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Everything posted by mal7798
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After reexamining the lower left ramp of the second diagram I can see how it could be used for an exit ramp, but if used in this manner it would require a sharp (>90 deg) turn; I can see now how that option would be necessary. But the only possible use for the upper left ramp would be to simply exit and immediately reenter without turning onto the one way street at all. It would be as if one changed one's mind and decided to get back on the highway after beginning an exit. That one I don't see having any need to be constructed. But the main reason I brought this up was because it appeared that the ramp-building procedure had gotten reversed; I now know that I am not alone in experiencing this and (continue to) take Thad's suggestion.
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Holding -Ctrl- while holding the mouse button will create a custom zone of the dimensions of the dragging. However, if there are no lots, either in-game or plugin, that match the dimensions of your custom zone, nothing will ever develop. Holding -Shift- while zoning will supress the auto-streets, but if you create a zone too large this way, it will orient them as if the streets are there, pointing the arrows into the middle of zones, and no development will occur on lots so oriented. The road access orienting system seems to have a mind of its own, and sometimes there's no way to get it to not orient them in some unusable direction.
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(I apologize in advance if I posted this message twice in here, but navigation through this site can be difficult.) Ever since I installed the latest NAM I am having problems with Simcity 4 crashing when I try to build a road under a highway or highway over a road in certain circumstances. This never happened before NAM, and the "readme" file does not address it. Does anyone else recognize this problem, and if so, how can I fix it?
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SC4 crashing when building roads with highways
mal7798 replied to SC4BOY's topic in NAM & Transit Networks
It happens to me when I try to build a road or rail under an elevated highway near a toll booth. If the new construction requires the toll booth to be "moved" to accomodate it, the program crashes, as there doesn't seem to be a way of doing that with toll booths. Like you, I've learned to save the city before building a suspicious road under a highway. I've gotten a feel for when it will happen. -
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I am having a strange problem ever since I downloaded this program: Every time I use it, all of the file names of a folder I have open in thumbnail mode disappear, and rebooting doesn't even bring them back; I have to restore. Am I the only one who has had this problem?
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A city with population of at least 1000000
mal7798 replied to Alba_'s topic in SimCity 4 General Discussion
I got over 600,000 in a medium, and over 230,000 in a small city once. If transferred into a large city, the density of the small would make a city of neatly 4 million. I've actually had more problem getting large populations in larger cities than medium and small ones, and I tend to lose patience with large cities before movong on, but 230,000 is about my maximum with large cities so far as well. -
I created a city I'm very happy with tonight, but it is in a region that I don't want to keep it in. I want to move that city into another region (and then reconcile the rest of that region to fit my city). I thought it would be as simple as replacing a city file with another (same-sized) city in the new region, but when I go back to that region, a blank, flat city replaces the one I moved. The only files in each region directory that seem to be common to the whole region are the "region.ini" (which is tiny and says name, elevation range--that's it) and the "comfig.bmp" (a tiny bitmap that shows how the region is divided up into cities). The "region" concept is only virtual, so it should be a matter of simply replacing a city with another. But this does not work. Has anyone successfully moved or copied cities between regions, and if so, how is this done?
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I have noticed that care needs to be taken when transferring cities between regions. One of the reasons that a city may be doing well is because it has good connections with its neighbors, and plopping a well-connected city into an otherwise empty region can spell disaster.
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Although I think the dilapidation feature is an excellent idea, I think it was done half-heartedly and could have been made much better, and the way it works in this game, it is actually contradictory to realism. In real life, dilapidation follows an economic decline in a neighborhood, but in this game, a sudden dramatic improvement often leads to dilapidation. For example, if I plop some sort of utility to dramatically reduce pollution, this improves desirability, which suddenly encourages high income people to flock to my city in droves. But once they build their condominiums and move into them, they realize that there are not enough high paying jobs for them and they high tail it out of town. Then their condominiums become encrusted with filth, and the same low-income people who were content with their plain but decent tenements but were kicked out to make room for the condos move right back into those condos--now covered with dirt--that replaced their clean tenements. It's also pretty strange that when I plop down an air purifier, the result after a brief year or so is a bunch of DIRTY buildings in the place of where clean ones were before when the air was dirty. I've tried to increase tax rates for middles and highs to avoid this, but this appears to reduce all residential demand.
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What is the deal with the annoyance with the music? I've never had the music on at all. Is it difficult to figure out how to turn it off?
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NIMBY (Not in my back yard) refers to things that residents don't want close to their homes; originally just a word without a proper part of speech used to express the concept, it now doubles as an adjective/adverb, and can be modified as so (they can be "more NIMBY" about 'A' than 'B', meaning they dislike 'A' even more than 'B'). YIMBY was invented as an opposite, meaning things that residents like close to their homes (or like to move in close to). NIMBY things will cause some people to move away, and will make those who remain unhappy, while YIMBY things will encourage people to move in, and increase happiness to those who already live there.
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Wow, that worked nicely! I am going to like that feature. Thank you!
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Why does the game make the mayor stop what hes doing to put out fires?
mal7798 replied to Himachi's topic in SimCity 4 General Discussion
I used to loathe this (in fact, I think I found Simtropolis while Googling "disable disasters" ). I used to say "Since when does a mayor act as a fire dispatcher"? But now I appreciate the feature, as it gives a legitimate reason for putting in the fire stations, but without allowing the whole city to burn down in "cheetah speed" if they are forgotten or just not yet built. When I first played the original Sim City, disabling disasters was a feature I used because I felt the disasters were unrealistically frequent and destructive. But when I did this, there was no reason to build fire stations. A message stating that I needed a fire department would be displayed and would not go away until I installed a single station. And then, a message stating that the fire department was underfunded would be displayed until I agreed to fund it, and it felt pointless to fund a fire department that did nothing. The way it works in SC4 necessitates the inclusion of a fire department while slowing the action to prevent the whole city from going up in flames if the game is being played at "cheetah". Although sometimes I get annoyed when they happen when I'm trying to start a city going, I find SC4's method of dealing with this to be superior than the "fire department needed" ticker statements in previous versions. If a fire department is in place and is fully covering, I think it is to be implied that fires occur just as frequently, but that your fire department is able to take care of them without your intervention. (The riot feature is almost identical to the fire feature, but shows that your police coverage is incomplete; but riots only seem to occur when you are deliberately mismanaging your city.) I do however wish this stop-action feature would be done with power and water shortages, as they can be even more destructive than fires. Once I was zoomed into a new section of my city watching it develop in cheetah speed without realizing that I had clipped a power line to a water pump which was just off-screen. My city's population, which in the last time I had checked previously was over 220,000, was now 768! I thought my city would not recover to its former glory. Interestingly cities seem to be recover to virtually their previous populations very quickly. -
SC4 crashing when building roads with highways
mal7798 replied to SC4BOY's topic in NAM & Transit Networks
This error does seem to have to do with building under elevated highways close to toll booths. It doesn't seem to know what to do with the toll booth when fitting the road or rail underneath, so the program crashes. It seems to be a bug in Sim City 4, and not NAM. I guess I just have to watch it. Thanks for the help. -
SC4 Terraformer is a wonderful and useful program, but I seem to have a problem with it saving regions in a different format from SC4 itself. In order to use the cities, I have to open them and resave each one individually (which of course essentially defeats a main purpose of Terraformer). SC4 doesn't seem to recognize terrain generated by Terraformer either; when I tried to reconcile the city in the lower left of my image, it registered the right border as on water, even though it is clearly a land border. Has anyone else had similar problems and can relate to this problem?
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