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Everything posted by Techleo
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simmars-forum-threads Transportation Ideas
Techleo replied to guinea's topic in NAM & Transit Networks
A question has to be posed. Where are we going with the transportation system. Some limitations mite be in order. Im currently working on a system. But i cant progress because i dont know if were going to have personal vehicles anymore. -
simmars-forum-threads Utilities Buildings
Techleo replied to GouRou's topic in SC4 BAT & Lot Workshop
The key drawback of true fusion is A- you deal with lots of heat in a Tokmahaks model of fusion or B- you transfer energy that is heat thru chemical processes into radiation. Now thats not to say we wont discover a new means to disperse heat. I dont think its likely. More likely is we'll surrender fusion for some time in the favor of Biological-Solar or Energy Stripping generators. We already know a plant can make electricty as some plants in Amazon deomstrated. The trick is simply altering the plants to create electricity not seeds. Think living Solar panels. Solar also is becoming much better in the current methods. Materials are improving and there are attempts to make each scale of the solar panel to seek the sun rathen then the whole panel. IE more exposure to sun at all times. Now as i said above energy stripping is my favorite. Simply fill cannister with water, insert Heavy element spheres, feed current, watch the wonderful spheres make a magnectic resonace that strips electrons and wallow in the electricity. Oh and the current energy stripping tech is a 10x process, ten times more comes out then goes into the cannisters. A damn shame that car company i wont name for fear of sueing bought the rights. -
simmars-forum-threads Utilities Buildings
Techleo replied to GouRou's topic in SC4 BAT & Lot Workshop
Water Systems- Intial colonists will need to draw water from recycling. Making mines take time. As such id like there to be SPEW (Sewage Processing and Enviromental Waste) Centers. These centers will actualy keep what water and material are shipped with the colonists intact and useable. Each spew would allow two water boreholes per each. As a spew could only clean that much water each. Lastly Id suspect a amount of the water would be drawn from solid waste shipped from earth. Such as food and fuel cells. This would allow a stable and meaningful water system.Lastly of course would be a dual teir of sturcture sizes. Thus Small Spew = two small boreholes, Large Spew= 4 of course. Power Systems- Solar plants would be the obvious choice. Modern solar cells already draw many times more power then previous ones. With the current rate of power draw by 2050 solar power could keep a large city going. Tho the solar panels would prolly take a large area of land. I just hate the solar power plants in Simcity 4 now. They realy need a small single one to form feilds of them like windmills. Better designed then the one that came out. Lastly take into consideration we already have the technology that a unname car company bought the rights for so we CANT use it. This Tech allows for power to be passed thru a cannister of metal spheres. The spheres when charges draw electrons from water. This means what power we make can be magnified if we have water. Meaning all power plants we have can produce more power. Solid Trash- Duh, good ol recycling plants.A SMP Center(Solid Materials Processing) will essentialy keep what materials we have in useable order. Build more mines to get more materials to recycle. Id like to see each SMP Center be able to recycle 3 mines worth of trash production. Making SMP economicaly feasible. More mines can be built of course then you can recycle, making good ol fashioned surface trash feilds a must. Sidenote- Id suspect surface trash would have a much less important impact on a martian colony tell the planet is terraformed. Materials & Industries- Id like to see a new factor added to the Simcity 4 system. Id like Industry to be such that you need materials to run the darn manufturing plants. Build one mine, which allows you to build certain industrial centers. Build more mines which gives more plants. You get the grind. What it does tho is make it feel like your building a colony, not a city. Cities on earth can draw materials from other cities. On mars you need limits to feel the reality of not beings to borrow other cities materials. Mind you id like mines to have Regional limits. So that when you do build a second city it gets more like earth and you can have themed cities. On the themes of industries thats up to imagination, but what industrial buildings you build would be to hard to factor into which other buildings can be built. TO many structures to factor is NOT fun. -
simmars-forum-threads Utilities Buildings
Techleo replied to GouRou's topic in SC4 BAT & Lot Workshop
Suddenly the old Seirra game Outpost seems like a good game to dig into agian. Im doing a basic scan of the structures they involved in colonizing space. From what i rember all there structures were based on fact. Since most of them were Nasa based. -
Im working on a Region based of the game Fallout. As such I realy need some military lots. White Stucco Walls like in the high tech cities, Army Police Security Station, Watchtowers, Barbwire fences, Small Army bases and barrack, Medium and large City gardens with limitied argo industry jobs, Fishing Docks and Quarries. Also id like a series of lots that look like a division of army troops so that i could make it look like in city journal that city is being attacked. Preferably with Infantry, Tanks and such in seperate units. So i can simulate as large a army i want. Also a feild base lot. These things would have no cost, since there just for temporary story use. Lastly id like a growable set of Hydroponic Farms that appear in highly dense farms, small in size.
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