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ewd76

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Everything posted by ewd76

  1. If you are building without adding power then you will run out. You might try a stronger power source.
  2. Abadoned buildings

    That water thread reminded me, I don't believe that industry that is abandoned for lack of water will come back without demolition.
  3. Originally posted by: Naggert Yeah I sometimes find 4-5 old pumps.. But those I have now are all new and well funded pumps.. The water demand is 6.000.000 cu m/month.. Brokens pumps shouldn't imo have no effect on that..quote> Have you clicked on those buildings to check the reason for the abandonment? I don't think industry comes back if it is abandoned for lack of water.
  4. Abadoned buildings

    The one exception, some grown houses and commercial spaces do not if they are abandoned for lack of water. I don't know why as this is, as it is not the case most of the time. Also, in my experience, any plopped building that is abandoned for lack of water will need to be demolished. The one good thing about these is that they do not deteriorate with abandonement like buildings which grow do.
  5. Farming

    I am pretty sure farms are only for $. BTW, that is a heck of a nice looking place for a farm village. I am not sure that is sustainable. I would think a village that size which makes most of it's living on farms would need little in the way of commercial other than a general store and perhaps a small restaurant. Those would be good additions if anyone who is good at that sort of thing is reading. A general store and small cafe. Perhaps an old gas station with just one or two pumps.
  6. WatchMeMove

    I assume you've tried it and didn't notice anything.
  7. I think a lot of people use cheat as synonymous with anything added later after the game was released, other than the actual released expansion.
  8. Why is that a problem?
  9. In previos SC incarnations even the largest buildings would eventually fall apart and be replaced. It seems that in SC4, once a building site has developed a building large enough, that building is there to stay until you demolish it. Anyone else annoyed by this? I don't mind the building delapidation, but it seems like eventually the building would fall down if it had been abandoned long enough.
  10. That's my point. At least in previous games they would. Makes it a little more interesting at least. The game is unrealistic enough, you would think they could have given us that. Even if it doesn' reproduce at the same level, the building delapidation is ok to a degree, but why expect a building which is not being maintained remain ok except for a lack of a coat of paint? For instance, in previous games, if mansions stayed vacant long enough, they would eventually be torn down and be replaced with shacks. In this game, a low density mansion will never be anything but a low density mansion. That is rediculous.
  11. Can't find the CD

    Originally posted by: Xyloxadoria For some reason EA messed up when they did thoose. The autoplay stuff is on disc 1, but you need disc two to play. quote> I had wondered why you needed disc 2 to play when virtually every other game is just the opposite.
  12. RHW 3.0 tut? (Now closed!)

    Originally posted by: moeom Tutorial...going to school basically. quote> Thatnks, I didn't realize it was an abrevation.
  13. RHW 3.0 tut? (Now closed!)

    Just out of curiosity, what's a "tut?"
  14. I would call SC more of a puzzle game with a great interface and a lot of bells and whistles. It has very little real world corelation.
  15. Polluting Industries

    Originally posted by: blakesterville if you want existing industrial areas to grow into high-tech areas , you will have demolish most of the existing industry(Of coarse , leaving the zones) and let it redevelop. quote> That's strange, I haven't had any trouble with high tech industry growing over existing.
  16. Airports and Transit Links

    Originally posted by: wilsonwilson I've got a slightly related question about airport function in regard to region design. I'm in the planning stages of a large region and have a large city which I'm going to be plopping the airport at some point. To the right, it's neighbor, is another large city. For busting demand caps and all the other functions that an airport provides, are multiple transit links sufficient or should I plan on building an airport in both cities? More simply, can airports serve part of a whole region or are they simply limited to busting caps in individual cities alone? In my region I'm going for a large metro design with continuity across cities, so ideally a single airport in a single city (metro area is going to be 5 or 6 clustered city tiles, mixed sizes) would be ideal. Thanks in advance!quote> I have a large tile in the center of the map which has huge sky scrapers in the center surrounded by light residential. This tile has a regional airport and an International airport(both rquested by the game). The tiles all around it are mainly light residential and light commercial all feeding into the larger city. Only one of these tiles has requested an airport(the smallest one available).
  17. SimCity 4 Old Age

    You don't have to rezone, just demolishing the building will do.
  18. Zoning - how big can you go?

    As long as there is room, there is enough like zoning on the spot, a large building can grow even if the orginal lot was smaller.
  19. SimCity 4 Old Age

    Originally posted by: Livin in Sim They are replaced by new Sims as they die. quote> Apparently by "New" old Sims. I have never seen them get younger without abandonment or demolition. Either that or Sims are immortal.
  20. Spending Money

    You should find no shortage of ways to spend money. If you have the cheats mod, you can just type in "moolah" and give yourself as much or as little as you want. That's what I do, when I run out of money I just give myself another billion and keep going. Don't say that isn't realistic either. That is much closer to the way real governments work than being kicked out the second funds get below 0. You could give yourself a few loans and take out the interest if you want to.
  21. Schools would go in residential areas. Parks can go either place.
  22. Make people smart and happy. You will get rich people and clean industry.
  23. There is the mass-transport only ordinance which is part of some download and you can click to activate in the ordinances tab. I guess it has some affect, but I don't know how much, as more people by far still use cars.
  24. Micromanaging Road Services Spending

    I don't think so and to be honest, I don't think most people would like it. If it were just a cheap way of removing Highways without having to spend money for their demolition I can understand, but they will still be there just with holes showing(which don't actually have any affect on traffic). I did something like this because I remembered that in the SC2000 and SC30000 incarnations, that roads actually started to disappear if you reduced funding even a little bit, but as far as I can tell, this doesn't happen in SC4 even with all transportation at 0.
  25. I dont want poor people!

    Originally posted by: Shlarin This give me the idea for a new addon: Robot Factory - Replaces the R$ workers in CO$$$ and IHT $$$ with robots. Significantly increases demand for CO$$$ and IHT$$$. quote> Wow, talk about playing God.
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