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Mojave Texture Development: Phase 0b
A.Burgess replied to Ganaram Inukshuk's topic in SC4 Modding - Open Discussion
Ahh yes, the T21 exemplar issue is one I did not know about but upon looking into what it was I can see why it wouldn't work. It's a shame I guess. The other option would be filler pieces but I can't see that being that practical for many people. But all in all, the project is looking good. I look forward to seeing how it develops in the future. -
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Any other city building games being worked on...
A.Burgess replied to Charizard's topic in City-Building Games
Well since this thread has had a post in the last month I might as well post here. I am working on a game slowly with no sight of a release or even a name however I am using sc4 the major influence. -
Jordan Metro|Update 10: Recovery- The Suburbs
A.Burgess replied to coolwiththecool2's topic in SC4 City Journals
You might be having the same problem that I had with my old region. If the cities act like they were never their to begin with (like the default tile) but you can see the file in the region dirrectory, try moving it out of their then back in. I found that for some reason windows had decided that I don't have the rights to access those files anymore. Hope it works. -
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I'm on exam period at the moment and finish the day before the entry's close for this. If I finish in time I'll post a submission otherwise I'll take part in T4.
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So I've been trying to make a map of the Con Dao Islands in the South China Sea using topographic maps found here but every time I try to convert to grey-scale with sc4terrarformer's convert the map messes up. It has half a mountain raised and then the other half of the mountain is sunk. Have I been trying to make the map wrong or have I missed something important? Thanks for the help. I hope it's not too much of a problem.
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This is Contrico Xalico, destined to become the beating heart of this nation. It is an old and small town, with little over 2000 people working on family owned farms and small businesses. The commercial zones are all along the main road that cuts through the city then loops around to go north. North of this road is primarily the farmland whereas to the south lies the populous. The city is powered by three clean wind power stations (one off-screen) and receives its water from a single water tower collecting water tower. The farms are not connected to this supply because this area receives regular rains from the east. The many farms feeding the people in this town receives all their needs from a single location. This store [available as part of the SPAM mod] has everything any of the farms need. If a tractor breaks down they have the ability to repair them, if they need seeds this is the place to get them. For the time being, the farms sell their goods to those who require them from here. How do the people of this town spend their days off? Thats simple, they spend their time with family, friends, or here. This is a natural dip in the land which collects water and keeps it well. The early settlers found this as a perfect spot to stop roaming and build farms. Nowadays people come here to fish for tadpoles or enjoy a picnic under the sun in the vast wildflower fields that surround the small pond. The exception to this is Sundays, where they come to the local church. The church is a large part of the town, taking up the equivalent of 20 homes in land. To the rear of the church is the towns cemetery. The locals all know each other, so when someone passes on they come here to pay tribute to a lost townsfolk.
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This is Xalico. A mostly flat land with a large river running through to the mountain ridge. On the other side, another nation. Off shore there are small islands that are uninhabited. The capital of this new land, also the first town, will be Contrixo Xalico.All the areas are built on the largest square tile with an 8x8 layout. This makes the entire region covering just over one million square kilometers. The first city will be updated here in one or two days., with others updated once or twice a week afterwards. The map is made by me entirely by hand on the SC4 Terraformer tool. I will be using mods for this city. If there is anything you see that you would like the source of I can give you the name and/or try find it for you.
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And they really start this from scratch every morning? Somehow weird. But it might still work out. By no means am I an expert in this, but what I do know from programing and software design is that storing where each individual Sim works will slowly take up a large amount of storage space especially when there are high populations. An easier thing to do and a less resource intensive thing to do would be to have cycles that "count" as cars (or agents) pass.
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Does that mean that I won't be able to have two different rail networks in the same city that don't connect but do cross. (assuming city sizes are bigger)
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