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UNSF

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About UNSF

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  1. Some questions

    1. DatPacker works like a charm thx for the tip! 2. Could you explain more please? How do I plop "properly" ? BTW does anyone know how tax revenue of a single building is calculated in game so I can do some tests on my own too?
  2. Hi, as my Plugin folder gets fatter and fatter, I am starting to wander a few things... 1. Is a fat plugin folder destined to have sluggish loading times? Though I didn't time, I suspect the loading times of the start-up and the map of my game together can take at least 3 minutes (though not very powerful, my laptop is at least an i-3 and 5470 ) 2. Do "functional" ploppable Business and Industry buildings really work? Having done my best to search in previous threads from LEX and STEX, I could not find solid conclusions as some say they do some don't. I did do some tests (albeit probably not thorough enough) with the Functional Maxis Landmark mod, but I do not think I am seeing dramatic budget changes for building or bulldozing a CO$$$ 6925 CO$$ 11945 Bank of China The RCI demand is extremely quick to reflect its existence, however. Bank of China floors or spikes the CO$$$ demand in the blink of an eye. Further, does a "growable residential" building plopped by plopbuilding command work? (I only know it doesn't work via mayor menu hence no ploppable R exists) 3. Are there CJs using "dedgren Ploppable Waterfalls"? Although I am satisfied with PEG, I am also quite interested in this one, and I wander if they blend well with PEG as I like variety
  3. Hmm good point. If i do it step by step upwards the editable path would be much more clearer. As with the terrain generator, even with the Omnibus, I still find it difficult to understand Huh? They actually don't mind driving down a Midgar styled mesa !? Then maybe I'll have to replace roads with highways... which I think will be even harder If I am right, highway is even less slope tolerant than roads aren't they? Set up a switch back? What do you mean by that? Could you elaborate a bit more please? It is certainly a lot harder than I previously thought
  4. Hi, I want to build a ridiculously high, anime/fantasy styled mesa, where a village will be situated on top of it, kinda like a lost Xanadu. Other than an airport, the only way out is through a very long stretch of road that spirals down around the mountain. This is for aesthetics reasons of course, as it is doubtful that Sims will ever drive down it (For those who know and have played FF7, kinda like how the trains in Midgar City travel between the slum and the elevated plates in a spiral track) However, now I have the mesa, I don't know how to terraform the terrain to build the spiral roads. What tools in the God Mode will be my best bet? Or maybe I should have asked first... is it even possible?
  5. Great, TY all So there are no such rules and no one cares about cheating in CJs If that's the case, someday I would really like to try CJing. Now I just need lots of practice as I always come across with issues with the terrain ... Some of the best metaphors
  6. A very weird question. For those that do/did CJs or scenic cities, do you guys always try to at least breakeven on the budget, and/or refrain from using cheats? (ie Moolah [with cheat mod] or weaknesspays [default cheat]) I mean, I know this is really up to me, but still I want to know if there is some sort of (unofficial) regulation or criteria that hardcore SC players consider necessary for real CJs. Like, for example TAS (Tool-Assisted-Speedrun) gameplay videos require that all actions need to be replicable (regardless of the odds in reality however) by hand, and no direct modification to the game is allowed. And RTA (Real Time Attack?) speedrun videos require that everything played by hand and the real console without emulators.
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