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Thalassicus

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Everything posted by Thalassicus

  1. Underground Depth Mod v1.0

    Version 1.0

    26,461 Downloads

    This mod increases the depth to which pipes and subways can be built, allowing much easier placement up cliffs and steep terrain. The x2 version is good for almost all situations, if you zigzag networks up cliffs steeper than 200ft/tile; x3 and Radical versions are also included. See the Readme for more details.
  2. My brother and I are playing an awesome region we've invested lots of time into. Our initial two cities filled up on space, so we expanded to new ones. My new city is going to focus on education and technology. I took out three bonds to get my new city up and running as quickly as possible. The whole place is zoned, so it will be profitable in about 2 hours of game time. I sent a gift of $1 million to the city. The problem is, I got so excited I forgot to pay attention to my current city funds before accepting the gift. I need that money gift from my other city to continue. How do I accept it?
  3. Realistic Civic Mod

    Version 2.2

    6,980 Downloads

    I've been asked to upload this on the Exchange, so here it is =) This mod adjusts the effect, cost, and coverage of all major civic buildings to more realistic proportions. You can include the full file or customize which effects to use in your game: 1) Police_Scale_Up: Each police station (from kiosk to deluxe) is about 5 times as effective as the next stage down, one deluxe police station can now cover a 3x3km area (slightly less than a large city tile). Cost is scaled up appropriately. 2) Fire_Scale_Up: Each fire station (from small to airstrip) is about 3 times as effective (in coverage radius) as the next level down. Cost is scaled to match. 3a) Education_R_x2: Bus coverage radius is doubled, with cost scaled up to match. Faculty / Bus funding ratio increased from 3:1 to 5:1 (faculty costs account for a greater proportion of a school's budget). 3b) Education_R_x2_Effect_x0.33: Previously, a city could easily reach and stay at max EQ (200) with just elementary coverage, a city college, and the pro-reading ordinance. This decreases EQ effects of educational buildings to 30%, requiring the full spectrum of educational facilities to reach max EQ. 4) Health_C_R_x2: Doubles Clinic and Hospital capacity and radius. Cost scaled appropriately. 5) Health_Rewards_Fix: Fixes bugs with the Disease Research Center and Farmer's Market. The mod also includes Country Utilities for small towns, provided coutesy of Nexis. These are smaller versions of the civic buildings that have less effect, but over a larger area. If you encounter any problems with this Mod please E-mail me.
  4. Marsmadim Vallis Edited

    Version 1.0

    603 Downloads

    Edited map of the Marsmadim Vallis, from geoset data of Mars. I photoshopped it to produce a level landscape, so the "river" reaches all the way inland.
  5. In my city the game says: * I need more shops. AND * I need fewer jobs. I don't understand how to do both at once. If I increase the number of shops, there will be no one to work there. My buildings are occasionally abandoning due to lack of shops, workers, and jobs. I zoned 80% residential and 20% commercial. My population details are: 62,371 population 2800 $ workers 3170 $$ workers 0929 $$$ workers ==== 6889 total workers 9119 (6319 unfilled) $ jobs 6358 (3188 unfilled) $$ jobs 2260 (1331 unfilled) $$$ jobs ==== 17737 total jobs (10838 unfilled) 1400 (387 unsatisfied) $ shoppers 1585 (466 unsatisfied) $$ shoppers 0454 (87 unsatisfied) $$$ shoppers ==== 3439 shoppers (940 unsatisfied) Traffic remains clear or green, with no red-level wait delays on my mass transit.
  6. How to accept money gift?

    The game halted - it won't let me progress time.
  7. Download time?

    It finally showed up for me as available 3 hours 55 minutes after the release time. I had pre-ordered the limited edition several weeks ago.
  8. Introduce Yourself Here!

    Will delete this post within a few minutes.
  9. This mod increases the detail visible on the high end of the color spectum for the Desirability, Mayor Rating, and Land Value data views, giving you useful data where areas of a city used to be just solid green. It also increases the max value on the Mayor Rating Graph from 100 to the game max of 128. DataViewMod_v1.0.zip Old New The number of jobs available on a lot is related to the desirability of the area it's in, so lots with a desirability of less than 50% will have under half thier normal amount of jobs available. This is now shown by red. Old New Default mayor rating (without any other effects) is shown by the dotted line, this is now represented by brown. Anything below default rating is red to clear (rock bottom for mayor rating and health/education effects is transparent, since that's what non-residential zones display). Land value was changed similarly to Mayor Rating (even though it's almost always maxed out in a developed city) The mod shouldn't conflict with any other mods. It's also compatible with Tropod's previous Dataview mod, as they edit different files. Here's a side-by-side comparison without and with the mod: https://www.simtropolis.com/idealbb/files/CO$$$Old2.jpg>https://www.simtropolis.com/idealbb/files/CO$$$New1.jpg> The CO
  10. Curved Highway tutorial

    Tri asked how to make highways follow more natural curves and bends like in my CJ, so here's a tutorial on how to do it ~ Curved Highways ~ 1) Regional layout To start out, use Region Census (downloadable from the mods -> programs section) and an image editing program (or paste it into Word), to print out a page-size copy of your map. Mark out the major cities your region has/will have and draw the connecting highways. Drawing by hand is often more natural-looking than attempting to draw on a computer, mostly due to the limitations of mice. Make your highways follow the terrain in the manner real highways would. Avoid areas with steep inclines, hills, or valleys, since those are expensive to build along in real life. On the (scanned) map above, red is highways and black is rail lines (railways are are usually straighter than highways in my area) 2) Signs In city view, place signs at major points along your highway. If possible, use terrain features as guides to accurately align the highways with your drawn map. After marking the major points, place more signs along the road to help in construction. 3) Smoothing If your city is perfectly flat, you can skip to 4) If your city has rough terrain, use CTRL+ALT+SHIFT & Click on the God Mode button to re-open God Mode tools. Select the soften tool and set the tool size to about 3 (SHIFT + 3). Use larger sizes for flatter terain, and size 2 or 1 for very steep terrain. Smooth along the whole length of your route to ensure the highway isn't unnaturally bumpy. 4) Building the road Now comes the hard part. Starting at one end of your route, begin constructing the road. Make small turns along the way to ensure that the highway reaches the next sign in a graceful manner. If you've ever looked at a line without any anti-aliasing in an image file, this is exactly the same concept. A series of jagged edges will smooth out at a distance into a single curved line. 5) Gentle curvesWhen your highway begins to turn another direction, start with a few bends before it reaches the curve. Orthogonal (straight) avenues and highways can make one-tile jumps sideways, diagonals require slightly more space. 6) Tight curvesAs your higway begins to curve more sharply, increase the frequency of the sideways jumps. Soon, start make the jumps more than a single tile, and eventually you'll be running in a more diagonal direction. WARNING: The game is very tempramental when destroying segments of highway along sections like this. If you think you might need to destroy parts later, keep the signs in place, and just hide them. Then you can replace segments in the future if necessary. 6) The finished roadThe area you'll want to be careful around is destroying segments at an angle similar to the bottom. A good thing to do is to have small areas that give the segments a sort of buffer space where you have at least 3-4 tiles of road without any bends, like at the second sign from the bottom. 7) Adding exitsIt's very easy to add road, street, or one-way exits to curved higways. The game requires at least a 1-tile amount of space between each bend in the highway, just the right size for crossovers and connections. Avenues require just one extra tile. Overpasses for highways would obviously require more space than this, take it into account when building the highway. 8} Extending the highwayTo connect to neighboring cities, simply extend this process into the next city. The finished segment can be seen here in the transportation view, with the next segment marked off in red. I havn't been able to get diagonal highways or avenues to form neighbor connections, however, so you will need to connect straight off the map (and turn back onto the route in the next city) If anyone knows how to connect diagonally I would be much obliged ~ In Action: Smooth Corners ~ Often, highways don't make sharp bends, since that can produce traffic accidents. Here's a standard highway turn: Turns like this are common in parts of the world, especially in urban areas where highways have to fit into a small space and are constrained by development. Experiment with what areas look best with this style of construction. Here's another version of the same curve, softened using the methods described: This could be used for rural or suburban areas, or even urban areas, depending on the part of the world you live in and the city layout you want to use And here's the curve in region view. ~ Example: Rural Town ~ Finally, here's an example of a developed community along the same highway, out to the west: It's areas like this where you have to be careful with your bulldozer tool
  11. The Official 2005 Golden Llama Awards Discussion

    SkiGeek's custom title is going to topple over from the weight of all the ribbons
  12. The Official 2005 Golden Llama Awards Discussion

    [/delurks] Congratulations everyone! I give you bunnies! And duckies!
  13. I'm practicing working on an all-glass skyscraper, the First Interstate Bank Tower (now called Fountain Place) in Downtown Dallas: Here's the work I've done so far: I'm having trouble with the glass and lighting: from the angle in the left screenshot it looks too dark and more like clay than glass (especially if some tall skyscrapers are around), and in the right screenshot it's too bright. The base of the right screenshot is the look I'm aiming for in the overall building. I've tried out all sorts of different PS filters and GMax material effects but havn't been able to get it to look right. I'm not sure how to alter the default daytime lighting rig, but I think if I could rotate the basic lighting 20 degrees counter-clockwise it might look better. Suggestions and comments are welcome https://www.simtropolis.com/idealbb/images/smilies/1.gif>
  14. Terrain Tutorial File

    Version 1.0

    769 Downloads

    This is the file for the terrain tutorial located here: https://www.simtropolis.com/idealbb/view.asp?forumID=41&topicID=56585 I am uploading it here so that it it's availablilty will be assured in the future.
  15. Landmarks Remove From Menu Mod

    Great mod, although wouldn't this go in the Mods section? I have been mulling around in my head to do something like this for my own personal use, this makes it easier because I can just tweak it to include the landmarks I like :)
  16. World of Warcraft

    I'm going to buy the retail tomorrow, it should be pretty cool I didn't get picked for the closed beta, and was too late for the signups for the open betas (who knew half a million people could sign up in 1 day!?!?) I expect to play a Priest or Druid, possibly a Mage. Blizzard always makes excellent games, I'm looking forward to it
  17. Climate change - Worse than Predicted

    Date: 11/16/2004 10:46:27 AM Author: JVGazeley Date: 11/15/2004 2:15:11 PM Author: villarule It is winter and im waiting for the snowquote> Actually, It's not officially Winter until the Winter Solstice on December 21st... Also, Our children to decide? How are we to have a say when our elders are pushing it over the edge before we're even in our 20s!quote> It isn't winter until the middle of winter? Lol After all, the solstice markes the middle of the time of year when the days are longest (winter)...
  18. One21 Apartment Tower

    Actually, R ploppables usually can function if you zone the area and allow buildings to build there first, make sure they're sending out commuters. Once that happens you can usually plop over them and have it work ok.
  19. Climate change - Worse than Predicted

    You wouldn't want Cuba. It's a huge burden (both financially and internationally) having a presence in another country or being involved in their affairs (case in point: Iraq).
  20. Hey, I just relized you can click on the award icon to see what they are...nifty
  21. Climate change - Worse than Predicted

    Cars, politics, and the weather. Maybe we should throw in the kitchen sink, too? The worst I've ever had it is a few times in East Texas. 80
  22. Wow, I didn't expect to be recognized with anything. I'm glad people like the smilies Dirk and I have worked on
  23. Climate change - Worse than Predicted

    Serious temperature ratings I doubt many could consider triple-digit temperatures warm
  24. Climate change - Worse than Predicted

    I keep my room at 75-77 F, as I did with my apartment last year. So for me that's room temperature I don't like 72-ish because it's too cool to wear comfortable clothes like shorts and a t-shirt around the house. Most people I visit also have their house/apartment at around the same temperature, ~75F (24C). Otherwise you'd have to wear long pants and shirts all the time...although I do know a few people who like long clothes, so they have their house temperate set lower. Room temperature pretty much depends on what kind of clothes you like wearing at home. Plus, having it a few degrees higher saves on the electric bill Slightly warmer winters and cooler summers might actually relate to the amount of urbanization in your area. Is the population growing? Cities have a profound moderating effect on the nearby microclimate, anywhere up to 10-20
  25. Climate change - Worse than Predicted

    Where do you live EAGCE? It's interesting, I feel pretty much the same way: 110+ baking hot (especially when you get in the car...uhg could roast a turkey in there) 85+ hot 79-85
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