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newcrusader92

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About newcrusader92

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  1. Show us your... roadsigns!!!

    Originally posted by: deathtopumpkins As for the distance legends, they are a compromise between American and International standards. Virgin Shores only recently made the transition to metric, and people are still accustomed to measuring in fractions. Thats my excuse anyway. The real reason is that I like the look of it, and prefer that to the 1000m, etc. signs used in Europe. That's probably just because I am American though. quote> You should see one of a few metric I-19 signs. There's also more information on the I-19 signage here. It sounds like we in the U.S. sometimes like to adopt the European way of doing things.
  2. Winchester

    It's great to see the revival of this CJ. I wonder if there's been any growth, any more urban sprawl that went on behind the scenes.
  3. Edessa Update 3

    That is some great scenery that you've shown in this update. Regarding issues with Paint crashing, you can also try Paint.NET or GIMP as an alternative for saving screen captures. You may be able to get help regarding your RHW troubles here, just in case you haven't found a solution to your "unsuitable area to build network" messages. Although I'm curious as to where you're trying to build your RHW earlier and whether you have a slope mod installed. . .
  4. Roanoke Island/Roumeli Island (Closed)

    DCMetro34, I have a hard time describing this city - it's either "classical" or "classy". Anyway, great job! And. . . did I see what looked like Metrorail (Washington, D.C.) cars in the pictures of the first update? I'm curious, how did you manage to find them?
  5. CXL2011 Screenshots & More

    This is good news. If CXL 2011 is not a mere add-on to the original, I will patiently wait to get the game. The only question I have at the moment is this: would we have the ability to create our own maps and import them in, like we can with SC4? I like the idea of cities trading with each other, but I also like the idea of geographical continuity (at least as an option) - with 45 maps I'm not sure that's possible without the option of creating custom maps.
  6. SimVideo

    Another suggestion for video recording is Taksi. It is open source. The in-game recorder appears to work, but the moment I saw the various frames being saved as separate files was the moment I started looking for a better recording solution.
  7. Show us your Oddities!

    Check out the bus traffic information: Interesting. There's nothing on this stretch of road, not even bus stops. Now here's an overview of the southern half of the city tile - there's nothing except a road and highway in the northern half (not shown): I don't understand the need for so many buses in a small town - the neighboring city to the south only has almost 750 people. I guess the bus system is highly unionized!
  8. Show us Your Interchanges!

    It's hard to see the picture(s) well - but let me guess: 1. MAVE-4 2. TuLEP 3. 90 degree MIS curve 4. darker North American texture for RHW 5. neighbor connection puzzle pieces/underground loop connector 6. MIS->Avenue transition. Also, did the MIS previously have surrounding texture dependent on what building was touching it, similar to how the sides of roads and streets have different looks depending on zones and wealth levels? This is the first time I've seen something of this sort. 7. draggable ramp interface 8. RHW lane markings / RHW-6 is 2-tile network
  9. Windows 7 and SC4 Terraformer

    I found that if you have to obtain msvcp71.dll (or msvcr71.dll) from another source, it has to be put into the same folder as SC4T on a Windows 7 system. I tried putting it in c:\windows32\system as the README suggests, but SC4T would not run. I also tried to get Windows to register msvcp71.dll, but it resulted in a message saying something about the library failing to load. When I was looking for some other information, I noticed msvcr71.dll in the SC4T folder, so a light bulb went on and I moved msvcp71.dll over to the same folder, and was finally able to run SC4T.
  10. CityOne from IBM. What. Is. It.

    IBM claims it is a game. We'll have to wait and see. The only thing that would keep me from playing for long is if it had a political agenda. I'd like to solve a city crisis by using what I feel is best, not by what the game developers feel is best. I don't like a game "preaching" to me, and I'd rather learn from my mistakes.
  11. Jump Commute?

    Originally posted by: SC4BOY Originally posted by: newcrusader92 ....But, you can't say the same about the other green line where it's shown that a driver apparently drove off the road and onto the roof of a building. No intersection, no left turn lane, no right turn lane, and there's nothing between the elevated road and the residence. Only KITT could pull off such a maneuver as indicated in the picture. quote> It absolutely doesn't matter.. if a "commutable lot" is adjacent to a roadway or most other network elements (remember there are no "turn lanes" etc along a road, but the residents still enter and leave zoned areas. As long as they are "adjacent" from a planer perspective, there is the potential for transit. quote> That's what I didn't see (and still can't see). I still think there's an empty space - 1 tile - between the road and residence. Thus, the path doesn't make sense to me. The situation doesn't really bother me, since I rarely use that feature anyway.
  12. Rural Highway Magic Wall?

    Originally posted by: WiltonWarrior5 i thnk what happened was that in that picture the road overpass that you passed was for RHW 4 rather than RHW 2quote> It looks like it from the picture, but I can't tell for sure without a zoom-in. I messed up on an overpass in one of my cities before (wrong striping for the RHW-4), but that did not prevent Sims from taking the overpass itself (they just refused to use the RHW). One other thing to look at is each ramp of the interchange(s). If the striping is wrong, they will not get on the ramp. PlyPlay665, I'm just curious. . . have any Sims actually used that highway?
  13. Jump Commute?

    Originally posted by: SC4BOY There is no difference in "levels" for the game.. just because it looks "up" to you, the game still sees it as an adjacent network pathquote> The green line in the upper left corner - I will agree, because the buildings are blocking the street, which is what that green line refers to. The same could be said of the tunnel which an apartment is sitting on, if the avenue were to have any markings. But, you can't say the same about the other green line where it's shown that a driver apparently drove off the road and onto the roof of a building. No intersection, no left turn lane, no right turn lane, and there's nothing between the elevated road and the residence. Only KITT could pull off such a maneuver as indicated in the picture. Desprez, I have to say, that is an intriguing situation. You might want to consider demoting the head honcho of your city's DOT, though - we can't allow cars flying onto the tops of buildings, the noise ordinance will be violated every time.
  14. Get me out of here!

    Originally posted by: Bib-lost I have a region divided by a river. The river is more than a region wide, so a bridge can't be build. All of my residential and commercial cities are in the center of a land, and the industrial city is on the coast of one part of the region. It is in this city I have a problem. There are huge demands for dirty and medium industries, so I really have to expand this city. However, I lose about $2000 every month. This is because I had to build 4 (!) cleaning installations and my ecology advisor shuts down all of my water utilities if I destroy one of them. They make up for $2100 lose every month. If I could just destroy them all without penalty, my budget would be saved. I have a budget of $20000 and I'm prepared to take a loan. I already tried to get out of the situation by taking a loan and assigning huge areas of industries, but that causes the water pollution to overload and shuts down the water supply. I also tried to move my water utilities to a non-polluted area, but that didn't work either. I tried to get some water from my neighbours, but it wasn't enough. Has anyone ever encountered this situation? How do you get out? quote> I actually had an industrial city in one of my regions that went through a similar situation. The only difference was that it was environmental protestors vandalizing water pipes in the city. The way I solved this problem with the water was to gradually build a new industrial city in an adjacent tile, then go back to my soon-to-be former industrial city and start cutting back on services and replace industrial zones with commercial and residential zones. The commercial zones slowly grew, and it took longer for houses to show up in residential zones areas to come back due to residual pollution. Once that pollution finally disappeared, I started getting R$$$ in the city. I think in the end it will be a great deal, because in the city to the east, things are getting crowded quickly, and I'm going to need more land for Sims to build homes. If all goes well, they can commute to industrial jobs to the west, and commerical jobs to the east. And hopefully, I can rebuild the subway system that was torn down earlier to save money. I will still need to take out loans for a while to keep the city's economy going. In case you wondering, I did not use money cheats here, because I like the challenge - I had two other cities running deficits before and managed to get them both in the black after several years. This situation is the greatest challenge I've had to date. The one thing I learned about this was to never put water pipes through an industrial city, even if there are high density industrial zones. I haven't tried the suggestion with running pipes through neighboring cities, but from my experience, I always get businesses established in high density industrial zones. . . so in the future, I may test the suggestion, but in the regions I plan to share in city journals, I will not use that strategy. Of course, your mileage may vary. (Edit - highlighted in red, strike throughs: I never had residential areas in the city until all industry had been moved out.)
  15. Poll-Where do you like to build your cities?

    Originally posted by: SockoJr53 Very nice picture Nuclear! Yes, I chose coastal, and if we could pick more than one, my second choice would be river/flood plains. I try to build my cities similar to how American cities were founded, and just about all cities worth naming are on the coast, or on a large navigable waterway. Really the only large popular US city that "sprang up from nowhere" was Las Vegas, and that was made successful by means other than industry and finance.quote> I build my cities on the coast for the same reason, and civilization in my regions expands from east to west. I do have another reason for preferring to build cities along the coast: land value. I am already working on attracting a certain class of Sims to one coastal town. It will be marketed as a quiet, "isolated" bedroom community for the "exclusive" crowd.
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