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Everything posted by Lukfi
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NAM Traffic Simulator and Data View Support Thread
Lukfi replied to z1's topic in NAM & Transit Networks
I have already discussed this in another thread somwhere here. There seems to be a bug in the game (or did Maxis do it intentionally?) - elevated or GLR creates much more traffic noise and pollution that rail does. See for yourself: this rail is congested as all hell, yet no pollution shows up. The GLR-in-ave is less congested, but shows up yellow, might I add that I have a sh*tload of Air Purification Plant lots around the area and a Mega Air Cleaner hidden somewhere in there.- 336 Replies
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NAM Traffic Simulator and Data View Support Thread
Lukfi replied to z1's topic in NAM & Transit Networks
Actually, rapid transit does have an effect on desirability. I forgot to mention in in my previous post. For some reason unknown to me, elevated rail (and hence GLR) creates a massive amount of air pollution and traffic noise, which are undesirable for residential development, but since the Customers rating is computed from traffic noise, el rail and GLR benefit commerical development. It's not a deciding factor of where your residential or commercial skyscrapers will or will not grow, but it does have some effect on desirability.- 336 Replies
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NAM Traffic Simulator and Data View Support Thread
Lukfi replied to z1's topic in NAM & Transit Networks
vapaul: I don't think it's possible to set the travel strategy dynamically, it is a set of constants in the traffic simulator. However, in my cities I always build complex mass transit systems and no highways and even wealthy sims use mass transit, because it is way faster than going by car.- 336 Replies
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Is there any practical point to freight trains?
Lukfi replied to Shlarin's topic in SimCity 4 General Discussion
Since you mentioned farms, it's really good to have railways in agricultural district, because farms don't at all like road traffic near them. Trains solve this issue. -
You fail. The MMO label doesn't say which genre of game it is. Going on quests and beating the ~~ out of other players is called an MMO RPG. Cities XL is an MMO city builder, which kind of implies you won't be wandering around looking for a Magical Axe +2, but perhaps trading with other players' cities. ~Edited for language~
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Well I can think of a way to have multiple traffic types on a bridge and have it curved at the same time. Powerlines are considered a network type in the game, so you can edit the traffic simulator file to allow some kind of traffic on them. Then you create a teleport building that will change pedestrians, cars, trains, whatever into that traffic type and send them send them through the powerlines.
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Well, unless you positively WANT to do that, I don't think this bug is an issue. I hope you won't mind if I add a bug report of my own. The double-decker piece with El-rail over road, where the road is crossed by rail, is not functional for the el network. I've seen automata going through it, but route query shows there's no el traffic passing through.
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I name my cities after processor codenames and then just name the mayor as its manufacturer (e.g. Intel Corp.)
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I haven't been able to find these texture overlays, could you give me some more pointers? :-/
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Originally posted by: Shlarin In a neighboring city, set taxes on all commercial zones to 20% except CS$. Zone lots of high density commercial here to soak up all the CS$ demand. Make sure you can also accommodate a lot of R $'s here too.quote> I don't have a problem with having R§ sims in my main city, nor do I have a problem with having CS§ there. Actually I was wondering how to use the tax potential hidden in the CS§ demand. But this might be a good idea afterall - I create CS§ jobs in the neighboring city and my main city can house the workforce. I just wish I had more time right now, I haven't even opened SC4 in the last three days
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=>SC4BOY: Everyone can get where he wants with my wonderful mass transit. The demand for CS§ and CS§§ stays high, off the chart. And I zone C, they do appear at first - but after a while they're replaced by CS/CO§§§ even though it has lower demand. It seems as if there were no higher density CS§ buildings. Or I'm thinking whether it has something to do with desirability. A while back I've read about creating poor residential neighbourhoods and the trick was to have justenough education etc. so that medium density R§ will grow, but just not enough for the houses to be replaced with R§§ or R§§§. But low wealth houses still grow even in rich neighbourhoods if there's demand. Low wealth commercial just doesn't. And to add insult to injury, it seems there are no "bigger" CS§ buildings on the STEX.
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SimCity 4 was my first SimCity. That was, I don't know, 2004? Didn't have the Rush Hour back then. I remember that I always had dilapidated/abandoned residential buildings, I couldn't keep the budget balanced and used neighboring cities to sell power and water to, and I was very annoyed by broccoli news items.
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Does STR only allow traffic in one direction, or is it just more of a visual modification? If it's the latter, there's no chance of creating realistically behaving "split" metro lines. And I still think it's not that much common.
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I have very high demand in CS§ and CS§§, but CS§§ rarely get build and CS§ are immediately replaced, usually by CO§§§ which has a demand of about zero. Why is that?
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First place the stations, then the puzzle pieces, else you have to plop them again. The second problem you're describing looks to be a problem with the model file - do you have the station's SC4Model files in you plugins directory?
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Not only the in-game plant, all waste to energy plants have this "bug".
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Do you? Maybe a few of them, but most of the reward notices still pop up.
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I use Stupid News Ticker a long time already, but from what I remember, I hated the environmental advisor the most. We had a fundamental disagreement about coal power plants.
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=>likeseattle: While it's probably true that you don't build your fancy villa next to a redneck trailer park, I think that most of us here are looking for a game where this kind of thing sorts itself. After all, in real life you don't restrict who may and may not buy a lot based on their social status. Most people here are SC4 fanatics and City Life is a different kind of game, more like Societies. So here MC was, deciding whether to make an improved City Life or an improved SimCity 4... and in the end, we got an MMO that resembles neither. As for cartoony characters, I couldn't care less. If I were a developer of a city building/management game with an ambition to replace SC4, zoomed-up graphic details would end up on the bottom of the "nice to have" feature list. This is something that SC4 never had and it never stood in the way of its awesomeness. The limitations in the traffic simulator are a far more severe problem. But then again, nobody but us cares about that, people want eye-candy. That's the general direction computer gaming has been going in the last decade, and unfortunately, often to the disadvantage of gameplay, duration, replayability...
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Nope, there isn't. And since a major portion of the mods require RH/Deluxe, I'd recommend you to get it. Otherwise, you can use the mass transit promotion ordinance, but that's about it.
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Is Sim City 4 going to be compatible with Windows 7?
Lukfi replied to skyscraperC3's topic in SC4 Bugs & Technical Issues
I am running 64-bit Windows 7. SC4 is running correctly only when using software rendering. In hardware rendering mode, all automata appear translucent and if for example a train enters a tunnel, you can still see the train. Maybe "XP Mode" would solve it, but that requires virtualization support which my CPU doesn't have. And I'm too lazy to set up a virtual machine the old fashioned way -
=>asd195: Yeah, in ilive's Reader the network is called "DirtRoad", but AFAIK it's not accessible from the game unless you have something like the RHW or other mod installed? In NAM 2007, though, all you needed was the NAM. =>BANDITp61: I think this has already been discussed here and the conclusion was that it's not possible if the networks are both of the same type, because traffic would jump between the decks. Maybe it could be done as eye-candy only, based on the DirtRoad network where you'd just set the capacity to two times a standard highway. Don't ask me about automata or UDI then... =>Equilibria: I don't think it is.
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The idea sure is interesting, if SC4 could compute traffic based on the number of lanes it could be even better. But you certainly can't lower pedestrian capacity, maybe lower their speed (not sure about that) or completely prohibit them from the network type. In an old version of NAM there was something called "ANT", as in Another Network Type. It's, err, another network type that Maxis put in the game, but didn't use in the end. The RHW is based on it if I remember correctly, but if you don't use RHW, then the network could be retextured and work as a new type of road, natively draggable, as opposed to draggable GLR, HSR, SAM (...) which use starter pieces.
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Originally posted by: jim 546 I've ad another idea. The GLR on road looks like its an avenue on one tile. If the NAM team could remove the rail and release it as a separate kind of road, that'd be great (IMO).quote> I don't like the idea, it's unrealistic. You can't put more lanes into a limited space without, say, removing the sidewalks. Which is what the NAM team did with Tram-in-road, yet pedestrians can still use it. Of course, SC4 can't add up trams and road traffic on streets anyway, but that's a limitation. Putting an avenue into a one-tile space is just... cheating If you need higher capacity, just edit it in the traffic simulator file.
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I don't think there's a mod like that. However, while single-track heavy railways are very common, I reckon single-track tram lines are rather rare.
