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5 GoodAbout jguy
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Yeah, that did it. Not sure where the issue was...took the same steps. Thanks.
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See my last point, I've tried the same thing in an isolated area with the same results. I just went into a city that's across the region from the city I'm trying to work with and the same exact thing happens.
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I have finally started to utilize the full capabilities of the RHW and have a need now to upgrade a portion of the network to support more vehicles. Johnsburg's growin' and the people in the rich neighborhoods are tired of using a 2 lane overpass to get on a 2 lane highway to go to work and shopping across the river. So, I'm upgrading my 4 lane interstate (2 lanes each direction, with a 1 tile median) into a 6 lane interstate (3 lanes in each direction with a 1 tile median) but it's not quite working. I've read through the User Manual and do not see a section relating to the area I'm having issues with. I've my 2 lane highway in one direction, I've plopped a 4 to 6S transition piece: I've tried using the RHW-2 drag tool to extend the network, but it results in this: . Then, I tried extending the second lane, and it results in this: when I place the actual 6S starter piece, even away from this area, it results in the same thing - the starter piece is invisible and trying to drag it with the RHW-2 tool results in an invisible gap between the two sections of road, and they convert to RHW-2: Is there anything I'm missing? A corrupt installation of the NAM perhaps? Thanks for your assistance.
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What is the population of your largest city?
jguy replied to legomiles's topic in SimCity 4 General Discussion
According to my research the city with the highest population per km2 is Manila, Philippines, which has a population density of 42,857 persons per km2 (meaning his 1 billion population city is 4.4 times more densily populated than Manila). I highly doubt that a Sim City 4 large city would support a population of more than around 5 million. Seems impossible. the largest skyscraper in the game residential $$$ houses what....4k sims and covers an area of 4x3 tiles I think? on a 256x256 tile map meaning (WITHOUT roads) you could only hold 4,096 such buildings. If each building held 4k sims, that's only a population of 16.3 million. I'm not usually one to call someone out, but this just seems too fishy to me. -
I would add a school of each level (elem. and high) but make them barely funded enough or even slightly under funded. No police, maybe an under funded fire station. No hospitals. Make sure to only zone R$$, not R$$$. This ensures that you won't get those silly skyscrapers, but the rows of apartments. Large amount of traffic on an adjacent street/avenue helps, as does no roads, only streets. Very little commercial, the plops I do zone are 1x1 and C$ only. Remember, no parks, landmarks or reward buildings nearby.
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In the Graphs menu there is a Population & Jobs area where you can get a rough number of each density population/job in your city. It doesn't give you an exact number representation but rather a graph, you'd have to approximate the figures you're seeing. In the same menu, it by default shows everything (making a very cluttered line graph) but you can disable for example all except low density/low wealth stuff to only get the amount of R$, C$ and I$ in your city.
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EA CEO John Riccitiello Steps Down
jguy replied to GenXisT's topic in SimCity (2013) General Discussion
Eh, I have mixed reactions about this. In one hand, John was indeed doing a poor job. Keep someone in a position of power and have them keep losing money and stocks keep going down and pretty soon....no more EA. Investers wouldn't want to invest in a company that keeps hemmoraging money. See, you have to think as an investor: * Company losing money after new CEO * Company profits go down after new CEO * Fire CEO * Things rebound. Company is profitable. No results yet, just the fact that the stocks were going down when that CEO was hired and now that CEO isn't there anymore means things are better from an investment standpoint The PERFECT example of this is Groupon's CEO stepping down earlier this year. Stocks instantly rebounded, as much as up to 20%. But not all of it is about being an investor. Recall the previous CEO's name was Larry Probst. Recall the notorious practice under his leadership of EA buying up struggling publishers, making one or two more games and then running the franchise into the ground and forgetting about it. The Ultima series was/is a good example of that. I've always had fallout when it came to EA. When they bought Westwood and came up with C&C Red Alert 3 and Generals, that's when my hatred started for them. In my opinion they completely botched up that series. If anyone played the original Command and Conquer or Red Alert and perhaps still to date cannot or has immense trouble beating both campaigns back to front, you know exactly how I feel. when EA takes over series/other publishers, they usually make one decent game and then screw up the rest of the series by making the graphics horrible (I still love the 1995 graphics of Command and Conquer or the 1996 graphics of the original Red Alert) or the games too easy (I remember taking hours and hours of strategy and planning to beat a level on Command and Conquer or a skirmish on Red Alert on easy...but yet the hardest difficulty on Red Alert 2 or 3 has me breazing through the game in mere hours). EA started as a publishing house for many many sports games, racing games and other games which would use a similar or the same gaming engine/platform with some names changed and teams/players shifted around or all around removed. As such with sports games, they needed to be remade every year (but again, not much changed from game to game). Perhaps they've changed their gaming model from those days to current, but stuff is changing too dramatically once they take over a publisher. Perfect example was Command and Conquer again. They changed almost EVERYTHING about that series when they took it over. The failures of SimCity just are icing on the cake. Overall, though, this is sort of a blessing for me. Larry will only be in charge of the company for a short time, and maybe they'll find someone more level headed and not so concerned with the investors but concerned enough to keep the company profitable. -
Just....wow. I've been following this CJ from the beginning and this one is by far my favourite update. Good show!
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Player not in control of intercity transport network
jguy replied to Vampirovibrio's topic in SimCity (2013) General Discussion
This looks like a huge cross between Sim City Societies and Cities XL (the worst parts of both). Online play in Cities XL? Players hated it. They pulled it and had to release a huge patch to the game to make it offline play enabled, then they dubbed it abandonware not 6 months after and released Cities XL 2012. Glad I dropped the $60 on that game just to see it fail. Now no ability to modify transit between cities in the same region? Bad move. sure, you made it more realistic, but when adding realism you can't take away what players loved about your previous game. Oh well, it's EA. they've bought up all the small developers and then turn the good games into crap. Remember Command and Conquer? I still play the original ones before Westwood Studios was bought out by EA and they turned it into junk. Where's Will Wright? go get him EA; I'm surprised he hasn't begged you to stop in the first place. From the graphics to what the features are so far, it seems we have another CitiesXL on our hands (Cities XL was a great game but a huge letdown considering all the hype from the developers). Now all we need is for them to pull a bunch of promised features before launch. Hah! I'm redownloading my copy from Steam right now to go check it out! -
I would assume that in SC13 (if) in offline play, you would still have loading times and the region interaction would be the same. I don't think anything has been confirmed in regards to this, so I don't think there's anything around from Maxis/EA that would 100% confirm this. In online play, I would assume the same except you can't directly interact with the city next to yours (i.e. you might be able to go into it in view-only mode to see where future road construction might happen or somesuch) but you can't directly build in it. I would also assume that the interaction between cities in the same area would be via chats "Hey, need power, I can sell you some for $500 / kW" or something.
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1. Expandable highways. - So far in the screenshots I think I've seen an Avenue, a road, a small street and that's it. Make MORE! Expressways with 8 lanes! Avenues with 4 or 6 lanes! One Way streets with 2, 4 or even 6 lanes so you can make one way avenues. Avenues with different types of medians NOT effected by what type of building is on it, but rather settable by the user. - In addition, ability to control what type of traffic control system is in place at different intersections. Stop signs, traffic lights, dedicated turning lanes! NO stop signs! 2. Civic/Service buildings coverage NOT by circles, but squares by default. Depending on the amount of funding you give a service lot, I want to be able to DRAW the amount of coverage that facility gets! For example, funding a small town NOT in a cirle of square layout and NOT having wasted space. 3. Hospitals with better capacity, or ability for capacity of Hospitals or Schools to be upgraded on the fly (i.e. if you have a clinic and you need a hospital, you don't have to bulldoze the clinic to build a hospital, you can just click in the query window to UPGRADE (for a cost, of course). Same with schools, if you need a bigger school with more capacity, allow upgrading it instead of bulldozing and putting some sims out of work. 4. MORE ORDINANCES! Legalize Gambling will give you the ability to build the Casino whenever, NOT when your funds run dry! Watering restriction ordinances, car pool incentive, clean air public transpo, etc. 5. Bus stops not taking up an entire tile but rather being part of the street. I HATED HATED HATED needed to rezone should I needed to put a bus stop on a street which didn't have one. Same with subway stations! 6. Elevated rails, PLEASE. Make it so Elevated rail stations didn't need a 3x1 space where I had to rezone again. Make (low density) zones able to go under anything elevated instead of bulldozing over it. Elevated rails above street. Regular freight or commuter rails above streets! 7. Better control over your budgets in general. Automatic adjustment for hospital, school and power budgets to meet demand (but you can always tweak if needed). 8. Better toll road system. Toll collection at certain exits, not just on the highway itself, so you don't feel like you're gouging your sims and you're getting the tolls from sims who are travelling from exit to exit. Ability to control the cost of tolls at certain booths. 9. Simulation automata actually taking the correct or fastest way (or just...normal, like a human would do) to work. They're so stupid it's not even funny. There's an interstate which allows them to travel at 55mph right next to them with accessable exit ramps, but they take the street which has 8 stop signs and can only go at 30mph, then they complain like morons that the commute time is too high. 10. More types of buildings. An entire City block of the same house, or the same office building is droll. Or, alternatively, a more thought out algorithm to put different buildings in adjacent spots. I don't need 600 law firms in my city and 1,000 printing presses, thanks. 11. Bring back the SC2000 newspaper at the end of the month! That was fun :3 12. Less buggier placement of plops that must go on land and water, such as the seaport or ferry terminals (please let us have Ferries). 13. More realistic looking airports, or at least more runways. Very few international airports have all the runways going in the same direction and the planes all take off the same way. 14. Bring back some more natural disasters, such as the flood or hurricane. 15. REAL. TRAFFIC. JAMS. AUTOMATA THAT IS NOT HARRY HOUDINI. PLEASE. 16. Weather! Rain, snow, sleet, ice, hail, wind 16a. Streets and Sanitation department, not just sanitation department. Snow plows that clear the streets of snow. Don't pay them enough, they don't clear snow and your sims get pissed that they have to take off work and your avg. income goes down! If your Streets and Sanitation department is not up to budget, your streets flood because your sewer system sucks. 17. Random natural disasters with certain settings. Lots of rain? Have a small flood take out a park. Rebuild park. Hail damage to roads. Lightning damage to anything. Wind damage to buildings. Snow degrading roads if your budget isn't high enough. 18. Visual breakdown of public services, and if they're funded enough, noticable repair. If your roads aren't budgetted right, pay the price with fewer resurfacing and more potholes. More potholes, the more pissed your sims get and demand restitution for flat tires, thus coming out of your city budget. Other than that, reading through this, all my other wishes are fulfilled.
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Can Someone Tell Me How to Install Mods and Plug-Ins For SimCity 4 on Steam
jguy replied to Epicbuilder333's topic in SC4 - Custom Content
It is pretty simple, but you cannot use the default install process - especially with the files that are bundled in an .exe (as you typically see on the LEX) instead of a .zip or, less commonly, a .rar (as you typically see here on the STEX). In your main root drive - typically C: - you have the 'Steam' folder. Inside the 'Steam' folder you will drill down through these folders: 'steamapps' -> 'common' -> 'simcity 4 deluxe', or C:\Steam\steamapps\common\simcity 4 deluxe Inside this folder, you will see your 'Region' folder, your 'Radio' folder, and your 'Plugins' folder. So if you were going to download a bat, you would open the .zip or .rar file, and navigate to C:\Steam\steamapps\common\simcity 4 deluxe\Plugins, which is where the extracted files should be sent. If you download a mod, or anything from the LEX, you will probably encounter an .exe file. Take care when you come to the part of the dialog that asks for the file destination; they are typically set to extract files to a 'Plugins' folder in your 'My Documents'. Make sure to change it to C:\Steam\steamapps\common\simcity 4 deluxe\Plugins Hope this helps. Not sure if it's version, region or even time purcahsed dependant, but my Steam installation uses the regular My Documents/Sim City 4 location to store Regions and Plugins, NOT the steampps folder as everyone else's does (as if you were running it off the CD). Quite honestly, though, I'm not sure if my SC4 was purcahsed DIRECTLY off Steam. I originally had the CD but my dog literally ate it, so I might have used the CD Key to 'activate' it through Steam. My version though, is downloaded from Steam servers, sooo...that's something you may want to look into. -
There seems to be a lot of tutorials online that point to making 1 city with all industry, 1 city with all commercial and 1 city with all residential. While this seems to make sense, it has to be done properly, and should probably not be done right away. This is especially true if the city size you're working with is huge. Your sims from the Reisdential have to get all the way to the other side of the Industrial city for some jobs. If playing legitimately, there's no way to accomplish this and not have the commute time be really long (monorails and regular rails solve this but only to a certain extent). If you wish to do this, make sure that the residential 'city' is right between the Commercial and industrial. Not only will you risk long commute times and large amounts of pollution from your entire population leaving the city by vehicle to go to work, your advisors go mad and you lose out on a lot of rewards by segregating your population by city (for example, there are a few rewards which depend on the commercial and residential population being at a certain level (I just don't remember which ones right now). Believe it or not, while the simulation of Sim City 4 might be lacking in a few places, it still does best when you lay out a city similar to how you'd find a regular city, whether on the east side or the west side of the pond. If aiming for a big city, a commercial block surrounded by Residential with Industrial within driving/public transit distance from your residential areas for example.
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I love this picture. I think I saw it on the CBD thread, how many sims in this one?
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I definitely am a lurker by any standards, and look at my join date and post count. Post count is certainly not and never should be the sole determination of an 'active' account or not. Post count coupled with last sign in date would be a good determination. I like to browse the STEX and the 'show us your...' threads all day while I'm at work. It gives me inspiration to finally stick with Sim City 4 and build a great region. I hardly download anything (I think I've made 10 downloads max, maybe?) and I even more rarely post. Although, a single user account takes up what...~2kb-5kb of data on the databases? More if they've ever downloaded something but never post. I don't think it's a huge concern. Purging accounts is typically a practice by many boards but it's based on join date, last sign in date and post count. Accounts which haven't signed in in over a year and have 0 posts are usually the ones to hit the roundcan every year.
