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jammoe

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About jammoe

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  1. Hi, My knowledge of the SimCity modding community/the technical specifics of the game are not very profound, but I play a lot. I'm wondering about the technical feasability of buildings with regional effects? Can it be done without a major overhaul of the game? My specific concern is airports. Except in some rare cases (Toronto's island airport comes to mind), it's really unusual to have a major airport anywhere close to the downtown of a major city. Is it possible to have an airport that has demand effects on the rest of the region? Or to have any building effect the region and not just the city?
  2. New Official BAT Request Thread

    There's two things I'd REALLY REALLY like, and I can't find either. They're both water, which I know is a pain, but I think they're probably doable. First, I want a "fishing port" of some type - something you build to provide "fishing" jobs. The idea is you use it to simulate small coastal communities that make a lot of their income from fishing. Second is I want a small seaport - just like the in-game seaport but smaller, because the one now is way too big for a lot of things.
  3. Also, one of the tricky things to get about the game (though it makes sense) is you need low-wealth and medium-wealth residents to fill the dingy jobs, even in high-wealth commercial and industry. Maybe fiddle with your taxes for them, and build some high-density housing projects to encourage low-wealth residents to show up.
  4. I'm actually not sure that's Arabic. I want to say... Urdu? Farsi? Something like that?
  5. Commercial customer demand

    I'm pretty sure I had the same problem awhile ago. I ended up eventually getting a new computer, and a new installation of the game, and it went away. I don't think it actually affects gameplay, it's just a glitch.
  6. Never mind. Problem solved. Always read the readme. Lesson learned.
  7. Post Modding Requests Here

    This idea is probably pretty simple, the only problem I think might be compatibility with the NAM. Is there away to increase commute distances, but just for pedestrians? So sims will be willing to walk further, but still only accept the same distances otherwise?
  8. NAM: Requests

    Originally posted by: pedronc hiis it possible to make the Subway and Bus Stops became green when we are building them? (like schools and police departments) in big cities this would be very helpful to know where we already have stops.. or there is already any mod to do this?quote> Seconded.
  9. I'll dig in. The historical background of the Second Amendment to the U.S. Constitution is to support the right of the American population to keep weapons to use to overthrow the government. That's the conception. This was a period where the country was being run by armed revolutionaries, most of them idealists and/or wealthy property and slave owners who didn't like, for various reasons, British colonial rule. So they fought a violent armed revolution. And they thought it was good that they did that, so they said hey, let's constitutionally protect this. It was fun. It had almost nothing to do with personal defence. I forget the stats exactly, but if you have a gun you're something like 3 or 4 times as likely to kill your spouse then you are to kill someone doing something illegal, in a situation that sensible people would consider at least similar to valid self/other-defence. It's not about personal defence. In abstract thought experiments, and isolated real cases, a person can use a gun to prevent a bad situation from getting worse. But if you look at the overall sociological effects, gun culture encourages gun crime, like killing a family member, and gun control reduces it. Now on the other hand, if you support the armed overthrow of the American government, you'd be on good grounds for supporting the amendment in its original conception. Not that I'm advocating violence against the American government, though given their history of nuclear sabre-rattling and so on, it could conceivably entail more harm-reduction than personal use. Still though, I don't really support this, I'm just saying that if you want to be obsessed with the Constitution - and something that the term "amendment" explicitly denotes as an edit, but we won't go there for now - then that's the idea you have to have. Just one edit. As regards arguments that have to do with rare "public" mass-murderers (eg. school shootings), these folks are extremely marginal. Not to minimize the meaning of the thousands of lives they've taken and the thousands more they've destroyed, the fact is they're a tiny proportion of murders, or gun murders. Most murders are things like spouse murder (usually husband->wife, but certainly not always) and other murders directly related to sexual relationships, murders of family members (like parents) not involved in sexual relationships, strangers or acquaintances in bar fights, murders in the commission of a crime like robbery, those sorts of things. If you're interested in the most practical things you can do to prevent murder, it's that that you have to look at. That's where the real problems are. The other things are a tiny issue. Moreover, there's not much you can do about rare psychopaths who want to kill a lot of people and have the will. We live in too "free" and technologically advanced a society, with too little sense of a community and too much alienation. I don't think gun control would help with this sort of problem any more than arming random people could solve it. But it could reduce a lot of angry husbands who kill their wives, not all of them at all but a lot.
  10. I was thinking about pathfinding engines, and while I'm not exactly a technical genius, I'm aware of enough computer science to know that there's only so fast, and practically implementable you can make a good pathfinding engine to connect millions of sims with millions of jobs along trillions upon trillions of possible pathways. And I was thinking about scale, about how it would be really nice to make a real-sized city, that actually has the same number of buildings and so on, the same area proportionate of an actual major city. And I was thinking about how if I just go on and try to do it, it will get all mucked up. So I was thinking of something that might be part of the solution, although it would probably be impossible because it's very likely this sort of thing is hardcoded into the whatever. I'm not totally sure how the mechanics work, but as I understand it, you have industry and commercial on one side, and residential on the other side, and the presence of the other encourages the growth of the first, and vice versa. There's some other details, but that's basically it. What I think would work a lot better was if demand worked globally (ie. across a region), and with a few major changes. You could have something like - residential population, and possibly commerical service buildings/population, increases demand for industry. Industry grows on its own. Residential grows on its own, provided the desirability is high enough, and you tweak it so desirability works a little differently (and incorporates factors, like, say, access to a highway, I don't know), and involves a higher threshold for growth. Commerical service demand is based on residential, and possibly industrial population. Commerical office demand is based on commerical service demand. Commerical office desirability should be based on some new things as well. I think it should incorporate things like good access to transportation, to airports, large population concentrations, and access to other businesses. The idea here is that it encourages realistic office districts, like the financial districts you see in major cities. You could also possibly include a "public sector" demand, and base it on some other things (alright, I'm going a bit far, but I know it's probably out of the way short of writing a new exe anyway, so what the hell). The idea is to cut the idea that they both feed back to each other. The way it seems to be set up now is that people need jobs, and jobs need people, and they both just do it. For one thing, this means people need to be really close to the jobs they demand - and I think this nullifies region play. The main idea is to change commerical offices. Large office buildings are based on large populations, large business, large industries, etc. that need to be managed. But they don't develop everywhere - they develop in specific centres, in virtually every case in major cities. What you need is to set it up so the whole region develops a demand for offices, and they develop in centres appropriate for them - large urban areas with the services and circumstances they desire. You also set it up a bit, given all this, so the pathfinding makes a bit more sense. You have it so people only, say, look for jobs in their own town or an immediately surrounding town. You might even have it so you can control this, how far they can "look" for a job that is, and you might even be able to encourage a path, like draw a path for them. It is very frustrating sitting and watching a clear drive/subway trip from a residential building to a job, and not having them take it. What I think ALL of this does is a) take some pressure of the pathfinding engine, and b) make for more realistic region play. Thoughts? I know it's not particularly feasible as a mod, but I have big fantasies that the SimCity community will take things into their own hands and just build a proper sequel from scratch themselves. Anyway, I hope this is all reasonably coherent, it's rather late.
  11. I hope this is the right place to post this. I download tiroca's (?) Functional Landmark mod, I tried it both in the "Program files" Plugins folder and the "My Documents" Plugins folder, and both the AllInOne.dat and a few individuals. None of these work. When I tried to open a city, it would freeze for a few seconds and then crash.
  12. I just tried a couple things. The traffic according to the "congestion" on the data supply is as green as can be, although noise might still be a problem as it's high capacity. There is plenty of garbage and power support. I tried getting rid of manufacturing industry around, thinking it might be polluting. It seemed to help for a moment - and then stop helping. It seems like the problem is recurring. What's really troubling is that the abandonment says it's due to "low demand", even though my high tech industry demand has been fairly high for the whole period.
  13. Hi. I have a city on a large tile with a population fluctuating around 180 000. I have the NAM and the Industry Quadrupler. The city's doing fairly well, but I have a common problem of industry abandonment. I have all the dirty and most of the manufacturing industry in a small neighbour city. The main city has a lot of high tech industry and some manufacturing. The recurring problem is that I regularly get large scale abandonment of high tech industry buildings. This is with very high demand. At first I thought the problem was garbage, and that might be part of it. Now I'm thinking it might be traffic, because the industry quadrupler really strains roads. Any insight?
  14. I'm noticing what seems like all kinds of route query glitches. 1) Industrial buildings supposedly full of workers but which turn up zero commuters when you route query them or connected roads 2) Roads which look full in terms of the "arrows" but which say they have "zero" commuters, or similar errors 3) Random nonsense, all over the place This is in addition to all sorts of ridiculous job problems, and demand problems, among other things. What's going on?
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