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xiziz

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Everything posted by xiziz

  1. whats your favorite cars?

    Dustychicken: Actually, i still thing most american cars are Big-n-Huge, exept Ford maby, atleast the fords roling the european streets. Though a 40mph crash is still quite the forces, im not used to mph but kph, and ive seen cars crashed in 55kph, Both old and new, and i have to say, id rather have been in the newer car. Now 55kph is not fast at all, but the damage is huge, since the weight of the car gets multiplyied by 40 at this speed. As far as i know, 55mph = 110Kph, but im unsure. Most accsidets over here are singles, caused by bad weather or people driving to fast and loosing control... Or head-ons, on all the highspeed 2lane roads. 2 cars hitting eachother at 110kph isnt prettey... A Properly maintained and tuned engine will always be fuel efficient, well, if tuned for fuel efficency that is ^^ And from what i know of, 25% of Usa's co2 emmisions are from Personal cars, that is, excluding freight-traffic and lorries. and Usa is already way above the quota it should be on, even if the kyoto was never signed by usa. Though, the recent market of downstream cars is very doubtful, they all lookalike, no matter if there from Japan, France, Britan, Italy, Germany, America. they all just seem to be meatbally now. there is the odd one that isnt, but manufacturers dont seem to want to make cars that look specal anymore, wich is a bit booring. I also quite like the older models, but European ones, the american once, although powerful, and beautiful in many instances. There just so large, id have to crawl to a standstill to get around a Motorwaycorner over here. But if i ever im going to hire a car over in the states, im sure gonna make it something worth remembering. Yankies do have a good rep over here, but not for driving on our roads. I Guess i should add the Carrerra to my list there too, that is a very nice car. ^^ Cheers //Sim
  2. whats your favorite cars?

    Date: 8/6/2005 1:21:56 PM Author: dustychicken ExiL3: Actually, most old cars aren't that bad at emissions, provided they're taken care of and tuned properly. The vast majority of the 60s and 70s vintage cars I see on the road around here (Seeing as I live in Southern California, there are a lot.) don't pump out gobs of smoke, mainly because their owners take care of them. A carburetor will never be as efficient or precise as fuel injection, but when properly tuned for the right air/fuel mixture the engine will burn almost one hundred percent of what it's fed through the barrels. My car, while a guzzler, has passed smog every year she's been tested. And for what it's worth, the gross polluters I typically see are the mid-80s to early 90s Hondas, Acuras, Toyotas, and Nissans that low-income people bought for a couple hundred bucks and never bother to keep up. Those things burn oil, have misfiring cylinders galore (Which effectively cripples the tiny four cylinder motor), and often have inefficient or just plain inoperative emissions controls. Those are the cars that should be taken off the road, but they won't be, because they're considered emissions-friendly by the California Air Resources Board simply because they're a Honda or Nissan. About the acceleration and speed issue, that's a question of the power-to-weight ratio. Modern cars have the benefit of ultra-lightweight bodies, which lowers the weight down to just over a ton or so. However, the bodies are very easily damaged because of their light weight. Older cars, while they are heavy because of the large amounts of steel, often withstand impacts much better because the bodies are so strong, and they're a body-on-frame type construction, not unibody like today's passenger cars. Lighten up that body by putting on a fiberglass hood, or ripping out everything but the driver's seat, and you'll have a car with a stupifying quarter mile time. Anyway, I'm getting a bit too edgy on this. I guess it's my denial of changing times.quote> Belive it or not, its a lot safer in a new plastic car than an old car made out of steel. The answer to why they look like garbage piles after a crash is because the frame did its job of dampening the impact. A steel body dosnt dampen the impact merly as much(and this is why they take less damage) but for the people inside it can be the difference of life and death. After all, what do you want to run well & efficiently after a highspeed colision, you or your car? As for pollution, im not the best to say, but i do know that the bigger the engine, in general the more polution. Now would a tiny V4 or a massive V8 produse the most polution? personaly, id guess the V8. And since petrol is so cheap in USA, people dont notice the petrol dissapereing.(all yanks say: Hay the petrol is more expencive here than in several years!!!) yeah, so be it, but as the rates stand today, i would still get 3 liters of petrol in the states for the price of 1 liter in sweden. As for SUV's, there pointless, especially in large cities. they should be banned from urban areas really, there just plain nasty while idling. Thats my oppinions ^^ Cheers //Sim
  3. SC veteran with noob questions

    To clarify, Rush Hour is what more like what Maxis & Will Wright wanted Sc4 to be from the start, and prices should be down low now, you might even be able to get it second hand. but it is a MUST BUY! in my oppinion anyway, BAT's beeing one of the major advantages, but it also adds more networks, The groundmotorway for an example. As for the added U.Drive it, some people think its a great deal of fun, its kind of a Sim Copter addin in the game, exept its not in full 3d. Answer to first quiestion, Rush Hour makes Sim City 4, its not sc4 without it. Answer to second question, There are BAT's(Buildings modeld by fans), Lot's(Buildings composed out of on or more Maxis made buildings(or props like fences), Maps, Modds(one of the more interesting, adding new stuff, changing the textures, so you can have coral seas, snowy mountains, gorgeous forests and so on.) Hope that was some help, and feel free to ask more BTW: I started out just like you, every tile was a different city, now i play regionwise, as my CJ's proove ^^ Cheers //Sim
  4. Scipios BAT Thread

    Date: 8/6/2005 10:27:04 AM Author: Scipio I know the areas, the picture I posted was really just a rough draft (not even rendered), but all the same, thank you! Thats what I need, feedback!! I'm glad someone will point out what I'm doing wrong! -Scipioquote> Hihi, no problem, thats the kind of feedback i prefer, so its the kind i give Cheers //Sim
  5. Xiziz - Shintose Evo Journal

    Feedback Leech10, Thanx for the comment, and im glad you liked it ^^ Update 13 Lars and Sofias secret revealed A storyline Update. Sim's Villa, 0812 The phone rang quietly beside Sofias bed, as she answerd the phone thinking who on earth would call her this time in the morning. Her thoughts were answerd rather quickly by the totaly stressed out Lars'es voice. He gave her some quick instructions, and was within 20 seconds of puting down the phone fully dressed running up the stairs to wake Sim. As the door slamed open i shot out of bed, tripping on the edge and falling straight into the floor, sofia quickly hushed me up and forcefully but the easiest clothes on. She mumbled something about some quickly organised tour by Mayor Lars. Which wasnt like him, he usualy told me some days before. though i hadnt seen much of him since i handed over my drawings and consept art for Storgarden, Shions main Park and centrepillar. As we came down the door some minutes later, a car pulled in, it wasnt the ordinary Mayoral Limosine, it was a small quite ordinary looking combi. Sofia pushed me into the front seat, and jumped into the backseat, slamming the door shut behid her. Lars speed off as soon as the door shut, normaly he waited for everyone to have their belts on before even puting the car in gear. align=baseline> He drove us up the local road and onto the R1, heading soulth. Traffic was almost non existant this early in the morning here, noby started work before 1000 in Shion, not even the construction workers, who were mostley focused on building that Huge Gas plant near Kaoru, Not to metion all the farms and roads, viaducts and railways that were beeing constructed in the soulth. Even canals were beeing built because it was the only feasable way to move large prefabricated stuff into place. align=baseline> It didnt take long until we hit central Shion, as we turned out onto the R2 the first thing that struck me was the 2 big towers poking out near my park. As i looked in discust of them, Lars mentioned that this road was due for an upgrade and that the 2 Brink Real Estate towers stood on would have to come down, he also motioned that there was another one that had grown into the sky amist all the confusion and stress. align=baseline> We passed the R2/Kings Road intersection, and i got a short glimpse of the Reflective Stuff Inc building. Passing over Shion Soulth Bridge i could se that the mist was dence and damp today, i noticed that the weather wasnt the most pleasant. align=baseline> Just before we came into Crossroads, Lars turned of onto the R21, a very small road deadending down at the new Gas Pumping Station. Id never been there, but id heard about it. align=baseline> The first thing we passed after coming out of Crossroads was the University, the large grounds had been built on a farm that had been abandoned because of the crops failing last harves, witch occurs several times a year in Shintose. The Road continued past the Windfarm, the only thing that allways seemed to run in Shion. Continuing down the cliff i glanced a small road hading up into the forest, but guessed it was just for some temporary logging camp or something, since all i could see was trees up there. align=baseline> Lars finaly drove us in at the Natural Gas Pumping Station, wich was built to pump up a large pocket of Natural Gas found lying just of the shore. The Gas would be transported by boats to Kaoru Gas Station. He cut the engine and we all got out. Lars quickly guided us all into one of the buildings nerby. it was very wet and cold inside, not to mention very dark, quite scary to say the truth. Lars aloud said he needed to talk to Sofia in private, and asked me if i could stay here for 5 minutes. I did as they wished, even if id rather not have stayed in the damp little room. Though Lars and Sofia didnt go outside to talk, they when out through the doors, wich automaticly locked as they closed. So we actually did have to realise this nightmare plan of yours? sofia asked Lars. he replyed, yes, we do, but its better that we get the information so as we can keep our freedoom here, our way of life. Some sacrifices are done for the good of the many, i have 30 000 people to think about, and that figure is going to be the double in 2 months. Sofia gently replyed, then so be it, but it feels like loosing a daughter. Lars slowly nodded, She should be asleep now, we can take her uphill to the facility now. All allone inside the room i felt the darkness coming to get me, falling down to the floor, the entire darkness spinning, what was happening. slowly even the loud noice of the pumps faded and there was darkness. align=baseline> Lars drove the Combi away slowley, Sofia sitting in the seat beside him. they pulled up on the forested road wich lead to a very well hidden reacearch facility on the mountainside, though plans were to put it in tunnels from the start it had been advised against in the end. the drove through3 security checks, and into an garage, where there were people awaiting their cargo. 5 Minutes later thay passed through the gates again, both with a feeling that their hearts just came one step closer to dying. OOC: Hope you like it, oh and for you people just watching the pictures, what do you think of showing the roadsigns on the pictures, there not to nice i know, but they do help a bit with the storyline(and the fact that roads usualy are numbred) Oh, and just for fun, this update only took me 90minutes to do, contrary to the usual once at about 8-20 hours(depending on the ammount of gametime, some have taken more than that!!!) Cheers //Sim
  6. .exe

    Im not an expert on macs, though i do know a freind of mine Dualbooted Win98 and OSX on an IBooK(and did the same for me on mine, wich caught fire while surfing the web, but thats another story, we got to lend them from school for a year) And as we all know, Win98 has no problem running .exe files. the advantge of this is that you get OSX out of the memory, and win98 uses far less reasorces than OSX, freeing up more for whatever application your running. Otherwise it might be something to run a computer under Lindows or another Linux Operating system and running whine or whatever the app was called. Lindows(as far as i know) has built in support for windows programs ^^ Cheers //Sim
  7. whats your favorite cars?

    These are my favs: The Lambourghini Diablo SV The Impreza, Shame they got so popular(stupid streetracegames...) Saab 900i, not really a dream car, but its about what i can afford to buy right now :/ long way to go untli i get to drive a Diablo SV... Wont be any petrol left to run it on once i buy one :/ Cheers //Sim
  8. Xiziz Airport BATs

    Thanks for the feedback(And the nice comment) S.A.C, and some answers for you ^^ The signs, yeahi did some thinking into this after reading your idea, some one tile signs wouldnt be hard to make(a bit too simple maby ^^), as for the one haning on the wall, it would have to be a lot with a grand overhang, since people will usualy want to have Infrastructure infront of the terminals... Unless one made the lots transitenabled. But i did think of a solution for the Medium Terminal, Making it into an 7*3 Lot instead of the 7*4 the building was built on(overhanging the tarmac-side so to say) on a small 7*1(or 1*1/5*1 etc) lot designed to fit under the main building with an ofsetrendred Sign that would show on the front of the terminal. Its a grand idea, even if it would clutter the airport menu even more ^^ Il do some research into it, could be interesting to know. As For the textures, well i think there to bright all of them, but this is the first render i have done with them all textured so far. The I do like how the jetway's textures turned out, though its a bit ofscale. Also i think the Clouds in the reflection of the windows look weird, bit i dont have a better texture for that yet, if anyone can help on that front Im gonna darken all of the textures abit, and rid the roof of that large white line. Easy Photoshop Job ^^ And get started on detailing. Then all i have to do is actually make the real renders and learn how to make the lots functional the way i want to ^^'. Cheers //Sim
  9. Scipios BAT Thread

    Hey Scippy Great work, that is a beautiful model there, looks gorgeous. though i did find some areas(wich you probably already are aware of) that might be improvable, as its hard to explain in words i took the liberty of drawing a bit on your picture hope you dont mind ^^ Some simple explanations, the above circle: You can see into the building here, though i dont know if that can be seen from an sc4 angle, bit if it can, a solution should be thought of, otherwise, just leave it. The large circle, the egde of the building comes into the building and out again, should be quite a simple fix. the small ones, the glass apears to be at the same level as the beams, also a quickfix. With some nice textures im sure it will become very grand indeed. Oh, and the roof texture might be a tad to bright ingame. Hope you could draw some use of this ^^ oh, and hows that Terminal Coming allong? Cheers //Sim
  10. A-7

    Wow, that looks neat, I have A-Train somewhere on one of my shelves. and that sure looks worth trying out... even if it is in japanece ^^ seems i just might mave to learn Japanece anyway Cheers //Sim
  11. Xiziz - Shintose Evo Journal

    Feedback Traffic_Jam, Thanx for the comment Leech10, Then wait no longer ^^, it is here ^^ SC4 meister, *Broad smile across my face*, thanx, i would update more often, but right now im very pressed for time. DragonAnime, Tjanx for the comment, very much apresiated, as for the town feeling a bit european... guess that has to do with me not having much experience in how non-euro town/cities look. Ive only ever been off Europe once ^^ and architecture and wandering towns wasent the top of my todo-list on that trip. sirgeoj2, Well thank you ^^, i love building them small things too. Nexis, Thanx for the comment, and the plans, well, there needed sometimes, altough it has gotten some minor redesign, though il show that in the next update. Deathtoall, Thanx for the comment, and as for disapering, well its summer, that is kinda what happens ^^ utora, ^^ Thanx Utora, its cool, i belive most people just watch the pictures, but those who do follow the story seem to enjoy it, and most important of all, I enjoy writing the story. Though i get you, it takes some time to read, there is a lot of text in it. jacqulina, Thanx yet again for your comment ^^ you never miss out on an update it seems ^^ Update 12 Roads Explained The following morning Shintose first Ministeries opend their doors on Lars command. The Ministry of Urban Planning(MUP) and the Ministry of Infrastructure(MI). The Main purpose of MUP is to plan the upcoming expansion, and to plan any changes made within an already built up area. The main purpose of MI is to plan infrastructure, maintain infrastructure and provide rules and regulations for the infrastructure. also to have various official licences to provide higher security. ----------Traffic Information---------- Traffic speeds and the marking of Major roads, roads considerd regionaly important. Streets: 30Kph Road: 70Kph Road through built up area: 50Kph Limited Accsess Road: 90Kph Dual Carrigeway: 70Kph Limited Accsess Dual carrigeway: 110Kph Motorway: Restrictions pending between 130Kph and Recomended MAX 130Kph R-Class Road: Route of regional Importance M-Class Road: Motorways, Highspeed Limited accsess routes. Roads are Marked from their starting destination, and when branshed, the second of the roads gets an additional number. If the R1 was to branch, the 2 roads continuing would be named R1 & R11. If then the R13 branched, it would become R13 & R131. align=baseline> ---------------Route 22, this is how the R-Class Roadsigns look--------------- As the 3 month deadline was aproaching fast, The valley grew, Shion saw a lot of expansion, this is where this update will be focused. Here come the Pics, the major story will follow in the next update. and the rest of the Shion Valley will folow as it is finished. align=baseline> Pic 12.1: Shion Prior to development. align=baseline> Pic 12.2: Project Liaraki, Making an nice area of the farmlands to be moved out from town. align=baseline> Pic 12.3: Project Liataki after development. align=baseline> Pic 12.4: Highwind, the highest of the southern Shion Plateaus, align=baseline> Pic 12.5: Highwind after MUP's intervention. http://img207.imageshack.us/img207/8937/c12a5rdydevelopmentshion9ch.jpg align=baseline> Pic 12.6: Shion after most development was compleated. http://img207.imageshack.us/img207/4200/c126roadmap2xj.gif align=baseline> The First real roadmap of Shion. although basic, the information needed is there. The regional Routes and major Areas are marked, and the Major geographic features are too. Thats all for today, lets see when the nect one comes, souldnt be that long, since its mostley done already ^^ Cheers //Sim
  12. What Music are you listening to right now?

    Right now, Sahara Hotnights, Hanging. Then my list is composed of 1570 different tracks, and its on random, but there are ACDC, CCR, Led Zeppelin, Flogging Molly, U2, Sisters of Mercy, Tenacious D, Hjalle & Heavy, M
  13. BAT Help - Render Related Issues

    Its that button, hope this helps ^^ Cheers //Sim
  14. Xiziz Airport BATs

    Thanx Muzzy, Scipio contacted me bout your idea, it think it sounds great, it would be a good benefit for all of us ^^ As for todays work, im trying to get all the current peices ingame to test them out, so i renderd all of the buildings in mediumquality overnight, exept for the jetway, wich looks horrible, im rendering it as soon as im done posting this. Well i was going to render it this morning(or afternoon... when i got up...) i opend it up and was once again reminded how foul it was, instantley i came across myself clicking File->New ^^ So here we have an completley remobled Corrogeted steel Jetway, the more common aproach on older airports, i figured i might do a glass once too, since they look so much cooler, but that will have to wait some time, maby for 1.0 ^^ The NEW completley remodled Jetway As for the games original Jets, it seems that only the largest of them turns around when parked, all others seem to spawn aligned. And as just recived Thalassicus from Yajimari21 via Email(had trouble dling it myself), i found that the system has changed, before it was the ATCT that had caps, now its the terminals, wich is more logical. My terminals should ofcource be of the same manner, as they are supposed to be compatible to this pack. But since there build it yourself terminals, each peace will contain a capacity, this unless they actually need a road to ahve caps, im exploring into this right now...((EDIT: I found that they do require roadconnections, this means that only the terminals will be used to rase capacity, unfortuantley, but il put them up higher to conpensate...))//End of Edit well thats all for now, il be back later or tomorrow with some ingame pics, also il be updating the first post(to show progress and maby some new flashy logo ^^) Cheers //Sim Edit: Here are some ingame shots, real fun playing around with the 2.1Beta airport pack, and the modular Airportpack Prerelease Beta 3(My pack to say) ^^ Enjoy these few pictures, i know there full of bugs, but atleast the Jets are parked correctley this time ^^... For your eyes only ^^ An Overview of the Xiziz Airportpack Beta3 International Airport... Haha. The Medium Terminal, or 3 of them side by side to create the illusion of one larger one The new Small Terminal ingame, the different colored tiles on the side are to identify the Airportpack Concrete, so i know wich one to lay as base on my lots General use of Jetways, Walkways and Hubb's to create a large gateway are... sort of ^^, looks quite neat anywho. Well Thats all the pics, il be updating the first post right after this one. Cheers //Sim
  15. NAM General Discussion Thread

    Donoo if this has been reported before, but i thought id post an image of it, its probably fixable, and it looks very ugly. With the latest public NAM availible as of 2 Aug 05. Oh, and if this aint the right place to post it, just gimme a PM and il move it ^^ Cheers //Sim
  16. Scipios BAT Thread

    Thats a beautiful Terminal, as for the lights, stick to Omni, they make the effect far more nicer ^^ Cant wait to se more Cheers //Sim
  17. Xiziz Airport BATs

    Okay, so i decided to start upon the Small Terminal Todan, and its almost finished, some minor detailing(more roofjunk & Nitelites), and some ingame testing, after that maby some texturechanges and then Lotbuilding. As for the other few buildings, there awaiting ingame testing, texturetweeking(if neccesary), Nitelightingcheck, Detailing, and lotbuilding. Well, here is the newest addition, a goodloking Jetway and im into releasing a 0.1Beta Version. Hope you like it, its designed as a Small terminal, or a rural airport, hence it is supposed to be quite dark in the night, since noone is there. An onsite Controltower and an Cafeteria, maby il add an outdoor area to it too ^^ Cheers //Sim
  18. JohnB: I remember that Animal's Revenge Lot, Gave me a good laugh ^^ and the russian i learned before i tested it haha ^^ Krao: If I make any political lots, I will make them balanced (i.e. make one for both sides). Since when is there only 2 sides in politics? Cheers //Sim
  19. Highway Planning and Architecture

    Finaly found a decent map of Stockholms roads, though i added some numbers and 2 roads to it. since it only had the Major motorways marked up as motorways. The E-roads are Europeanroads and they run through the entire continent, though most countries have them marked as something else like an M(Motorway) or A(Autobahn/Autostrada and so on) road. E4 - Kemi(Finland) -> Finish Border(Into Sweden) -> Helsingborg(Sweden) This road runs almost the entire streach of Sweden, the second longest one in the country at aprox 1600Km. E18 - Craigavon (North Ireland) -> Norwegian Border(into Sweden) -> Kappelsk
  20. a couple of years ago i lived in near a rural village in ireland, called Moycullen(just west of Galway), the road leading west into the wilderness and all the small villages there whent straight through this tiny village of some 2000-3000 souls, the goverment(or whatever) decided to build an Bypass. Constructionstarted about a month after i moved there, when i departed for sweden again 2 years later, they were still construction the same road. mind you, this is just an ordinary road, 2 lanes, hardly any hard shoulder and so on. Takes for ages. Though over here in sweden, it seems there building new streaches of Motorway everywhere, to replace the overcrowded riksv
  21. New NAM Logo --- Submit Yours

    Il try to get one done in the next few days, little late to start a project right now imo... bedtime soon, 0336 just hit Cheers //Sim
  22. Phats Hottest CJs

    the system that really should be used should have 3 main points: A. # of Updates B. # of non author replys C. # of Visitors and put them in a formula ((B/A)+(C/A))/2 and it should be counted per week, so the last weeks figures wont count, that will show what journals are most popular from week to week, and on an per update scale, so people with more updates are less popular even if they achive the same figures(people usually come back for every new update right?) But all systems are flawed, that is part of it all. even one where everyone gets to say their oppinon about it. however, this is your list, and it should be updated by what journals you think is the most popular, though since your checking replyes on the cj you have listed, pick down the visitor count and calulate the ratio of Visitors to Repyes. since people are more willing to reply to a journal they liked(most people anyway, some just post wherever possible) just some tips, none meant anything ill. hope it might help you some, and i think the idea is a fun one Cheers //Sim
  23. Simple, Functional Lots by dhoppe

    Reststops are really neat, i myself had thought to Bat some of the european ones at a later stage, since they all have different styles, the Swedish, Danish, German, French, English, Italian, they all have their own style, and if your lot of the american one is even the slightest accurate, its still quite uniqe compared to the ones overseas. coming home from an 4000km trip in europe 2 weeks ago, where i actually spent a couple of nights sleeping on the restsops, that gave me quite some insigt on the looks of the buildings and designs. its really cool that one actually can do what you want to have ingame by yourself if you cannt find it on the stex. my current project is born out of this and is to say the least, huge. Modular Airport Terminals ^^. Cheers & Good Luck //Sim
  24. Xiziz Airport BATs

    Hey all, sorry for beeing away so long without informing(on any other place tham my cj), a Trip to continental Europe, a Music Festival, southern Sweden visiting a friend, U2's consert in gothenburg. But ive bated some today, and well, were closing up on the 0.1Beta Version, only got the Jetway and Small Terminal left for the first beta-release. and some nightlighting on the Hubb, but that can wait. scififan68, Thanx ^^ Scipio,, Really!!! and you wouldnt mind if i used your prop for the jetways? im hoping to have a dossen aircraft in the final version, but my importing skills from FS arnt to good. The A330 would be very nice ^^ As i said above, im figuring to have some 10-12 jets, from different airlines. the thought struck me that one could just make them into a propfamily, and there you have it, totaly random jets, sitting on a jetway looking cool ^^ so for some pics to end this. The Medium Terminal. i didnt want to add a terminal number, since it may be someones terminal 3, and someone elses number 1, or just part of a huger terminal 5. so i just wrote Terminal on it ^^ More or less unchanged, added nightlights and made some minor tweaks. Nightlightes are a bit bright though... Made the Hubb, a sort of x-ing for the walkways entierly today, in a sorta walkway-style, thought it might look cool with a dome on the roof, so i downloaded Canadianhokeyfreek's dome, textured and implemented, still looks a bit strange, and im having problems adding nightlites. if any lot changes radicly in the near future its this one... well exept for the jetway, wich is going to be entierly remodled. Cheers //Sim
  25. Xiziz - Shintose Evo Journal

    Feedback All, Yeah i know, im 1 week overdue... again... just got home from U2's consert in Gothenburg, really something to see if there comeing someplace near you on their current tour. For anyone even slightly interested in music that is. Been building some on Shion, and made some plans though. i still get a lot of the right buildings growing on the wrong spot, and the wrong ones on the right spots... since i use growables for anything that has them, and prefer not to plop things. SC4 meister, Even if there as overdue as this one?... ^^ mentarman, Thanx Man! utora, Thanx, yeah, the dutch buildings are really nice, and usualy keep from growing like weed too, since ive got that problem with a lot of buildings ^^ jacqulina, Then look no furthur ^^ U.S.K.C., Maby an online one, as the pages fill up i do save them as an .Html format, and might post them as a *.zip somewhere just for people to be able to read offline, though that will wait a bit. oh, and next time, skip caps please Deathtoall, Thanx for correcting U.S.K.C there, and the wait is over ^^ UPDATE 10 The air outside Lars mansion sat quietly and coldley the first new years eve on Shintose, a shreeking buzzing noise ruptured the calmness. Moments later Lars was walking down the stairs tierdly, he had just been awoken by the fax-machine in his office, it was buzzing loudly. Thinking it was another prank from some high-school kid he lifted the still warm paper and read. Fwandreii State Counsil 14 Stockholm Street Luxembourg Fwandreii Finaly we have gotten contact with you Lars, we have an urgent matter to discuss, one of both Nations intrests. as we understand from the timeplan you left, your state should be ready to accsept a stream of Immegrants from Fwandreii, the boats have already left Fujian Harbour bound for Shintose. Eta 3 months and 2 weeks, aproximatley 30 000 people onbord, we hope they will be greated with greatest respect, also were sending down some diplomats to discuss two highly secret matters. You should not try to bounce anything of our satelite, doing so will force us to take serious actions against your little nation. Signed Gutfred Pagrotsky, Head of Fwandreii. Lars face turned pale instantly. Lars was not the man that could deport 30 thousand people when they arrived. he would have to expand Shion far into the rivervalley to support them all. The 2 serious matters he could make a prettey good guess of what they where. the first one beeing Sim, whom was of wanted by the Fwandreii State for research, the second probably beeing a forced entry into Fwandreii State Counsil, wich meant end of Shintose, and end of Lars reign. and the eventual downfall of the entire region. Lars guessed there was some treasure far greater than the beauty of the isle hidden deep underneath one of the mountains. and that it was worth for fwandreii to send diplomats on a halfyear trip to try to negosiate for it. As lars walked back up the stairs he mummbled, Well atleast they recognice Shiontose as an Nation... for now. as he fell to sleep again he knew he would fight for Shintose, and the best for the people and isle. A Week later a plan rough plan for the expansion had been made, it would be a rough 3 months, but it could be done, just about. Pic 10.1, The Rough Plan of expansion, with a 3 Month Deadline. Enter the Tour of Shion, the long awaited pictures of the new core of shion, pictures of Crossroads and the new northern housing suburb. Pic 10.2, Suburbia on the northern side of Shion, housing aproximatley 2000 people, it boasts its own busstop, Footballfeild, School, And more recreational facilities. Close to the industrial parts of Shion, for a shorter commute. Pic 10.3, Crossroads with its hillside sprawl, seen from the hill above. Pic 10.4, Shion's First commercial radio station, Shion Samurai Rock 106.7FM, The Station having a perfect view over the River Shion and the Mansionhills of Shion. Pic 10.5, Storgarden, the large park designed by Sim, in central Shion, with the high Gothic tower standing as the central decoration, the tower is also considerd the absolute centre of Shion. (The Tower is a Frogface/NDEX BAT, and i love it) align=baseline> Pic 10.6, Shion Market Square, and Goverment Plaza. align=baseline> Pic 11.7, Shions Grand Cahtedral, and cemetary, though most graves are unused, many people have reserved this cemetary as their final resting place by buying the graves prematurley... as of speaking of deathwish ^^ Afterword, The northern bridge will se an expansion(Due to heavy congestion) as the new roadnetwork is built, the roads will be numbered, and the new development named. this update is a bit rushed, but i so did want to post something... and soon ^^ also upcoming is my traffic settings and caps, and the basic road rules of Shintose. Cheers //Sim
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