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tSlater

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Everything posted by tSlater

  1. Show Us Your...Gov't Quarters/Buildings

    Originally posted by: zurrabear If you mean the roundabout with the fountain, that's a standard item from the NAM (the road, not the fountain--it's a separate item which I'm sure is on the STEX). You can find many different custom lots to fill in avenue and street roundabouts. If you mean the circular avenue going around that round building, that's built into that lot, which is called the Bourse de Commerce, also on the STEX, no doubt. Those avenues are tansit-enabled, so they connect up with regular avenues seamlessly and you can see traffic moving through the complex. quote> I can't seem to find this anywhere. =[
  2. http://www.mlive.com/news/grand-rapids/index.ssf/2010/02/developer_of_rejected_mystery.html We already laughed this guy out of town years ago, and he comes back with an idea for a hydrogen power plant (among other things) which looks suspiciously familiar. Blatantly. He didn't even try to hide it. Page two of the PDF document: http://media.mlive.com/grpress/news_impact/other/mprojectreport.pdf Biggest fail of the year?
  3. The dutch government has fallen!

    Maybe you should just let your Queen completely run things again if your parliaments keep failing =p
  4. MP W2W MedMix01

    I always love your work. Can't wait to see more. =]
  5. Modular Warehouse Pack

    Waaaay too many dependencies for me to bother even looking into.
  6. Variable Route Buses

    So it sounds like the concept is NAM-compatible, just this file isn't -- unless someone uses the exact same NAM settings you do? If that's the case, definitely talk with the NAM folks and see if there's a way to easily make it work with everyone's settings, or include it as an option in NAM.
  7. mipro BSP Miller Street Manufacturing

    This reminds me of the A&P Warehouse sitting empty on the riverfront in Grand Rapids. Nice work!
  8. A SMALL TENT REST

    I can't find any outright visual flaws here; looks great. But I'm allergic to dependencies at all, so a 4/5 from me.
  9. THE ITERNAL FLAME

    One more thing, the bench curvature does not match the curvature of the monument very well. Picture a perfect circle outside the monument, and select benches which conform to that circle.
  10. THE ITERNAL FLAME

    The single grass tile is odd. Change that to match the others, and it will look great. Aside from that, too many dependencies for such a small thing for me to bother getting it.
  11. I remember seeing an "underwater road connection" feature somewhere on the STEX. I think it was a PEGPROD item, but not sure. This would eliminate having to build a small island for a road connection. PEGPROD also garbage barges. In the game, it's technically an incinerator of sorts, but it simulates shipping the garbage off to some location outside your region.
  12. And an extra thanks for providing HD!
  13. Thank you for providing this in HD!
  14. Biggest Failure of CXL?

    It's boring. Every time I hopped into the beta, I'd play for about 15 minutes, get bored, and load up Sim City 4. To add to the person's earlier complaint with the buildings all being square: Taking into account addons and whatnot, Sim City 4 is more off-the-grid than CXL is. All SC4 buildings are still anchored to a grid, and the roads are limited to whatever FAR pieces are available in the NAM, while CXL offers any angle of roads with options for any angle. However, with all of the CXL buildings being the same shape, all one can really do is take a full grid system and rotate it. In the end, you still have a grid layout.. just not aligned N-S; E-W. Thanks to the NAM's FAR, diagonal overhanging buildings, and these new FAR-oriented buildings, SC4 can create a less-grided look than CXL can. Sure, this could change, but that would still be only one issue amongst many.
  15. Elevated RHW-4 (15M) Cosmetic Mod

    I would love if this theme was brought into traditional elevated highway and elevated road designs. Reminds me very much of the overpasses in West Michigan.
  16. Jon FAR-straight House D

    Another 6/5! These buildings alone are going to make me dust off Sim City again.
  17. Jon OrthToFAR A

    Bravo! 6/5 for sure!
  18. SimCity 2000

    Ah, Nessie. I actually made a city composed of two islands and completely filled the shorelines with marinas in an attempt to get Nessie to appear, as I had heard that Nessie only appears with marinas. No luck. Then randomly, in a city with only two marinas on a river, there she was, making her way down the river. Only time I ever saw Nessie.
  19. SimCity 2000

    MaxisMan! <3 I think he did help very slightly.. not sure what caused him to appear, though. I didn't see him every time there was a disaster.
  20. Simtropolis 1000

    I was actually thinking the other night about an ideal approach to a city building game. As has been seen with City Life, it is quite demanding on computers and video cards, moreso than Sim City 4 already is. Details have to be decreased to expect decent performance. It would seem to me that the isometric approach of Sim City 4 is perfect for city building, but also permit a 3d mode to be able to actually enter the city. In a way, it would be like combining (if anyone remembers these) Sim City 2000 and Streets of Sim City into one.
  21. Shakespeare's Globe Theatre

    Just yesterday I was looking for a globe theatre. Nice timing!
  22. Simville Local Police

    Excellent! I always notice a lack of most civic buildings (except fire stations)
  23. One-way arrows in new NAM..

    My guess then is either the install is messed up or there's a conflict with another addon.. but beyond that, I have no idea. Perhaps someone more familiar with the technicalities if the NAM would be needed if it's none of the above.
  24. Long Trains

    Train stations are intended to be far apart.. it is a long distance form of travel. So if your trains are backing up into another station, then your stations are too close together. (For realism, anyways. I don't think it affects gameplay any.)
  25. One-way arrows in new NAM..

    Transit-enabled lots have always had the effect of sometimes changing the direction of one-way roads when plopped, as I've seen it mentioned in the Roadtop Mass Transit readme. As for how to remove the arrows, no idea -- but the reduced one way arrow mod in NAM seems to be working fine for me.
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