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gtribe

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About gtribe

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  1. Raise the UI Mod

    Nice mod. I had already shrunk my Win7 taskbar to half height so that I could see most of the city name, though it was still annoying. This allows me to see the whole bottom of the screen. Thanks!
  2. Originally posted by: klon I've been through all the mods on the STEX & couldn't find either mod. Can someone provide me with links?quote> www.simtropolis.com/stex/details.cfm The 5th sticky post on this general discussion forum should have some info you might need on the extracheats dll.
  3. Directed mass transit (bus lines)

    Originally posted by: bigthing You could use traffic control lots to help... Linky That way you can make "bus lanes". Hope this helps :-D quote> Yup, these lots make controlling traffic designs like this a breeze, you can do some really neat stuff with them.
  4. As far as I know, the big factor is the demand. If you have demand required (say for 4000 CO$$$ jobs), and your city has already hit the appropriate stage, it should grow. You may also want to keep in mind the tileset they are in. Sometimes I uncheck 3 out of the 4 tilesets to increase my chances (i.e. only select houston) and keep bulldozing until it shows up. As long as you have sufficient demand for them, I think it is all random. I don't believe there is any kind of probability value associated with lots. I could be wrong though. It doesn't matter how many sub folders you have either. I have a pretty deep folder structure (I think some are 4 deep), and I've never had any issues.
  5. Show Us Your Power Plants!

    Originally posted by: joshriddle gtribe: You must have a pretty big region to have to use that many power plants. I'd bet your pollution is in the red. The red ground suits it. quote> Not too big yet, about 600k. I'm just trying out a region by dividing wealth and zone types, so that is the only power for the whole region. I started a thread in here but it got moved over into General Discussion. Pollution is all red for sure Originally posted by: joshriddle Oh and are those streets going through the center really necessary? quote> Good question. I'm not sure if power plants require streets or not. I figured they would, so I just built them back to back with the roads parallel to make it easy. I assume the waste to energy plants require it though, for the garbage trucks.
  6. I was able to get progress up and running again by converting some of my low density to medium and high. Now it's growing pretty quickly, which is nice because I'm at the point where I can just keep bulldozing and regrowing to get the buildings I want, so there isn't too much repetitiveness. Here is where it stands now, it's not pretty, but I'm just trying to test some game mechanics so I'm not really worried about the looks. Since I'm not having any more issues with this method of region growth, I'm changing the title of the thread to better suit the goal of my region.
  7. I have the same issue in my current region and as mentioned in another thread, it could be because the jobs are too far away and the sims are finding somewhere closer to work before they get there. Why the demand bars don't seem to shift accordingly I don't know. I have 3 full industrial tiles (2 small and 1 medium) that have 0 workers in them, yet the Industry demand bar is still up, and I'm still building away. Oh well, it lets me keep building, and it sparks residential growth when I build more Industry, so I don't really care if there are workers there or not.
  8. Originally posted by: A Nonny Moose well, good luck with that. The program doesn't like it, so you have been warned if your damands go all screwy. You can't see a loop on the congestion display. Use the alternate on that panel, the traffic volume display. If you get any yellow or red paths, the chances are you have a loop somewhere unless you deliberately created a congested area. quote> I had a previous region that worked taxing out all wealth types but 2 (i.e. R$$$ and CO$$$ in the same tile) and I was able to get over 5 million sims, but unfortunately it looked strange from the region view. This is the first that I seperated all of them and I'm at 500k only using low density, but again, it looks strange from region view. Thanks for the tip on the volume display. I thought volume and congestion was the same, just that traffic volume showed a specific transportation type. Now I see that the colors are different. Still no yellow or red that I have seen so far, so I hope I'm ok. I just realized that with NAM ultra settings a road has 12000 capacity, I wonder if that is why I don't have any yellows or reds in my traffic volume display. I'm not sure if the values in that data screen scale with nam or not, but 100% is labeled as 6000 on there.
  9. Make Cities With Me

    Didn't there used to be collaborative regions on this forum? I thought there was a thread a while back that had a number of people who picked specific tiles to work on, and the region was put together afterward. I don't remember the title of the thread though, or how it ended. May have been quite a few years ago, I'm not sure how far back the forum search goes.
  10. Strange, my thread got bumped to general, oh well, I guess it isn't really considered a city building concept. I just hope it doesn't confuse people into thinking that this discussion is anything more than just a quick experiment I'm working on. Originally posted by: A Nonny Moose I have tried the isolated zoning thing in the past, but you have to realize that zoning has nothing to do with wealth levels. quote> I should have mentioned that I also am taxing out the wealth levels I don't want. I'm actually not just isolating the zone types, but also the wealth type. I have only R$ in one tile, R$$ in another, CO$$$ in another, etc. for all the zones and wealth types except for agricultural. Thanks for the info on the commuter loop. I've always set my neighbor connections to the middle of the tiles, and whatever method I use to connect them runs right through the middle of the tile, so if it is a tile with jobs the transit type goes right through it. Hopefully I'm safe with this method. I haven't seen very high congestion anywhere.
  11. Originally posted by: eggman111 I think what's happening in your industrial tiles is that nobody is actually working there. When you query a building, it tells you the number of jobs available (based on desirability) and then the maximum number of jobs available (in a perfect world, which never happens). The actual number of people working in a building can be found by using the route query. For example, you can have a factory with 5 people working at it, 75 jobs available based on desirability, and 100 potential jobs if the desirability is perfect. Sims will just travel to the closest job that suits them, so it may be that your industrial tile is further away from the residential tile than other jobs are. Sometimes I get this even within a city. You're correct about CO$$$ requiring R$. In fact, the number of actual CO$$$ jobs in a CO$$$ building is pretty low (not even close to 100%). I find I usually have to put limits on R$$$ growth in my cities I usually tax around 11.5-12.5% for R$$$). In a region like that, watch out for the eternal commuter bug - do a quick Google search if you haven't heard of it.quote> I bet that is the case also. I didn't realize that the lower number in the query was just the current available jobs, not the actual workers. Thanks for that info, that explains exactly what my issue is, with the 3x jobs/sims. That will help me out a lot. I don't know how I never realized that before, I just thought the queries weren't accurate or something. Time to rethink my routing.
  12. Show us your Downtown!

    Here is my current, still in an early stage. I'm working on getting all the vanilla stage 7 and 8 CO$$$ before I start bulldozing to add bats. Still have to clear some space for the 4x4 maxis growables, but I think the demand is enough to get them growing.
  13. Originally posted by: paulmc Hello gtribe, I always mix the zones up , I think the industrial and comercial zones help the growing of the residential zone providing jobs, maybe a city only residential don't grow by lacking of jobs if you don't have a good conection with your neighbor.In my humble opinion if you want grow a sucessful big city you need mixing up, each thing in your due place. About the traffic , maybe you can change the traffic settings in graphics settings to order a larger number of vehicles.quote> Thanks for the ideas! What I meant by the traffic issue is that on the traffic data screen for industry tiles, it literally shows no traffic, other than freight trains and trucks. Maybe because there are no residents on the tile it won't show workers commuting. My Commercial tiles do, but that may be because there are customers as well as workers commuting. Regarding connections, I don't have any high congestion, and I still see low commute times everywhere. I'm using high speed rail, subway and highways to move them from city to city, depending on the distance. I usually mix the zones up also, and never have these issues. I was just was experimenting with this method trying to get some data on how the game mechanics works in regards to zone ratios. I have charts set up in excel, and when I saw that there were 3X as many jobs as sims, I figured something was wrong. Oh well, maybe I'm pushing the region aspect of the game too much and it's causing bugs. I often need to go into every tile and let it run for a while to "remind" it of where all the neighbor connections are going. I even have 1 tile that feeds all my other tiles with garbage removal and power plants so I'm always popping into different tiles and adjusting neighbor deals to get power and garbage distributed. I posted a pic in the power plant thread of this ugly tile. All in all, it's sort of time consuming, but it's still interesting to me at this point so that is all that matters. I did find out using this method that after a while the game requires every residential zone type, every commercial and most industrials (except for I agricultural) to have succesful development. I thought I had built a whole region without R$ and I$ in the past, but I must have been mistaken. Anyhow, I was able to solve 1 issue and spark development in my R$$$ today by increasing the zones in my R$. Apparently, I had let the amount of low wealth sims get too low. I'm hoping to figure out what a decent ratio of R$ to R$$ to R$$$ is by the time I finish this region. I've seen people mention on this forum that CO$$$ even requires R$ to grow, albeit a small amount, yet I still tend to overlook this when building CO$$$ zones, thinking that R$$ and R$$$ are more important. So I'll keep plugging away and see what else I can tweak in this region. I might try a hybrid zone separation, where my R$$$ are with my CO$$$ and CO$$, my R$$ are with my CS$$$ and my R$ are with the C$$ and C$, and just leave the industry tiles by themselves, since the game doesn't seem to care about commute times to those. There is always something to keep me tinkering with this old game
  14. I'm experimenting with a region right now, where I only place 1 type of zone/wealth type in each tile. What I am finding though is that now that I have filled 15 tiles, things are getting strange. [EDIT] Things are moving much better now, I just needed to add more R$, and change some low density zones to medium and high. Below is a current image of the region. I'm using the NAM on high capacity setting, so I have sims that have no problem commuting over 7 or 8 city tiles to get to industrial areas, although when I go into those tiles, it doesn't show any traffic. I'm also noticing that job ratio in my region is about 1 sim to 3 jobs. Is this normal? I thought it should be a 1:1 ratio, but for some reason every sim works 3 jobs. Another thing that is messed up is my R$$$ tile. It has max demand, no negative effects, max land value, high education, fire, police, low commute time (<30) yet nothing is building. Even when I place tons of parks, then place a low, medium or high density R$$$ zone near it, nothing happens. It's a large tile, and was growing fine up until about 75,000 high wealth sims. Is there a guideline of what a normal ratio of R$ vs. R$$ vs. R$$$ should be, or is it simply dependent on the jobs you provide them? It seems that even with NAM on high (or ultra), long commuting is screwing up my development, even though it shows low values and short in the building query. Has anyone else had issues like this, especially when trying to separate zone types?
  15. Show Us Your Power Plants!

    Not pretty, but functional.
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