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Smacksim

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Everything posted by Smacksim

  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...
  16. I loves it! Been playing this afternoon, and have a slightly OT question for you wouanagaine (or others): You linked Terragen and World Machine, and I've been thinking of generating a map with one of those programs and then editing it with SC4T. I'm wondering if anyone could link me to tutorials or relate their experiences with using a world-gen program to create SC4 maps. What I'm looking for specifically are some example scripts for either program that produce SC4-ready maps, and any info on converting formats, etc.. to go along with. Thanks for a great program! -Smack P.S.: Found a single link for World Machine and SC4
  17. Congrats on the NAM installer Andreas. Scripting gets easier every time you do it. You did a quality job with that! If that's your first installer, you're a natural. I hope you take my comment as constructive Cogeo. I'm really happy to see how far this mod has come over the intervening years!
  18. New Official BAT Request Thread

    I'd love an invisible beach lot or 20. Whoops, hit post too soon. Anyways, since the early days of Teirusu's Beach Mod (White Sand Beaches, Infinite Beach, etc..), we had thought this would enable and indeed beckon in an era of beaches with no 'I luv a square of sand' under-texture. With the beach mod, still on the STEX 3 years later, I'm wondering if anyone has the time, inclination, or skill to make even a rudimentary 'invisible beach' lot. I would have to guess this has been tried, and perhaps the underlying sand texture must remain. If not though, this would greatly add to the realism and beauty of hand-sculpted beaches. For inspiration see Goldiva's Tropical Trees and props. Small 1x1 invisibles, or 1x4 extending into the water could hold a variety of props, from bonfires to beach chairs. So do it, someone, before I have to learn how to make lots! Thanks to Simtropolis and members for 3 years of on and off enjoyment. You make SC4 what it is! -The recently reincarnated, Smacksim
  19. I commented in the Stex. Been using this since it was first out (years ago I believe). This modern version is a PIA to install, frankly. Its a crime against the quality of the work! Its a great great mod. So here are my hopefully helpful suggestions: 1. Do nothing. Only the weak-willed or newbies won't be able to figure out how to install it properly. or 2. Create 2 simplified versions: Left Hand and Right Hand, and put the NAM stuff and prop/model variations in separate plugins. or 3. Use a scripted installer to do the heavy lifting (like the current NAM incarnation. A very nice installer). I think this deserves #3. I'd do it for you but its been years since I wrote an installer script. Surely, SURELY someone will rise to the occasion? -Smack
  20. ROAD TOP MASS TRANSIT

    I appreciate all the work that went into this. Been using it since it first came out and since reinstalling SC4 have reinstalled it. I must say this: Please make a scripted installer next! There IS an easier way to deal with all the files (except ones you won't / can't include). I'm sure you use NAM. Take a look at its installer. It isn't all that hard to script installers and would save 1000s of hours for SimTrop users in the future. A 'stitch-in-time' is begging!
  21. Beach Modd

    Been using it since it came out so many years ago (wow, its been that long?). Thanks. I remember this inspired me for another few months of playing, so I'm redownloading now!
  22. Island of Mindanao Indonesia

    Gee, should I say something about where this map is from? I can't see if anyone else has! (/sarcasm). I like this map a lot and its inspiring for doing realistic custom terraforming. Thanks for putting it up!
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