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Everything posted by toroca
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How to Turn Ploppable BATs into Growable Buildings
toroca replied to toroca's topic in SC4 BAT & Lot Workshop
---------------- On 2/29/2004 5:14:52 PM AX wrote: Oh thank you a lot Toroca... Since my attempts to convince batters to make a growable version of their buildings failed, I think I ahve no choice. So this tutorial will be very useful to me. But I was wondering about one thing: If I create a lot, let's say 4X4, will this building grow on 4X5, 5X4, 6X6 or whatever lots or I have to make every lot by myself? ---------------- If you put it on any lot, it will ONLY grow on that lot. To make it appear with other buildings and automatically use the existing lots, you'd have to add it to a building family, and I haven't delved into that yet. Besides that, some of these buildings won't properly fit on the existing lots without significant edits. ---------------- On 2/29/2004 5:44:40 PM Eagalious wrote:Thanks a lot for this tuturial. Only two questions: 1. If you name it a different name, it wont replace a building already in game right? I had to reinstall the game after I found a lot of my downloads replacing Maxis' buildings. 2. Will this also work for buildings created with the lot editor and without the BAT? ---------------- 1. Well, they shouldn't be replacing Maxis buildings anyway, and if they are, you shouldn't need to reinstall to fix it, you just delete the building or modded lots in question... Either way, I've been using this exact method for a while now and I'm not having any problems with BATs replacing Maxis ones. Look at the picture of my downtown core in Chapter Six of my Honolulu region, the BATs are appearing right along with the Maxis-Made buildings. 2. As far as I know, no, this only works for BAT created ploppables. ---------------- On 2/29/2004 6:04:26 PM Vatt3 wrote:I'm not sure if this really goes with what the tutorial is about, but here it is. How do you make a landmark lot into an RCI ploppable? Or is that even possible. I've been trying to figure this out. ---------------- Depends what you're really asking. You CAN'T make a Landmark lot into an RCI one, at least not without instructions from someone more knowledgable than myself. Supposedly it's possible, but no one who knows how has bothered to explain it in detail to the rest of us yet. This method is only for the buildings, because I don't know how to change the lots. If I did, I wouldn't have to make my own new lot for every BAT I download, because I'd be able to simply change the type of the lot that the BAT creator made. ---------------- On 2/29/2004 6:36:22 PM AX wrote: OK, add these 3 other questions to the other one I've asked earlier: 1- What should put in 'capacity satisfied' ? I take for example the Transamerica Pyramid that I tried. There are 2 values : 13088 and 15084... Where should I put the number of jobs?? And the other value stands for what? I've seen on another post a building that had six values... What to do with that? 2- In the same idea, I've seen on another post (the same) that there is a value for R$$$, R$$, R$, CO, CS, industry and stuff... Can you light me on this (I don't know if this can be said in english https://www.simtropolis.com/idealbb/images/smilies/22.gif> https://www.simtropolis.com/idealbb/images/smilies/2.gif border=0> 3- You say that you should place a growable building on a growable lot in order for this to work, but if I take my example of the Transamerica Pyramid (which I think is CO$$), should I place it on a CO$$ lot or it doesn't matter? Thank you again to help people who have difficulties like me! If I have some other questions, I will ask! AX ---------------- 1. For Capacity Satisfied, I normally just use whatever the Plugin Manager generates, unless it seems unrealistic or is too high. In your case it's too high. The high wealth values (high wealth is the lowest in the list, remember) should NOT be much higher than 7000, or the building will never grow because the game can't utilize enough demand at one time to generate the need for a building that large. The values under capacity satisfied are for each wealth level. The Keys on the left side represent the building's type and wealth level, and the values on the right are the capacity for that type and wealth level. Some RCIs only have one key and one value, these are low wealth. Some have as many as three keys and values, these are high wealth. When res and com buildings deteriorate to lower wealth levels, they hold more people. That's what the extra values are for. 2. I don't know what the Keys are for each type of building and each wealth level, but they can be collected easily enough from the Plugin Manager. Just set a building to be a high wealth residential, and then look at the three keys. In order from top to bottom, they'll be low, medium, and high wealth res. Do the same for commercial service. For office, you'll only get two Keys, because there is no low wealth office. For industrial, there will be a different one for each kind of industry. In all, there will be 12 different keys. 3. If you make it a Co$$ in the Plugin Manager, then yes, you need to put it on a Co$$ lot. The lot type you place it on must match whatever you set the building to be in the Plugin Manager. Also, keep in mind this method won't work for buildings that won't fit on a 6 by 6 lot or smaller, because you can't create larger lots in the lot editor. -
How to Turn Ploppable BATs into Growable Buildings
toroca replied to toroca's topic in SC4 BAT & Lot Workshop
---------------- On 2/27/2004 11:52:26 PM n74704 wrote: step 4 - thats where you lost me. i know you can create growables in the BAT, but once you place the building on a lot in the LE, it no longer is growable. if you can figure out how to make a growable from the LE, then we'll be in business... ---------------- You have to place the building on an RCI lot in order to be able to have it growable. If you try to build it on a landmark lot or a civic building lot, you'll never see the thing in the game because those won't grow. This is why you can't use the ploppable lot that comes with the BAT unless some modder will explain how to convert the lot itself into a growable RCI lot. That would involve changes in DstGen or the Reader, unless someone can write a program to do it automatically for us. -
How to Turn Ploppable BATs into Growable Buildings
toroca replied to toroca's topic in SC4 BAT & Lot Workshop
Please take note of my edits in Step 4. I was mistaken on some things... -
Building Log: World Trade Center (Pre-9/11)
toroca replied to rubik3's topic in SC4 BAT & Lot Workshop
---------------- On 2/25/2004 9:30:13 PM karageur_off wrote:Woooow. 8 pages just for 1 building. Anyway. It's AWSOME!https://www.simtropolis.com/idealbb/images/smilies/9.gif border=0> ---------------- Well, actually for an entire complex of buildings... Two of which have been created so far... -
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Building Log: World Trade Center (Pre-9/11)
toroca replied to rubik3's topic in SC4 BAT & Lot Workshop
---------------- On 2/24/2004 1:24:57 AM nycHKdragon wrote: While I agree that those jobs would create residential demand, you don't receive tax money from the lot and it eats a big chunk of that hard to get CO$$$ demand. Better to allow a stage 8 CO$$$ to develop there on its own if the jobs are more important to you. ---------------- Actually, if you convert the landmark to a functional one in the correct way, you DO receive tax income from it. I've proven this by adding Co$$$ jobs to a landmark and then plopping it in a city in which I have completely taxed Office out. Suddenly I had income from office jobs. Which doesn't totally make sense to me since the landmark exemplars don't contain a monthly income entry anywhere. And you still pay the monthly fee for it. Also, who said it had to be a Co$$$ landmark? Co$$ works just as well, and since Co$$ demand is somewhat hard to get rid of anyway (because unless you segregate the two, Co$$$ has a tendency to replace it) that's a possibly better alternative. Among other things, placing some Co$$ landmarks could help you breach the stage limits to allow the largest Co$$ buildings to grow, which would be good since they don't get replaced by Co$$$ easily. -
Building Log: World Trade Center (Pre-9/11)
toroca replied to rubik3's topic in SC4 BAT & Lot Workshop
---------------- On 2/24/2004 12:17:44 AM nycHKdragon wrote: Actually, no. I hope you'll release a regular landmark lot version. Taking away the CO$$$ demand with jobs while paying for maintenance isn't what I'd look for in a ploppable building. I'll be waiting for the whole WTC complex to be finished before downloading. Everything looks great so far! It'll be the best user creation this game has seen. ---------------- You have the opposite attitude from myself, it seems. If I'm going to be paying a monthly fee for something, I want to get something for it other than a building that sits there and looks pretty. I want jobs to be provided, since that will give me a corresponding boost in residential demand that I can then use to further develop my office core... -
Building Log: World Trade Center (Pre-9/11)
toroca replied to rubik3's topic in SC4 BAT & Lot Workshop
---------------- On 2/24/2004 12:13:01 AM Smurfer2 wrote: ---------------- On 2/23/2004 11:57:02 PM rubik3 wrote: 'Buildings as props can be problematic...' What problems are you talking about? I don't need them as props on the single lots but when I do the whole complex they have to be. ---------------- *Thinking* That's what I thought. Doesn't the buildings have to be props in the LE. ---------------- No. In the Lot Editor, if you can get to a building from the Replace Building button, then it's not a prop. If it appears under the props button, then it IS a prop. The problem with buildings as props is that props are not shown in Region View if I'm not mistaken, and they can also vanish if your graphics settings are set low enough. Wasn't this just a problem recently with a few of the earlier BAT buildings? In terms of actual gameplay it may not be a problem, but your downtown might look kinda dumb from Region view if there's an empty plaza where the WTC should be... -
Building Log: World Trade Center (Pre-9/11)
toroca replied to rubik3's topic in SC4 BAT & Lot Workshop
---------------- On 2/23/2004 8:21:20 PM rubik3 wrote: With the added window washer the LOD footprint has just barely exceeded the 4x4 size. I might 'force' it to fit on a 4x4 but expect a 5x5 lot. I can probably get away with overlap since it going to be a prop though. Wasn't the deletion problems related to the building itself overlapping? ---------------- Just to make sure I'm clear on this, when you say prop you're referring to the window washer, right? Buildings as props can be problematic... I think I'm too tired to be sure I've understood you correctly. -
Tropod, you've got more vehicles through your tollbooth, but Andreas Roth has a MUCH higher percentage over capacity... *LOL*
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---------------- On 2/20/2004 3:51:22 AM phenphen wrote: Hrm. Now, I know I'm probably going to be laughed out of this thread but, one quick, small, simple question. How exactly would I go about changing the stage caps to my own personal prefrences and what modding/editing tool would I use? ---------------- You would download the reader and edit the same properties I did. You can look at my files to see what I edited. I will warn you, it's a painstaking process. Chunkymon24490, this mod obviously isn't for you then. Don't tell me to rethink an idea just because it's not the kind of mod YOU want. Other people want it, obviously. I've been using this mod for some time now, and I consider it finalized. When I finish another mod I'm working on, I'll release them both as finished mods instead of just betas.
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I would be truly shocked if there were a maximum capacity. I don't have a screenshot, but I've seen toll booths working at 800% capacity, and I've seen pictures of bus stops or train stations working at more than 1,000%.
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Yes, Hard in Rush Hour is the same as the original release of SC4.
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---------------- On 2/14/2004 6:48:37 AM Bojje wrote: So you could say that hard is like the regular option, before Rush Hour. And one question, I've noticed that the taxes are set at 9 % with RH, should I lower them to encourage growth?---------------- Depends. When you first start a city, 9% is neutral. Meaning, it doesn't make them mad, but it doesn't bring them in, either. One thing to be careful of when lowering taxes; this applies mostly to R$$$ but also to R$$ to a certain degree. DON'T lower them too far, or too many will try to move in and you will have MASSIVE unemployment problems. Best way to kill an established city is to lower R$$$ taxes too far. A whole bunch will move in, won't be able to find jobs, and will abandon, making your city look like it was hit by a bomb.
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---------------- On 2/13/2004 5:52:23 PM Sir Gawain wrote: Really? I though the difficulty levels only changed the amount of money you start with.---------------- Nope, it alters everything already mentioned, plus the stage limits are lower as well.
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Just a bump to get this back among the world of the active topics. Has anyone who posted in this thread tried this mod out? If so, what are your observations about it? I'm still testing it myself, but it's always helpful to have other people testing too...
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Monorail SHOULD be the fastest, because it's got the highest travel speed of ANY kind of transit in the game. To do a proper test to confirm or deny the speeds, you would have to modify the transit stations so NONE of them provide jobs. As long as they provide jobs, you can't be 100% certain about the speeds. Oh, and simmax, I don't know where you got the idea that El Trains only have 2000 capacity, but you're wrong. MONORAILS only have 2000 capacity, but El Trains are 3000. In fact, El Trains are identical to subways except they cost less per month per tile to maintain. They are in fact significantly more cost-efficient than subways for this reason, and are second ONLY to ground rail in overall cost-effectiveness. Look in this thread for more information: https://www.simtropolis.com/idealbb/view.asp?topicID=42089
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---------------- On 10/31/2003 10:48:45 PM mavere wrote:Just to make sure, all stage caps are regional right? ---------------- Correct. The exact answer seems a bit fuzzy, but yes, in general, the stage limits are based on regionwide numbers and not per-city numbers. The reason I say it's a bit fuzzy is because it doesn't ALWAYS seem to look at the rest of the region. Sometimes you can start a new city in a developed region and get skyscrapers immediately, but other times it takes years and lots of development before it happens...
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Who wants Sydney Tower as a Landmark in SC4?
toroca replied to mminion's topic in SimCity 4 General Discussion
Seen in the daytime, that thing looks like a giant lamp, rather similar to the one in my grandma's living room actually... -
---------------- On 10/30/2003 8:09:01 PM ScLu wrote:I posted a question about a currently existing stage limits mod that LOWERS the residential stage limits. ---------------- ....and? If you expect an answer to the question, you're going to have to ask it here or point me to it. Just telling me that you asked a question isn't particularly helpful.
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---------------- On 10/30/2003 5:00:11 PM iamrobk wrote:I thing in a realism one, stage 7's could come around 300k for commercial, and 350k for residential, with stage 8's like 50k later. Maybe start them at like 10% or so. ---------------- The trouble with that is where exactly is that commercial threshold? All Stage Limits are based on the population of THEIR OWN developer type. So high wealth office doesn't care what your residential population is, it only cares how many high wealth office jobs there are in the region. If you mean that office stage 7s should start appearing at 300,000 people, how many office jobs should that be? 100,000? 150,000? And then do you apply that limit to both types of office? If you make the limit 100,000 for both medium and high wealth office, then it would take 100,000 jobs of EACH before you'd get any stage 7s, and that might make the residential population requirement 400,000 or 450,000. This is one of the reasons stage Limits are so complex. You have to think about them all at once to try to understand how they interact with each other. ---------------- On 10/30/2003 4:59:52 PM DuskTrooper wrote: I don't mind the height of res buildings at all-just a mod for commercial would be good enough for me. ---------------- I should have mentioned in my post where I released the mod, I did residential and commercial separately. You can use either one or both of them if you wish, they're both included in the zip file.
