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0 Clean SlateAbout Surfboy707
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i've been having the same problem, and i think its something in NAM that makes it so you dont use cars, i can't put my finger on what it is exactly but im pretty sure thats whats wrong.
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SDM (Suburban Development Mod) Description: This mod will have residential, commercial, and industrial lots that will be able to zone on FARR and Wide Curve roads, there could be a different zoning tool, and the streets will have FARR, Wide Curve, and Diagnal Street Plops. The plops can have sidewalks or not, depending on which plop you choose. This mod will also include Wide Curve and FARR Avenue peices, and Wide Curve and FARR Highway Peices. Aswell as all of these plopable items there will be bridges for each road, street, etc. All of these tools could be used in a tool to drag just like the regular road, street, etc. This mod would also add additional RHW splitters normally seen in sprawl and suburban communities. For example: RHW10 to RHW 6 and RHW 4 splitter, a new RHW, RHW 12 with six lanes on each way. There would be a splitter for RHW 12 into RHW 8 and RHW 4, etc. These splitters can come in with MIS, like RHW 6 to RHW 4 and MIS, and RHW 8 to RHW 6 and MIS. These splitters are reversable. These RHW will have Wide Curve and FARR peices aswell. Also bridges can be used as normal or as Wide Curve or FARR peices. The RHW can be a different draggable tool, just like the regular. Why this would be beneficial to the game and community: This would make WAY more realistic suburbs.
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Originally posted by: digger313 Originally posted by: Surfboy707 Okay, this is my first post, but I would like to say something about the massive amounts of CO$$$ and CS$$$ buildings on the STEX... (PLEASE NOTE: I am talking about PLOPS) 1. There are WAY too many. 2. There is NO way to place every single beautiful BAT onto a city without having the demand drop drastically and start the buildings to get abandoned. 3. When the above happens, people who work there loose there jobs and abandon their home. 4. When 2 and 3 happen, you have an ugly city with a lot of abandoned buildings that nobody wants. So, here is my idea: Have a tiny little one-by-one lot (Possibly, a garden area or a tiny office) and the lot will increase (or multiply) the RCI demand for CO$$$ by an amazing amount. This will eliminate problems 2, 3, and 4! To eliminate problem 1, well just get rid of some old ones. I have a few Requirements though: 1. MUST be able to use on: Macintosh, or Windows XP 2. MUST be a 1x1 lot. 3. Try to make it a workable PLOPPABLE office (CO$$$ or CS$$$). 4. DON'T make it look like a 3 minute job. 5. NO DEPENDENCIES Thanks, I really hope you can understand the need of this in STEX. If I can ask, can someone PM me if this idea is accepted and or if it's done etc.quote> Here you go quote> Thank you!
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Okay, this is my first post, but I would like to say something about the massive amounts of CO$$$ and CS$$$ buildings on the STEX... (PLEASE NOTE: I am talking about PLOPS) 1. There are WAY too many. 2. There is NO way to place every single beautiful BAT onto a city without having the demand drop drastically and start the buildings to get abandoned. 3. When the above happens, people who work there loose there jobs and abandon their home. 4. When 2 and 3 happen, you have an ugly city with a lot of abandoned buildings that nobody wants. So, here is my idea: Have a tiny little one-by-one lot (Possibly, a garden area or a tiny office) and the lot will increase (or multiply) the RCI demand for CO$$$ by an amazing amount. This will eliminate problems 2, 3, and 4! To eliminate problem 1, well just get rid of some old ones. I have a few Requirements though: 1. MUST be able to use on: Macintosh, or Windows XP 2. MUST be a 1x1 lot. 3. Try to make it a workable PLOPPABLE office (CO$$$ or CS$$$). 4. DON'T make it look like a 3 minute job. 5. NO DEPENDENCIES Thanks, I really hope you can understand the need of this in STEX. If I can ask, can someone PM me if this idea is accepted and or if it's done etc.
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