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Dirktator

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Everything posted by Dirktator

  1. Dealing with EPS files

    Give this a try: https://inkscape.org/en/ Open Source vector editor for Windows and Mac.
  2. After my donation, then what?

    Hi, I have sent you a PM and email with your download links ... Sorry for the wait
  3. STEX Collections 2017

    Give and Receive! Your donations helps keep Simtropolis open and free! Please donate today and get a STEX DVD disc as a gift. In this Fifth edition of the STEX Collector's Edition DVDs, we are bringing you even more Buildings, Lots, Maps and other Goodies from the Simtropolis Exchange for SimCity 4. Many thanks to the numerous contributors who have generously given their time and skill to enhance, extend and improve our SimCity 4 games and for allowing us to collect some of their best work on this disc to be gifted as a Thank-You incentive for donating to Simtropolis. Donate Now: Any Amount Suggested minimum: $25 NEW! Volume 5 Get this DVD with a minimum $30 donation. Donate Min. $30 Volume 4 Get this DVD with a minimum $20 donation. Donate Min. $20 Volume 3 Get this DVD with a minimum $10 donation. Donate Min. $10 Get All 3 Discs Get all 3 discs with a minimum $50 donation. Donate Min. $50 Testimonial from BC Canuck What's Included? Once again, the STEX DVD Team have picked out the very best files submitted to the STEX. As always, the discs are well organized and searchable for your enjoyment, comprised of 1000-2000 items for you to use in your SimCity 4. Here's your chance to own some of the best work from the community. These discs are a great way to ensure you have the very best files spanning the years, and with your donation, you'll be supporting Simtropolis so we can keep community thriving! But can't I already download these from the STEX? Yes you can. These discs -- with very few exceptions (some authors have contributed exclusive items that can only be found on these discs) -- contain what you can find online, the difference is that we've done the collecting for you based on quality and feedback from the community. What does it require? DVD-ROM drive required Windows (XP or above). Installs to your HDD for easy browsing. How do I get it? Give and Receive! SimCity 4 continues to thrive largely thanks to players and content creators in communities like Simtropolis. In order to help keep Simtropolis operational, we rely largely on donations from members like you. As a token of our gratitude, donating means you get a disc like this as a thank-you gift! By donating a minimum of $30, we will send you this Volume 5 DVD for your collection! Donations are accepted using PayPal (an account is not required), and the process is quick and simple. Upon receipt of your donation, we will send the gift to you, you do not need to take any further action! We will deliver to the address that you specify when you make your donation. Where's Volume 1 and 2? Volumes 1 and 2 are now discontinued. This is because many of the files on those discs have been either replaced or vastly updated. Volumes 3, 4 and 5 now represent some of the very best SimCity content from 2006-2013! Volume 6 will cover 2014-2016 is expected to be out Winter of 2016. NEW: Can I download it? Yes, starting Jan 2017, we offer a digital download option that lets you burn the discs to a writable DVD or virtually mount the disc image yourself. Just reply to the email you receive when you donate and let us know you want to download it! Where do you ship? We will attempt to ship anywhere in the world that can receive mail! Although it is not necessary, if you are overseas (we are based in Canada), the shipping team would be most grateful if you could donate a few extra dollars on top to cover shipping -- this is entirely voluntary! We don't have any hard rules here! :-) If you are unable or unwilling to use PayPal, you can also snail mail your donation to us. Send an email to stexcd@simtropolis.com for instructions! How long does it take to get to me? Updated August 2016 The discs are produced on an as-needed-basis. Currently, from the time when a donation is received, we estimate 3-4 weeks for discs to reach you (sometimes longer depending on your geographic location). At present, the extended delivery times are due to time constraints with production and packaging. But rest assured, the discs will get there as promised! If you have any questions about the status of your discs, please contact Dirk at dirktator@simtropolis.com , send a direct PM, or contact the admin team. Each donation is very much appreciated, and thanks for your patience. When will it be available? Volumes 3, 4 and 5 are all shipping! Volume 6 coming in November 2017. Unfortunately we couldn't get Volume 6 ready for November 2017. but aim to have it ready first thing 2018! Please note that each volume is unique and does not contain content on other volumes! #3, 4 and 5 are still very relevant today -- keep in mind this is a 15 year old game!
  4. You might have come across our guest article about SimCity 4 and the Network Addon Mod over on GOG.com a few days ago. Due to format restrictions, we couldn't include a full compliment of screenshots to really show off the NAM. For posterity and for the benefit of those who didn't see it, we're including the full article here with all the screenshots that were intended in the original. - Dirktator SimCity 4 and the NAM – How to best enjoy this city-building masterpiece today. Despite being released in 2003, SimCity 4 continues to offer an unmatched city-building and story-telling experience, while also being supported by an active game community. And you can be a part of it! Developed by the once venerated, now defunct game studio, Maxis, SimCity 4 has managed to withstand the test of time remarkably well, unlike many of its contemporaries. Turning a “good old game” into something great! Not only has SimCity 4 survived, it has thrived with new creations offered daily by content-makers, and has even evolved with substantial player-developed modifications like the Network Addon Mod. Perhaps you’ve heard of the Network Addon Mod, but you’ve never tried it out. Or maybe you’ve never played SimCity 4 at all and wonder how a game from 2003 can still hold up? Read on to see just how one addon can add so much! Fixes original bugs, but it’s more than just fixes! The Network Addon Mod (NAM) is actually a collection of many addons, fixes and improvements to SimCity 4’s transportation network system, pathfinding accuracy and performance; all made to work and play seamlessly together for a vastly improved simulator experience. Originally, the Network Addon Mod (NAM) had a very simple goal: to fix a number of transportation-related issues that still remained in the game after the release of the Rush Hour Expansion and SimCity 4 Deluxe in September 2003. But as development of the mod went on, many contributors began adding new features to the transportation system. In some cases, to expand what already existed, and in others, to create entirely new systems altogether. Since 2004, work has spiraled out such that there are several expansion packs’ worth of new content, all contained in this single, free, player-created mod! The NAM brings new possibilities to the game that are simply impossible to do with the “vanilla” game. Unlock the Maxis simulator – Run it the way it was originally designed When you install the NAM, not only will you get all the fixes and tweaks that have been refined over years of playtesting and feedback, but you’ll also be playing the simulator as it was originally designed! The thing is, Maxis had programmed a very sophisticated and robust traffic simulation engine that most people have never experienced! This is because of the hardware limitations at the time, Maxis had to significantly tune down the simulation parameters in order to allow the game to run on 500Mhz Pentiums, prevalent specs for that era. The result of that down-tuning is that the traffic patterns in the base game often simply follow the shortest distance, and fail to take into account the speed and capacity differences of the different networks. Basically, this prevented the game from working the way it was intended. For instance, with that down-tuned simulator, one could spend the money to build the faster, higher-capacity road-types, or a rail transit system, but the residents would completely ignore it and instead clog up tiny residential streets as they tried to get to work. If you’ve played the vanilla SimCity 4 for long enough, you will have likely seen this happen. Fixing this key part of the simulator allows the NAM and its numerous new and improved systems, to provide a rich and engaging simulating experience that you’ll never get with the vanilla SimCity 4. Several Expansion Packs’ worth of content – all in one place, for free! But more than just fixes and improvements, the NAM brings several new transport options unavailable in “vanilla” SimCity 4 such as a slew of enhancements to the road system, including diagonal streets, more bridge options, specialized lanes and roundabouts. You’ll get elevated viaducts for a number of normally ground-level transportation networks, such as Roads, One-Way Roads, Avenues, and Railroads. Industrial/office park district, with RealHighways, Network Widening Mod features, and One-Way Road Roundabouts on display. Avenue Roundabout and Wide-Radius Curves near an office park. Prefer things on the ground instead? Use the Ground Light Rail (GLR), a ground variant of the Elevated (Light) Rail network, which comes in draggable form. Or maybe you want a mix of ground and elevated that can run in, on or over other surfaces? You can do that, too, with the NAM’s “Dual Networking” options. Fractional Angle RealRailway and Network Widening Mod (Narrow 4-Lane Road) in action. Fractional Angle Roads and Diagonal Streets in a suburban residential setting. It includes the Network Widening Mod (NWM) which provides wider (and narrower) draggable variants (many with capacity boosts) to the game’s core Road and One-Way Road networks. More road options to play with like expanded Avenues with 6 lanes, or expand One-Way Roads up to 5 lanes. Get even finer control by adding continuous turn lanes, or adding a turn lane to your One-Way Roads. Lakeside business/resort district, with 4-Lane One-Way Roads and Narrow 4-Lane Road from the Network Widening Mod. 6-lane Avenue from the Network Widening Mod in a suburban setting. New FLEX Turn Lanes and Signalized One-Way Road Intersections in a business district. Tired of grid-like cities? The NAM offers myriad grid-busting options, including wider radius curves and fractional angles to many different networks types. If you love roundabouts these are improved with many enhancements, from smaller Street Roundabouts to multi-lane Avenue and Dutch Turbo Roundabouts. One-Way Road Roundabouts, Ground Light Rail, and Ground Light Rail-in Road Dual-Networking in an office district. Suburban residential area, with Wide-Radius Curves and Fractional Angle Networking. Farms and factories, featuring RealRailways, Elevated Road Viaducts, and Road Wide-Radius Curves. The entire railway system has been overhauled with multiple height levels and modular interchange capabilities. Everyone loves building highways. Here, the NAM doesn’t disappoint by offering an entirely new Highway System with several width variants, up to 5 lanes per direction, multiple height levels and modular interchange capabilities. If you love interchanges, the NAM’s intersection capabilities let you design that monster 8-way Avenue intersection you really wanted. Mammoth arterial intersection, featuring the upcoming FLEX Turn Lanes and Network Widening Mod (7-Lane Turning Lane Avenue). Partial cloverleaf interchange, built using the RealHighway (RHW) system and One-Way Road Roundabouts, plus Road Wide-Radius Curves. Busy suburban junction, built using the RealHighway (RHW) system, Network Widening Mod (5-lane Turning Lane Avenue), Street Wide-Radius Curves, and turn lane functionality. If you still wish to use the game’s base “Maxis” Highways, a number of interchange options, plus a full-on reskin are available. The NAM also includes Euro/international road and highway textures. And the Street Addon Mod (SAM) will provide 10 (soon to be 11) texture variants for the base Street network! Railways get a complete overhaul with the RealRailway (RRW) system, which offers a more realistic version of the game’s base Rail network, plus a number of new options for switches, curve radii and fractional angles, plus – coming in Version 36 – draggable viaducts. RealRailway FlexTrack and Single-Track Rail in a dirty industrial area. New FLEX Turn Lanes (coming to the upcoming Version 36 release) and Signalized One-Way Road Intersections. Four-level stack interchange, built using the RealHighway (RHW) system's modular components. Bustling office district, with Ground Light Rail-on-Road Dual Networking, Network Widening Mod (5-Lane Turning Lane Avenue), and Street Addon Mod Parking Lots on display. If you’re a glutton for even more control, you’ll love the Traffic Simulator Configuration Tool (TSCT), a handy program that allows one to customize some parameters of the NAM's “tuned-up” traffic simulator, including different capacity levels (ranging from extremely low to ultra high) and mass transit usage SimCity 4 is arguably the best city-simulation game ever produced by Maxis. Nearly 15 years old, the game has proven its longevity in large part due to a legion of highly devoted fans and communities like Simtropolis.com. The Network Addon Mod brings so much to your city-building game that it’s a crime to play without it! What you need to get started You'll need SimCity 4 Deluxe with Rush Hour Expansion, get it here from GOG.COM The NAM is available for both PC and MAC versions of the game, get them from Simtropolis. If you want even more, we've collected some of the best buildings and lots for SimCity 4 in our Simtropolis Exchange (STEX) Collector's Edition discs, given as a gift when you Donate!
  5. In the search to find a better Chat, we're now experimenting with Discord, which some of you have suggested. If you've never heard of Discord, it's one of the most popular chat platforms geared for gamers and online communities. Here's what you need to know: Our invite URL https://discord.gg/9mf8uRr Note: In order to access Simtropolis member's only channels, you'll need to link your Discord account to your Simtropolis account. You can do this in Account Settings -> Discord. If you don't already have one, setting up a new account at Discord is fast, easy and free. You can also download the Discord app for your computer and mobile devices. So if you feel like it, come indulge us in the Discord chat experiment! We look forward to seeing you on! Enjoy! PS. If you don't link your Discord account to Simtrpolis, the Bot won't be able to recognize you as a member of Simtropolis and update your Discord role so you can access the #members-only channels, instead you'll be limited to just our #public channel.
  6. STEX CDs and Donations

    Methods to donate to Simtropolis. We will accept any currency, via any of the following methods: #1 (Preferred) PayPal Just click the donate button here and it will take you to where you need to go. #2 Mail In Donations We will accept mailed in donations, money orders and cheques are ideal. If you must send cash, be sure to enclose it inside a greeting card. You know the risks with sending cash, so the choice is up to you. You can mail your donations. The address has changed, so please email stexcd@simtropolis.com and inquire. If you have any questions, please PM me! Thanks everyone!
  7. You might have come across our guest article about SimCity 4 and the Network Addon Mod over on GOG.com a few days ago. Due to format restrictions, we couldn't include a full compliment of screenshots to really show off the NAM. For posterity and for the benefit of those who didn't see it, we're including the full article here with all the screenshots that were intended in the original. - Dirktator SimCity 4 and the NAM – How to best enjoy this city-building masterpiece today. Despite being released in 2003, SimCity 4 continues to offer an unmatched city-building and story-telling experience, while also being supported by an active game community. And you can be a part of it! Developed by the once venerated, now defunct game studio, Maxis, SimCity 4 has managed to withstand the test of time remarkably well, unlike many of its contemporaries. Turning a “good old game” into something great! Not only has SimCity 4 survived, it has thrived with new creations offered daily by content-makers, and has even evolved with substantial player-developed modifications like the Network Addon Mod. Perhaps you’ve heard of the Network Addon Mod, but you’ve never tried it out. Or maybe you’ve never played SimCity 4 at all and wonder how a game from 2003 can still hold up? Read on to see just how one addon can add so much! Fixes original bugs, but it’s more than just fixes! The Network Addon Mod (NAM) is actually a collection of many addons, fixes and improvements to SimCity 4’s transportation network system, pathfinding accuracy and performance; all made to work and play seamlessly together for a vastly improved simulator experience. Originally, the Network Addon Mod (NAM) had a very simple goal: to fix a number of transportation-related issues that still remained in the game after the release of the Rush Hour Expansion and SimCity 4 Deluxe in September 2003. But as development of the mod went on, many contributors began adding new features to the transportation system. In some cases, to expand what already existed, and in others, to create entirely new systems altogether. Since 2004, work has spiraled out such that there are several expansion packs’ worth of new content, all contained in this single, free, player-created mod! The NAM brings new possibilities to the game that are simply impossible to do with the “vanilla” game. Unlock the Maxis simulator – Run it the way it was originally designed When you install the NAM, not only will you get all the fixes and tweaks that have been refined over years of playtesting and feedback, but you’ll also be playing the simulator as it was originally designed! The thing is, Maxis had programmed a very sophisticated and robust traffic simulation engine that most people have never experienced! This is because of the hardware limitations at the time, Maxis had to significantly tune down the simulation parameters in order to allow the game to run on 500Mhz Pentiums, prevalent specs for that era. The result of that down-tuning is that the traffic patterns in the base game often simply follow the shortest distance, and fail to take into account the speed and capacity differences of the different networks. Basically, this prevented the game from working the way it was intended. For instance, with that down-tuned simulator, one could spend the money to build the faster, higher-capacity road-types, or a rail transit system, but the residents would completely ignore it and instead clog up tiny residential streets as they tried to get to work. If you’ve played the vanilla SimCity 4 for long enough, you will have likely seen this happen. Fixing this key part of the simulator allows the NAM and its numerous new and improved systems, to provide a rich and engaging simulating experience that you’ll never get with the vanilla SimCity 4. Several Expansion Packs’ worth of content – all in one place, for free! But more than just fixes and improvements, the NAM brings several new transport options unavailable in “vanilla” SimCity 4 such as a slew of enhancements to the road system, including diagonal streets, more bridge options, specialized lanes and roundabouts. You’ll get elevated viaducts for a number of normally ground-level transportation networks, such as Roads, One-Way Roads, Avenues, and Railroads. Industrial/office park district, with RealHighways, Network Widening Mod features, and One-Way Road Roundabouts on display. Avenue Roundabout and Wide-Radius Curves near an office park. Prefer things on the ground instead? Use the Ground Light Rail (GLR), a ground variant of the Elevated (Light) Rail network, which comes in draggable form. Or maybe you want a mix of ground and elevated that can run in, on or over other surfaces? You can do that, too, with the NAM’s “Dual Networking” options. Fractional Angle RealRailway and Network Widening Mod (Narrow 4-Lane Road) in action. Fractional Angle Roads and Diagonal Streets in a suburban residential setting. It includes the Network Widening Mod (NWM) which provides wider (and narrower) draggable variants (many with capacity boosts) to the game’s core Road and One-Way Road networks. More road options to play with like expanded Avenues with 6 lanes, or expand One-Way Roads up to 5 lanes. Get even finer control by adding continuous turn lanes, or adding a turn lane to your One-Way Roads. Lakeside business/resort district, with 4-Lane One-Way Roads and Narrow 4-Lane Road from the Network Widening Mod. 6-lane Avenue from the Network Widening Mod in a suburban setting. New FLEX Turn Lanes and Signalized One-Way Road Intersections in a business district. Tired of grid-like cities? The NAM offers myriad grid-busting options, including wider radius curves and fractional angles to many different networks types. If you love roundabouts these are improved with many enhancements, from smaller Street Roundabouts to multi-lane Avenue and Dutch Turbo Roundabouts. One-Way Road Roundabouts, Ground Light Rail, and Ground Light Rail-in Road Dual-Networking in an office district. Suburban residential area, with Wide-Radius Curves and Fractional Angle Networking. Farms and factories, featuring RealRailways, Elevated Road Viaducts, and Road Wide-Radius Curves. The entire railway system has been overhauled with multiple height levels and modular interchange capabilities. Everyone loves building highways. Here, the NAM doesn’t disappoint by offering an entirely new Highway System with several width variants, up to 5 lanes per direction, multiple height levels and modular interchange capabilities. If you love interchanges, the NAM’s intersection capabilities let you design that monster 8-way Avenue intersection you really wanted. Mammoth arterial intersection, featuring the upcoming FLEX Turn Lanes and Network Widening Mod (7-Lane Turning Lane Avenue). Partial cloverleaf interchange, built using the RealHighway (RHW) system and One-Way Road Roundabouts, plus Road Wide-Radius Curves. Busy suburban junction, built using the RealHighway (RHW) system, Network Widening Mod (5-lane Turning Lane Avenue), Street Wide-Radius Curves, and turn lane functionality. If you still wish to use the game’s base “Maxis” Highways, a number of interchange options, plus a full-on reskin are available. The NAM also includes Euro/international road and highway textures. And the Street Addon Mod (SAM) will provide 10 (soon to be 11) texture variants for the base Street network! Railways get a complete overhaul with the RealRailway (RRW) system, which offers a more realistic version of the game’s base Rail network, plus a number of new options for switches, curve radii and fractional angles, plus – coming in Version 36 – draggable viaducts. RealRailway FlexTrack and Single-Track Rail in a dirty industrial area. New FLEX Turn Lanes (coming to the upcoming Version 36 release) and Signalized One-Way Road Intersections. Four-level stack interchange, built using the RealHighway (RHW) system's modular components. Bustling office district, with Ground Light Rail-on-Road Dual Networking, Network Widening Mod (5-Lane Turning Lane Avenue), and Street Addon Mod Parking Lots on display. If you’re a glutton for even more control, you’ll love the Traffic Simulator Configuration Tool (TSCT), a handy program that allows one to customize some parameters of the NAM's “tuned-up” traffic simulator, including different capacity levels (ranging from extremely low to ultra high) and mass transit usage SimCity 4 is arguably the best city-simulation game ever produced by Maxis. Nearly 15 years old, the game has proven its longevity in large part due to a legion of highly devoted fans and communities like Simtropolis.com. The Network Addon Mod brings so much to your city-building game that it’s a crime to play without it! What you need to get started You'll need SimCity 4 Deluxe with Rush Hour Expansion, get it here from GOG.COM The NAM is available for both PC and MAC versions of the game, get them from Simtropolis. If you want even more, we've collected some of the best buildings and lots for SimCity 4 in our Simtropolis Exchange (STEX) Collector's Edition discs, given as a gift when you Donate!
  8. Simtropolis 9.0.x - Bugs & Issues Report Thread

    You can't quite do that.. You'd first have to drag the image from your website to your desktop so that a physical file is created, and then you can drag from your desktop to the ST Gallery uploader. That's your best bet.
  9. Cities: Skylines - Green Cities

    Cities: Skylines - Green Cities is all about earth-friendly towns. This expansion adds 350 new assets to the core game, adding a massive selection of new visual options, complete with eco-friendly buildings, organic shops, electric vehicles, and new services designed to make pollution a quaint notion of the past. Story to Story, Building to Building, Street to Street: New Eco-Friendly Buildings, New specialization buildings, new alternative service buildings, new unique buildings, electric cars, new parks -- 350 new assets in all giving a unique new look to Cities: Skylines I Wish I Was Special, You’re So Very Special: New specialized options for all city zones, plus leveled-up specializations for the first time in Cities: Skylines So What So What So What’s the Scenario: 3 new scenarios, 4 new policy options, and a new Monument to make your friends Green with envy Why Do Birds Suddenly Appear More Stylish: Of course we’ve included a new hat for Chirper.
  10. Simtropolis 9.0.x - Bugs & Issues Report Thread

    It's possible that some files in our STEX may have been inadvertently clobbered over the years. Can you give me a direct link to the file in question and I'll take a look.
  11. Thanks for the feedback, your past contributions and your questions. So, I don't know of any website that discloses all operating expenses openly, I suppose there are any number of reasons; expenses aren't always consistent (monthly bills tend to fluctuate), not everyone is particularly interested, it is privileged information (no one is required to pay to use Simtropolis, and I definitely want to keep it open and free), and it is extra work, if we're being honest . But I'm happy to offer some background and context in terms of revenue and expenses. We have a base monthly server hosting cost of course for a number of servers for our various web properties, but our monthly obligations can be different from month to month. For example, we've also got technical support and license costs (the licenses aren't just for the board software, but also for any paid 3rd party addons we're using, and almost any kind of integration has some recurring cost associated). All of these have different renewal frequencies, ie. some are every 6 months, some quarterly, etc. Other expenses include things like shipping costs for producing and sending out DVDs (amount varies depending on the month). Additionally, we also periodically like to make enhancements and upgrades to the site when warranted. The majority of our income comes from donations. We also make money from ads, which is an unfortunate reality; I dislike them, and prefer to not have them at all, but they do help generate some extra revenue. We also have affiliations: EA, Origin and GOG.com, where we can make a cut of sales generated, but I confess, these affiliations need a lot of work to maintain and it's something I would like to try to set up a bit more earnestly! But let's get back to your point about transparency. When you make a donation, you get an automated confirmation email in which you are asked to reply to let us know: if you want a Collector's Disc, and if so, do you want to use the same or different shipping address, or if you wanted to get the digital download instead. Starting in October, we'll also let you know that if you're interested to see where your donation comes in with respect to our monthly goal, you can request that, too. We'll tell you what the dollar obligation we're trying to meet is, and how your donation helped. In the coming months, I'd like to work on a more integrated system with donations and the board, for example, automatically be given a member distinction for donating a minimum amount, and receiving some member perks. We would need to take some care to think about this, as we don't want to create a "class" situation. But some member perks could be faster download speeds, extra forum tools, first to get access to test new features, more personal storage space, access to additional Discord functions, and cosmetic distinctions. And we could also have a "donor's club" or "donor's forum" where donors can socialize in a more relaxed atmosphere, and where we can provide monthly dollar updates to those who are interested, get the scoop about what's coming up and be able to preview things before the general population. Your other question was, what happens if a monthly goal is not met? The answer is that it comes out of my pocket. It's been this way for some 14 years, being my site, of course, I have to be the one holding the bag. Ideally, I could try to roll any shortfall over to next month's obligations to see if we can meet it, but in reality, I just pay for it out of pocket and hope we do better next month. I hope that addresses your point, and every day I'm still so pleased to know that people are still enjoying Simtropolis even after all these years. I do genuinely appreciate the support of all our contributors; thank you!!
  12. Simtropolis 9.0.x - Bugs & Issues Report Thread

    Great idea about putting in a redirect! Got that working now, so everything should be automatically repointed to the new location, no dirty code/post editing necessary.
  13. Uniform Streetlight Mod

    This should now be fixed. The above is an old link, but the server will automatically redirect you to the right location.
  14. Cephalonia (Countryside & Overviews)

    At this point, can we really even consider @korver a mere "player"?
  15. Club-owners Club Logo

    From the album Hoity-toity Gallery

    Now with 100% more hoity-toity!
  16. Hoity-toity Gallery

    Really just a demonstration to see how Galleries can be linked with Clubs.
  17. As Clubs are a fairly new addition to Simtropolis, sometimes things may break. The "Custom Home Page" feature for clubs is actually experimental, and in the past has been prone to breaking during updates. As a result, I urge all club-owners to keep a copy of your custom Home Page so that you can easily copy-and-paste it back in if something should happen.
  18. Hello club-owners and club-members, I will dedicate this Club to keep you updated on new club features that have rolled out that you might not know about. Feel free to also use this space to ask questions, offer suggestions and make requests. We'll do our best to accommodate. ------ Change log Below is a change log. Do note that some features are for club-owners and some features are for Admins that you might want to be aware of. August 18 Mass PM: added ability to send a private message to all members of the club (leaders, moderators and members) Bug fixes August 31 Option to reorder tabs Option to disable features September 26 Bug fixes Add ability to convert a club feature into a forum/category (Admin) Add ability to ban/unban members from the whole clubs. (Admin) A banned member won't be able to access any club page, including its content (topics, files, images, etc.). IMPORTANT: Club items will continue to appear in Activity Streams, profiles, searchs, etc. The restriction will happen only when the member tries to read them.
  19. Please help us meet our September donation goal! Thanks so much for your donations :)

  20. Simtropolis 9.0.x - Bugs & Issues Report Thread

    Indeed hopefully this was temporary as we were moving STEX files to a new storage location. The move of the files should be complete now and those errors should have fixed itself... But if you encounter a similar error please report it. Thanks.
  21. I'm pleased to have @CorinaMarie as our newest Admin team member!

  22. Simtropolis now uses Discord for live chat! If you're already familiar with Discord, here's our permanent invite link: https://discordapp.com/vfpSy2H Please note: After you join us on Discord for the first time, you will be asked to link your Discord/Simtropolis accounts in order to confirm your membership. As long as you are currently logged into both services, just visit this shortcut and you're done: http://bit.ly/2wogKsA We hope to see you on! Happy chatting! ----------- Frequently Asked Questions What is Discord? Discord is a cross-platform voice and text chat service designed specifically for gamers. Discord is completely free to use. In order to get on Discord, you'll need to: Register a new Discord account Download a Discord chat client (Mac, Windows, iOS, Android, Linux) How do I join Simtropolis on Discord? To join Simtropolis on Discord, visit this link: https://discordapp.com/invite/vfpSy2H (also referred to as an "invite code") Why am I listed as "unconfirmed member"? How do I confirm my membership? Because both Discord and Simtropolis are separate services, one extra step is necessary in order to link your Discord account with your Simtropolis account, and confirming your membership. The first time you join Simtropolis on Discord, you will be limited to the #unconfirmed and #public channels. To confirm/link your accounts, follow one of the options below: Simply click on this short-cut: http://bit.ly/2wogKsA (it will link the accounts) then go back to your chat window. And that's it! If for some reason, that doesn't work, you can do it manually by going to: Simtropolis -> Account Settings -> Discord and press "Syncrhonize Now". Why do I need to link my Discord/Simtropolis accounts? Simtropolis chat has always been for members only. When you link your Simtropolis/Discord accounts, the system confirms that you are a member of Simtropolis. As a member, you will be able to access all the discussion channels: #social-lobby - our classic hangout for casual chat and banter #simcity4, #simcity2013, #cities-skylines for game-specific discussion #stex-help where you can ask questions about installing plugins and addons #bot-fun where you can have fun with the resident bots If you are part of the Simtropolis staff team, you will automatically be given moderator status and access to the staff-only channels. As a confirmed member, the ST-Bot will update your Discord nickname to match your Simtropolis username (if they are different) so people will recognize you. (This does not change your name if you are part of other Discord communities. Nicknames are local to the server they are set on and not global.)
  23. Simtropolis 9.0 Site Upgrade

    Thanks for the feedback, and I agree. The front page is actually one area that's currently being revisited. The changes you've been seeing to it lately are just some early testing and experimentation. We're going to keep bringing more CJ activity to the forefront, and see if we can find even more ways.
  24. The Omnibus got a make-over... Check it out: http://community.simtropolis.com/omnibus/

  25. Understanding Demand, Desirability and Abandonment or "What the heck do they want, how do I give it to them, and why did they leave!?" In SimCity 4, demand is your sims’ desire for certain buildings, not so much for certain zones. Zoning will satisfy demand, but you still need to control what type of buildings are built in the zones. Knowing the desirability of the area will help you predict what will likely emerge. Each building that emerges will satisfy part of your demand, and reduce one of your RCI bars. Let’s look at each of the RCI’s. 1.) Residential Demand 2.) Commercial & Industrial Demand 3.) Controlling Demand 4.) Demand Cap 5.) Dynamics of Desirability and Demand 6.) Raising Desirability 7.) Negative Demand and Abandonment Residential Demand Residential demand means there is a need for a workforce population in your city, i.e. your C’s and I’s need people to work there. Satisfy residential demand by zoning residential. A common misconception is that players often mistake the three kinds of residential density for the three kinds of residential wealths. As a quick aside to clear this up: When you zone residential, you have a choice of Low-, Medium- or High-Density. This does not mean that only low-wealth, medium-wealth, or high-wealth sims will move into low medium or high density zones. You can have a high-wealth sim living in a low-density zone (such as a large Mansion and lots of luxury props). You can have low-wealth sim living in a high-density zone (such as tenements or apartment buildings). You can, to an extent, predict and control what level of wealth sim will move into your zone, by referring to desirability of the area. More on that a little later. So, residential demand essentially means you need a workforce. Now take a look at the C and I graphs. If you see demand for IA (agriculture) or ID (dirty industry) or CS§ (commercial service, low-wealth), you know that low-wealth residents are needed. IA and ID only require low-wealth sims to work there (they do not need medium- or high-wealth sims) so, zone some residential in an area that is most desirable to low-wealth sims; i.e., almost anywhere. Say you have demand for Co§§ (Commercial office, medium-wealth). It is important to note that anything other than IA or ID or CS§, requires a mix of low-, medium- and high-wealth sims. In the case of Co§§, you need some low-wealth sims, a lot of medium-wealth sims, and some high-wealth sims to satisfy that particular demand. Just be mindful that anything higher than IA, ID or CS§ requires more than one wealth-type of sim. So how do you know if R§ or R§§ or R§§§ will show up when you zone residential? Use the desirability data view, check to see where the brightest green spots are for R§§ and R§§§ and zone there. (R§ will pretty much live anywhere.) Should you zone low medium or high density? That’s something you need to judge. If you need a lot of a particular sim, zone high density - if you can afford it. If not, zone medium or lots of low. Also, level of wealth is directly correlated to level of education. In other words, the more rich the sim, the smarter he tends to be when he starts out (his EQ is higher). Use education to increase your sim’s EQ rating so they can qualify for higher ranking jobs and move up on the wealth scale. Even if you move completely away from ID, IA or CS§, you still need a small proportion of R§ low-wealth sims for your Commercial offices or High-tech industries (think of them as janitors or secretaries, every business needs them). Commercial & Industrial Demand Commercial and industrial demand is the need of your sims to have employment. When C or I is high, it means sims need jobs in those sectors. Satisfy your sims’ desire for jobs by zoning the appropriate C or I. Again, as for residential, you can only zone for different densities, not for different types. If there is demand for Co§§ (Commercial office, medium wealth), look to your desirability data view to find the best spots for Co§§ and zone there. As demand for business increases, so will demand for residents. The cyclic nature of RCI is important to grasp. As more jobs are needed, more residents will be required, and as more residents arrive, more jobs will be needed. Also, non-RCI buildings such as (museums, hotels, city hall, etc) will also affect your demand by providing jobs and increasing the demand for more workforce. Controlling Demand There are several ways to control and curb demand, the most prominent and direct way is through taxes. Shrewd adjusting of tax rates will help you encourage or discourage the demand types. Punish dirty industry by raising taxes for Industrial § for example (although agriculture falls in the category of Industrial §, it never pays taxes so its demand is not directly affected). Keep in mind that raising taxes to discourage demand will continue to have a negative impact on that demand type for several months, even if you lower taxes immediately. Any negative effect will last a minimum of 3 months. You can indirectly control demand by providing or not providing the necessary facilities for your sims to evolve, such as health or education. Remember, everything is connected; good health coverage increases desirability which entices richer sims to move in. Educated sims will want to move up to more sophisticated and better paying jobs. If you don’t have the educated workers, you won’t have much more than demand for just ID, IA or Cs§ jobs. Ordinances also affect demand. Clean Air Act, Tourism Promotion, Water Conservation, etc, will have some affect, read about each ordinance to find out how they affect each type of demand. Demand Caps A demand cap is an upper limit on demand that you will hit once you reach a certain population level. You may be doing all you can to encourage growth, but there just isn’t any demand. To alleviate this cap, make connections to neighbors, place parks and other recreation for your sims. Airports and seaports help raise demand caps for commercial and industry. Dynamics of Desirability and Demand Areas of land can be desirable to more than one type of developer when you zone. Which one emerges there depends on the current demand. If you have high demand for IHT (industrial high tech), if you zone without much forethought, you may not see any high tech emerge but dirty industry or manufacturing instead. The reason for this is likely desirability; you’ve zoned in an undesirable location for high-tech, possibly too near to pollution, to far from residential in a low land-value area. Checking desirable areas for High Tech industries The following factors are considered when desirability is calculated: pollution levels, crime, commute or freight times, garbage, health coverage, education coverage, slopes, radiation, traffic volume, and land value (land value increases on higher ground and/or near water or trees). Again, always refer to your desirability data view when zoning for a specific type of demand. Raising Desirability Residential desirability is fairly straight-forward, they want things any living sim would want. Good education and health coverage (shown in green in your data view), low pollution, low commute times to work, low crime, and low garbage levels. Being near a positive influence structure, such as a beach, mayor’s statue, or park will also increase the desirability of that plot of land. Conversely, negative structures such as landfills and army bases will make it less desirable. Commercial desirability can differ depending on the commercial type. For instance, Cs (Commercial service) likes to be near residential, so proximity to a residential area is taken into account when desirability is calculated. Co (Commercial office) however, does not care too much about being near residential, but prefers to be near other commercial offices. Both Cs and Co like to be near residential sims and other commercial offices of the same wealth levels, respectively. The distances to residential or other commercial offices affect the desirability of the lots they are on; so the further away a Commercial service is to a residential area, the lower the desirability. Industry has an altogether different set of desirability factors. ID (dirty industry), doesn’t care too much about being near pollution as it generates plenty on its own. ID most importantly cares for short freight trip times and flat land. IM (manufacturing industry) also mainly care for short freight trips and flat land to build on, but, unlike ID, IM dislikes pollution. IHT (High tech industry) cannot tolerate any air pollution at all, so they’ll never likely build next to your dirty industries. IHT have similar desirability requirements as Commercial office and residential; they like parks, low pollution, and short trip lengths to airports or seaports or a neighbor connection. IA (agriculture) will mainly want clean air, low traffic and flat land to develop happily, so keep them in remote clean areas of your map; it not only keeps them happy, it keeps their water pollution - of which they generate plenty - from creeping into your sim’s taps. Negative Demand and Abandonment Try to avoid getting a negative demand for any of the RCI types, this is shown by a bar dropping beneath the equilibrium line. Negative demand means there is an abundance of that developer type, R, C, or I. Though completely avoiding negative demand for the entire life of your city may be nearly impossible, it will happen at one time or another, you’ll need to understand why it has happened so you can go about remedying the problem, or avoiding it in the future. Negative commercial and industrial demand; there are more jobs than sims There are numerous situations that can arise that can send one of your RCI’s plunging. For example, if you have high commercial demand one moment (sims need more jobs in the commercial sector), and you start zoning for commercial, and then something happens to your residential demand, the result will be insufficient workers to fulfill the new commercial openings. Your commercial will dry up, and buildings will become abandoned. Abandoned buildings due to lack of power for extended length of time. As an aside: Abandoned buildings are not only an eye-sore, they are highly flammable, have increased crime and don’t pay taxes. Other reasons for abandonment other than negative demand are lack of utilities, water and power, lack of jobs or road access. If a building lacks any of these for a length of time, their occupants will vacate. Inversely, if you have high residential demand (commercial or industry requiring more workers) and you zone more residential and then your industry bottoms out, you’ll end up with more workers than jobs. The result is that excess sims move out of your city (something you do not want to happen!), and demand balance will gradually be restored. Be careful when developing new sectors, over-development could hurt you. Try to under-develop, don’t zone more than you need to keep demand from plummeting into the negative. We’ve only looked at the surface of two of the many factors that affect a sim city, demand and desirability. Remember, that everything is inter-related somehow, and to try to describe one thing without touching on another is nearly impossible for full comprehension. Understanding demand and how demand is satisfied is a key concept in beginning to understand how your city works, which in turn, helps you develop the kind of city you want. The more you understand, the more sense of control you have over the destiny of your city, and the less you feel like sitting in the passenger seat wondering what’s going to happen next.
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