, test the game, then continue. This way, it's less likely you'll run into a mess. 6: CAM is an advanced mod. It has quirks and effects that require education to understand. If you go in ignorantly, CAM will bring you more pain than joy.
  2. Commuters without a neighbor connection

    Eh? Just ask permission to make a public release, you'll probably get it. I seriously doubt RippleJet will object to someone updating the CRF in his stead, especially if that person is you.
  3. Continuing Crashes

    Since the game worked great in the beginning, it doesn't now, and nothing you've mentioned would have affected stability... 1: Have you recently (Within the last month) installed new plugins related to terrain, trees, seaports, or airports? Have you tried a major city WITHOUT plugins (Low wealth, dirty industry...)? Do you plop a lot of network-related puzzle pieces? 2: What is your virus scanner, antimalware solution, spyware solution, and general computer maintenance solution? How often do you USE them? How often do you defragment?
  4. Commuters without a neighbor connection

    Could be, but if the information being provided is not perfectly clear/ill-explained (Such as it seems in this case), one cannot be faulted for requesting elaboration. Besides, think of it this way: One cannot become wise without first being educated. Some people are better at educating themselves via reading, others by asking, yet still others by experimenting, screwing up, and figuring out what they did wrong.
  5. Got some brown boxes problem

    Great Wall of Boxes...
  6. Commuters without a neighbor connection

    Z is right; it would be unwise to dismiss the information the CRF offers. Let's go through this, see if we can't find an explanation for what you're seeing... First: Are you using CAM? If you're referring to "Commuters from SimNation", the number you're seeing is both accurate (Kinda, sorta...) and meaningless. This number is the POTENTIAL commuters into your city, it can expand wildly for no apparent reason, and does bubkus to your city (Good or ill). I'm not sure how it's calculated, although someone familiar with the programming of the CRF would be able to say for certain. Anyway, this number generally only trends upwards and doesn't go away, even when neighbor connections are destroyed. A strange number, indeed. Querying the neighbor connections, as you have done, will give the real number of people coming and going from your city. You won't see any of the vacancies directly unless buildings are abandoned (100% vacancy). However, you can query some buildings and discover that while they may, for example, offer 3,500 jobs, only 1,000 sims are working there. That 2,500 is added to the vacancies number. If you have more questions/seek elaboration, it would be good of you to post a screenshot of your CRF so I can intemperate the data better. Edit: Snipped out a piece of information that, frankly, I'm not sure about.
  7. HELLLPPP! I NEED THIS DEPENDENCY PACK!

    After looking into it further, I can deduce the following: The parking textures needed are, most likely, the ones linked to by Magneto. However, the TGIs of the textures in this pack were changed to avoid the texture collision problems of the superseded packs. As the Renaissance Center still looks for parking lot textures with the old TGIs, we unfortunately have a missing parking lot. Now then, why didn't the LD file mention any of the old parking lot textures prop packs (plottextures, sc4jeeks_textures)? I believe Casino 2.dat inappropriately incorporated the parking lot textures, resulting in it becoming the dependency and not the dependency proper. Once again, I mention PIMX. With it, even with missing dependencies, you'll be able to alter the parking lot textures and set things right. However, since Darknono is still around, it may behoove you to message him and request that he updates his file to fix the dependency problems. Worth a shot, at least. Just link him to my first post and half his work is done; he just needs to update the parking lots. I have both files, along with the dependencies I could find, and I too have blank parking lots. The car props are Maxis, but the parking lot textures don't appear to be.
  8. HELLLPPP! I NEED THIS DEPENDENCY PACK!

    According to the LD File, here are the prop packs it requires: BSC MEGA Props - SG Vol 01.dat BSC MEGA Props ALN Vol03.dat CP_PropPack_Vol01.dat Casino 2.dat JB_Schoolpack_Props_v01.dat dayopeace.dat I linked to the most recent prop compilations in the cases of JB_Schoolpack_Props and CP_PropPack_Vol01. I have no idea where Casino 2 is found. Additionally, according to DataNode, these are needed: BSC Texture Pack Vol 1 BSC Texture Pack Vol 2 bldgprop_vol2.dat If a moderator is in the mood to, I request that the file's description page be updated with links to the above dependencies. This is ridiculous, and people should not need to put this much effort into tracking down required files (It took me an hour, and I have the tools and knowledge!). Edit: You can use PIM-X to erase props from the lot file, regardless of whether or not the prop file exists in your plugins folder. The program has a steep learning curve, however.
  9. First: Nonny is right. CAM is an incredible boon to the gameplay (In my opinion!), but it's not for the faint of heart. The fact you didn't read and understand the many stickied topics on the CAM board, which would have yielded the answer to your question, means you are not yet ready for it. Second: Rush Hour stage limits are much lower than CAM's. You only need 300 low wealth sims to see their stage 2 lots pop up in Rush Hour, whereas you need 800 to see stage 2 low wealth lots in CAM. Had you grown your city a bit more in CAM, you would have gotten to stage 2 and the 1x1 lots.
  10. Playing without the disc in the drive

    Hmm. I must have remembered incorrectly. I could have sworn there used to be a (In my opinion) drakonian rule against discussing backups. Oh well. On topic: I use Daemon Tools Lite, myself, for mounting purposes. Alcohol 120%/52% will make the copies well enough.
  11. hospital overcapacity Hospital overcapacity.

    The game decides capacity of hospitals, libraries, museums, and schools by density within the buildings' radius. The higher the density, the more these buildings are filled up. After a point, the simulator stops being able to calculate these capacities correctly and makes it seem as if the building is always overcapacity. This bug is also caused by buildings with unnaturally high capacities...such as your Bywater Spring. It's also possible for these two bugs to overlap. The solutions: 1: Less density. Probably not desirable. 2: Change the radius of the building to be more reasonable; have it take up a quarter of the tile, for instance. 3: Change the capacity of the building to something ludicrous to outpace the broken capacity calculations. Ten million is a decent start... This problem only gets worse as the city gets denser, so it's best to deal with it head on now.
  12. Playing without the disc in the drive

    The rules changed on making copies of the game for personal use, did they?
  13. I will elaborate on the first half of Nonny's answer. Buildings, when they are first grown, are not attached to the road network. Under normal circumstances, buildings are then almost instantly attached to the road network. If many buildings grow/stage-up at once, though, the game may not connect all of them and some will get a no road zot. It then requires the traffic simulator to run before they're connected to the road network. SimCity 4's traffic simulator is run once every 3-4 months. It is designed to update only a certain percentage of the road network, the mechanics of which is currently unknown. it is possible it will take several runs of the traffic simulator to connect all the no road zot buildings.
  14. The Konietzko Fountain, when plopped, costs 8 dollars a month to maintain. If demolished, it still costs 8 dollars a month to maintain and is still displayed in the amenities cost menu. Saving and reloading the city does not cause a reconciliation. My questions: 1: What's causing this? I have looked in the lot file with Reader and found nothing I'd consider unusual, so I'm requesting investigatory assistance. 2: How do I fix it? This 8 dollars is worrying in the sense that the lot isn't properly unloading itself from the game when demolished, and it's possible it's causing secondary issues that aren't immediately observable.
  15. Getting SC4 back to the computer

    SimCity 4 Deluxe must be installed. Installation adds many registry entries that may or may not be created by the .exe if you transfer over the files. Certainly, the shortcuts won't be. Afterwards, you'll be able to copy over the SimCity_x.dat files without issue, along with plugins. The utilities, such as GMAX, I would recommend you install for much the same reason as SC4 itself.
  16. Links for stuff for an Antarctic city journal

    There's also the You'll need to decide whether you like this or Pegasus' better.
  17. Abandonment due to commute time

    Your city has an abundance of jobs for everyone in it, Fabsies. Have you implemented a copious amount of subways? Though your city isn't near so complex as to need that, I'd think. Have you checked desirability? If that's bad, then traffic isn't the problem...
  18. What is the population of your largest city?

    I wager that the only way a world record for city density in SimCity 4 would be considered is if the city were made using vanilla. Also, I made a city with 12 million sims.
  19. A glitch?

    According to Nonny, if you exceed a 1999 horizontal resolution or a 1199 vertical resolution, you will induce this bug (It is quite likely you're running it at 1600x1200). It is harmless beyond its visual peculiarities. If you want to fix it, load and save you city in a lower resolution. 1280x1024, anyone?
  20. The air purification lot I linked you to will not cause the problem you've encountered. Out of curiosity, could you name the lot you've been using that caused the bug? If it's still on the STEX, it needs to be removed.
  21. Abandonment due to commute time

    NAM makes realistic cities far more possible, through subways are still ideal for "encouraging" the game to actually care about long distances between house and work. This explains the percentage of R$$$ who will work in a building of a given wealth type. If you suddenly get the feeling SC4 is becoming less about gaming and more about math, there's a reason for that...
  22. Very late response, but: If you already packed SimCity_1.dat with the I-HT fix, there's nothing preventing you from packing it together with another file AS LONG AS the file name starts with z (So its data takes priority in the merging). The reason NAM (And everything else, probably) is showing two of everything is because you didn't follow this step: <quote>- Go back to the Plugins folder and delete the Plugins_Compressed subfolder. Also delete the folder you had created (containing simcity_1.dat and the fix). Alternatively you can move it outside of the Plugins folder and backup it, to remember the operations you performed (for future reference) - you may want to modify it again at some point, eg add more modified RCI exemplars, or "stuff that goes into simcity_1.dat" in general, like some LUA fixes or mods.</b> See above. Need to follow ALL the steps, silly.
  23. As far as I remember, older air cleaning lots/ordinances decrease pollution by such an obscene degree that it triggers some kind of bug in the engine when they are removed/deactivated. You are a victim of this bug. I know of no solution besides continuing to use the lot. That doesn't mean a >good< solution isn't out there; I simply do not know of it. The best thing to do, on future cities, is to not use the lot. But what to replace it with, you ask? GooberGen Air Purification! Edit: Or what Xyloxadoria said. <_<
  24. This site's conduct makes me sick.

    Seconding several people: Ignore the haters. They're gonna hate. Start growing that thick skin now; real life is a Hell of a lot worse than anything a comments section can throw at you. Threads like these only encourage them. And giving up only gives them a victory. Ignore those you consider flamers and trolls. They wither and die without sustenance, no mods needed. Happy birthday, by the way. Life gets hard at 18, but you have a lot more freedom to have fun.
  25. Still paying for a park after demolishing it.

    PIM-X is meant as a replacement for the Maxis Lot Editor, sharing the same functions but also including many more. It's best described as a swiss army knife of different functions for altering and making lots. One of its most powerful functions is its ability to "Recompute Properties" of a building (This is the one I used which fixed Konietzko Fountain). This adds any missing properties, fixes broken ones, and balances the building's effects to fit with the Maxis standard. Reading the manual is absolutely required to work with PIM-X; It's user friendly, if one knows how to use its many tools.
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