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Danoz

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About Danoz

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  1. I am very impressed, my city of 6000 with farmland takes about 10 minutes to load on a good computer. What, half an hour, an hour to load this? Very impressed! Great work . I definitely want that census plugin......... that is really, really cool.
  2. Maybe a strange way to build a city?

    Yeah I've tried something similar before. This seems to only work well when the city is connected to a successful residential and industrial cities in the region (when it is easiest to do some serious city planning from the get-go!). It definitely gives you a good feel for how to turn a profit in the game, since most people I introduce to CS4 get really frustrated early on trying to keep a steady cashflow. jack3oh3: Medium and High density DO need water to grow, but that won't keep them from growing low density in these areas if there's no water or demand for anything else. One of my favorite parts of watching a new city grow is to see the extreme changes in the map when you simply add water
  3. I really need help!

    Hey. Not sure what is causing your air pollution to skyrocket, but it sounds like one of your new plugins is jacking it up intentionally. I'd remove some of them and try to see which is the culprit. As for air pollution, in my very large cities I started to get annoyed at constant air pollution from motor vehicles and installed this BAT: https://www.simtropolis.com/forum/files/file/321-air-purification-plant ---- it's pretty good, though I tweaked mine to be more expensive from month to month (right now it's a bit unrealistically cheap, worth changing).
  4. Antarctic Terrain Mod

    Very neat . Too bad there isn't a way to have this at the bottom and top of a region--- like north and south poles!!
  5. After the 200 year mark, Genesis continues to exist. The villagers can only assume their plan to send the Defiant crew back in time to repeat the cycle had worked. They finish the final harvest and celebrate. After the ceremony, much of the population, still adherent to the Bajoran faith hold their traditional yearly fast and vigil for the late Kira Nerys. Zefram Cochrane Schools: Students learn English, Math, Science, Art, Music, and an introduction to Federation history (with a focus on Bajoran and Earth social studies). The Genesis school system is named after the founder of warp drive, Zefram Cochrane. Much of the ship has now been used for resources throughout the town, though the original settlement is converted into a park, memorial and tourist attraction near the now flooded crater left from the ship's impact. The continuation... The next 50 years see extreme growth and development, and with the original Defiant crew now drifting into senality a new society begins to shape. Farming and light manufacturing expand across the entire island. A system of barter and exchange continues to evolve. Much to the dismay of Federation purists, a system of Market Capitalism is born based loosely off of Bajoran and Ferengi thought. A powerful Vedek, Kim Medra, writes to resounding success, “The Slightly Translucent Hand of Commerce: a practical look at the modern, ethical application of the Ferengi Rules of Acquisition into Genesis society.” He argues that Federation communism was only made possible through extremes in technology, innovation and security, and that it has little place in a society devoid of the unfathomable luxuries believed to exist on 24th Century Earth. A class system is born, and northern elites begin to demand higher end manufacturing for transportation needs and societal growth. Despite protests from the farming community, which begins to expand southward into new territory to keep up with food demand, the industry lobby wins and a ferry system is built, and much of the north is rezoned for new manufacturing -- The idealistic, farmers utopia is now a chapter for the Genesis history books.
  6. Every wondered what would have happened if Benjamin Sisko and his crew had succeeded in returning to the planet in "Children of Time," and the world was allowed to continue? Or, if they DID continue-- but in an alternate dimension? Before I lose you....... For those of you not familiar with the episode, while investigating a strange M-class (habitable) planet's energy field, the Defiant and her crew are sucked through a temporal vortex and crash on the planet 200 years in the past-- with no hope of ever returning to the Earth they knew. They are forced to rebuild from scratch. 200 years later, they evolve into a thriving farming community with clean energy, quality education, and good health. Unfortunately, their timeline collapses when Sisko and his crew fail to complete the loop. I propose that these people continued to exist and thrive in an alternate dimension of time. How will the society break apart? What happens to their various lines and lineages? How far across this new globe do they reach? How advanced? What happens to Worf's decedents, the "Sons of Mogh?" I've started a region of mostly water, and will be building additional lands as they are "discovered" by the people. Sisko, with a bit of a smile, decided to name their new planet "Genesis." After several months, they had at least scouted the island and succeeded in crossing to the largest of the two south of them on rafts. The officer Jadzia Dax takes over the administration of the village, Miles O'Brien, Chief Engineer handles infrastructure, and Captain Sisko will continue to serve as the commander until he deems it appropriate to step away from Starfleet titles and hold a popular election for community leader. Here is my small farming village. It has high marks in education and health and is run entirely by wind power. As they continue to the next generation, I'm looking forward to continuing to build this region . All cities will be built in Hard mode without cheats (or excessive mods). Comments appreciated!
  7. Air Purification Plant

    Okay, I figured it out! Sorry I am new to mods and still researching a lot of this . This is by far my favorite mod yet. It's beautifully designed and animated and serves a purpose in the game that isn't filled by anything else. What I did do was make it a bit more painful to own and purchase. After some testing, I've found that I prefer this costs about $50,000 to build and around $500 a month to maintain. This makes it a difficult thing to own/purchase early in the game (if not impossible) and it requires some budgeting if you want to scatter them about your city and repair the street pollution problem and increase your desirability. Highly recommend those changes!
  8. Air Purification Plant

    I like this. I put it two to start, and it doesn't strike me as too powerful in terms of reducing pollution. However, it acts like a super park in terms of desirability and instantly seems to transform local demand for areas in decline (especially with abandoned buildings). My biggest beef is that the item is too cheap. I think it should cost at least $350-$500 a month. How do I change this?
  9. SimCity Police Headquarters

    Nice building, I appreciate that you gave it a decent cost for realism. I would prefer it was listed in the menu accordingly... instead it sits strangely at the top of the menu with the identical listing to "Large Police Station." I don't know much about building mods like this, so maybe it's not something you could fix. Building itself is beautiful. Nice work.
  10. ROAD TOP MASS TRANSIT

    I'll installed everything exactly as it says to do and I'm still seeing nothing but big cardboard boxes. I would have to say you made installation rather difficult by forcing separate downloads. You can laud something as a team effort and give proper credit where it is due without creating so much extra hassle. Any ideas why this isn't working? I'm moving the respective files in the models and props folders, as explained. I even tried just dumping everything into one folder, but still... nothing. Thoughts? Great idea, I hope to take advantage of it.
  11. Dutch Bus Stop (preview)

    This is extremely useful, and not just in a rural area! I have traditional bus stops everywhere, but I can't seem to get get traditional-style drop offs and stops where I don't want to mess with my zoning. Excellent mod!
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