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I'm wanting to remap, or specifically redefine where the small, medium, and large cities are in my region that I'm working on (Fairview). I was under the impression that I could simply repaint the config bitmap, and reload it (with ctrl+shift+alt+r) in game, but that doesn't appear to be the case, and all the cities stay the same. Am I missing something? Do I need to use a remapper tool?
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It's been almost 4 weeks, but fear not, I've been chipping away at the South Ridge region, and I will get around to the next update very soon, hopefully within next week sometime. Huge plans are taking shape, and all will be revealed, in time. I leave you with a teaser of suburbs, farmland, leisure, and...science?
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It's possible he has something similar, although I have never had a Devotion account, so it's doubtful it's the one I saw. I'll check his out though over there.
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I think the mod used in this CJ may have even been the CAM, although I'm not certain as I've never used it myself. RippleJet doesn't seem to have any CJ's though, so I don't think it was his city.
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Hi guys, I'm looking for an old (and possibly ongoing) CJ I used to read a few years back. It was a city/region (SC4) that was being built as real-time as possible. I vaguely remember minor details such as there being incredibly limited funds, and the city being very slow to build. I vaguely remembered a fire guttering half the city, as a fire station was un-affordable at the time. I believe there was a school near the center of the city, and that much of the road were dirt tracks. I think the creator was using a demand or money mod to limit the growth of the city, and this is one reason I'd like to find the CJ to play using this mod, as I feel it would be an interesting challenge. If no one can find the CJ, at least the mod would be interesting to track down. Nevertheless, would also be interesting to see the CJ, and how far the city was established.
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We begin the Fairview story in the Southlands of the region, specifically South Ridge: a fertile valley nestled between two rolling hills. This area offers a significant starting point in the lead up to taking on the planned city center in a future post. With plenty of room to expand, the suburbs and towns are fairly lightly populated. The main benefits of the region are plenty of farmland, with easy access to nearby harbors, offering processing and storage facilities, as well as export facilities. Vast highways link towns and suburbs, with sprawling farmland throughout. As the region expands, this will offer excellent opportunity for farmland to continue to thrive and support the infrastructure and economy of the region. The town of South Ridge is small, although plenty of space remains to the north of the highway, promising future development sites. The avenue stretching through town never gets busy, offering a quite country-town lifestyle for the locals, with everyone within easy access of all the amenities the town has to offer. A community library offers a wealth of knowledge for the area, as well as plenty of parkland and outdoor-leisure spaces. The nearby highway provides valuable connection to the region, as well as employment opportunities that are never too far away. The town is a net-exporter, already offering a bustling harbor for the farmland to export to the Fairview region. Despite the early days, the port is already getting good use, mainly from the farms in South Ridge. Economically, it's promising for the region to have a strong harbor region on the doorstep of a planned major city. One of the key design challenges I faced in preparing South Ridge into what it is now, is the construction of the highway. I've always previously use the Maxis highways, although these often clash with the NAM textures, and in themselves, have design limitations. Despite my love and respect to the issues the NAM does fix, I've never been a user of the the RHW's. I've promised myself that I'm going to experiment a little wit the RHW's in this region, and hopefully learn a thing or two. This vast mess of a cloverleaf is a first for me. It took me a solid few hours, and much experimenting, to come up with something I was happy with, although I have already learnt a lot of how the RHW works, as well as just how flexible it can be. Along the countryside, this almost fits in, although I'm somewhat concerned I'm going to butcher it when I take on integrating a highway into the big-city. Thanks for taking the time to read my first journal, I look forward to your comments, and someday soon publishing the next entry.
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Is that a diagonal airport? I haven't seen many like that.
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How to stop $$$-Villas growing in $$-Suburbs..
Kieren Barnett replied to Revolt's topic in SimCity 4 General Discussion
Old thread. I tested this out a bit, and I think the 'in-game' way, still allowing the player to mass zone, is to not water. It makes sense, to a degree. Think of the pipes as water mains. To my knowledge, there aren't mains going under every street in every suburb, it'd be too expensive for little amount of taxes in return. There would still be pipes coming off the mains, but they'd be a lot smaller, and cater to individual houses. R$ and R$$ do not require water in low density. Typically, you wouldn't mass zone medium or high density on the streets used in suburbs, so this is not an issue to have no water. I placed my pipes down the main roads and avenues, where my commercial districts and higher density residential were. Those who want water get it, mansions don't grow, everyone's happy. The other take away from it, is to consider what's underground in your cities. Just because you only see it in underground mode, doesn't mean you can't put a little planning into it, rather than a massive grid stretching from one corner of the map to the other. -
I'm not very knowledgeable with BATing, and creating custom lots, so I would like to request something that is probably really simple. There is one custom lot that I would like to include in my vanilla city, if possible, I'd like to request someone to change the 'Hollywood' landmark to 'Clearo Heights'. I don't need any landmark effect changes, just a visual change. Thanks in advance.
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I was working in Clearo Heights, specifically on the 'French Corner', just off of downtown, and all these red roofed buildings popped up, just perfectly how I imagined it.
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Your work continues to amaze me, Korver. I'm not sure if you'd ever be willing to share any BTS content, like if it's some industry secret of yours, and I'd fully understand. If you don't mind the request though, maybe showing some region shots of what the True Earth looks like, before photoshop if that's even a thing (it's always hard to tell: SimCity 4, photoshop, or a HD photograph). Just BTS content in general. I'm just overall curious the sheer amount of work you put in to get it all looking this good.
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I haven't formally expressed my condolences. I stopped playing SimCity 4 and frequenting the Simtropolis forums a while back, when I moved out of my parents. I have recently came back to Simtropolis, and am deeply saddened by the loss to the community. John was indeed active on the community, and he was incredibly friendly, encouraging, and supportive. I was hardly the most active, but when I did need a hand, John was more often than not there. He didn't judge, he would help out no matter how silly the question may have been. He was truly what the Simtropolis community represented in a nutshell. I remember first getting into the game, and sharing my 'grid' cities, along with others at the time, he seemed influential to me in the movement to realism in the game. He would very humbly recommend playing the game naturally, and just to enjoy building a complex city. I remember he once said something along the lines that he rarely sped the game up. He would let the city build itself, and take pleasure in the animation playing out of a city growing before his eyes. This to me is what SimCity 4 is about, and why it is such a loved game by many. Yes, it's very easy to build a large grid city, but when you start getting into the chaotic nature of city building, it's otherworldly to be able to sit back and watch a unique city grow and develop before your eyes. John understood the game. He loved the game, and his love for the game followed through to the community. He loved the community the game created, and the community loved him. We still do, and it truly is a huge loss to not have him around anymore.
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Travel by car between islands (no bridge, only ferry)
Kieren Barnett replied to G.B.Lobo's topic in SimCity 4 General Discussion
If there's enough demand of travel between the islands, maybe a bridge would work when comparing it to real world examples. There are some long real world bridges, plenty around the 20-30km mark, as well as one as long as 164km in China. For the most part, these bridges are simple bridges, and don't have incredibly high pylons (ie: no ferry clearance), to save on costs. The bridge may have a couple of artificial islands created in the middle somewhere, to allow for a 'feature' bridge to be created part way along, and allow for boating traffic. The decision is up to you if you want to connect the islands by a bridge, but if you choose not to, then no there isn't a way to UDI between the islands. Well, there is the option of downloading the NAM and constructing a 'route under transparent ground' tunnel under water. These are UDI compatible. -
[Update] Apple Phasing Out Support for 32-bit Applications; SC4, SC2013 Might NOT be Affected!
Kieren Barnett replied to Tarkus's topic in SC4 Mac Users
Excuse my complete ignorance to computer science and how this all works. Couldn't a computer geek (not even a SC4 fan) create a 32-bit emulator that allows you to run emulator 'roms' on them? Practically code a shell program to make the machine think you're running any of the uploaded 32-bit games as 64-bit? I don't know how complex this would be, but I know that there are emulators out there for cross consoles (ie: N64, Gameboy, Playstation, etc. onto a PC/Mac). Would this work for running older programs that run a supposedly foreign format to what the machine runs?- 54 Replies
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Welcome to Aeroes City: Part II
Kieren Barnett posted a City Journal entry in Welcome to The Flatlands
This is the second entry in a series of entries covering Aeroes City. The previous entry covered the dirty roots of the city region that was initially discovered by industrialists. As industry boomed in the city, the population flooded in. Setting up tent, and dropping their anchors, the population needed something a little more permanent. So forth Aeroes City became a city. Suburbs were built, and before long, towering apartment blocks appeared. The township of Aeroes was officially awarded city status with the deceleration of its first downtown district. Part II: Downtown Initially, the heart of Aeroes City followed a narrow corridor branching from the Athena Straight Industrial District, through what is today the Northern District. Even today, remnants of the past remain along the busy avenue, that remains skirted by towers to this day. The downtown location in the Northern District had little space to grow, however, and quickly became quite long. With so much population relying on one major artery in and out of town, traffic built up. Commutes became long. Too many buildings relied on the avenue. It couldn't become a highway. The nearby suburbs also opposed the idea of a highway cutting them in half. Eventually, a railway was built through the district, alleviating some traffic issues, and creating others in the process. Level crossings were the only space saving option.The Northern District had outgrown its shoes. Old, rotting residential towers in the old downtown in the Northern District are a reminder of the undesirable location. Despite the rot, sims still choose to live here. This intersection is the heart of Northern, with this train station one of the busiest in Aeroes City. A new addition to the old downtown - a row of commercial offices border the high-tech industry and a suburb of the Northern District. The avenue is a now major transport route with the decision to build a traffic tunnel under the river from Northern to Central. An overview of the east-west downtown of old. The downtown area followed the avenue from Athena Straight in the west to the diagonal avenue in the east. It was largely a residential downtown, with the population boom from Athena Straight. Aeroes City was at breaking point, and needed room to grow when the floodgates were opened. From here came the birth of the Central District on the opposite banks of the Aeroes River. By now, the commercial business was paying close attention to the city. A north-south highway was built connecting the banks, and exits placed in prime location for commercial industry. Close to the first exit, the public radio station AM-FM (Aeroes Metropolitan-FM), promoted the initial growth of downtown. Grew it did, the peninsular quickly became a sea of high rise apartments and office space. Boasting all the modern amenities needed to host a growing office population, the Central Region of Aeroes City will go down in history as Downtown. A snapshot of Central, bounded by Aeroes River, the railway in the West, and the avenues in the South and East. Unofficially, the South and East stretches to the nearby roads. AM-FM in amongst the eastern commercial offices of Central, at the foot of the first of 3 highway off ramps feeding into Central. The city zoo overlooks the oldest highway bridge in the region. The heart of Central is home to the Stock Exchange and the Bureau of Bureaucracy. A stones throw away is the minor-league soccer/football stadium, and the major-league baseball stadium. The city wharf is home to high class retail and office space. At the northernmost tip of the Central District is the convention center. A high-value commercial district has sprawled countless boutique offices at its doorstep. The civic center of town in the late afternoon. Home to city hall, the courthouse, the central library, and the central firehouse. As the sun goes down on another busy day in Aeroes City, many sims, region wide, are tuning into AM-TV-9: one of the national TV stations of the Flatlands. I hope part II of Welcome to Aeroes City has been as entertaining to see as it was to build. The city is still a work in progress, and someday I may have to revisit the downtown area(s). Lookout for part III, coming soon.
