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vFareW

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About vFareW

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  1. Issue with HK Garden Estate Towers

    That is good to know, but for me in addition to the 4a/b lots, lot 5a was reading the 1a Desc file. I just changed the capacity on the 1a file so it had the 5a values as a workaround.
  2. Hello all, not sure if this is the right place for this, but I recently was reorganizing my plugins and had to redownload HK Garden Estate Towers. I have been using the R$ lots 1a, 1b, 4a, 4b, 5a, 5b. However I have noticed that something weird is happening. 1b and 5b grow as normal, but 5a is growing using 1a's .desc info, and 4b with 4a's .desc info. If that is confusing, then an example is a 4x4 lot will grow, which is supposed to be Tower 5a. But the name and capacity, etc. will be Tower 1a, and the Tower 1a 2x3 lot will not grow. Same with 4b and 4a. I used the buildingplop cheat to test, and noticed that there are only 4 ploppables despite there being 6 lots. I used reader to change exemplar name for lot 4b, but that didn't work and trying to plop 4b would still plop a 4a tower with 4b stats. I removed the lot files and tested one by one, and they work fine. If I only use 1a, 1b, 4a then the lots are all there. If I use 1a, 1b, 4a, 4b, then 1a and 1b work properly, but there is only the 4b with 4a stats as the 3rd lot available. I am inexperienced using PIM, but I used it to examine the lots by going to the lots and right click them and check dependency, using the 4a/4b combo as the test problem pair. If only 4a is there it says 4a dependency is 4a.desc, and it appears in the RCI descriptor list. If both 4a and 4b are there then 4a.desc disappears from the RCI descriptor list, and 4a.lot now says the dependency is 4b.desc. I noticed that it has been updated lately, and maybe this problem is new. I have not used the other R$ lots or R$$ lots, so I am not sure if this is happening to other lots in the pack. Sorry if what I am saying is confusing!
  3. Thanks for the suggestions on the buildings! I have downloaded several of them. I am mostly looking for alternatives to having CS$/CS$$ only cities, or some more variety than just mass flea markets and drive in theaters, or a flood of small shops and boutiques. Something like a large vertical mall or food court could be interesting, for example. One lot I have been using is Richardson's by Simgoober, a big department store that fits into urban locations.
  4. Hi all, I recently returned to playing again and have been experiencing very high CS demand. Since I'm working on urban centers right now, I have been downloading high-density CS$$ and CS$$$ from the STEX. I notice that CS$, CS$$ demand is still very high, so I searched for more large CS$, CS$$ files. Now most mid-level highrises and skyscrapers are CO, so I have been focusing on hotel lots and using ilive reader to repurpose CO$$ lots as CS$$, or dropping the level of some CS$$$ lots to CS$$. I am wondering if anyone has any recommendations on any high-density Lots that are either already CS$/CS$$ or could be good candidates to repurpose as such, especially CS$. Ideally they can look like they can hold 1K+ jobs, but 500+ is good too. Thanks!
  5. I managed to fix the problem using the lot editor. I suspect I must have some airport plugin installed but I'm too lazy to sift through my plugin folder, heh.
  6. Perhaps I should have included a picture. Here is what I meant: The small international airport used to go up to the avenue, but after upgrading to medium there is empty space at the bottom (you can see that I can't put road there since it's part of the airport). There's no functional problem, it's just a bit of an eyesore
  7. Hey guys, I was working on my large city when the CO demand started drying up so I started a new residential neighboring city. After I got some nice res going, I checked the progress demand in my big city by going back to it and running cheetah for a while. While it was running, it asked if I wanted to upgrade my small international airport, which I accepted just to see what it would look like. Strangely, the airport has empty grass tiles all along the bottom (the medium airport seems to be smaller than the small airport). There is a fence along the "bottom" of the runway as if it was the border of the lot, then an empty grass field that is the same length as the lot but about 3 tiles wide. Basically the medium international airport doesn't seem to take up all of its space, leaving empty grassland at the bottom. Is it supposed to be like this? Or does this oddity go away once the airport becomes a large one?
  8. Demand crash

    That's what confuses me. I would think the sims in my city are used to the default 9% tax rates but right now the only thing that has managed to push demand positive again is lowering taxes.
  9. Demand crash

    Yeah the distribution is pretty skewed. Most sims are 40-60, with lots at 51-60. How does one go about attracting younger sims? Usually I just zone more RS since usually only young sims move in, but obviously I can't do that because of the demand.
  10. I'm currently working on a large city, but suddenly the demand for Residential and CO has went sharply negative (~negative 3k). It currently has 880,000 R, 350,000 C, and 130,000 I. For most of the city's 75 year lifespan, the demand has basically been fairly constant at these rates: RS$ at +5,000, RS$$ at +3000, RS$$$ at +500 (occasionally negative though), CS$/CS$$ at 6000+, CS$$$ at 3000, CO$$ from -500 to +5000, and CO$$$ around -500 to 1000. The demand crashed after I zoned some more residential and it was quickly gobbled up by some R$ and R$$ high-rises. Nothing seemed out of the ordinary until the next month when RS$ and RS$$ both dropped to -3,000 demand. I quickly zoned more C and I in an attempt to provide jobs for the excess sims, and the game responded by rapidly building C (although demand was extremely positive before, some blocks of C I had zoned weren't taken and development was fairly slow). After constructing a few CO$$ skyscrapers, CO demand went negative as well. For the first time I can remember, CS$ and CS$$ demand dropped below 6,000+ to around 4k and 2k, with CS$$$ going slightly negative. Even industrial seemed to slow down a little (my city only had IM and IHT demand by this point). The region had a pop of 3mil. The more detailed query mod I downloaded shows demand in my region to be sky high (some 500k, others 2.5mil), with active demands of -3,000. I had only developed 2 neighbor cities, 1 with about 40k R, 50k C, and 20k I, and another industrial town with 130k I and 10k C. I figured that developing some more neighbor cities might help relieve demand, so I developed a small island tile below my main city (only 800 jobs) and another small town (~20,000 I and C jobs). I crashed demand for CS$$$, R, and CO in both those cities by raising tax to 20% (also in the older industrial city). There are still new cities to the north and east of the main city, and a new city to the south. I returned to the main city and ran it on cheetah for a while, but there was no change in demand. I had not reached the caps for anything, with the highest being RS$$ at 54% filled. There is high land value, desirability, with well funded civics and numerous parks, along with many options for rapid transit. At this point I was stumped, so I decided to lower taxes from 9% to 8.5% for R and CO. A few months of cheetah later, and the RS demand and CO$$ demand were looking healthy again. Basically I'm wondering if there's anything else that can be done other than lowering taxes in this situation to stimulate demand, since I consider lowering taxes a last resort. Although money is not a problem, it confuses me how the city can run for 75 years on 9% tax with massive demand and then suddenly bottoming out until a tax cut. tl;dr: Demand crashed in my city, I tried many ways to stimulate demand but only lowering taxes worked and I am wondering why and if there are any alternative ways to boost negative demand.
  11. Industrial Commuters

    Wait, so the industrial buildings don't have any workers? That wouldn't make any sense since the buildings still produce freight, don't abandon, and demand is still high. One hypothesis I had was the prospect of commuters from a neighboring city, but loading nearby cities and letting the traffic sim run in them before saving and going back to the main city does not do anything.
  12. Does anyone know why when you route query industrial buildings it almost never shows commuters and the routes they take to the building? That might be hard to understand; I mean that most of the time when I click on industry it shows the freight leaving but no commuters going to it. Only a few buildings show the commuters heading to their jobs even though all of the buildings have their occupancy filled. Been wondering this for a while... Also CS and CO don't seem to have that problem, although most of the time less commuters are shows than jobs filled which is fine. I realize that the traffic sim needs time to run for industry, but after 20+ game years still nothing in all of my cities
  13. Expanding regions

    Allright so I recently got close to filling out all the cities in the region I'm working on so I decided to expand it. I opened up config.bmp and doubled the dimensions, then filled in the new white space with the 4x4 blue, 2x2 green, and 1x1 red blocks. Unfortunately, when I reloaded my region, some of the new blank cities and some old unfilled new cities did not appear (there were holes where they should be, as if the city was corrupted). Any idea what I'm doing wrong? Most of the cities not showing up are the 1x1 ones, but some 4x4 and 2x2 failed to render also.
  14. Downloading regions

    Worked like a charm! Thanks. Saving as a jpeg worked
  15. Downloading regions

    Worked like a charm! Thanks. Saving as a jpeg worked
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