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Everything posted by Gn_leugim
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Colossus Addon Mod 2.5 Out Now
Gn_leugim replied to Ulisse Wolf's topic in SC4 Modding - Open Discussion
oh my! I though that was for the RCI instead, my bad! thanks! -
Colossus Addon Mod 2.5 Out Now
Gn_leugim replied to Ulisse Wolf's topic in SC4 Modding - Open Discussion
Great work here! really impressed! Although I have a small doubt/question. is it supposed to have two (different)copies of each of Maxis utilities, or did I do something wrong on the installation process? -
oh I see! that's a smart move there! and it does look good at closer zooms too I like the way you tamed the water in game to be honest!
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How did you made that water transition so smooth?? great work!!
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@smf_16 that did the trick! thank you very much!
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Hello there! Nice work on this wonder of a new thing (at least for me ) I can easily add new lots to exiting submenus alright, but I am struggling to create new ones. I am always getting an error: sc4 0.2.17 √ What do you want to do? Create a new submenu √ What is the name of the submenu? Rivers √ Enter the description of the submenu (leave open to use the default) Rivers and Water Bodies √ Select the parent menu Civics > Parks √ Select the icon to be used for the button: <icon> √ Enter the item order: (number between -2,147,483,648 and 2,147,483,647): 10 ERROR Error: ENOENT: no such file or directory, open 'G:\Documents\SimCity 4\ Plugins\submenu-rivers.dat' at async open (node:internal/fs/promises:638:25) at async Object.writeFile (node:internal/fs/promises:1212:14) at async cb (dist/sc4.js:251:19136) at async xb (dist/sc4.js:255:6702) at async value (dist/sc4.js:254:2464) at async f2e (dist/sc4.js:255:198) at async r.bz (dist/sc4.js:254:1892) { errno: -4058, code: 'ENOENT', syscall: 'open', path: 'G:\\Documents\\SimCity 4\\ Plugins\\submenu-rivers.dat' } I have left this also as a problem in github btw. Help would be appreciated Best! GnL
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Version 1.0.1
755 Downloads
EBLTeam proudly presents, European house Add-on's latest addition: Four Square Block A addition to the European House Add-On(EHA), in this case to the R$30x26 family. EHA is my own project to make some new houses, and maybe in future commercial buildings too, using both size, specs, families and lots from Maxis homes. This building was made in accordance with the size of the Maxi's original building and it's occupant capacity. The rest of the values were archived using the PIM-X, which provides the best balanced values possible at the moment. This building is also multi-language, supporting at least Portuguese, Spanish, French, Italian, English (UK and USA) and German. But other languages may be included. For further information see the enclosed Readme file. Installation: Copy/extract the EBLT parent folder into your plugins. If you extracted the _Documents folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. Un-Installing: To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. Dependencies: NONE Rates and Comments are welcome. Enjoy, Gn_Leugim NOTE: This content has been uploaded by Tyberius06 on the behalf of Gn_Leugim. It was updated for Project ZIP (aka. the former *.exe installer have been removed and replaced by a simple ZIP) and the readme file got updated but the other contents of this upload are unchanged. UPDATE: 28.09.2024 - fixed ILS issue, thanks for memo noticing and fixing it. - Tyberius06 -
Version 1.0.0
668 Downloads
EBLTeam proudly presents, European house Add-on's latest addition: Apartment with View An addition to the European House Add-On(EHA), in this case to the R$$28x26 family. EHA is my own project to make some new houses, and maybe in future commercial buildings too, using both size, specs, families and lots from Maxis homes. This building was made in accordance with the size of the Maxi's original building and it's occupant capacity. The rest of the values were archived using the PIM-X, which provides the best balanced values possible at the moment. This building is also multi-language, supporting at least Portuguese, Spanish, French, Italian, English (UK and USA) and German. But other languages may be included. For further information see the enclosed Readme file. Installation: Copy/extract the EBLT parent folder into your plugins. If you extracted the _Documents folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. Un-Installing: To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. Dependencies: NONE Rates and Comments are welcome. Enjoy, Gn_Leugim NOTE: This content has been uploaded by Tyberius06 on the behalf of Gn_Leugim. It was updated for Project ZIP (aka. the former *.exe installer have been removed and replaced by a simple ZIP) and the readme file got updated but the other contents of this upload are unchanged. -
MySimtropolis - Invitation to become a SimCity 4 MySim
Gn_leugim replied to CorinaMarie's topic in SimCity 4 General Discussion
Hello there! Name Gn_Leugim ( Gn Leugim) Gender Male Zodiac Sign Cancer Thank you -
survey Network Addon Mod & SimCity 4 - Hardware and Software Survey
Gn_leugim replied to Ulisse Wolf's topic in NAM & Transit Networks
Little issue here, I am running on 20Gb of RAM, no such option available, so I inserted the closest one, 16 Gb. But other than that, all good!!- 12 Replies
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- simcity 4
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CoriBoom Those Stretchy RCI Graph Demand Bars
Gn_leugim replied to CorinaMarie's topic in SimCity 4 General Discussion
once again, you get things tackled brilliantly! This is a very small yet hugely useful tool for playing the game, thank you both!- 11 Replies
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happy birthday ST!
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Exactly. I am doing that myself now, to further put the theory to the test, but I believe it works as I exmplained in the previous post
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still finding out some stuff. I was working with a 2x2 vs twice 1x2 scenario, where the 2x2 has more capacity than the 2x1 combined. However, I wondered, what about the 3x2 situation? three 1x2 would have more capacity than the 2x2 alone. so I lotted some 3x2's and tested.. It seems that the game does try to preserve the lot size as it is, as long as the lot exists in the necessary stage, even if that means lower capacity in the end. And in fact, all my R$$ 2x3, 3x2 and 2x3's are not breaking down, except when they grow stage 4 lots, were I still have a gap with those lots, which I will shortly fix. once I do so, I am pretty much confident that I can zone a 2x3 lot, and have it grow a stage 1 R$$ lot, and not that untill stage 8, it will not split into 1x3 lots! For what I can tell, the ebst way to avoid lots being split in the first place, is "simple".. you need to have that lot layout available in all stages, that way, no matter the stage the game picks, you get a lot with that layout. and now I say "simple", because it actually means you must screen all buildings/lots you have, make some more and keep a record of all. but the end results may be worth it!
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well, unfortunately my first conclusions are not those I was hoping for. Tested in a new city tile, grew a lot fo 2x2 stage 1 R$$ lots in a nice neighbourhood, and then saved the game. then, with and without, changing the value to its max value, the outcome was similar. Stage 1 2x2 develops into stage 2 2x2, and then splits into 2x stage 3 1x2. the only way to avoid this, was to add a 2x2 stage 3 lot/building, that has a greater capacity than the two 1x2 stage 3 combined. that worked wonders, but since I only have one stage 3 building, I got a monopoly of the same building... So I guess the best way to organically have lots not splitting is by having a plugin folder with all options covered. on the above example, as I hit the stage 4, these lots would probably split into 2, since I have no stage 4 2x2 lots, only 1x2's, whose capacity is great (combined) than these single buildings. Also, on a side note, this example also shows why some buildings are a pest. this building is balanced, its stats were generated and modded by PIM-X, but since it is the only available building to be grown at that particular stage, and with that particular lot layout, it monopolizes the scene. I guess I need to find a contender This one in particular was found in the CAM (v2) I have, if it was modded by the author, I am not sure though, but I would guess it was not.
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Hello again. Before reading your suggestions I actually went into the game files and searched for a possible option. I found the following examplar: Now, reading this, I came with the following hypothesis: If this value is set very high, close to the limit, will it somehow deter lots from splitting as long as there is a valid option to upgrade a lot to? Upon analysing my R$$ lots/buildings distribution, I think I can easily test this: If you look carefully, I have some stage 1 2x2 lots, which can upgrade into stage 2 2x2 (orange arrow). I think it is very unlikely that the upgrade to stage 2 is done by splitting into 2 1x2 lots, since the total capacity developed is greater in the new 2x2 lot than in the 2 1x2 combined. but if they keep on splitting if I leave the subdivide cost low, it means this has an actual effect on the phenomenon. But then, from stage 2 to 3, I have no 2x2 stage 3 lot. so naturally, the game will break into 2 1x2 stage 3 lots. but maybe if the subdivide cost low is too high, it might not divide, and hold until stage 5 (gosh! :S) Gonna run some simulations here to see how it performs
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(after reading this thread) SOooo we are stuck with a careful planning of the lots we have in our plug-ins. I am building a excel chart to keep track of all lots I have, their capacity and their stage.. and assure that each lot size has a stage progression and that that stage progression is more favourable than splitting the lot. (oh god, the work ahead...) one question remains, what is the "more favourable" factor here? capacity? building value? I can try to mod that, to the point of minimizing the splitting the lots
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Hi there Having fun with Cori's NKO mod, I like the degree of control it gives to one Mayor But you know what would also be nice? to have the game not splitting your lots, like when you zone a 2x2 lot, it grows a 2x2 lot and latter regrows as 2 1x2's... Do you know if there is any property in the developer or other game simulator exemplar that would perform this task? Carlos
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really nice lots! you are doing a great job!
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great job!
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usully HD is reserved for smaller props that actually need HD larger buildings, they can be rendered in HD, but usually people skip it. regarding your bat, you need the roof to have some more detail, texture wise and furniture wise. also, using the standard nightlight planes on this type of buildings, don't produce the best results IMO
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I guess the author used HD rendering. I cant find if it is present here in ST, but you canm follow this link to SC4Dev where you can find all the indo you need to start rendering HD. https://www.sc4devotion.com/forums/index.php?topic=11128.0
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you're welcome! No wonder, after all they are modelled for Euro cities, so having one or two fitting American style actually surprises me. I'm glad you can see them fit I have to say, these last lot configurations are more realistic than some of the original ones. specially those row houses with copies of it self in the back, while having the same capacity. I guess we all know which ones are those let me note down some ideas then
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