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Smacksim

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About Smacksim

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  1. Best And Worst

    Best: Makes the mind possible. Worst: Makes Calculus possible.... Chair Cushions
  2. Laurie -Edelstein County-

    Wow, I didn't know Jacqulina had a sister! . I hope nobody tries to say who does a prettier job of decorating, you are both great at using the scenery. We're enjoying this Shanna, and thanks for sharing with ST.
  3. Been working for me JOnnD0ugh.
  4. Extreme population flux?

    I agree with hawkpride147 as well. He states, very succinctly, a complex style of controlling traffic which is necessary in SC4 in all but the simplest of circumstances. Using his advice for each city, you will be able to get the most out of the natural transport network. The next alleviating factor would be forcing mass transit (at least making it available!). Buses pay for themselves with R$ populations quite quickly. R$$ and R$$$ will need cars to some degree, but R$ can be mostly funneled onto buses or trains/subways. With a good, funneling layout, good mass transit on every block, you should be able to handle most cities, especially those where the jobs are on the same map. But when you saturate the roads even in these cities, or when you build for longer commutes, its time to think about NAM 'cheats', which at the lower levels only keep the game realistic and don't give you too much advantage. Managing traffic is a large part of the fun of the game, and I should have written something like hawkpride's before encouraging you to extend your commute parameters. You really only need to do that for some kinds of cities and commutes, but should keep it in mind as it helps a lot, especially if you want people to commute realistic distances. Good luck!
  5. Extreme population flux?

    Your population flux goes like this: 1. Demand for workers --> New Housing + Residents 2. Workers don't like their living conditions --> Leave 3. Repeat. #2 is almost always "Sims can't get to work" caused in turn by too-long commute times / strangled networks. The inability of SC4 to path well, combined with the too-short acceptable-commute distance leads to this problem. I would suggest 'biting the bullet' and installing one of the moderate NAM options (cool to see you already have it). Its either this or build cities where jobs and residents live extremely close together. This latter is difficult because variations in regional demand will create jobs that your residents either don't want or are not qualified for, without extremely cautious growth, city by city. Good luck!
  6. Tunnels

    Welcome to Simtropolis, enjoy your tunnelling!
  7. What'd you eat last

    Double post.......I must be hungry still
  8. Tunnels

    The best way to learn how to do this is to follow a tutorial. See the one here: https://www.simtropolis.com/forum/messageview.cfm?catid=23&threadid=75821&enterthread=y or in the Omnibus. SC4 doesn't naturally allow underwater tunnels, but its not too hard to trick it! Good luck, and btw you needn't post this in the bugs forum, its a 'feature', not a bug!
  9. What'd you eat last

    Generic Corn Flakes with a teaspoon of sugar on top and lots of milk
  10. Moganites map thread

    Its a beauty and does look steep for building! I've forgotten, are you using SC4TF for these? If so, that's quite a natural looking effect you've gotten. Good work!
  11. Railroad & Hi-tech industry

    Ah, well I wonder if you'll check back now that you've found solutions.... But if you do, 2 important things: 1. Its much easier to focus on one industry type per map: Dirty pushes out HT, so too does Manufacturing. To do this, use taxation. In a HT city set the other two industry types to something like 15% or even higher. The natural pattern for R/I cities (cities that have both workers and jobs) would be R$ + DI, R$$ + MI, R$$$ + HTI, though you'll always need a few of each resident type. So it is natural to focus on creating an R$$$-only or R$$+R$$$ city before embarking on High Tech. And since creating a large R$$$ population means starting with R$ and educating (generally), HT will be one of the last things you want to specialize in in the multi-city approach. This isn't to say you can't have all types in a single city, but be prepared to bulldoze DI and MI in your high tech zone.......a lot! 2. The above comment that you need 0% taxes for HT is false. HT will grow at the same rate as any other zone type if there are enough workers (demand) for it. IE, you need some smart sims (see the EQ graph). -Smack
  12. Gold Depra - An Empire of Greed

    I've just been reviewing many of the CJ's from the last 3 years (I was otherwise occupied), and I am amazed by so many. But none are more amazing than this to me. The depth that your photoshop skills add is unreal. Its like you are playing a game of your own design...a distant and dark cousin of SC4. I love the story and how it contributes to your Depra directions in development. I particularly love the hand-made political and world maps. Great skill and depth. Congrats on your readership and awards! -Smack
  13. Hey, I can sympathise! I used to write installers for game mods in DOS, if you can believe that! One problem with the modern installers is that each of them seem to have their own variation of scripting language, so once you learn one, it becomes awkward to change formats. Anyways, I hope the RTMT mod gets an installer.
  14. I suppose this is my way to help support SC4Terraformer, otherwise, I apologise for going off-topic. I figure someone else might try the same thing (using World Machine or Terragen for random-type real maps). In that vein, here are my simple reviews: World Machine is a great powerful tool, but is limited to 512x512 maps for the free version. Takes awhile to learn, but is fun to play with and not a waste of time if you don't plan to use the maps for SC4, OR if you are willing to buy it. Is able to churn out 16bit maps, of course! Terragen is much easier to use, but is quite limited in terms of terrain generation. Its more about creating 3D scenes on that terrain, for which it's quite powerful. I would recommend it for an adventurous City Journal-er who wants to show scenes from their region at any angle and with amazing clouds/light effects. Its very easy to use. It is also limited in the size (and quality) of maps you are able to generate. The map quality is not really appropriate for SC4 or SC4T unless you both purchase the product and spend a lot of time tweaking the generator. It is, however, a common thing for people to use both programs: Generate terrain with World Machine, and import into Terragen for viewing. All-in-all, I can't recommend either program for SC4 random-map generation unless one is willing to spend time and money on the products. On the other hand, both programs are quite amazing and fun to play with in their own right. Both can import and export a variety of formats. Both are supported by their user communities. I hope the above is useful for anyone else inspired to follow the links in the SC4Terraformer Readme file. I may be wrong in my assessments of the above as I'm not a 3-D programmer. They might be quite useful for someone already expert in these areas. My review is for the average-joe user. Thanks wouanagaine, again, for a great program!
  15. thanks wouanagaine. His site is currently down. If I get my head around World Machine I'll post a tutorial of my own somewhere... Edit: The free edition of World Machine is limited to 512x512 in size. The Standard costs $40.00, just to let people know. I'm looking at whether the small maps will be useful or not...
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