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Wiimeiser

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Everything posted by Wiimeiser

  1. Lot Request Thread

    I don't think we do. Vu Drive It is the closest... Also, I'd like to see Omega Mart for some reason...
  2. NAM: Development

    Diagonal streets need more love. Especially from Maxis. SAM12 when? And I wonder what it would even be... Tar-Sealed Streets?
  3. NAM General Support

    It won't be functional at all, but the Artificial River System has elevated options.
  4. Can't find it?... Ask here!

    Do you mean the boardwalk? This was the closest I found on the STEX, but it doesn't seem to be the same one... EDIT: This might also be it
  5. NAM: Development

    Elevated inside ramps Whatever is going on at the top of the image with that lane reduction.
  6. NAM: Development

    In the second screenshot I can see a diagonal NRD-4 intersecting with an orthogonal AVE-2. Don't know if that's new or not. I don't see anything new in the other two screenshots, though both have AVE-6. So it looks like NAM 46 will be NWM focused.
  7. Can't find it?... Ask here!

    Does anyone have Pack 3 of Lakeyboy's signs? Evidence suggests it was lost in the big STEX wipe a decade ago, and it's strangely the only one I don't have...
  8. bugs Simtropolis 9.0.x - Bugs & Issues Report Thread

    Most of the site's files seem to have disappeared altogether. Downloads are returning a 404 error, for example.
  9. discussion SC4 STEX New Categories Proposal

    Commercial buildings generally tend to look nicer than industrial buildings, or so I've noticed. Anyway, the new categories are definitely an improvement. Searching lots by type is much better than having to scour through all lot types.
  10. discussion SC4 STEX New Categories Proposal

    Which makes sense, if most of those buildings are shops and offices with the odd apartment/condo tower. As opposed to the Cyberpunk genre implying downtown...
  11. NAM: Requests - 2nd Edition

    The issue is that networks can't go under the terrain. The best implementation I can think of would be underground RHW (which still needs slope support BTW) with lots on top.
  12. There could be a variation that's type A/B/C on one side and D/E/F on the other, and there's various width possibilities, but that's about all I can think of.
  13. Unimplemented Zoning?

    Any updates since the previous post, or no? Regarding joint occupancy, it could have meant combined lot types, or arcologies. I really do want the SC2K arcologies brought back, but since I'd like them for screenshot purposes more than gameplay purposes I'd be happy with them just being landmarks. I think if you have a building produce both power and water, then power production is fixed to 0. Might just be the one lot I've seen attempt it. Though I wonder what would happen if you had a residential lot produce power? Regarding the Air Force Base, two weeks ago I fixed the issue with it conflicting with Area 5.1. In doing so I noticed it had to grow first, probably a holdover from it being growable. Despite this, it appears the ploppable version was made by duplicating Area 5.1, given that the two have similar layouts and the same City Exclusion Group.
  14. NAM: Requests - 2nd Edition

    Looking at those transitions, I always thought of AVE-6 with the outer sections as OWR would in fact be AVE-8. Though that's probably not going to happen...
  15. NAM General Support

    That one particular setup probably should have paths. The one other situation where it makes sense is with ARD-3. The other setups with single-tile networks are fine to not support IMHO.
  16. Now I'm wondering if it would be possible to port the Cobb buildings onto the OWW2 piers... Probably just stick them onto a T intersection, though you'd need to raise them first...
  17. That's... Actually, I think a simple transition piece would suffice there, just something like a Cobb Village piece with a custom ramp prop on top. Although, how does it look when against the Pier Head? (That is, the bit that connects the OWW2 and pier) I'll investigate myself. EDIT: the Cobb pier is slightly higher than the OWW2. If the café and toilet block weren't baked into the Pier Base Section (I'm 99% certain they are) you could probably get away with doing it that way...
  18. Neat. I wonder if a version connecting to OWW2 would be possible? Somehow I doubt it, though.
  19. Loading time questions

    If the region exceeds ~90-96 horizontally it breaks, not sure what the limit is vertically. The game predates multi-core systems (other than the Sega Saturn, of course)
  20. I think this might be the point where we send the city in and compare the internal data.
  21. Show Us your Highways!

    Which version of the 530 Collins did you download? Maxis or Dark?
  22. NAM General Support

    The best way to fix that would be to move the tunnel entrance back a few tiles and drop transitions in between. Starter pieces aren't necessary since RHW-4 is automatically supported. Also, are you in LHD or RHD? If RHD then I would suggest transitioning the top right ramp to MIS just before it joins the other RHW-4 to make RHW-6. If LHD you'll need to do that somewhere along the curved ramp. I don't trust that merge...
  23. NAM General Support

    Is it just me or is LHD support for some new and old pieces spotty or just broken? I already posted issues with the RHW Width Transitions and the OWR and triple tile FTLs on the SC4D Discord...
  24. NAM General Support

    I tried replicating the issue but was unable to. At this point, I would suggest the following options: -Try manipulating the problem area with the game's terrain tools -Do a binary plugin search -List what you have in your Plugins folder -Send the city over to see if someone else can replicate the issue on the same tile. If it's specific to the city in question then it could be broken trees or an unidentified form of corruption.
  25. Raymond's Newbie Thoughts

    China was actually my first guess. It just sounds like they've gone full North Korea, and I probably know why. (If you want the answer, I can PM you or post in a politics-related thread)
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