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JaxCoJazz

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    A long, long time ago...

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About JaxCoJazz

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  1. Industry Doubler

    I like this variation better than the I quadrupler. It's much more balanced and much more realistic in its effects by doubling everything and not just the jobs values themselves. Kudos!
  2. Rip Van Winkle syndrome

    I see. So most of the drama really was people getting wound up about petty reasons. (Sorry it took me so long to reply. Summer school, summer job, and dismal short-term memory kept peeling me away from thinking about finally posting a reply here.) And that's good news that I've heard about things starting to chill down. But as for those people who won't come back to ST, I can sympathize with how they feel. I've had a similar "I don't want to associate with this person at all" grudge that I once held against someone for a bit of Internet drama that unfolded between me and two other people. It was more or less worked out when I asked myself the question, "What's the point in it all?" So yeah. I can sympathize with them, but it is pointless that they're holding such petty grudges. As for SC4D, I don't know if I'd really be able to do much at the site. I have severely limited modding and game mechanics and BATting knowledge compared to a lot of the people here and there. All I have are ideas, but not the skill to make them reality. And I need to get a burst of off-topic-ness out of my system before I go insane... Holy crap! This is the first time ever since I became a member here that a forum thread that I started has gone into two pages and has had responses from well-known members and moderators. I feel so speshuuuullll!! ^^ *clears throat* Sorry 'bout that. ^^; Okay, now that that's over with... One thing I've noticed time and again regarding these kinds of nuclear chain reactions is lack of communication. I know it sounds like some cheesy psychologist tagline, but it's true. A lot of the issues I've had with friends were because the parties involved (including me) would let things simmer instead of just bite the bullet and spit it out. That kinda stuff simmers until it finally reaches a breaking point, and when it does... it ain't pretty... and it almost always ends in severely hurt feelings and egos.
  3. Rip Van Winkle syndrome

    Oooh. Dependancies. Those are a pain. But I won't go into that topic of discussion. That's another issue entirely.
  4. Rip Van Winkle syndrome

    A squabble over sea walls!? O___o; That absolutely has to be the stupidest reason to pack up and leave that I have EVER heard, and I've heard and seen some pretty stupid stuff after being a deviantART member for a couple of years and making a few friends that have themselves seen the whole gamut of online immaturity. Honestly, if someone is going to throw such a hissy fit over sea walls (which I personally don't see the point of having in a city anyway), they're apparently not that mature in their mindset at all. And I do a lot of online roleplay and chatting, and I write stories and poetry. Good grammar is a prerequisite and comes with the package.
  5. Rip Van Winkle syndrome

    Hey all, I've finally started looking through Simtropolis again after lord only knows how long, and I seem to be getting the impression that a lot of major people left the site. And when I dug through even further, I got the impression that it was because of a big argument over something that was rather petty in the long run. Now, I've had to register to about three completely different fansites just to get some of the basic stuff that used to be available through Simtropolis because the people who left this site took all their stuff with them, leaving the poor hapless people who hate registering to more sites than should be necessary (people like me) fuming and frustrated and more lost than last year's Easter eggs. Seriously. I have to stumble around through at least ten different links for half an hour to find just one bloody file to download in less than a minute that I could have easily hunted down in just two URLs for five minutes via the "old" Simtropolis. It's frustrating as all heck. Why, people? What's the point in it all?
  6. HSRP - The End for now

    Ohh. I thought you meant it doubled the work for the user of the stuff. To be honest, I find it really difficult to wrap my head around the whole draggable concept. It's mildly confusing because you have to drag them in a very specific way, and that can get more confusing than just using puzzle pieces.
  7. HSRP - The End for now

    Well, I don't have the HSRP yet. I'm asking before I hunt it down. I don't mind the amount of extra time invested into puzzle pieces. They make for a really fun brain teaser anyway cuz you're having to hunt through all the available pieces for that one you need, and you have to stop and think about where it all goes. It's fun to pick my own brain like that. ^^;
  8. HSRP - The End for now

    I have a question that may have been asked before, but I'm confused and looking for some additional confirmation. Does the HSRP include a puzzle piece version of the network? I'm not real privvy to the eccentric behaviors of draggables and tend to prefer the fine-tuned nature of puzzle pieces because you can build things one little section at a time.
  9. NAM General Discussion Thread

    Swamper, I figured that the file would have to load after the NAM. I've been reading the omnibus and I've been lurking the forums. I just have to let my file catch some z's. (Bad pun, I know). ben_sb_vex, Are you sure it's the normal in-game roads you are using and not the ANT (additional network tool)? It could be that you unintentionally used the ANT in those sections with "no road" zots because the game won't develop on the ANT. It's a quirk in the NAM that the guys that made it can't eliminate. Try dragging regular roads back over those sections and see if that solves your problems.
  10. Texture bug

    I finally finished installing all the plugins I originally had in the old SimCity 4 that was installed into my laptop before my hard drive trashed itself, and I went to play the game tonight, only to find a bug in my residential sector. For some odd reason, concrete replaced all the grass textures. Go ahead. Laugh. I'm laughing about it right now. I'm running the updated and BAT patched version of SC4 Deluxe, and I have a few Maxis plugins like the automata plugin and a few landmarks. Computer specs: Windows XP; AMD Athlon XP-M 2200+, 512 MB RAM Possibly Relevant Plugins: BSC Props/Textures, NDEX Essentials, Trolca sstreets, Porkie Props Vols. 1 & 2, NDEX Base Textures & retaining walls, Poor Man's Lots (rural park set), Plaza Addendum pack, some Shmails and Nexis 1x1 utility lots, Dargor's flower park pack, and some odd DAT file called FTexture I've checked those files with iLive reader, and I can't find the offending texture in them, so I have no idea what's going on. I also have the latest version of the NAM and the extra NAM plugin that replaces the GLR puzzle piece textures with the old versions. By the looks of it, that concrete texture looks just like the GLR underlay. If anyone needs me to list every single plugin I have, ask and I'll list them in a separate post. <EDIT> I just found the culprit without even having to systematically remove and test each mod. The problem was with my Peg Arctic Snowcapped mod. I unintentionally installed teh Arctic Terrain file, and it replaced all the default game textures with snowy ones. XD I found it by examining various .dat files with iLive reader, and the textures in the Snowcapped mod matched the pic perfectly. <END EDIT>
  11. NAM General Discussion Thread

    So, I actually have to make my changes in the NAM automata file?
  12. NAM General Discussion Thread

    Swamper, I remember a trick from creating standalone mods. All it involves is just copying the specific exemplars the mod concerns itself with into a blank .dat. As far as I can tell, the "Vehicle Lifespan Range" exemplar (under General>Automata tuning>25 in simcity_1.dat) says how long cars live. Do you think that's enough, or is there more to the question than meets the eye? And I do have the NAM automata files. The 24-hour automata one to be exact. If just the lifespan values aren't what I need to mod, you can tell me what all I need to fix in that file. <EDIT> I think I also need the "Max vehicles per second" and "Max vehicles" exemplars, but I'm not sure. <EDIT>
  13. NAM General Discussion Thread

    What if I created a mod of my own and changed the automata live expectancy values?
  14. NAM General Discussion Thread

    Yes, I have the new NAM. Even in the middle of a road that has nothing along its length, cars would appear, drive a tile or two, then disappear.
  15. NAM General Discussion Thread

    Originally posted by: JaxCoJazz Back when I had SC4 and the NAM (back before my hard drive self-destructed), I noticed that the automata never hung around. The cars would just appear and disappear within seconds. They'd never really stay put until they reached their destination. I've tried modding the automata life expectancy exemplars in both the SC1.dat and the NAM automata plugin files, but it had no effect. Can anyone help me out a bit? I want more realistic traffic that actually clogs the roads instead of just going *poof!* anytime it hits an intersection.quote> It seems I just got ignored the first time around, so let me ask again. Can someone please answer my question?
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