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Everything posted by DITRO
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Very nice work everyone. These pics are from my small town of Oak Bluffs, pop. 325! A zoomed out view:
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I haven't seen that around here, but you could always request it in the BAT - Open Discussion Forum
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I think i have the answer. I was playing around with the census repository vault, and I placed about 7 in one of my big cities until the CAP was at 46% ( as indicated in the query of the vault). Then farms began developing. Depending on how populous your city is, you may need to place more. But you can have the transition you want! Sign up at simcity4devotion.com and then create another profile for the LEX to download the Census Repository Facility and Vault Version 3. Post a pic for us when you're done.
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Franklin County - 12th Anniversary Update, All-Nighttime Shots of New Riverside Downtown
DITRO replied to Patricius Maximus's topic in SC4 City Journals
I apologize for double-posting, and I deleted the second post. Maybe those islands in the delta can be preserved as a kind of national park? Just a thought. Lookin' out for more. -
Franklin County - 12th Anniversary Update, All-Nighttime Shots of New Riverside Downtown
DITRO replied to Patricius Maximus's topic in SC4 City Journals
I have been following on and off because I do not always have the chance to visit this site, but I think this new region of Franklin Estuary will bring this CJ back to city building, which is the heart of Sim City! -
There is the Census Repository Vault at SC4D, which is supposed to accomplish this by providing 30,000 agricultural cap relief, but I can't get it to work. This could be the answer, but does anyone know why it will not work?
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I just got the NAM and I figured I should read those readme's to make sure I know everything about its usage. I'm in the Technical Notes section and I come across this: 1.4.1 Placement & Zones A bug exists that can potentially prevent the removal of a zones’ Building/Lot. This same bug also has the potential to cause the game to crash. The exact precise cause of the issue is not known. The following outlines the general-case scenario in which these issues may arise & possible solution: Items related to known issue: Zones of any type (excluding Landfill) & the associated Buildings/Lots that spur from &/or sit on these zones. This can include residential, commercial, industrial zones, of all density levels, & their related Buildings &/or Lots. These related Buildings/Lots can include both Maxis originals & any custom made Buildings/Lots related to zones. Interchange Related Item(s) (IRI); this can include both Maxis originals & any custom made items that are interchange-base related, such as; Highway Overpasses; Ramps; Cloverleafs; PuzzlePieces; & other similar item(s). Route Query Tool &/or Normal Query Tool (in the case of the game crashing). Point of Issue Arising &/or Crashing: If an IRI is built on already existing zones’ Buildings/Lots, the removal of these buildings where the IRI is &/or was built may potentially no longer be possible to properly remove. Using either the Route Query Tool &/or Normal Query Tool on these affected Buildings/Lots, including even just hovering the Query Tool over any affected Lots, may also potentially cause the game to instantly crash to the desktop. I'm not exactly sure what this means - do the buildings just stay there when you plop an interchange down? And I also read something else in the readme that said to avoid hovering over any buildings built on zones, which can also cause the game to crash. In general, it sounds like I have to be on constant watch to make sure that my cursor doesn't hover over anything dangerous, whether I'm using the query or a puzzle piece. I'm not complaining, but it seems like there are a lot of things to take into consideration when using this modd that can make it difficult to use. Can some who are experienced with the NAM share some advice? Thanks.
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- 40 Comments
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- residential
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haha thats great. I'm glad this worked out. Can you upload a picture?
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Thanks guys, this really clears things up. I kind put of downloading it for a while because of these issues but I'm glad I finally decided to use it. It really is an amazing tool.
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Originally posted by: ewd76 Originally posted by: Shlarin This give me the idea for a new addon: Robot Factory - Replaces the R$ workers in CO$$$ and IHT $$$ with robots. Significantly increases demand for CO$$$ and IHT$$$. quote> Wow, talk about playing God. quote> Yes just turn them all into cyborgs....... resistance is futile.... ____________ btw fidm2010 please tell us how this works out - I'm curious to know
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How many ST forum members does it take to change a light bulb?
DITRO replied to golfbunny's topic in Simtropolis Related
one to ask if this is worthy to start a blog about -
How do you build an effective monorail system
DITRO replied to AussieDave's topic in SimCity 4 General Discussion
@Randomtaskk: That sounds interesting. Can you give us a screen shot? -
If you want more R$ and C$, you can play the tax system and raise taxes on higher wealth and lower taxes on lower wealth, or if you are fine with having R$$ lower taxes on C$$ to create more demand for jobs their level. In another sense, your city may be growing as R$ move into abandoned R$$ apartments, but of course that doesn't look nice. Oh, also try not to provide too many amenities like well-funded education and health if you want to make an area undesirable to higher wealth Sims. R$ will still move to those places though.
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How do you build an effective monorail system
DITRO replied to AussieDave's topic in SimCity 4 General Discussion
A loop may not be the answer, depending on how you're city is arranged. The line needs to go from areas of residence to areas of work. If taking a car is more direct and faster, then Sims will drive. So if your roads are fine, then the monorail will not get much use. -
Agreed. It will not happen instantaneously. I usually divide my cities up into neighborhoods with clinics in each. But it really depends on your population density. You can download Simgoober's GooberGen Hospital on the exchange here, which has a huge capacity, and use those around your city, especially since you're going to have a large population.
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You should try the tutorials here on gmax. That's what I'm trying to do. I was actually thinking the same thing as you were, but after seeing these comments I'll give it a try.
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If it's a densely populated area, build a large elementary or high school, that should help.
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How many ST forum members does it take to change a light bulb?
DITRO replied to golfbunny's topic in Simtropolis Related
@SWAT-MEDIC: lol so true..so true... 100 to say yes, they are die-hard Henry Fonda aficionados. 50 to wonder why 25 to suggest we have a movie showing after we change the bulb. 1 to point out that a fluorescent light isnt a bulb it is a rod 1 moderator to ban him from the forums for being a wise guy -
How many ST forum members does it take to change a light bulb?
DITRO replied to golfbunny's topic in Simtropolis Related
15 to administer first aid to those who cut their feet 1 look up and point out that they actually need a fluorescent light. 20 to ask "Whats a flouressessent light?" -
danielcote: thank you. I like that building with the Michelin ad on its wall. Whats its name?
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SimCity: Unleashed (SimCity 4.5 Revival)
DITRO replied to simmaster07's topic in SimCity 4 General Discussion
6. make it easy to add and take away city squares quote> Do you mean reshape city borders, so larger cities can absorb surrounding cities, like NYC did with its boroughs, because I would love it if that were the case. -
Happy Birthday DIrk!
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AxaphalEsteus, we don't do that here. This is a supportive community. This is a shot from Jefferson, near the foothills of a low mountain range.
