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arsenal4me

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About arsenal4me

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  1. Liteyny I - The Arrival of Zhukov

    Awesome and informative post. Love WWII history, so love this.
  2. Hey ST guys and gals, I've been using the BSC functional seaports for a while now. Recently though, the ports stopped upgrading. Instead, they'll max out capacity then turn dilapidated. Just to make sure I just wasn't using the seaports enough, I went to my all-industrial city with 43k jobs and a stage 6 seaport, deleted the seaport, took away almost all the road connections (to drive even more traffic to the port), then plopped a new port. I ran the game for over a year and the port maxed out its usage at stage 1, became dilapidated, and never upgraded.Since this is a new problem, I realized the issue is likely to be a plugin I've recently downloaded. I had just got the CAMpatible Industrial Revolution mod, so that seemed the most obvious culprit. But when I deleted it and went back to the game, still no upgrading. Between when I caught this problem and the last time I saw a functional port upgrading, I also downloaded a few power plants, a military water tower, the SNM military lots (not the naval lots though since I already had those), riprap's seawall, and PEG's CDK leveler. It would take quite some effort to individually delete each lot then recheck the game, and I don't think any of those could be causing the issue anyway.Any ideas? Thanks everyone.
  3. Turtle Kitty

    Outstanding. This is the first journal I've ever bookmarked. Edit: If I may ask, did you individually plop every single building, or have you modded your game so all growables are in that same architectural style? Because the attention to detail is incredible. How long did this all take?
  4. Thank you! I think I will now.
  5. It looks to me that the docks are placed a bit high. The game likes to place water lots no more than a meter above sea level and this happens to me with any custom seaport I want to build. One of the suggestions I have is to use PEG's CDK Leveler. It brings the land down to a perfect height that satisfies most custom seaports. It would also help to toggle the grid to confirm it's perfectly level because I have all sorts of wonky things happening with modular seaports if the terrain isn't perfectly flat. Again, this is another remedy the CDK Leveler offers. If this doesn't help, let me know. I ended up solving the problem thanks to a very helpful user at SC4D. He also pointed out that the wharves were too high, and found after analyzing the SNM Navy Lots in iReader that some exemplars weren't consistent. The setting "LotConfigPropertyMaxSlopeBeforeLotFoundation" was zero for the 1x4 lots, and 90 for everything else. Ideally, everything should be zero, so I went ahead and changed them. Here is the finished product: I haven't downloaded PEG's CDK leveler though. Thanks for suggesting it.
  6. It is SNM naval lots available at SC4D. You can ask where to find lots in the STEX request forum. I was trying to figure out a solution to a frustrating problem here.
  7. I am trying to build a sprawling joint military base to keep my sims safe, sound, and sleeping at night. All is well in Joint Base Kickass, except my SNM naval wharves. They're driving me insane. When I place anything but a 1x4 piece, it plops directly at the elevation the terrain was at. But any time I place a 1x4 piece (necessary for variety), it sinks to sea level. The end result is this. I tried individually raising the elevation of the 1x4 slot higher than the other pieces, but the wharf still drops to sea level. What is causing this problem and how can I fix it? Thanks guys.
  8. I'm working on a roadless, all-commercial island city. It's coming along quite well might I say, but recently I noticed something. Despite my city getting more and more developed, there's very little pedestrians walking around my pedmalls, even at rush hour. I have over 60,000 commercial jobs on a small island (roughly half the size of a small city), yet the pedmalls are virtually barren. I have attached a screenshot of my most crowded pedestrian spot according to the traffic data view. I have my NAM automata set to persistent and dense. Is there anything I can do for the pedmalls to more accurately reflect how crowded my city sidewalks should be? Tried looking for an automata/sprite mod and found nothing. It's a little frustrating, because it can make my developed city look completely barren and devoid of life. Here is my island city of East Bay. Because each city in region is dedicated to one type of zone, it's taking a while for cities to develop. Between the embankments and roadless transit network, I'm probably a dozen hours in on East Bay alone. Here is my most crowded pedestrian area, complete with SimGoober's monkey statue dedicated to all users who don't read the readmes. This area is at 300% congestion according to the traffic data view. The area within the black is the pedmall route. The areas marked in red are part of the embankments and should not be considered as part of the pedestrian transit area. Over 50,000 sims take the ferry, which is located in the area marked the leftmost red X. Yet there are only 4 (and a half) sims walking down my pedmalls. How can I get a bigger crowd?
  9. Simpeg Productions - Farewell

    I didn't even realize how many Simpeg files I had until reading through this forum. SPAM was one of the first mods I downloaded as a wide-eyed teenager who discovered for the first time that SC4 has a massive modding community. Thanks to everyone over there for making my cities that much better.
  10. Viaduct Rail Help

    Glad I could also be of assistance. I plopped the "other side" lots and got my Victorian stations back up to full usage. I previously thought I hadn't needed them because only the Overhanging Modern station states them as a necessity in its description, and they had seemed to work. Thank you very much.
  11. Viaduct Rail Help

    Well it would appear this is the solution, sorry if I've drawn this out more than necessary... The thing is I use this station a bit, so I knew for sure it works - for example the picture I showed was from a year-old city with the station operating fine in it during that time, I never normally use the Other Side pieces either, but I guess I've been doing it wrong. I've been running some tests tonight to check it's operation and whilst it looks like it will work without the Viaduct Rail (Other Side) pieces, it seems that in actual fact it does not. From what I can tell at most one side of the station will operate correctly - I had a similar setup to you with 3 stations on one line, at one end were a bunch of farms with no other access except a very long drive. No matter what I did, whilst some parts of the connections worked correctly, until I re-plopped the stations with the Viaduct Rail (Other Side) pieces it wouldn't work correctly. As soon as these were in place and the station and additionally OtherSide pieces were TE'd (for the other side, just click each once with the rail tool. With this setup in place, all of a sudden the rail line was functioning correctly. See page 46 of the NAM Transit Stations Manual for more info. Wow, completely missed mrsmartman's post. I'll do that and report back with the news. This, along with rsc204's explanation, answers everything. The reason my sims would only commute within my cities is because only one side of the station works without the "other side" piece. Thank you both very much.
  12. Viaduct Rail Help

    With regard to the neighbor connection, I originally had the viaduct rail connected with the viaduct piece over the ground rail connection. This is when I first had the viaduct network working properly. I tried this same layout again and it didn't work, so at each city edge I transitioned the viaduct to ground and used standard ground connections to see if it would make a difference. That didn't help either. I'm running version 1.1.640 with the EP1 patch and NAM 32. As you pointed out, viaduct rail is just raised regular rail, so there's no reason Sims shouldn't be using it. This leads me to believe it has to be a station issue. Maybe I should download some other viaduct rail stations and see if those work. What do you think?
  13. Viaduct Rail Help

    Updated the topic to show that usage almost immediately returned 100% upon switching back to ground rail
  14. Viaduct Rail Help

    Thank you for taking the time to demonstrate this, I was trying to find out how to get past the buildings blocking the view. Here is a screenshot of what I found: The white box marks where my station is. The arrows seem to be lined up correctly, right? Just to be sure, I ran the game for several months in all connected cities, but all I got was abandonment from my stubborn sims. I'm at a loss for solutions.
  15. Viaduct Rail Help

    I'll look into that, because at this point nothing I do with the viaduct stations is helping. Thanks again.
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