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Mod error: Look rotation viewing vector is zero
Martin892 replied to gmgiadinh176's topic in Cities: Skylines Modding - Open Discussion
@gmgiadinh176 Did disabling the vanilla maps resolve the issue? -
Hi all, Some new life on the sc3k forum reminds me of this question I have for years. Playing sc3k always made me end up building highrises on the map edges. Might there be an opportunity modding the game such that the maximum map size increases? Eg 4 fold or 9 fold. This would allow creating larger metropolises in sc3k.
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Cities: Skylines - Community Modding Requests
Martin892 replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
Strongly agree. The game looks absolutely awesome, but more realistic highway ramps and interchanges are needed. Especially as these appear to have such an important role in the game. -
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Fix the nightlighting. There is a very clear tutorial on it at SimTrop. Make sure you have a legal SC4 version.
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Thanks a lot. I was already busy reading the SimPeg thread, but finding an issue that matches exactly is difficult. I have to rebuild an entire 215.000 pop suburb in the worst case (deleting it in the region interface), but it took me some work to shape the coastlines etc. so I hope it will work after some surgery
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I wanted a realistic seaport in my city so first I downloaded pegasus' CDK3 SUPER PACK & SEAPORT SUPER PACK (both are dependancy packs), then I chose some CDK3 lots from the STEX and installed them/put them in my plugin folder (some seaports and seawalls etc.). problem 1: whenever or wherever I plopped the CDK3 SP Pier Seaport (one of the downloads), SC4 crashed to desktop. This appeared to be the only problem, so I decided not to build it because the other seaports and additional lots worked and looked properly. After removing it from my plugins folder, SC4 crashed to desktop while loading the city when I started up again (just before showing the game display; just at the moment the weird sentences show up in the upper screen). I thought: this must have something to do with all the ports and new (transit enabled) lots I placed in my city, so I removed all CDK3 plugins from the folder to evaluate the problem, and it started up now (with brown boxes and blank lots). Now something really strange showed up: my seaport cost had become an extraordinary amount (this only showed up in my balance sheet, querying the seaport lots was impossible), like 15.000.343.335.655 or so, so I had to set Seaports funding to 0 before continuing. I thought this would solve if I placed the CDK3 plugins back in the folder again, so the lots would show up again, I just had to deal with the crash-to-desktop-before-starting-up problem. I tried this by doing some plugin management -changing sub-folders, putting zzz_ just before the folder name etc.. I found out this was a big mistake doing this with CDK3 plugins, pegasus specifically mentioned this in the readme files. Why? The ports don't show up anymore, even after putting the plugins back exactly how it's told in the readme, they look really strange (blank lots) and SC4 crashes to desktop when I try to bulldoze a former transit enabled lot (seaport). Is there any way to remove/bulldoze lots when their plugins are not in the plugin folder? Or any other hints for me? I'm going to read the entire CDK3 thread on sc4devotion but that takes time, so I hope some sophisticated city builder can help me. update: big chance it has something to do with the NAM, I extended my rail network to the seaports...
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Ow I forgot... Building Ploppable Mod!!! Be very careful with it, the residential buildings abandon easily and are not traffic-enabled (there is a thread about it somewhere), but it offers the possibility to make very realistic high-rise suburbs with many of the same buildings (as well as commercials which don't show up in de landmarks section). I grow as much buildings as possible, to get some realistic traffic patterns, then I fill up the rest with ploppables to have a realistic view (they increase city population, though).
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The Worst Ordinances ever (Poll Included)
Martin892 replied to Cougar2004's topic in SimCity 4 General Discussion
I like most ordinances in the way they offer regulation possibilities, but they (EA) had to make a better choice whether they wanted them to be an important part of the game. If I have a lack of income in my city, I do better to raise taxes than shutting off ordinances. The effect of the ordinances is also limited comparing it to good city planning. I use them most for reducing garbage production (paper waste reduction) and stimulating high-tech (clean air) but most of them I consider environmentalist propaganda nonsense -
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Cool stuff. It just looks like someone in a hot air balloon floating silently through the air (the other skyscrapers are not to be taken serious...) I wish I could ever have a lunch in some 120th floor restaurant over there...
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NAM problem: elevated trains, monorails and regular trains not working
Martin892 replied to BaldFish's topic in NAM & Transit Networks
It seems to be a similar problem I had a few weeks ago -that was easily solved by reinstalling the NAM in the other hand version- but you should give it some time, NAM takes sometimes over a virtual year to work properly. Otherwise try starting up the game with just the NAM and without all other plugins, then put them in again 1 by 1 and find out what is the corrupting file. You will see lots of brown boxes but in my case it is a proven way to find out the problem. Good luck
