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Moonraker0

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Everything posted by Moonraker0

  1. Lot Request Thread

    I have a request for a re-lot of wall-to-wall buildings. Pretty much any Chicago 1890-style W2W buildings would be suitable for this, but I think that the best ones to use are two of GoofyGuytpa's lower-height W2W buildings, such as MP Slums or MP W2W Medmix. What I am asking for is a re-lot that uses one W2W building on the actual lot and one overhanging W2W building as a prop to the right or left of the lot, designed so that the overhanging one fits right under the high elevated rail or monorail puzzle pieces in the NAM. I got this idea from seeing that my W2W block was broken up by the high el-rail track. Here's a picture:
  2. Fences with Transparent Textures

    A real shame that this can't be downloaded anymore and schm0 isn't responding to PMs about it. These fences would look really great near curves.
  3. SimFox KrostTower DarkNite version

    It looks awesome, although I don't see why you modded it to appear in every building style.
  4. Help needed for Viaduct Stations

    If you want another viaduct rail station, I know of another. It's right here: http://www.bripizza.net/sc4/285sta/285sta_c.html#rk
  5. Show us your Night Shots!

    A late running el-train departs the heavily used Madison-Wells station. Click on the image for a larger sized one. I only wish I could have figured out why only the nightlights on the first car of the train are working before I took this...
  6. Starry, Starry Night... Cut, Take 2

    For some reason, this new version is glitching my screen somehow. When I pan the view, there are copies of my Mayor Mode menu all over the screen, and there aren't any stars beyond the city, only blackness. The old version works fine, however. I run the game with software graphics rendering.
  7. CTA L Trains Modd v2

    How come the nightlights are only showing up for the first car/engine? I tried clicking the night mode button, but this still happens.
  8. Just thought I'd point out that, it seems, things have returned to normal in my cities considering this issue. Sims in the city that was suffering from this bug are now riding the bus deeper into the industrial zone and have also been largely replaced by medium- and high-wealth sims. I'm not sure what did it, but I think that it's because enough time has passed since I switched to Simulator Z medium for its changes to take effect. Or it might have been the fact that the Census Repository Facility showed me that my R$ demand cap was at 100% and I added civic services and parks to lower it. So, thanks again for all the help.
  9. Rural Sunken Highway Walls Bridge Skins

    These are great. Have you ever considered doing overhanging prop versions with an overhang that looks the same as the 1x1 lot, for the NAM's double-height el-rail and monorail networks? Then these would be even more complete.
  10. Thank you for your help, SC4BOY, I will try to choose a different simulator, and hopefully the problem will be solved. EDIT: I switched from simulator Z Low to Simulator Z Ultra, and the sims still won't take the jobs. I'm pretty sure that sims in my other cities have driven that far to their jobs before. I'm using the CAM, so does that nullify the effects of Sim Z? I placed a large El-rail station just south of the industrial zone and it is getting a lot of use (10,000 on Sim Z Low), but only to the edge of the zone. I placed bus stops next to the station and in the middle of the industrial zone, but they are hardly being used at all. If it matters, the last mod I installed before this started was the High Speed Rail Project. Also, in one of my other cities, I have 4 sims traveling by passenger train over half the large sized map just to work at the train station that is supposed to serve that city's industrial zone on the other side of the city, probably meaning that it's a problem that just emerged with the industry, not with the distance.
  11. NDEX ITS HSRP Terminus Station

    Ok, now I see why, there's a parking lot under the switch. Nevermind.
  12. Originally posted by: SC4BOY If they DID work, but now DON't "work" I would analyze what had changed. If you have made no changes to the roads (thereby being assured that sims have routes both to and from work) I would think you may have moved past a proper match of R's to I's .. for example you have dirty industry, but your sims are too educated for that work.. or you have grown past the number of R's than you have jobs (unlikely since you show NO workers going there.. you should have SOME at least). I'd guess that you have a mismatch. I see no schools, so that doesn't seem likely, but what level of EQ have they inherited from the rest of the region (is this the only city? what is the EQ?).quote> The EQ is around 20. It's the only city that has residential; I started an all-industrial city to the west (connected by rail and highway to the best of my budget) after I noticed the problem (and no sims are commuting to it). Originally posted by: SC4BOY It is also possible that you simply haven't let the simulator run long enough for the commutes to be set.. but since your city is 16 years old, that doesn't seem right either.. how long have the residents been built?quote> I tried getting a budget surplus and just running the city for a long time, and eventually all of the homes were abandoned. Most of the time, they just get no job icons on and off and abandon/repopulate constantly. The residential zone was the first thing I zoned in the city before I pressed the play button for the first time, and homes popped up almost instantly. Originally posted by: SC4BOY Is any significant number of the R's leaving the city to adjacent tiles? If you've changed the roadways, you may have introduced a "problem crossing" such that the sims can't get a round trip to the jobs.. Are any residents coming from the other side of the I's to work there?quote> No, none of the residents are taking the factory jobs in the next city. I never changed the roadways. No, there isn't any residential zoning on the other side of the industrial zone. Originally posted by: abracadabraz85 from the look of that pic they cant get back from their jobs... try putting avenue up from the roundaboutquote> Well, the road is connected to the corner of the roundabout, so they should be able to connect to the avenue both ways with it. Nevertheless, I tried connecting an avenue to the roundabout orthogonally (as well as making the other two road connections intersect both lanes of the avenue), connecting it to the industrial zone's streets, and waiting about a year, and the sims still wouldn't take the jobs. EDIT: Well, I think/hope I'm on to something: I extended and finished that highway in the picture by transitioning it to avenue at the industrial zone and connecting that to the avenue I put to the east of the factories with an intersection, and now there are over 1000 cars traveling down the highway to work at a few of the factories. But there is still mass unemployment with some of the remaining houses and the main avenue is still unused by the sims. I would prefer it if the problem was solved so that they would at least recognize the existence of the central avenue. EDIT2: In the route query for the highway there are now over 2000 cars. The strange thing is that they are all commuting to only the factories that are touching the avenue along the side of the industrial zone. Also, there are more cars commuting to single factories than the factory is supposed to have jobs for; in one case, 1203 cars are commuting to a 639-job factory. Strange.
  13. Latvia. Europe

    Wonderful, finally I found that map I was hoping for with no relief on most of the terrain and plenty of waterways. 5/5!
  14. NDEX ITS HSRP Terminus Station

    How come it has the three tile to one tile switches included in the lot? Were you unable to avoid this in modding or something? It would be better if it had three HSR connections and the players could individually decide if they wanted to transition to one tile of HSR or leave three seperate tiles of track.
  15. Morgan Consulting

    Great modding; I like the variety of lot sizes and you actually specified a building style, saving me from having to do it myself. The building looks great too.
  16. When I plop an RTMT GLR-in-avenue station, I always get the "modern GLR station" (I think it's Simfox's) prop, even though I have followed the instructions in the readme to temporarily remove all the other PropF_GLR files besides the Gshmails one, which is the one I'm actually trying to get. In my desperation, I tried removing the APropBase for the Modern station (the file name of which I noticed is prefixed by RTMTV3 instead of RTMT like all the others), but still Simfox's station was the only prop that appeared when I plopped the RTMT GLR-Avenue station (of course, I did not save the game after doing this). If it matters, I use the RTMT addon pack that contains the GLR dual networking to subway transitions and SAM bus stops, as well as some sort of pack of RTMT tram-on/in-road stations, for which I use a single prop setup. EDIT: On further inspection, when I have all of the PropF files in the props folder, I get Simfox's GLR station with Cogeo's modern short or long station right on top of it. A picture of this is attached. Here's the entire Props folder for RTMT: Volume in drive C has no label. Volume Serial Number is 8E26-1C9F Directory of C:\Users\Sam\Documents\SimCity 4\Plugins\RTMTV3\Props 03/15/2010 03:44 PM 03/15/2010 03:44 PM 08/26/2005 05:00 PM 12,839 RTMTV3_APropBase_BusStop_SG.dat 08/16/2007 08:50 PM 1,296 RTMTV3_APropBase_GLR_Modern.dat 09/19/2005 05:00 PM 2,607 RTMTV3_APropBase_Subway_Mcdrye.dat 08/26/2005 05:00 PM 788 RTMTV3_PropF_BusStop_SG_01_Style1_Black.d at 08/26/2005 05:00 PM 785 RTMTV3_PropF_BusStop_SG_02_Style1_BlackAd .dat 08/26/2005 05:00 PM 784 RTMTV3_PropF_BusStop_SG_03_Style1_Red.dat 08/26/2005 05:00 PM 783 RTMTV3_PropF_BusStop_SG_04_Style1_Blue.da t 08/26/2005 05:00 PM 783 RTMTV3_PropF_BusStop_SG_05_Style2_Blue.da t 08/26/2005 05:00 PM 786 RTMTV3_PropF_BusStop_SG_06_Style2_White.d at 08/26/2005 05:00 PM 781 RTMTV3_PropF_BusStop_SG_07_Style2_Black.d at 08/26/2005 05:00 PM 786 RTMTV3_PropF_BusStop_SG_08_Style3_Red.dat 08/26/2005 05:00 PM 787 RTMTV3_PropF_BusStop_SG_09_Style3_Black.d at 08/26/2005 05:00 PM 784 RTMTV3_PropF_BusStop_SG_10_Style3_Teal.da t 08/26/2005 05:00 PM 793 RTMTV3_PropF_BusStop_SG_11_Style4_Yellow. dat 08/26/2005 05:00 PM 791 RTMTV3_PropF_BusStop_SG_12_Style4_Orange. dat 08/26/2005 05:00 PM 788 RTMTV3_PropF_BusStop_SG_13_Style5_Orange. dat 08/26/2005 05:00 PM 791 RTMTV3_PropF_BusStop_SG_14_Style5_Aqua.da t 08/26/2005 05:00 PM 792 RTMTV3_PropF_BusStop_SG_15_Style5_Red.dat 08/26/2005 05:00 PM 789 RTMTV3_PropF_BusStop_SG_16_Style6_Red.dat 08/26/2005 05:00 PM 788 RTMTV3_PropF_BusStop_SG_17_Style6_Teal1.d at 08/26/2005 05:00 PM 785 RTMTV3_PropF_BusStop_SG_18_Style6_Teal2.d at 08/26/2005 05:00 PM 791 RTMTV3_PropF_BusStop_SG_19_Style7_Red.dat 08/26/2005 05:00 PM 792 RTMTV3_PropF_BusStop_SG_20_Style7_Teal.da t 09/19/2005 05:00 PM 771 RTMTV3_PropF_Subway_Mcdrye_Black.dat 09/19/2005 05:00 PM 774 RTMTV3_PropF_Subway_Mcdrye_DarkGreen.dat 09/19/2005 05:00 PM 771 RTMTV3_PropF_Subway_Mcdrye_Metallic.dat 09/19/2005 05:00 PM 774 RTMTV3_PropF_Subway_Mcdrye_SteelBlue.dat 08/26/2005 05:00 PM 719 RTMTV3_Prop_PhoneBooth_BlueYellow.dat 08/26/2005 05:00 PM 8,240 RTMTV3_Prop_TimeTable_RomenAlt.dat 10/16/2009 08:32 PM 2,028 RTMT_APropBase_BusStop_NYC_Road.dat 09/08/2009 10:56 PM 695 RTMT_APropBase_GLR_Historic_Station_Avenu e.dat 09/08/2009 10:50 PM 690 RTMT_APropBase_GLR_Shmails_Avenue.dat 09/08/2009 10:55 PM 1,266 RTMT_APropBase_GLR_SimFox_Modern_Avenue.d at 09/08/2009 10:56 PM 692 RTMT_APropBase_GLR_Xyloxadoria_Avenue.dat 10/04/2009 08:15 PM 2,089 RTMT_PropF_BusStop_NYC_Road.dat 09/08/2009 11:00 PM 724 RTMT_PropF_GLR_Shmails_Avenue.dat 10/17/2009 12:38 AM 353 RTMT_Prop_BusSign_NYC.dat 37 File(s) 53,075 bytes 2 Dir(s) 704,305,922,048 bytes free
  17. Missing a piece?

    So is it possible for someone to make a tunnel entrance model for streets to fill that gap?
  18. GLR Neighbor Connection Jan 07 NAM

    It would be really cool if this included the GLR-on-Pedmall pieces too.
  19. Show us your Railroads!

    Originally posted by: heitomat @Moonraker0: Great night shots! I love your viaduct. Nice train skin as well. And you're right: That's a heavy congested overpass. One could wonder why, though, as it's barely traffic on the other avenue. Faulty traffic lights..? quote> Thanks! Yep, I get bad traffic lights all the time. That pic is about the smallest traffic jam I get; they're usually way bigger. The thing I like best about the viaduct shot is the way the nightlighting on the train cars and victorian station make it look...sort of old-fashioned; add in the Wisconsin Gas building and City Hall to the left and you'd almost think it's New York 1940 building style, but the city is a Euro-contemporary one. But your shots are just awesome. Do you use a certain slope mod to get slopes like in the first picture's highway, or the smooth Terraforming tool?
  20. Show us your Riverside, Lakeside, or Oceanside

    Here's one of my coastline:
  21. Show us your Railroads!

    Here's a viaduct station and one pic of a very crowded overpass.
  22. Show us your Night Shots!

    Here's some of my latest city.
  23. Chicago Spire

    It seems you never fixed the maintenance cost after all. There are now two lots, both with the maintenance cost of $500,000, and one on a 5x5, one on a 6x6, with different lots, and the 6x6 one grows right where you plop it.
  24. Wide Railway Curves Textured

    Eggy, Sithlrd98 has made just what you are looking for in the road/avenue wide curves. Anyway, this looks great, but are you planning on making a version for Pegasus's rail dirt textures, which conform to the rail curve? That would be really awesome.
  25. Can't find it?... Ask here!

    Thanks a lot, Biriali, that's just what I was looking for.
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