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You don't need to use the NAM if you don't want to, but the NAM isn't just networks. It also re-does the traffic simulation to make your cities more efficient at finding jobs for your Sims. If you don't like all the extra road options and complications, you can install a "lite" version of the NAM with the installer that literally only changes the traffic sim and stations, and literally nothing else, leaving your default rail, road, and highway networks unchanged except for the road capacities and station capacities, which don't work the way the game tells you they do (and thus why the NAM changes them). But there are plenty of players that don't use the NAM and still post here. Nothing requires that you do, except maybe seeking support for issues that the NAM resolves.
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Welcome to Simtropolis!
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Jobs for reward and park buildings
APSMS replied to DeltaDart's topic in SC4 Modding - Open Discussion
I think the thinking is that these types of buildings work better without jobs because that creates placement restrictions that affects your ability to use them in the game, so leaving them mostly cosmetic is generally better than trying to make them work realistically. I don't know if it would be difficult to give them jobs (probably not), but freedom of placement probably takes precedence over what minimal benefit jobs and consumption would add to them. -
Glad to be here, also sorry for accidentally submitting 5 of the same post
APSMS replied to ZorakiHyena's topic in New Members Information
Sometimes it happens. Not an issue. Welcome to the forums! -
Please investigate this for yourselves --- Health
APSMS replied to MarkShot's topic in General Off-Topic
Hi MarkShot, I don't want to step in it, but I'm not clear what the issue is here. I don't see any record in the logs of your posts being censored, and although I understand your general frustration I don't see where you've been silenced, at least not on this forum inside the appropriate spaces.- 25 Replies
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@IL. I was not expecting to be quoted for an almost 6 year old comment in a thread I had long since abandoned. My understanding is that the Quran was written with the understanding that readers would be already quite familiar with the Bible (mostly as we know it today). Of course, a big issue is perhaps that when I wrote that comment years ago I did not know as much about evolution as I do today. My position on Young Earth Creationism hasn't changed but I'd like to think I understand the arguments a little bit better. Or at the least, understand some of the nuances of the science and how it is supposed to function. Take from that what you will. I'm not entirely sure I properly understand the point of your comment though, if I'm being honest.
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Hi and welcome to Simtropolis. What first got you interested in SimCity/City Building games?
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Hi @aslade09 and welcome to Simtropolis! Once Dirktator our webmaster receives the payment and verifies it, an admin will PM you with the links as outlined here: Although donating isn't required to use or download items off of the STEX, it does help us out greatly with web hosting costs, as I think the bandwidth is one of the most expensive parts of running Simtropolis, so thank you very much!
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Road Top Mass Transit (RTMT) - Development and Support
APSMS replied to cogeo's topic in NAM & Transit Networks
@nycsc4 If this is a continual problem, the only suggestion I can make is a change to your automata plugin file, to change both the max length of your trams and also how many Sims per vehicle it generates. Given that the visualization has zero impact on the underlying simulation (core gameplay), you can safely do this without worrying that you're screwing up your traffic network. The automata file should be in your NAM folder in your plugins under the Automata Controller folder. Use the reader tool to edit it, I believe the exemplars you want are Sims per Train Car and Commute Train Length. Unfortunately these exemplars apply to both commuter trains and Light Rail/El-Rail/tram (if I'm remembering correctly), but they should still solve the issue of giant conga lines of trams running around -
This is mostly related to the max slope between tiles parameter. It's a result of this value being set very low, which causes the game to create smooth slope transitions, at the expense of the behavior you've described for extreme slope changes. As a work around, and because of the way that I use networks, I leave the bullet train mod with this behavior turned off, and a more restrictive slope in the traditional slope mod sense, while I have my rail network with a more permissive slope setting but with the smoothing behavior turned on. So for the most realism in those areas that I want it, I just pre-lay down monorail/BTM, and then delete and drag out the normal rail networks, 99% of the time this works just fine, and gives more freedom in trying to use FARRW and curves, which can be notoriously difficult to get to work on a slope of any sort if you're not careful. It probably helps that I'm not an ultra-realistic builder. Is this a workaround? Yes, but it seems to do the trick for me, and unfortunately the slope parameters that would allow the game to build a ramp instead of the weird digging behavior seem to be incompatible with the smooth slope transition settings. Of course, you could play around with these values in the reader tool and let us know what you find. IIRC the smooth slope mod (with the behavior you describe) is a feature/bug of Ennedi's slope mod and I think he was the first to document (if not discover) this behavior.
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I don't think I've ever had a riot in this game. I remember the first time I learned that they were a feature and I almost didn't believe it until someone posted a picture of one.
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I think you can do that for streets, and the non-smooth road curves, but the actual curved roads probably have some RUL limitations that would make it unstable, and exceedingly niche
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Cannot run game >10 seconds in Windows 10
APSMS replied to shafergaston's topic in SC4 Bugs & Technical Issues
What resolution are you running at? I assume you're using the integrated graphics, but the CPU you listed is for a desktop; are you running the machine on a desktop or the laptop you mentioned earlier? I think we're also assuming that this is a completely vanilla install?- 7 Replies
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Simulator Z, Traffic Volume, Noise, and Customers
APSMS replied to xxdita's topic in NAM & Transit Networks
The commute preference modifier is not a hard cap on mass transit or car usage. Sims can just as easily find jobs in an entirely car-less city as they can in one that only allows car-based commutes. The fact that you're having issues with this suggests that something else is breaking, as simulator Z, to the best of my knowledge, did not implement that behavior. The Maxis traffic simulator has the same behavior (preferences being suggestions only) but the numbers appear to be enforced only because of the extremely short window allowed for morning commute times, just 6 minutes iirc instead of the 10 hours allowed by Simulator Z. Since mass transit always has to include a little bit of walking, and because the walking speed is so high (15km/h) and commute times so long (600 minutes), Sims are allowed to walk the entire distance to work. The fact that they aren't doing so suggests either jobs aren't available or some other factor, like a broken network path, may be at fault. Or the game could be slightly borked, because that has happened to me before as an explanation for otherwise unsolvable mysteries.- 25 Replies
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Hi Naomi, I believe it was Ganaram and someone else who informed me that the AVE-2 network only has the capacity of normal roads. I don't have the game handy to open right now, maybe later tonight, but it should be easy to check for the presence of DIPs using the extra cheats "drawpaths" tool to see if they are there or not. Since the pathing of the AVE-2 is very basic, akin to a normal road, they should be obvious. A quick check would be to lay down RD-2, AVE-2, TLA-3 and ARD-3 side by side, and turn on drawpaths. The DIPs that add extra capacity should appear like little inverted L shapes at the edge of each tile, if memory serves. They also should glow, I think (or pulse in color). I don't remember if the TLA-5 needs them at all since it has crossover paths, but the RHW-6 should also possess them in an obvious way as a quick sanity check If they are present, then capacity is indeed increased, but if they are not there then the documentation is faulty. It's worth noting that the mess that is NAM documentation has been largely untouched since the advent of the monolithic NAM (v31) and is many years out of date.
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