Jump to content
         

hoyatables

Member
  • Content Count

    7
  • Joined

  • Last Visited

Community Reputation

2 Recognised

About hoyatables

  • Rank
    Freshman
  1. All Sims go to Heaven!

    My favorite is one of the towers that features an individual on top that is spazzing out.
  2. Unique Quirky behavior

    I'll go micro and see if I can't trouble shoot it --- putting jobs nearby didn't help the last time, but maybe I can be a little more selective. Also, there may actually be an abundance of roads in that area, and perhaps eliminating some intersections will actually help, too.
  3. Introduce Yourself Here!

    Dave here, 29, and a zoning attorney here in Washington DC. So basically my idea of a good time is to take what I do every day for work and then do it in my free time as well . But seriously, Sim City really built up a passion for urban planning and land use issues, and I'm continually impressed with the way the franchise has added more realism with each wave. It's a lot of fun, and it's much easier to enjoy the rezoning process when you don't have to deal with pesky neighbors trying to fight you every step of the way.
  4. Region play and transportation

    Do you have a lot of connections? I've noticed this on a couple of my cities -- the sims will overload the small roads to travel between cities (and through an intermediate city) even if there's a perfectly good highway nearby. The only solution I can suggest is to bulldoze all of the road connections to other cities and only preserve the highway/avenue/subway/train connections, assuming your populations are high enough to generate the traffic to sustain those road types. It seems to have helped -- I steer the Sims to the highway and that allows me to direct their paths. You may also want to make some modifications within the cities themselves to further help the Sims take the "right" roads.
  5. Annoying no road connection signs

    Actually, I've had this happen to me too a couple of times post-NAM. Sometimes dezoning and rezoning fixes it. Alternately, you can just exit and return to the city. Of course, sometimes just waiting a few months has also solved the problem as the zones develop. Here, you may also be having issues related to low demand and/or proximity to pollution, based on the nearby industrial and coal plants. The low demand -- which is a real issue -- is being masked by whatever quirk or bug causes the "no road connection" zot to appear when you clearly do have connections.
  6. Hey all, By way of background, I've recently re-discovered SC4 after a few years off, and I'm enjoying the improvements provided by Rush Hour, the NAM, and so on. I've got a wonderful region going with a number of successful cities of various sizes and styles. I've noticed some strange behavior in one of my cities, and I am at a loss to explain it because (1) it has been happening for some time despite many changes in population and (2) it hasn't occurred in other similar cities. There's a revolving cycle where a significant population of low income sims (some 20-40k) move into a collection of buildings that are adjacent to a highway as well as the central business district. After some period of time, "no job" zots appear, and abandonment soon follows, with commute time as the rationale. That would be fine with me, except that then, after another period of time, a new bunch of sims will move in and repeat the process. It's not the end of the world, but it is frustrating because the population swing is enough to send heath care and education workers into a tizzy. I assumed at first that it was a legitimate problem due to commuting time, and immediately oversaturated the area with public transportation options. That didn't help. I then tried tearing down some structures and replacing with parks, etc. That didn't help--in fact, the problem just spread to some of the adjacent residential buildings. I then tried expanding road capacity. That didn't help. I then tried building dirty industry in the immediately adjacent town, assuming that is what they wanted. (The area is located close to the edge of the map).)That didn't work. It is definitely not a demand issue -- I've successfully constructed low, then med and then high density residential in other areas of the city with no difficulty, and various sim types have all prospered successfully. It must be a true commuting issue (again, NAM doesn't help here). All factors suggest that this should be high demand for every income type, and I can't understand why mid and high income sims won't move in there. I can't just bullzone the area or change it to commercial, because the no-job zots will just move on to another cluster of residential buildings nearby where there wasn't previously a problem. Any thoughts? Is it simply a problem related to the low-income sims finding a lack of jobs? Do they get scared off by the high health and education funding? I'm at a loss.
  7. You can have objects behind bus stops if you play around with your lot layout. All you have to do is dezone and rezone to achieve the best combination of lots on the square with the bus stop. That said, it is usually easiest to just place a 1x1 or 2x1 park behind the bus stop and preserve the lot orientation of the rest of the square. As for your general "no-road" problems -- let me guess, they tend to happen on hills after you've laid out a large zone? Odds are that some of your lots don't actually have street or road frontage. All lots need this -- dezone and rezone or reroute your streets to provide road access. I think you misunderstand the "arrows" that you reference. They don't pop up when you have a "no road" zot. They appear on all undeveloped lots when you lay out the zone. Hope this helps.
×