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Everything posted by MrTruesage
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Upgradeable Seaports are here!
MrTruesage replied to MrTruesage's topic in SC4 Modding - Open Discussion
Date: 12/8/2004 11:17:20 AM Author: xcalbier Wile im curis as to the details of this GREAT mod that is easly fixed by using it. Capsity incress is the main thing im wondering about I tryed moding that and was unble to find the right combos of properties in order to make the ship port use them correctly. Making the lot show part of the capisty incress was easy making it use and show the use of I wasent able to get working . To manny sea port related lot items in Ilive reader finding the right ones in the right combo I just gave up lol.quote> A couple things to note: (sorry, I'm at work so I dont have the HEX values with me) 1/ the menu description (when you put tour mouse over the seaport menu icon) is just for show eg: where it said 4000 tons capacity - this figure comes from the catalogue entry in the main seaport exemplar - this is hard coded from a LText file. 2/ the main exemplar also has a frieght capacity (or something to that effect) entry in the main seaport exemplar, this sometimes worked, so in the end I deleted this entry from the seaport exemplar. The one I actually used to control the seaport capacity was actually in the seaport 'developer' exemplar. This can be found (using ILive's tree structure) under the 'General' section, under the 'Developer' sub directory. Hope the above makes sense, as I don't have the use of the ILive program in front of me. Cheers -
Upgradeable Seaports are here!
MrTruesage replied to MrTruesage's topic in SC4 Modding - Open Discussion
Date: 12/8/2004 5:37:23 PM Author: Daeley sounds to me you've needed some pretty advanced modding stuff to get this done... good job! I'll be sure to check it out!quote> I'm not sure about advanced, more to do with changing small parts of the logic, cause to be honest (if I just wanted the orginal ports) I just needed to turn on the 'grow seaport event' via a new LUA. The advance or challenging part was changing the lots and having only 1 seaport menu icon appear - this part took the longest to workaround. Just had to change my approach in thinking. Cheers -
Upgradeable Seaports are here!
MrTruesage replied to MrTruesage's topic in SC4 Modding - Open Discussion
Date: 12/8/2004 4:25:51 AM Author: RaccoRVA Hey MrTruesage! I havn't played with it yet, but it looks good. Why dont you upload it on the stex? quote> Haven't done so, as I believe it may belong in the mod section. This is probably why I haven't put the Cityhall fix in the STEX either. I will wait to make sure no major bugs (one I can correct) show up. I did read an article somewhere describing the process of getting a mod placed in the Mod Section, but for the life of me, can't find it - can anyone point me to it? Cheers -
DatGen - DBPF Editor - The NEXT version
MrTruesage replied to DarkMatter's topic in SC4 Modding - Open Discussion
Will there be help files included this time round to help market the functionality, useability, scaleability etc Look forward to your new creation! Cheers -
What the hell! Since everybody is getting into it....all the way from Australia... Me, in my rock & roll days.... A recent me.... Cheers
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Version 4.1
8,100 Downloads
Revamped!! A Complete package of the Power Utilities, including garbage. Each power lot is 8x8 in size (excluding wind power which is still 2x1). Plop Cost, Power produced, Monthly Cost, Garbage Collected and Jobs Created have been revamped. For example: 1. Oil power now produces 65,000 in power and creates 304 $ and 8 $$ jobs - for full details see the readme HTML file enclosed in the zip file, also contains other important information. Or you can viewed here. 2. The WTE now can collect and burn garbage up to 50,000 tons. This package also contains a power UI file for additional information + some other bonus UI files, a revamped Utility LUA file which has been cleaned up to stop similar news items from appearing + a new warning message at 80% capacity. All Lots include custom Icons (replace the existing games power plants), all items are contained in separate DAT files, so you may pick what you only need/want etc. If opening an existing city, please be sure to delete the old power plant and replace with a new - see readme file. Cheers..... EDIT: - uploaded a new zip file (17/11/2004), as I found an error in the WTE capacity, it now has the correct garbage capacity aplied.
