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stevelowe

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Everything posted by stevelowe

  1. While it does allow you to plop more than one of the same  landmark, which is still pretty nice, you do still get the 3/30 not allowed issue.
  2. 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?
  3. 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.
  4. 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.
  5. 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.
  6. New RCI 1.1 (More Workers, Shoppers and Freights)

    Scripts file should not be moved. it should be in BOTH locations
  7. Mr. Lowe's Simcity 2013 Mods

    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.
  8. Mr. Lowe's Simcity 2013 Mods

    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)
  9. Mr. Lowe's Simcity 2013 Mods

    I hadn't seen this before. In my testing any "global" trucks (ones that leave the city) carry just the standard 10. I will look into it.
  10. Mr. Lowe's Simcity 2013 Mods

    They can be deleted. The lind was a leftover version that was renamed of the low tech industry file. landmarks files was a file that I had pulled out the landmarks into, but had not changed anything.
  11. Mr. Lowe's Simcity 2013 Mods

    I am not sure my changes had any effect on the consumption rates at all.  I changed and reverted so many different sections of the Omega files that seems not to have affected anything... The only thing I am sure was affected in a functional, non-cosmetic-only way, was the storage amounts.
  12. Mr. Lowe's Simcity 2013 Mods

    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.
  13. Mr. Lowe's Simcity 2013 Mods

    System has been down. So I cannot test any changes I make at the moment.
  14. Mr. Lowe's Simcity 2013 Mods

      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.
  15. Mr. Lowe's Simcity 2013 Mods

    They are certainly over-zealous in normal game. Once I get my system back up and running i will look into it.
  16. Mr. Lowe's Simcity 2013 Mods

    Seems I had changed naming convention and left an old one in. It can be deleted.
  17. Mr. Lowe's Simcity 2013 Mods

    All package files if you are wanting the changes to RCI. I broke apart RES/COM into low, med, high wealth and IND into low,med,high tech.   So lowrescap,medrescap,highrescap (and com counterparts) are the three wealth levels capacities. Where lind, mind, hind are the three tech levels for industry.   Hope that doesn't make for more confusion. 
  18. Mr. Lowe's Simcity 2013 Mods

    Thanks for the headsup. I'll clean it from next upload.
  19. Mr. Lowe's Simcity 2013 Mods

    The only change in 1.3B was to add the intended storage to Advance coal mines, so Just one files was changed. Did any of the others versions work for you? 
  20. Mr. Lowe's Simcity 2013 Mods

    I wanted to change that, but I am still trying to find where the trade goods values are. 
  21. Mr. Lowe's Simcity 2013 Mods

    Coal plant trucks should be carrying 100 goods each (around the city) so you effectively already have ten times the trucks. I will look into more fire and other service vehicles.
  22. Mr. Lowe's Simcity 2013 Mods

    Have not seen this myself, but had one report of some other strange issues. They were moving the two ecogame script into the userdata/packages folder rather than copying them.  The files should be in both locations.     I have also seen, with mine and Parker's mod, that sometimes on relaunching the game it doesn't load the files,. Restarting once, or sometimes twice seems to fix it. - but in this case the mod just isn't applying - you would't get the "not happy".  The only times I have seen the "not happy" error has been when there is an issue with the two script files not being placed correctly.
  23. Mr. Lowe's Simcity 2013 Mods

    Oops. I had edited the Advanced Mine: altered rate and capacity. which I intended to change to 1000, but it appears I left off a couple zeros. I will update files soon.   Please see v1.3B for the fix. Thanks for catching it. I hadn't plopped one in my last city.
  24. Mr. Lowe's Simcity 2013 Mods

    Thanks for using them. It is good to see others are liking the changes.   If you don't mind, please let me know if the speed seems ok or if there are issues with drastic de-leveling if you have a happiness drop. I haven't seen anything quirky like that, but I haven't done a lot of testing on medium/high wealth residential or any commercial.
  25. Mr. Lowe's Simcity 2013 Mods

    For RCI changes, clearing the zone itself does not appear to matter. Settings seem to apply when the site it built on.   I will look into changing the jobs as you suggested. If they are lowered too much, there may be issues with unemployment, as I have already cut jobs in high density industry by about 85% to level out freight produced per worker.  There are also quite a few specialization buildings...  If it seems to be related to just Omega buildings moreso than others I may change them to start with.  It may not be until next weekend though - depends on work load for this week..
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