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(Offline Only) ProcsKalone's Multiple Landmarks Mod
stevelowe commented on CapTon's file in SC13 Game Mods
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- procskalone
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Please take lessons from Oppie on how to mod...
stevelowe replied to oldnavy's topic in SimCity (2013) Modding - Open Discussion
I understand completely. It seems that the infinite water mod does indeed alter the scripts file. I apparently have been fortunate in that the mods I use that include the file have not actually made changes to it from what is in the base game. I do think it would be a good idea for modders that include the file to specify if they have altered it or not, to help with deciding which mods to install., and as you mentioned, if they do indeed alter it, pulling out their changes into a separate script file would be ideal. -
Please take lessons from Oppie on how to mod...
stevelowe replied to oldnavy's topic in SimCity (2013) Modding - Open Discussion
The majority of the files that include the scripts file just include it as a convenience for users to not have to find the game file in order to copy it to a second location. I use dozens of mods, that have this file, and none of them actually have changes to it, but they do need it copied to the userdata packages folder to properly function. It may be a good idea for those to make note of this in their readme, so as to avoid confusion. -
Regional Freeway To Another Great Works
stevelowe replied to AGBacani's topic in SimCity (2013) Modding - Open Discussion
While it may be possible to connect roads, they are only visible and functional for the city plot they were drawn from. Once you leave that city plot, the roads do not exist for other cities. Even if they were, only the one great works site that is part of the city group is simulated. The other sites have no existence for cities outside their own group, not even as far as being displayed graphically. -
I have been looking into the files for a while now, but have not been able to find it. Possibly it is in the a non accessible area. But maybe someone else has had better luck... Has anyone found a way to modify the radius at which, for example, a coal mine, can extract from the map?
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New RCI 1.1 (More Workers, Shoppers and Freights)
stevelowe commented on Nikola101's file in SC13 Game Mods
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Changing the RCI tended towards hair-pulling, as a lot of the time, Simcity didn't always load the mods at first, and had to be relaunched. I checked at each load the water tower price, as it was easy to find. Also, the minimum number of jobs also has to be adjusted, and, on commercial, if i remember correctly, visitors per day. Aslo, the changes only fully apply when a new structure is built - existing buidligns kept their old values.
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Any trucks that have "leftover" goods after delivery have been dutifully carrying their loads back to the warehouse and redepositing the goods. I have not seen any of them "lose" any cargo. If you are having this happen I suggest deleting the trucks package, to revert the capacity (this will happen when a new truck spawns - existing ones on the road already will still have the higher amount)
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Hopefully the current version's numbers work out better. I'm not sure how I got 200 more people in the high density buildings. Must have lost track of the original values along the way during testing out what values changed what. The real population mod just changed the fudged numbers displayed for population. The CityHall upgrades were based off of actual population - pre-fudged: and didn't need to be corrected. So far, if the value is not already known I have been doing trial and error to find it. Fortunately, once found, you can add it to the tool and it shows up for that index from then on, no matter what package you open up. There are still quite a few things I'd like to change around - including radius on resource gathering buildings - but have yet to locate the proper keys - if there even are in the same package, and not hidden somewhere else.
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Traffic shouldn't really be increasing that much. I haven't seen a lot of difference in my games, but admittedly, I have not gotten a lot of high density-low wealth yet. That is the main area that might have more people. If i recall correctly, the original game had 700 people per building - 400 workers, 200 shoppers and 100 students. Looks like mine has 900. So a good bit more. I will adjust this. My intent was to have slightly LESS people in each building, but about the same workers. Mostly, I just adjusted the ratios of worker to shopper for the other ones, making for less need for commercial, and in turn industrial. The major change was to industrial workers needed on the higher density buildings - they all take about the same worker per space as a base factory, which greatly decreases - by a factor of about 8 fold - the jobs the biggest factories have. This should have made for LESS traffic to industrial zones. I will look over the high density changes and make sure I didn't enter a value in the wrong place or something. Middle wealth and high wealth should be about the same as normal game. the main changes I made there were to make the high density buildings give tax income at the same rate as low denisty. Please see version 1.3C (or 1.4) for adjustments. Thanks for your input. I have considered editing workers needed and general population as the best way to handle traffic concerns - basically cut population by 25% or even 50%. But as you mentioned, it would need to be done for each and every building, and also would add in some other problems, such as City Hall unlocks based on population. That would be a large task. If there was enough interest, or I had some others interested in breaking up the workload it might be doable.
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