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MrTruesage

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Everything posted by MrTruesage

  1. Upgradeable Seaports Revamped

    Version 2

    24,254 Downloads

    Upgradeable Seaports - Version 2! These ports have had a major face lift, plus as a bonus, there is now an additional Seaport Freight Rail Station included (details below), to off-load those goods to your seaport(s) door step. The Seaport operates (upgrades) just like the in game Airports. Warning!!! If you are using, and/or want to continue using other seaport mods from the STEX - you must install the following file: Swamper77's Seaport Support file Instructions are in Swamper’s support file. Otherwise you must uninstall all other seaport mods before installing this upgradeable seaport package or else they will not function. The original upgradeable seaport package must be un-installed if you have it loaded. Notes: If you plop a second Seaport it will also have the option of upgrading when capacity is reached. The original Maxis Seaport menu icon has been used (no additional menu icon). -Cori Edit: There are 5 dependencies listed in the included Upgradeable Seaports.doc file with the last 2 having bad linkys. Here's the updated list: BSCBATProps RP2005 Vol02 Underworlds Industrial Prop Pack PEG_CDK--IND_205_SU BSC Mega Props JES Vol01 BSC Mega Props Gascooker Vol01
  2. All 3 CityHalls Modd Reward fix

    Version 1.0

    13,231 Downloads

    This modd fix now allows all CityHalls to appear in the game at separate intervals (conditions apply - see below) as rewards. Includes updated LUA script + a maxis LUA script fix. Small CityHall conditions: Pop = 15500 or higher Mayor Rating = 40 or higher Medium CityHall conditions: Pop = 31000 or higher Mayor Rating = 45 or higher Large CityHall conditions: Pop = 62000 or higher Mayor Rating = 50 or higher Other parameter changes: All Cityhalls now build once plopped (eye candy).Small CityHall: Jobs created - 1$, 10$$ and 3$$$ CAP increase - CO$$ 1500, CO$$$ 1500, ID 500 and IM 500 NIMBY effect - 50,20 Medium CityHall: Jobs created - 3$, 18$$ and 6$$$ CAP increase - CO$$ 2500, CO$$$ 2500, ID 500 ,IM 500 and IHT 1000 NIMBY effect - 70,32 Large CityHall: Jobs created - 8$, 29$$ and 18$$$ CAP increase - CO$$ 5000, CO$$$ 5000, ID 500 ,IM 1000 and IHT 2000 NIMBY effect - 90,52 UI Changes: Additional information include the following - Tax revenue (RCI only), Workforce, population, education coverage, health coverage, police coverage and fire coverage. Cheers!
  3. Upgradeable Seaports Revamped

    Rampon - double check that you have all the dependencies listed, those ships I believe are from PEG_CDK--IND_205_SU pack. Removing the News Filter mod would be a very good start to get the upgrade script, I forgot about this mod. iramalama - I have tested this and I don't have this issue. I can only imagine with all the mods out there, some may conflict with this mod, that I haven't found
  4. Here goes my second attempt..first post disappeared into cyberspace Upgradeable Seaports are here...how they were meant to be, just like the in game Airports. I've attached below some pictures of what the attached zip file contains. First - all seaports construct What the 'Local Seaport' looks like Next, the message script that appears for stage 1 & 2 upgrades Stage 1 will construct and then hey presto - the National Seaport And here's stage 2 of the upgrades once you have reached the capacity requirements (message script will appear again - the International Seaport If you place another seaport it also will have the chance to upgrade once it's capacity has been reached. Please read the readme file as it contains very important information. As a trade off of using the eye candy ships, they are not as smart as the current plain looking in game ship of RH. Recommendation: point your seaports towards connected neighbours and don't build anything too close to the seaports eg: ferry terminals etc. Issues can be posted here.. Enjoy!
  5. Bulker

    Great work. Question-is this a prop? How do I get this to appear? Cheers.
  6. A couple of things that I have done in this area are: I'm not a big fan of the New York building set so I don't turn this building set on when I enter SimCity, and so I use this as my garbage holding ground. What this means is for those in game buildings that I don't what, I modd the building to be part of the New York set only. That way I can control which buildings I don't want to appear in game. You do require some modding experience and invest in some time going through what you want and don't want, but is very effective once completed. Cheers
  7. City/Region Hall?

    Also checkout the Maxis SimCity 4 website, I recall them uploading a landmark of a larger government type building. Cheers
  8. obsolete BSCBAT propsDon MiguelVol 1

    How about a picture?
  9. Improved Parking Garage includes Bus interchange

    I had the same issue jp walker. Glad people are finding it useful. Thanks all.
  10. Upgradeable Seaports

    Hi all, thanks for feedback. I have noticed that the ships still going through the seaports. This maybe something we may need to live with if you want the cargo ships. For some reason Maxis switch to those empty gnome ships, maybe a bug that Masix knows about.
  11. A little tutorial on roundabouts

    Date: 1/31/2005 2:30:11 PM Author: ProudElm @MrTruesage how did you get that 1 working? i tried it in one off my city's and it wont work, sims cant use it, also you cant use it with drive-it...:S did you use any mods? or so? plz let me know. I use the NAM mod
  12. Sculpting Columbia River

    Love it - one question - where did you get those domes on the grass textures from? EDIT: never mind found the answer - https://www.simtropolis.com/idealbb/files//Extra%20capitulo%202.jpg align=baseline>
  13. Incredibly stupid freight transport.

    Date:1/11/2005 6:47:31 PM Author:skallben BRFs traffic control mod The physical distance is the key; Either 1. How FAST the cargo gets to its goal is not at all included in the algorithm or 2. There is some kind of penalty loading on the goods by freight stations and that would make roads quicker. Now, I have some new ideas so when I have the time to do some new tests, results will be posted here. BTW nice to see your still with me JayStimson Kenkne and others who install PEG's seaport (modified by BRF) will you please let me now if you notice any difference other than being able ship cargo to the port by train.quote> 2. The transit switch cost seems to be 0 in the Freight Station exemplar Looking at the second pic (freight station placed in the middle of the industry), could you place your freight station right next to your avenue and your railway behide the freight station. I'd be interested if this makes any difference.
  14. A little tutorial on roundabouts

    The closest thing I use for a round-about is below:
  15. Version 1.0

    7,186 Downloads

    Improved Parking Lot Garage: Transit enabled - This mod improves the Parking Lot Garage public transport usage via the park and ride, and bus features in one. Other parameter changes: ------------------------ Lot includes bus public transport Monthly cost is $20 Plop cost is $350 Capacity is 5000 Other information: Lot is transit enabled (does not let cars through, so they must park and ride the bus system. This is a great lot for allowing the buses to take short cuts - improves usability over the old Parking Garage and improves public transport usage). Enjoy....
  16. Upgradeable Seaports

    Link to the freight station has now been updated, sorry for that I missed that comment. Reospeed - it is in the standard menu where you have the orginal seaport...(it is the same standard menu icon as you before the mod). I didn't want an additional one as this mod fixes the orginal maxis stuff.
  17. GCP Public Parking Garage

    Good work - is this modded in any way? I'm trying to get more practical use out of these in the game. Cheers
  18. Water Resevoir

    Very nice, is there any chance of making one with a roof on it and roughly the size of 4x4?
  19. Industrial Unit 1

    excellent job - keep them coming.
  20. Six House Row

    Excellent work! Been waiting for something like this for a while now.
  21. Upgradeable Seaports are here!

    Thanks for the support. I'd like to say I'm still not 100% satisfied with the way the ships sometimes behave (the ones positioned on the side of the seaports). I'm still working on rectifying this, but I need to make sure the eye candy isn't lost also, as this sometimes seems more important than the actual function of the lot. Keep tuned as I hope to have something sorted shortly down the track. Cheers
  22. Upgradeable Seaports

    Thanks for the response everyone. I'm still not 100% satisfied with the ships at the side of the seaports, as they still sometimes try to take shortcuts through solid items - I just wanted to let you know that I am still looking into this. Cheers!
  23. Upgradeable Seaports are here!

    Now available on STEX, link can be found in my signature below. Some lots have been changed a little from the above pictures due to some irritating ship issues. Cheers
  24. Upgradeable Seaports

    Version 1.0

    7,806 Downloads

    NOTE: A new release has been added to the STEX, link can be found here: Upgradeable SeaportVersion 2.
  25. All 3 CityHalls Modd Reward fix

    Let me know in detail concerning the other issues, for example the mayor's house etc. Maybe something can be done! Cheers
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