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Everything posted by ed_diaz
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---------------- On 1/20/2004 10:40:31 PM Teirusu wrote:To get the snow-capped version of the plains to work you need three files: 'Plains_Snowcapped.dat' or 'Plains_Snowcapped_Lower.dat', do not use both at the same time. You can get the 'Plains_Snowcapped_Lower.dat' file from one of my posts. Then, you also need 'Desert_Plains_Textures.dat'. Finally, you also need 'arctic_snowcapped_textures.dat' from the updated Arctic/Snow-Capped Mod. You can download it from the mods section or my website at http://www.teirusu.net/ These three files should be placed in the main plugin folder, not the My Documents folder. ---------------- wow unbelieveable work man.. so hey when can we have this desert terrain mod? heheh.. i didnt see it in the mods section nor is it downloadable on your website... are you still working on it?.. it looks pretty good to me if you would say.. excellent job..cant wait to have it..still dont know why maxis didnt add new terrains in SC4 or RH for that matter..
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Age: 22 current location: Tampa , FL current occupation: Temp position as a Transcriber (probably the most boringest job in the word)
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---------------- On 9/27/2003 2:13:52 PM cthom wrote:Lurker no more.... Diaz, are those 2 cities right next to each other, so you have a total res city and a total co city? I've got to try that. BTW, all my cities suck so I'm not posting any of mine ---------------- yes they are next to each other.. i, 95% of the time, play "regional play" which is playing one full city of residential.. one full city of commercials..one full city of industrial.. etc..etc.. i find it works alot alot! better.. but mixing the two is also good.. i just like playing medium maps more and i find playing medium maps and mixing my zones doesnt give me to many skyscrapers..because when you play regional play.. the demand gets exported out 120% into the other city..thus givin you more demand!.
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---------------- On 9/26/2003 3:09:11 PM qbert2 wrote:I setup a test city to see how the congestion was calculated. Pictures Picture 1 shows residential only connected to the place of work via one-way roads. This forces the sims to use the long street as the only way home. There are roads going perpendicular to the one-ways because I needed them to help the zones develop but do not allow for the sims to travel back. Picture 2 shows the morning commute using the route query tool. Picture 3 shows the evening commute using the route query tool. Picture 4 shows the commute time. Picture 5 is displaying the congestion for the Morning commute. Picture 6 is displaying the congestion for the Evening commute. It appears that congestion is the same regardless of which option you select but I
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---------------- On 9/26/2003 4:43:20 PM disk_error wrote: One thing I have noticed about the commute sim is it takes way to long for the sims to get places. I played the large city tutorial and got it up to 40k, not one single place had a short commute. 90% of all places had a long commute, and I am getting lots of abandoment becuase of it. I saw a medium commute (very rare) the sim only drove 6 tiles! This in my opinion is way out of whack. ---------------- maybe the street he was taking had lots of traffic thus extending his "commute time" thus getting medium commute.. theres a difference between actual commute time and the distance sims work.. for example a sim could work 12 tiles away..but could still have a long commute if it takes the sims long to get there (high traffic, lots of intersections etc..) .. just wanted to mention that, thanx
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---------------- On 9/25/2003 11:33:08 PM Larsz wrote: I had hoped you would begin your own transportation thread! I don't have the patience for testing when RH is so new and exciting! I didn't follow any testing rules, but I wanted to make some observations concerning pathfinding. I downloaded and plugged in DM's pathfinding mod, the 'Better' pathfinding. Here is a before shot using the Route Query: And here is after a year: Like I said before, I realize this isn't a controlled experiment and the route query may need to be verified but by my observations, the Pathfinding Mod worked. It wasn't a magic bullet but my commute time dropped about 10-15% and higher capacity networks were used more often. I'll shut up now ---------------- im happy they worked for you.. someone else DL the same mod and was saying nothign happen to his.. oh well.. i know for me it worked great!!!!.. sims took the "fastest" route first no matter what and thats what i like to see. cant wait for the full mod with changed speed limits... (more realistic speed limits of course)
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woohoo! way to go 7th... keep it up. i gotta keep an eye out on this thread for sure .... cant wait for the mods
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Traffic is way too fast! Is there a mod?
ed_diaz replied to JaWood's topic in SC4 Modding - Open Discussion
JaWood... IF you have Rush Hour.. the taffic (cars) will flow as fast as the simulator is going.. so if your running at Cheeta. the cars will be going super!!!! fast!.. if you pause it.. all the cars will pause.. if you want to turn this off, go into the options and disable it.. its called something like Automata somethign something.. but if you only have the normal SC4.. then maybe try using that mod that bomberfan gave ya... but dont! install that modd if you do have Rush Hour.. as many of you notice the Mods dont work with RH now.. we have to wait till someone fixed them again.. so you cant use the plop modd. .nor industrial quader etc..etc.. -
---------------- On 9/17/2003 10:43:55 PM ALTX wrote: this isnt plop modd right? becuz if it isn't NICE!!!!!!!! ---------------- i wouldnt say its "NICE!!!!".. its more of a "Not Bad".. too many repetitive buildigns though.... like the Wren.. you have about 7 of those all together....
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My city, Arecibo Plaza -170k commercial jobs.. You can check out more info at http://members.rogers.com/ed_diaz/Arecibo%20Plaza/index.html Heres my other city, CrystalWaters Beach current Pop. 110k You can check out more info for this city at http://ed_diaz.home.att.net/CrystalWatersBeach/index.html
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