Jump to content
         

joerg

Member
  • Content Count

    656
  • Joined

  • Last Visited

Everything posted by joerg

  1. Bridge Height mod

    Version 1.0

    167,168 Downloads

    This is a mod to change the bridge height requirements to 0. That means if you draw a bridge at 0 level it will be built with no incline and if you draw it at terrain high enough for a ship to go under it, it will. There may be bugs in this but I dont know of any myself. enjoy -Kary
  2. The rich guys place

    Version 1.0

    37,062 Downloads

    This is were the rich guy lives. His name is joe he has 6 sports cars, a pond, 2 boats, indoor and outdoor pool, 2200 foot guest house 13000 foot main living space, and a helicopter. The lot is found in the rewards menu however it is not the mayors house. It does cost money though so watch out.
  3. RH Airport Pack

    Version 2.3

    105,745 Downloads

    READ THE README!!!!! Dont your Sims deserve a good airport. One with plenty of take off and landing room and a ultra modern terminal where passengers can rest in comfort before their flights. Well then you need the Airport pack. This is Version 1.3 Refer to the manual for all other info. Adds over 40 other new tiles to help you build your airport the way you want it. Enjoy! DEPENDENCIES (Ignore links in the readme file) bldgprop_vol1.dat & bldgprop_vol2.dat Plugin_007_AirForceBase.dat Plugin Landmark Props And check back here often to see more updates i may find a better home for these updates or another way to do it at simtrop but until then track this lot. Airport pack no longer replaces ingame airports and now has a way to operate regionally along with many other new changed in V1.2. Staff Edit: Added dependency links
  4. Bank of Simcity Plaza

    Version 2

    73,837 Downloads

    The SimCity Bank HQ is one of the tallest building in the world. Closing out at 99 floors this building is a true marval of modern BAT engineering. Designed by the firm of Joerg and Associtates the building houses the Bank of SimCity Group one of the largest financial groups in the World. Enjoy Provides Jobs for 9000 CO$$$ 100,000 Plop Cost 8x4 Lot
  5. Version 1.0

    113,867 Downloads

    This massive Police station will cover an entire large city with 50 patrol cars. And a built in Jail holding up to 240 inmates. But this new technologically advanced Facility doesn't come cheap at $3000 per month. But enjoy the realism of having a single police station in your cities. Size 6x8 Dependencie: SimCity 4 Buildings as Props (bldgprop_vol1.dat & bldgprop_vol2.dat) Staff Edit: Added dependency link.
  6. Sim High

    Version 1.0

    6,684 Downloads

    Even with RH i think schools are too small so here is my version of a realistic highschool. 3000 student capacity. Coverage for an entire large city. Simply place them as you need more space.
  7. Version 1.0

    9,721 Downloads

    This huge Steel Mill Owned by the SimCity Famous Walton Steel Company gives 3000 hardworking sims a place to work. The Mill produces 1/100 of Simcities Steel Needs allowing you to build the biggest skyscrapers the fastest railwasy and the logest bridges. Walton was the carningee of SimCity creating his stell empire over 100 years ago this is the largest plant remaining. Jobs 3000 Plop Cost $13,000 No monthly
  8. Trinity

    Version 1.0

    3,097 Downloads

    I made this map from some alaska Dems. Its a great map to build a big city on. For more pictures visit my Trinity Region in the My City Journals area.
  9. Version 1.0

    13,092 Downloads

    Finally thanks to that great Ninja of ours i am able to start producing some quality Insustrial Buildings. The First of the set is the Joerg Automobile Fab Facility this newly remodeled Facility is one of the premeir auto fabrication facilities in SimCity. The Facility it self is a huge 12x12 plot that provides jobs for 3000 har working sims. 3000 IM jobs $10,000 Plop No monthly 12x12 lot
  10. Joergs Golf Pack

    Version 1.1

    21,214 Downloads

    Dont you want to make a great looking golf course in any shape you want and not have to fiddle with the LE. Well your wish be granted. All the rich sims use this pack of country club lots every day. To install simply place in your plugins folder. In SC4 the lots are under health becuase the menus are getting full else where and anyway golfing is a very healthy hobby. This is version 1.1 now incluseds a driving range and putting surface. Enjoy and read the readme.
  11. Version 2

    23,741 Downloads

    With the new Suburban Highspeed rail station your sims can now be wisked quickly along a dual rail line. The stop also acts as a subway and bus station as well as a parking facility. All you need to do is run rail right through the lot and your done.
  12. Version 1.1

    57,237 Downloads

    The Madison Highschool is one of the finest schools in the SimCity area. Built in 2001 its not exactly pretty but with a tight city budget its what we see every day in the suburbs. Th school has the capacity of 1500 students being served in the area of one large map. The buildign itself sits on an 8x6 base so is easilly placed in most grid patterns. Now on a side note something i never want to have to do to my lots but i feel that with the extra amount of complaining around here lately i will say this. I dont want to hear anything mentioning the the american flag being on this lot. If you have so much pride for your country that you wont download this becuase of that then i can have every darn bit as much pride for mine and here on simtrop i dont think it should be an issue so dont make rude comments like im not downloading this becuase america sucks. I usually have no problem with complaints about the lot thats somethign i can live with but to complain about the idea instilled by the nations flag on the lot is downright petty in my personal opinion and i wont put up with. So complain all you want about the building itslef. Enjoy!
  13. Park Hyatt Tower Chicago

    Version 1.1

    29,506 Downloads

    The Park Hyatt Tower is one of the most beautiful towers in the chicago skylines. It presents Chichago ardeco architecture at its finest. The tower stands at 67 stories placing it in chicagos top 10. I personally see this as my personal best bat. I know that working on this building has given me a great respect for it. The 30 or so hours of work put into this building has in my opinion been well worth it. please people while voting remember those 30+ hours. Im not asking for 10s just alittle respect. That all being said here are some stats R$$$ 3000 growable R$$$ 3000 probabble $10000 plop cost Update: Sorry about the earlier problems guys. Anyways ive fixed the reported ones for now. The lots are not named accordingly and you should inlcude all the model and desc files. Also the buldoze problem was fixed and one other problem no one has mentioned yet was taken care of. Furthermore the res plop was updated abit. Enjoy.
  14. Howard and Cole Law

    Version 1.0

    16,289 Downloads

    Howard and Cole Law the number one law firm in SimCity is ready to battle in the courts of your fine town. Employing 1800 sims this growable CO$$ is an architectually pleasing original peice of work by Joerg himself. Enjoy
  15. Space Needle

    Version 3

    29,694 Downloads

    Located in Seattle Washington the Space Needle was built for the 1962 Worlds Fair as a center peice. Standing at 184 meters it has become Seattles identifying landmark and one of the worlds most beautiful pieces of architecture. A huge thanks to Rubik for the night lighting and help ansewering alot of my questions. Also thanks to other simtrop members for ansewering questions. Enjoy
  16. JTarget

    Version 1.0

    15,246 Downloads

    Make your city home to Target one of the worlds largest department stores. There is both a plopable and a growable version included. Simply place all the model and desc files into your plugins directory and place both or one of the lot files into your plugins folder. The lot is a 6x6 CS$$ that includes 24 CS$$ managment jobs and over 200 CS$ general positions. You will find these lots just above simgoobers on the landmarks menu. And as always Enjoy.
  17. I grew up with SimCity, and have been playing the games since the early 90s. Every single one of them got better and better until Simcity Societies when either I got to old for a Sim City game, or EA and Maxis decided they needed a new target audience. I played SimCity in order to create my dream cities, the problem is my dream has always been one a bit more grounded in reality. If I play Minecraft for example I build structures that might be able to realistically stand on their own rather than floating lava towers made of diamond. Every bit of who I am as a gamer today was shaped by those initial years of playing SC2K, 3K and 4. I remember calling in sick from school the day SC4 came out and from that point forward I devoted hours of my life to playing it, modding it, making BATs, and playing it some more. All of that love for the series came from the concept of achieving a realistic dream, a dream which could actually exist in the real world, one in which I could base my ideas on reality. Why is it that Maxis is so very afraid of realism? Everything from the costs of buildings and taxes, to the scale and populations are so far gone from reality. I know there is an entire thread dedicated to map size limitations, but seriously maxis don't you freaking understand anything about the idea of a city? My home town of 48,383 people would barely fit onto a 10x10km map..... ok so lets say scale isn't perfect and players tend to add less buffer area between zones and stuff than in reality so maybe we could squeeze that same city into a 5x5km map if we really tried.... NO, Maxis expects me to put 200k people on a freaking 2x2km area! just no. I understand that maybe processing power became a limiting factor because you are forced to calculate the dietary habits of a million sims in a freaking city building game.... I can understand that, but make it a population limit then not a city size limit. Heck I would be fine with a 10x10km area with a max pop of 500k people. Theoretically it shouldn't take anymore processing power to calculate the eating habits of 500k sims on a 100km2 map than a 4km2 map. If its an issue of graphical power then I am going to just laugh and say Maxis needed to rethink its graphics engine of choice then. There are tons of games out there rendering much larger areas with significantly more detail than what SC2013 seems to posses. Heck I wanted bigger cities in SC4, but I was never going to win that argument, at least not with the sloppy coding that made the game such a resource hog (ran nearly the same on my old old althon 1.4ghz with 1Gb of ram as it does on my six core I7 with 16Gbs of ram). Alteast there are regions though right? so that you can choose your own connections between cities and zoom out to region view and see your awesome creation from a single fixed perpective? Nope, seriously why in the world did you guys make connections preset and then add a 10 mile wide buffer between your city and its neighbor city? The question of scale bothers me even further. In SC4 they were moving in the right direction with the addition of suspension bridges that actually looked like they didn't belong in a cartoon caricature of a city. They still had some work to do though, airports for example were so small that even a real life aircraft carrier would have dwarfed them. Now in SC2013 they decided that the bridges needed to go back to looking like cartoon caricatures of the real things, and that airports needed to consume an entire city tile.... Seriously guys? Why can't you get them both right at the same time? its not like this is a guessing game, we have these things called measurements. On the subject of population, I have seen many screenshots showing cities with populations of around 200k, but some even showing 700k. Lets say that most well developed cities in the game would achieve a population of around 240k. That puts the density at 60,000 sims per kilometer. The densest city in the world is Manila, at 40k people per Km... New York city, still a fairly dense city even by european standards has a density of around 14,000 people per square km making it about 1/4 as dense as an average well developed SC 2013 city. Seems like easy math to me. Was the design decision basically that people like big numbers so we should lie a bit and say that 25 sims live in a house? Speaking of numbers, why can't things cost a realistic amount? Sure Ill take 30 schools at $5,000 each Bob! I just don't get it... a school costs a couple million to build. Cities rake in millions in revenue quarterly. We also calculate that revenue quarterly and even yearly in many cases, so why does maxis insist on hourly revenue? Are our attention spans that short that the thought of waiting for more than an hour of game time to balance our budget just makes us loose it? I know this is negative, and I am of a minority that wants extreme realism. However, I would love to see some middle ground here, maybe cities slightly larger with a population cap and the ability to only simulate traffic patterns, job needs, and income levels with 1 in 10 sims simulating everything and then extrapolating that data to the other 9 sims similar to them? That would dramatically simplify the processor load and give us bigger maps. If it is graphics limited then for crying out loud just give us simple lods again at longer view distances, and use that awesome tiltshift shader tech for something useful and just don't render those out of focus elements. Making data values like population and costs realistic is as simple as changing a couple numbers around, and you could even have a realism mode in the game! As for scale, there is just no excuse, if maps were the size they needed to be then you wouldn't be forced to make a suspension bridge 1/10th its normal size and still leave buildings their proper size. If you read this far then sorry for this massive rant, I just miss the game I grew up with, and the idea of being able to do things even somewhat realistically. That is what a SIMulation game is supposed to do right, realistically simulate things?
  18. Discussion about City Tile Size

    I have 3 issues with the city size, the first is that the physical appearance of the cities and region view will not at all resemble a city. Obviously many people have discussed this, and it seems a common concern. However, it will prevent me from buying the game, and cost Maxis some money, maybe not much but who knows how many people are thinking the same way I am. Next the simulation will be dramatically impacted. For example the glass box engines transportation system sounds awesome, but it will end up being completely worthless on a 2km x 2km tile. In SC4 I often longed for the ability for my sims to make 45 minute commutes across multiple large tiles allowing true suburbs. This will be completely ruined in SC2013 because of the region layout, lack of highways, and tiny city size. SImultation will be affected in many other ways and in my opinion that makes the game fairly pointless even if I didnt mind the appearance of the small tiles. Finally my biggest concern is that they are rushing it to release without doing everything possible to increase the tile size. Honesty, I think the game would be better off it it got delayed another 6 months for them to overall the region and city size issues. If the game launches and even a generous 200k people buy it and Maxis makes their money there is still a huge risk of users falling out of love with the game very quickly due to the limited amount of gameplay time users are going to have working on small tiles with broken regions and not having more than 16 save slots. I could see myself getting a couple weeks of solid fun out of the game, but that is nothing compared to the multiple years SC4 gave me. SC4 had enough gameplay right out of the box that by the time rush hour and modding community really got into the swing of things there were tons of addicted users. SC2013 has the potential to sell a lot of copies, but not engage those users for long enough for any real support to emerge. Delay the game for 6 months, and things could be totally different.
  19. I think I may have been miss understood a bit here. My point has little to do with the realism of the graphics (afterall graphics are the easiest things in a game to mod), and more to do with realistic limitations to the game. Things like scale can never be truly corrected for once EA decides to ignore it, or the incredibly small map size and limited region abilities. These things would take years for modders to even begn to correct, but were fundamental decisions that clearly Maxis had to make in the early days of SC 2013's development that are now going to be incredibly tough to change. The point is we needed a solid foundation where even if it didn't look realistic the simulation could still be realistic and the ideas of what actually happens in a city could remain intact. These issues are over arching and cascade through the game changing everything. Lets take the map size and scale issue and look at them a bit more in depth. The game will have a 2x2km map, as stated before this is significantly smaller than even the smallest of real world "cities". If I lived in the middle of a 2x2km city I would never need a car, my longest round trip would be less than 2 miles even to the corners, consequently from a realism standpoint I no longer need large roads or parking structures. Obviously the get around this issue of cars becoming insignificant developers had to change scale to make the issues of a smaller map size less significant, there by opening a whole new can of worms. One of the greatest joys for many players is laying out and maintaining the transportation networks of their cities. How important could a transportation network possibly be when a Sim could walk any where in their city in 10 minutes???? Oh wait Maxis opened up another can full of worms to fix that issue, lets make certain income brackets less likely to walk to work. This idea while good in theory has been put in place as a solution to a problem caused 10 layers back and not as an added bit of realism. And the issue of map size and scale cascades even further. Maxis knows its players want huge populations despite what a 4km^2 area should hold in real life, so they make buildings and houses hold more people than they should, allowing populations to soar while still keeping the map size small. Then they have the issue of radius for fire, education, healthcare and safety. A single police department should easily be able to handle a 4km^2 area in reality, but that would make the game to easy so instead you need 10. All of these issues stem back to a fundamentally poor decision to give us extremely tiny maps, a decision that will impact every piece of the simulation and force maxis to try and correct for these issues by creating all new issues. My point goes back to the idea that to create a realistic simulation we needed realistic scale and map sizes. I suggest realistic monetary values not because I want to be an accountant and wade through mountains of million dollar values, but simply because Maxis seems to be doing a poor job of scaling real values to a more manageable number, using something closer to the real values would have insured they couldn't have messed it up. I don't expect breathtakingly realistic graphics, and am quite content with the graphics i have seen so far despite being way over saturated (thankyou optional filters). What I did expect was at least a suitable ground work for a realistic simulation. One that would allow me to at least realistically need a highway system and train system to get my sims from place to place. The idea of tracking every sim individually is awesome, but when they can never move more than a couple kms it seems a bit pointless. I just don't see the fun in being forced to build cities so inherently unrealistic. BTW way off topic, but I have been out of the game for years now and would love to play some SC4 again, but cant imagine doing so without some mods. Are there any mod packs or mod loaders out there that make installing 500+ bats, mods, and dependencies any easier or is it still like a 2 day long process of tracking down files and installing everything one by one like it used to be? Wish I could just download someones dat file and be done. Sorry for the off topic question that probably has an answer somewhere in the forums
  20. Version 1.0

    30,652 Downloads

    Ok here we have my first BAT and ive grown in skill and knowlege sense then so i decided what the heck i can upgrade this old building. So i did and it turned out quite a bit better. With all this in mind i decided to post it new and fresh. So here we have the Simtropolis Metro Mercy Center the SMMC. The hospital has a capacity of 30000 sims and costs about 10,000 a month to run with the coverage area of one full large city. I hope you guys like it and Enjoy. Dependencies: BSC Textures Vol01 DayofPeace.dat & Canada_Flag.dat
  21. Terminal Arm Type

    Version 1.0

    7,637 Downloads

    Another new terminal for the airport set. Also the full version should include the terminal by tommorow...
  22. Version 1.0

    11,672 Downloads

    Ever wished that those hospitals in your urban areas made use of vertical space well youve got your wish. The Sim Metro Mercy Center is the most advanced hospital in SimCity. Bringing your sim state of the art care and sevice the Mercy Center is complete with the Life Watch helicopter, A complete staff of nurses surgeons physicians and custodians. Capacity 6000 Plop cost 5000 Monthly Cost 2200 Radi 1000 HQ 15
  23. Sim Metro Life Arena

    Version 1.1

    31,515 Downloads

    The Sim Metro Life arena is the perfect Indoor/Outdoor retractible roof arena for your sims to enjoy sporting events conventions and many other activites. I may make an updated version in the near future wiht more details but for now here it is. I hope you enjoy. Also Dialupers beware its over 5 megs. Ok now updated with added jobs and stadium effect found in the rewards menu. You cant acctually see the jobs but they shoudl be there.
  24. Joergs Water Mod

    Version 2

    15,659 Downloads

    Use this mod to change the color and texture of your water in the game. The pack includes 10 different colors and textures to choose from. For more info view the readme with the pack. Also i will not be changing this pack or taking any requests so please dont ask. Sorry
  25. Simtropolis 1000

    I dont know about the rest of you, but looking at what we have seen so far from SCS makes me believe that there is no reason to continue following its development. The game doesnt appear to have a single feature we have all been wanting. So I present you guys with my proposal, this is going to be fairly long so bare with me. Ill start with the games basic concept. -No more regions, but instead a tile system much like the trainz series uses. For those not familiar you basically start with one tile and when you fill it up you simply go to the edge of the map and add another and keep going like this. This will provide us as the developers with the easiest and most effective means of making a massive city simulation. -Full 3d, for the sake of fast development and custom content creation the game needs to be built in full 3d. Sure 3d has ruined a vast amount of sim like games, but i feel we can create something worth while. Look at games like Trainz, Flight Sim, and many others to see good examples of what 3d gaming is capable of with decent textures and rendering. For those fearing the need for enormous computing power I propose we use a hybrid of the current sc4 system and flight simulator. This basically means there will be a field of view component to the game so buildings, trees and automata x distance from the camera will fade out. Furthermore buildings could have 2 models created for them one complex and one a simple lod much like we have now, the lods could be auto constructed and rendered very quickly much like they are rendered now but with side and top camera angles instead of iso metric. ( To elaborate a bit more the simple lods could basically be 6 sided objects and each side could be rendered out in max and then mapped as a texture to that side. This would create a very simplistic structure, but it would only be for max zoom distance and when something is far off in the distance.) -Stick with a grid, but make it much much smaller. Two huge problems arise from using a grid, first roads are limited to only a few basic angles, and second scale is limited by the grid size. Going with a smaller grid like 1 square = 1 meter would mean that networks could have far more complex paths, the best example of this is if you go into paint and you draw something on a document that is 10x10 pixels and then zoom in it looks jagged, if you draw the same thing on a 100x100 pixel image it will look much smoother when you zoom in. Drawing roads could follow the same principal. Infact with the ability to go full 3d we could simply do roads as paths and say that this path fills (X) tiles. Using smaller tiles presents us with a small hurdle though. what in the world can we use to fill in all the empty squares that are left next to diagnol paths (transit networks)? The answer is rather simple.... Filler Tiles. As city builders we are constantly manually placing parking lots and empty grass tiles and things to take up this extra space where there simply isnt room for a large building. Well guess what if we divided a normal sc4 grid into 1 meter squares we would have another 256 squares in every sc4 tile. Now lets say a path cut through this tile and used about 200 of these squares. We could easilly tell the game to fill the tile with filler squares that are designed to match the zone they are placed in. For example low density res would simply use grass or bushes, and industrial could use parking or barrels. -Zoning needs to be improved, but the complexity of writing code that deals with the way zones work and everything seems staggering, but this is my proposal. Lets simplify zoning basically no more individual zones but instead one massive zone that buildings place them selves in according to a set of rules. So basically it would work like this you lay down a road network and pull out your zoning tool, the tool would have 2 options fill much like a paint bucket in ms paint or photoshop works, and normal grid based zoning. Lets say you use fill and you just fill in an area defined by 4 roads. Now the game has this basic blob of zone with no predetermined lots. The game can now start applying rules to fill in this area. Rules like: -Buildings must face a road and be no more than (X) tiles from a road or pedestrian side walk -Buildings must first attempt to fill a zone starting from the corner so as to leave room for other buildings. -Filler tiles can grow after buildings have been put in place -Parking lot filler tile can only grow in (X) zones, must be directly adjacent to another parking tile or a road. -Other filler tiles could all have their own sets of rules and such. -Automata is very important and keeps the game from simply being a plopable art project. Transity automata kills sc4s performance becuase it basically trys to determine a path for ever single sim to take on their way to work. So we need to develope a new method and cut that number of computations down dramatically. So my proposal is a heirarchy system. Basically at the street level paths are drawn for every sim until they reach a major artery, then a path is predetermined for every sim entering that artery this cuts the numbers down tremendously. Sims will also be programmed to move up the heirarchy as they commute so they should choose to leave their house by street then switch to road then avenue then highway as soon as possible. Each transition from one level to the next will automattically contain a set of paths for that sim to take to the next transition. So basically the sim leaves his or her house and they are immediately given the path to the transition from street to road, then once they hit road they are given the path from road to avenue and one they hit avenue they are given the path from avenue to highway and then in reverse as they close in on a destination. Each destination and each transition would have its own unique ID and transit paths would map those IDs So from a coding stand point it would work like this. Sim lives at desination 1011 and works at 2032 so the game says alright which path file contains 1011 it then gives the sim the path and simply builds upon that path by transitioning to other paths until it reaches a path that contains 2032. I know that sounds incredibly complicated but the jist of things is that path files would be drawn before sims ever need them and the game would never need to calculate paths for individual sims but rather the network as a whole. -Finally the physics could be as simple or as complex as we want, we could in theory create weather and land slides and everything we could possibly dream of, but for the time being im guessing simple physics would be best, things like running water, and gravity. Alright so i know this is all a huge huge undertaking, but these are just suggestions and the culmination of years of wish listing for new sim cities. The point is we can do this, the ideas are programable and the basic ground work i am setting forth would give us the abilties to do all the things we have been wanting for so long. So the trick is getting the ball rolling and formulating a plan of action. I propose we start with 3 teams, first team will be programmers (the area i have no expertise in), second team will work closest to the programmers and be our logic team, these guys will come up with the numbers that the programers can work around, finally a content creation team, these guys will make 3d content and textures and just pretty much everything and just keep doing it until the coders are done. The basic idea is that all 3 teams can work simutaneously becuase we will make the program as open source as possible so all the models we make in max can be directly imported to the game as the coding continues. I dont know what level of participation i could take in this project but i am willing to work my but off creating content and working with programmers and other team members trying to keep the ball rolling. I honestly think we have a shot at this, and with a bit of commitment and talent we can destroy SCS. I dont ever want to charge for a game like this, but donations could help out as im sure we all have real jobs and things to so our time would be valuable. 100 people donating 10 bucks could buy a computer built to do nothing but render models. or 1000 people donating 10 bucks could pay for the web traffic of downloading this game. I see simtropolis as a great place to build from and the perfect name for such a project. To all those saying SC4 is good enough, I ask you if you would like to have true running water? The ability to develope massive cities with no need for exiting back to region, full 3d abilities like walking in a city or even driving, real physics, direct 3d import of bats, free drawn roads and highways, the abiltiy to add new networks without overwriting old ones, and the abilty to say hey EA we are sooooo much better than you.
×