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Everything posted by Jedimarine
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- 27 Comments
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- 1
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- transportation
- rail
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obsolete Modern Overhanging Station Pack
Jedimarine commented on Xyloxadoria's file in Obsolete & Legacy
- 47 Comments
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- transportation
- station
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(and 5 more)
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Angler's Rock
Jedimarine posted a City Journal entry in Coronet: Land of Spectacular Light - Visitor's Guide
Angler's Rock Status: Township Population: 14,000 Founded: 1813 Mayor: Sally Chang Fishermen and boating enthusiasts need venture no further! Angler's Rock, which sits just a short ferry ride from Conquerer's Bay, is a haven for those hoping to catch the big one, or just out for a casual day on the water. The islands that make up anglers rock are the most easterly siting landmasses of Coronet, open to the incoming seas. As such, just a few miles east, fishermen can find currents carrying schools of market ready fish from native habitats. On the Western side, the lands shallow significantly, allowing for ideal gentle waves for recreational boating and leisure fishing. While certainly lacking the scale and variety of larger neighboring towns, Angler's Rock has the full accomodations for families and fishermen...plenty of hotels, cabins, and even campgrounds line the shores. The local "Rockers" have a strong belief in self sufficiency...so almost all significant needs can be found right on the islands, including the small "Angler's Channel" college, which has an impressive standing among Coronet's High Education ranks. Angler's Rock is a quiet gem for visitors, as it's not built specifically for tourist crowds, but can provide them with simple luxuries anyone would expect. Pay them a visit. -
ok...i love the building itself. But the night-lighting is more suited to a residential structure then it is an office building. I see the building behind and to the left in the night picture...with that kind of look...several panels lit in a row, and a more of it dark...it would look more like most of the workforce has gone home. As it is, it looks like a tower of apartments with everyone home. Just a thought.
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Citadel City
Jedimarine posted a City Journal entry in Coronet: Land of Spectacular Light - Visitor's Guide
Citadel City Status: Township Population: 43,000 Founded: 1650 Mayor: Patricia Willis Citadel City is named, not surprising, for it's landmark feature. Atop the the prominent hill due north of Conquerer's Bay, a military fortification was erected to protect the sprawling farmsteads. This fort eventually became known as the "Sanctuary Citadel". The Fort was abandoned in the 19th Century, only to be restored to active status after the act of sovereignty. Today, the facility serves both as active post, museum, and as the premier academy for officers of the Coronet Armed Services. A special relationship with nearby Upton College has led to increased military/civilian education opportunities, as well as a unified "Degree of National Service" which is achievable by any attendee of either institution. Citadel City is a township approaching the much valued "Ward" status. Townships who's populations exceed 50,000, and who have a balanced finacial record can become a "Ward"...a status permitting it access to major nation wide projects, such as the special commuter service lines, consideration for commercial opportunities like trade centers or convention spaces...and above all at present, a chance to be chosen as the location for the new massive Coronet International Airport, now in initial phases. -
Welcome Information
Jedimarine commented on Jedimarine's City Journal Entry in Coronet: Land of Spectacular Light - Visitor's Guide
The only "lighting" mod I have is the base light download for SC4. -
The First Settlement: Welcome to Conquerer's Bay
Jedimarine posted a City Journal entry in Coronet: Land of Spectacular Light - Visitor's Guide
Conquerer's Bay Status: Township Population: 22,000 Founded: 1646 Mayor: Nathaniel Tyrol Feature Attraction: Re-creation of the Original Bay Settlement. Conquerer's Bay is the oldest modern civil center on the Cape. At the end of "Main Street" (aka Conqueror's Way / HWY 1), was the original location of the first settlement, founded by Spanish Conquistadors in 1646. Today, that area serves as one of Coronets busiest ferry launches. With several island villages in this area of the Cape, this makes Conquerer's Bay a major gateway. The "Mainland" area is a second commerical district in the Bay. Originally a separate village known as "Green Shores", when the act of sovereignty was passed and the land divided into it's townships, Green Shores was annexed by Conquerer's Bay. This area, perhaps better then downtown CB, provides the neccessities for visitors, including access to highways, proximity to attractions, hotels, markets, the largest train station in the township, and a much easier ferry launch for excursions. -
Builder's Corner: Discussions and Suggestions on expansion & improvement of Coronet
Jedimarine posted a City Journal entry in Coronet: Land of Spectacular Light - Visitor's Guide
I just wanted to set aside a page to general questions, comments or suggestions on the growth of "Coronet". 2 things I very much need to investigate for future projects: 1) modular airports 2) peripheral aesthetics - billboards, statues, towers...non-essential space fillers. (Just from the images I've already posted, I need to find some avenue roundabout monuments/parks. Suggestions are always welcome. I'll try to answer questions about BATs as best I can. 99% of my custom content was downloaded right here on simtropolis. -
Welcome Information
Jedimarine posted a City Journal entry in Coronet: Land of Spectacular Light - Visitor's Guide
The Citizen's of the Sovereign Nation of Coronet welcome visitors to the world renown "Land of Spectacular Lights". Essential Stats for Coronet: Population: 8.75 million (approx) Area: Approx 1500 square miles on the Cape of Coronet, North America. Settled: 1646 AD First Settlement: Conqueror's Bay Capital: Sovereignty City Government: 2 house parliament - Lower House (House of Elders) is a municipally elected body of mayors who investigate domestic issues and draft legislation to this end. The Higher House (Hall of Electors) is a nation wide elected council of 12 persons, all of whom have served in the House of Elders. The Electors establish international policy and trade law, as well as oversee the National Defense. Head of State is the Grand Marshall, originally the office of law enforcement for the first 2 centuries of Coronet's history, today, the Grand Marshall is head of the national defense, the ceremonial head of the House of Electors, the chief host of all foreign dignitaries, and the face of national dignity. The Office of Grand Marshall is a hereditary title, though confirmed by both houses. It has passed through 3 families since the position was raised to prominence. The current Grand Marshall is Hugo Plimpton-Yamato. Largest Ward: Solar City - 1.1 million residents The cape and it's adjoining islands are subdivided into 108 municipal townships or Wards, depending on population density. The population of Coronet is a demographer's dream. A melting pot of cultures from around the world. Much of the oldest structures in Coronet are of European ancestry, while many of newest and grandest structures are due to the massive influx of oriental cultures to the cape. Native "Capers" are rare. When Conquistadors landed in the 1640s, most thought the land to be barren...a land best suited to grazing sheep. They encountered what they thought were natives at the historic "Conquer's bay", only to discover they were nomadic fishermen from the far east. Actual natives of the cape were located in small villages in the deepest inland bays, numbering only 30,000 at their highest count. Today, native's have almost entirely intermingled with the immigrant population, though one ceremonial chair in the House of Elders is always presented to the head of the "Coronet Natives Guild". In the coming pages, we shall visit each of the 108 townships/Wards of Coronet, learn about each's attractions, citizens, establishments, and more. Come learn about the amazing land of Liberty, Leisure, and Light! -
Ok I've done massive regions I've done Island regions I've done seaside regions I've done desert regions. I've done mountainous regions. But the one thing they all tend to have in common is sizeable sprawls of space for uninterrupted build. Now...what I'm looking for is a region...of any size (though not TOO large would prefferable)...that is FILLED with nice looking rivers. I'm not talking about these massive "use the Ferry" and "you can put a shipyard on it" rivers...I don't want the Mississippi. I want dozens of tiny rivers...fully developed (only because I hate those regions where the rivers look dry midstream.) or to use another word...Creeks! water really is the best method of breaking up the "grid", and that's what I'm really looking for. RIVERS, RIVERS, CREEKS, STREAMS, BABBLING BROOKS. Now I sound insane...let me bring it back a bit...I do want it to look natural, not like a striped board of land and water. Rivers...lots of Rivers. Help me, folks!
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Just curious if there are quality towers out there that aren't obvious in a search on STEX. Something that doesn't vanish at different zooms...doesn't require 3 football fields of space...that isn't a small water pump (wth?)...that lights up properly...that doesn't look like a cheap mod of the power line towers in game. I downloaded 8 different Towers...and only the Sutro was worth keeping. I've got tons of bare hill tops crying out for clusters of towers. Somebody help!
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Ok I've done massive regions I've done Island regions I've done seaside regions I've done desert regions. I've done mountainous regions. But the one thing they all tend to have in common is sizeable sprawls of space for uninterrupted build. Now...what I'm looking for is a region...of any size (though not TOO large would prefferable)...that is FILLED with nice looking rivers. I'm not talking about these massive "use the Ferry" and "you can put a shipyard on it" rivers...I don't want the Mississippi. I want dozens of tiny rivers...fully developed (only because I hate those regions where the rivers look dry midstream.) or to use another word...Creeks! water really is the best method of breaking up the "grid", and that's what I'm really looking for. RIVERS, RIVERS, CREEKS, STREAMS, BABBLING BROOKS. Now I sound insane...let me bring it back a bit...I do want it to look natural, not like a striped board of land and water. Rivers...lots of Rivers. Help me, folks!
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Off Topic: My apologies to mods for double posting this...I thought I had posted to the wrong board by accident, not realizing the thread had been moved. My apologies.
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https://www.simtropolis.com/stex/details.cfm?id=22219 Bixel already tried to help me out with this once. Thank you, bixel. Can anyone tell me what the texture is for the lot? I've got all the listed dependencies, I've got all the texture packs...and I just don't know what else to do.
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THANk YOU!
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THAT'S IT!
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I love this...but I have a problem. The lot around the building is not appearing...there are parking lots, but the ground itself is not there. I have the MEGA pack and the gascooker installed. Could there be a conflict or something? I also downloaded GDIC and have no appearance issues. I really want this BAT to work!
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I hope I can explain this...I'm not great at image capture. I'm sure people have built sizable cities in proximity to each other...and traffic can become something of an issue. My issue is that traffic jams up in the corners of my maps, often creating a "ring" of jammed roads and rails through the 4 cities that meet at any given corner. I've tried removing connections close to corners, only to find the traffic will climb as much as a third of the way along a map edge to continue this "loop". And even more frustrating...Is that there doesn't appear to be a "destination"....when doing a check on the traffic flow...most of it "enters" the city on one edge only to "exit" the other...on all 4 cities...where do these sims sleep? Avenues, Highways...it seems as though volume increases with capacity, so simply upgrading roads is not an option. It's really frustrating when you have worked hard to ease traffic problems in the city itself, only to have the 4 corners of the map choked with "red". I don't know if a newer NAM has addressed this (using an older NAM and invested too much to upgrade) Does anyone have any tips? Thanks
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https://www.simtropolis.com/stex/details.cfm?id=575 I used this BAT extensively in an old region...I enjoy it's effects but would really like to make the whole model appear. Anyone have any idea what was used?
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https://www.simtropolis.com/stex/index.cfm?id=20607 Ok. I love this BAT, and I've been working rather obsessively at cutting a hole into the middle of the downtown of a 1.25 million city to fit this tower in. Had to redirect a highway to do this! I placed it in, only to find that jobs register as 0/0 and no other essential statistics register. Messages to the original BATer have gone unanswered so far. I love this tower, but I really can't afford for it to be doing nothing in my central district. Anyone have any thoughts on this?
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Can someone tell me what the coverage radius is comparable to the default stations? every time I download a new fire station, it uses the same coverage as the defaults...I could really use something with a more robust coverage area to serve the rural zones. What I'd truly love is a volunteer firehouse with 1 engine but a coverage area of medium city size!
- 22 Comments
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- civic
- public safety
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Thanks for the info! Usually if something plops as a landmark, you get that static "landmark" description box...when this had a standard building box, I assumed it was just that. So I have to try to grow a 12x12...eesh. Give it a shot I guess...maybe superdemand will make it appear.
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Been dealing with it since the day I installed the game. Possible reasons: Graphics Card Drivers Sound Card Using scroll wheel on mouse to zoom. Save Game Crashes Virtual Memory overload. Any of these...All of these, could lead to a potential crash. Personally, I have found no solutions to resolve the crashes permenantly. You just learn to adapt...save more often. If you play like I do, and build in "pause", then simply remembering to save before restarting the clock does wonders. And if for some reason I have not saved in awhile and the game punishes me...it's a good sign to walk away from the game for a while. I'm not saying it's a good thing...but it can be a "use lemons for lemonade" situation.
