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What would you say a Perfect City Builder would Have?
Polaropolis replied to Mr Saturn64's topic in City-Building Games
Besides the default basics, I think high level built-in customisation engines could be explored more : terraforming (and not just generated or pre-made maps), buildings (and not just plopable components but actual model creation), interactive peeps (personalities, looks etc). The possibility to create as far as your imagination goes and still retain the realities of urban development. Basically, a combination of The Sims, Sim City, and Spore! :-) Hopefully some visionaries read this forum. We need more visionaries and creative people! -
SimCity (2013) Official Mod Request Thread
Polaropolis replied to Cockatoo's topic in SimCity (2013) Modding - Open Discussion
As many others : 1. Terraforming (God Mode as in SC4 would be awesome or importing one's own created map) 2. The ability to easily import custom building models and UV mapping 3. Larger area control 4. Local saves I really don't care about multiplayer, so if this can be modded into only the sandbox mode that's more than fine for me. :-) edit : Since SC2013 has chosen to go futuristic with the last EP, possibilities are endless : 1. Other energy sources 2. Alien resources 3. Alien contact 4. Alien worlds 5. Planetary market and economy 6. Planetary colonization after launching a super-biodome with set requirements (this is probably becoming another game but hey... just brainstorming) 7. Other factions and philosophies to compete with OmegaCo and The Academy -
maximising density layout
Polaropolis replied to Polaropolis's topic in SimCity (2013) General Discussion
Thanks, I'll check out how the guides behave depending on road types. I've also noticed that before plopping the zones there is a limit guide showing how far the depth of each row will be and that is directly related to the road density type. So a high density road will show you a further limit than the low density one. That doesn't help when you're trying to layout the city step by step (from low to medium to high) -
Hi, I have noticed that the placement guides are there to help us maximise the layout but even after following them I still get "not enough room to expand" messages. It's very unrealistic to have a manor surrounded by skyscrapers! The land value for each block and the perpendicular roads are all homogeneous and I still get this message. I have tested bulldozing those problematic lots and the adjacent ones but they just grow the same way. I don't like replacing these lots with other elements for two reasons : 1. There are too many of them 2. It decreases population therefore decreasing income and the job/worker ratio gets screwed up. Has anyone figured out a way to correct this issue?
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oh wow... I didn't know it was this involved. Thankyou for the help Yoshiisland, I'll definitely check it out
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thanks for the help, but i have NAM and it doesn't seem to address this particular problem...
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Is there a modd that eases on the commuting demand? I just think 6 tiles is really unrealistically demanding. Besides, I have busstops/metro every 6 tiles (I mean the metro systems in some of my cities outrun the Paris system which is one of the most complex!), monorails RIGHT NEXT to all R$$$ (litterally one tile apart max), highways (up to three clovers in some cities) and my commuting still says "long" in virtually all buildings!...
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Originally posted by: jayo Yep,Maby spend a little more time on making it marginly readableI'm not trying to be rud though .Yes you can download buildings from the STEX.I f you need any help on i,just PM me....quote> oh I thought you were refering to the Stex... If that's the case, then I must agree, the Stex is not THAT user friendly for newcomers. I was like lianne777 in the beginning (dependencies, what to download what not to download, things that needed to be removed because of updates etc...) Not a question of readability really but I just think things should be more "formatted" and organised in the Stex before you lose interest because it's just taking too much time... I mean, patience is a virtue but not all of us are that "virtuous" Don't feel bad about asking basic questions... To get pertinent info I needed on the Stex I remember I had to go ALL around the site to find it AND ask questions... and still do... to answer the question : refer to answers by CarmineHilton, and patriots_1228
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sweet! I already did the zombi edust one thanks for the help!
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cool, thanks for the infos... I was wondering if it was through a mission myself like tungston mentioned but still didn't stumble on it. Do you happen to remember which one? I'm assuming it's a flight mission maybe?.. (i'd rather try it like that before using the cheat)
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well, I did have AFB but when I delete it from the city, Aea 5.1 isn't on the list anymore... When I plop AFB back into the city, Area5.1 reappears (greyed out as usual) and saying that I cannot build it because it already exists in the city... So how do I plop Area 5.1?
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I want to place "Area 5.1" from the list of rewards but it says that i can't because the "building already exists in the city"... problem is, that it doesn't! Could someone tell me what's going on? Is this a glitch or am I overlooking something? I tried the cheat where you unlock all rewards but that doesn't work either because the game considers it to be in the city already...
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Is There a mod for stopping the funding problem ?
Polaropolis replied to timeline_9611's topic in SimCity 4 General Discussion
you need to put more hospitals and schools. The same thing happened to me at 300 000 pop and I have about 5 of the largest hospitals and many other smaller clinics. I thought it was a glitch too but I think in the beginning they're always on strike because the pop is being educated/healed from start (so lots of people)... after about 40 years though, the demand decreased drastically and I actually decreased funding considerably... the decrease in funding after all those years bumped me from a 1000 to a 10 000 simoleons profit! -
Hello everyone, How can I create models for my Sim City 4 (such as buildings)? I have experience with 3D modeling but is there a stand alone tool for Macs or a tutorial somewhere on how to incorporate it into the game? Thanks for any info that might stear me towards the right direction...
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