Jump to content
         

cpsof95

Member
  • Content Count

    28
  • Joined

  • Last Visited

Community Reputation

0 Clean Slate

About cpsof95

  • Rank
    Hitchhiker
  1. Thanks for the replies. By the way, is there any way to stop ploppable trees from cycling through growth stages? Full-grown trees suddenly turn into small trees after a set period of time. It really doesn't look nice.
  2. Weird RCI demand

    Well, the available jobs are at farms and dirty industry, so education shouldn't be a problem. I tried to shorten the trip times by replacing some streets with roads. This seemed to help a lot. There's still a lot of demand for IR and ID, but there's also demand for R§.
  3. Weird RCI demand

    I have other cities in the region, but none of them are neighbours.
  4. What is it that I don't understand? My city has about 2000 residents, loads of farms and some dirty industry. Route query reveals that only about 60-70% of available jobs are filled. So I decide to zone more residential zones, but they don't level up and R§ demand goes negative. Meanwhile, demand for IR and ID are always at maximum. What's going on?
  5. How to force sparse zoning?

    Ok, I found a decent solution, but it has an annoying "bug". I decided to give a minor park effect to all trees, and increase the plop cost of trees. I also adjusted the desirability parameters so that even low-wealth people don't want to live in a new town if they don't have some park effect around. So residential zones become occupied only when surrounded by trees. But all this comes with a stupid bug. The game seems to have city-wide park effects stored in the saved city file, and these effects are only updated when something with park effect is either built or destroyed. If I bulldoze a tree in an existing city, the new park effect of the tree is reduced from the park effect table. So destroying a wide forest in an existing city has an ugly impact on the park effect of that area. Well, realistic to some extent, but unintentional. P.S. In the desirability settings there's a possibility to set the desirability effect or nearby zones, but these settings seemed to be buggy, or I just didn't understand how it works.
  6. How to force sparse zoning?

    Yes, I can leave some space (trees) between zones, but it's not the optimal way to play SC4, if you want to make a big city fast. However, in reality, nobody is going to move to a little village with a slum, since people are looking for some peace and quiet when they decide to move to countryside. Having neighbours all around your house with their dogs barking and children screaming doesn't give you that. SC4 doesn't reward you for building beautiful cities with trees everywhere. I'd like to get even a little bit of that aspect to the game.
  7. I've been working with a custom mod which should make the game mechanics more realistic in several ways. Yet I still haven't figured out how to force sparse zoning especially in the early game. The low-wealth sims are just way too ignorant on how many buildings there are around their little cottage. So what should I do to make the mod either reward for having some extra space around residential zones (or penalise for having other buildings right next to another one)?
  8. In iLives Reader you can mod the parameters of the Aura Simulator. There are different figures for park effect, different pollution effects, school and hospital effects etc. What do these figures do? Do they have something to do with land value or desirability? Could they possible have something to do with short-term changes in desirability when you plop something (there's some short and long term decay factors too)? (And desirability has parameters to set the magnitude of the transient aura effects.)
  9. How did you solve it? I'm struggling with the same problem. Btw, where can I find the latest version of iLives Reader? I just couldn't found it in STEX.
  10. I have managed to edit the building and maintenance costs of roads. But as a result, the road menu icon appears twice. How do I get rid of the duplicate icon? The building and maintenance costs are working perfectly with both icons. Edit: I have removed all other mods which might conflict with mine.
  11. Transit Network Monthly Costs

    I don't have any problem there...
  12. There seems to be something wrong with the displayed monthly costs for the transit network. I decided to lay down 128 tiles of each transit network system. As a result, the budget gave these monthly costs: Streets §0.10 Roads §0.30 One-way Roads §0.20 Avenues §0.60 Highways (both) §1.00 Rail §0.03 Subway §0.30 Elevated Rail §0.20 Monorail §0.30 Most of these are significantly different from what is displayed in the building menu. Is this a known bug? P.S. If someone knows how to mod these monthly costs with iLives Reader, please let me know!
  13. How to: Make your own Mods

    Does someone know how to edit maintenance costs of transit network (roads, rail etc.)? And how about modding the prices of the bridges?
  14. Realism Mod Project

    Unfortunately, that is so true. I don't think there's any way I can mod the prices of custom lots. It all started when I realised how ridiculously cheap it was to build a hospital, and then I found out that almost everything is too cheap in SC4. Probably I should make separate mods for each sector: power plants, transit, civic buildings and others. There shouldn't be any problem only using some of the mods, as you can't substitute a road with a hospital. Another problem is that I don't really have any experience playing with large cities, so some buildings are quite unknown to me. I guess I must do a lot of testing before my mod is working well.
  15. Realism Mod Project

    Does someone know how to edit the maintenance costs of transit network (roads, rails, highways etc.). I could only find a place to edit the building maintenance costs. I've been working on the transit costs today. There will be a huge increase in the mass transit costs. It's been way too cheap in SC4. For example, a subway station costs
×