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Everything posted by tSlater
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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. =[
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Sim City 4 Screenie used as 'Rendering' in Official Proposal
tSlater posted a topic in General Off-Topic
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? -
Maybe you should just let your Queen completely run things again if your parliaments keep failing =p
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- 38 Comments
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Can an island city have a "trash" neighbor deal?
tSlater replied to jmusacha's topic in SimCity 4 General Discussion
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. -
Zierikzee: the medieval city gate series - Nobelpoort.
tSlater commented on marcoheutink's file in Civic & Non-RCI
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Zierikzee: the medieval city gate series - Zuidhavenpoort
tSlater commented on marcoheutink's file in Civic & Non-RCI
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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.
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- 18 Comments
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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.
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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.
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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.
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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.
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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.)
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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.
