Jump to content

APSMS

Moderator
  • Content Count

    1,544
  • Joined

  • Last Visited

Everything posted by APSMS

  1. An idea has been grown

    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.
  2. Introduce Yourself Here!

    Welcome to Simtropolis!
  3. 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.
  4. Sometimes it happens. Not an issue. Welcome to the forums!
  5. 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.
  6. Simtropolis Religion Thread

    @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.
  7. Introduce Yourself Here!

    Hi and welcome to Simtropolis. What first got you interested in SimCity/City Building games?
  8. 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!
  9. @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
  10. NAM RRW

    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.
  11. Riots are annoying

    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.
  12. NAM: Requests - 2nd Edition

    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
  13. 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?
  14. 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.
  15. 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.
  16. NAM General Support

    Unless you live in a city like San Diego where the heavy rail tracks are in fact the exact same as the tram lines outside of downtown.
  17. Just want to point out that AVE-2 has the same capacity of the default RD-2 network, the same way that RD-4 has the same capacity as the default Avenue network (AVE-4), since it has the same number of lanes and no crossover points or other capacity increasing functionality like the TLA-3. However, not all NAM is created purely for true function...function comes first but in some cases exists solely for aesthetics, such as the RHW-8S and 10S both having the same capacity despite different lane counts...the 10S is frequently used as a merger network for the 8S, and in thus is its function, as a nice looking way to blend intersections on 8 lane main highways with slip lanes (accel/decel lanes) Generally speaking the NWM is completely optional, but I like using it because it adds an extra level of realism into your city that the base road options can't fully cover.
  18. The Obituaries Thread

    Kobe Bryant died today from a helicopter crash along with his 13 year old daughter: https://www.espn.com/nba/story/_/id/28569438/sources-kobe-bryant-daughter-gianna-die-helicopter-crash He was 41. RIP.
  19. NAM: Requests - 2nd Edition

    Ironically the main reason that I don't like the DRIs is twofold, the complete lack of slope tolerance for most of the layouts due to the intersection nature of the drag patterns, which is problematic for me as most of my intersections are on non-flat terrain and I try to use as few non OSTs as possible, and also the continual use of the RHW disconnect tool that requires constant reopening and scrolling of the menu back and forth; I try to use keyboard shortcuts as much as possible and although no such shortcuts exist for RHW, the constant switching back and forth between RHW-2, starters, Disconnector, and repeat is a real buzzkill, particularly when some patterns just don't want to be drawn. I think I've managed to draw all of the patterns on the cheat sheet, but it took ages to figure out how to actually draw them in game, and I'm certain I don't remember how to do the more difficult ones, even while looking (and I don't have 2 monitors so that's more switching back and forth). Although the directions are technically correct, they're neither intuitive nor cooperative. I think as a concept the DRIs are great, and I much prefer them to puzzle pieces, but they are not strictly superior to FLEXramps. They are, however, exceptionally cool when they work. To be clear, I'm not criticizing your work Ganaram, I'm just pointing out that they're far from ideal as the end all be all solution for RHW intersection construction.
  20. You've got me beat by a bit there. I definitely do not have complete copies of the exchanges, although my ZIP folder where I store extracted Zips and installers and unused Plugins is apparently 23.6 GB. Saving the .zip files allows me to see if I've already downloaded a given plugin, which is handy especially now given that I'm on datacapped internet. My plugins folder is about 7 gb. Regions is only 896 mb, which makes sense given I haven't played in a while.
  21. The Obituaries Thread

    https://www.npr.org/2019/07/06/739224759/jo-o-gilberto-master-of-bossa-nova-dies-at-88 Joao Gilberto, Brazillian Bossa Nova artist, dead at 88
  22. 2 Basic NAM Questions

    It's not necessary to use all the NAM features to enjoy the benefits, although a number of the addon features like RHW and NWM do offer increased capacity options and cosmetic changes. The versatility, for me, it what makes it worth it.
  23. Republic City

    Version 1.0

    6,652 Downloads

    Welcome to Republic City! Founded by Fire Lord Zuko and Avatar Aang approximately 116 years ASC, Republic City is both the capital and the largest city in the United Republic of Nations, and is host to numerous Earth Kingdom and Fire Nation citizens, as well as a sizable population of Water Tribe members. In addition to the main city, the region includes Republic City Bay, host to Air Temple Island—the home of the world’s last four Airbenders: former Avatar Aang’s son, Tenzin and Tenzin’s 3 children Jinora, Ikki, and Meelo—as well as the current Avatar, Korra. The region measures about 16 by 20 km. This is a map of the fictional Republic City, Capital of the United Republic of Nations, per the wonderful minds of Bryan Konietzko and Mike DiMartino of Avatar: The Last Airbender/Legend of Korra fame, drawing inspiration from steampunk and 1920s/30s Shanghai/New York/Boston. As such, the design of this region is owned by Nickelodeon, but this adaptation should fall under the Creative Commons/Fair Use license, as it is completely for fun (not for profit). You can probably use it in your city journals (I don't care), provided you cite Nickelodeon as the map source (and preferably its SimCity 4 version creator, me). It took a lot of time to make this map, since I basically painted in grey-scale over the actual map of the city. Constructive Criticism is welcome and encouraged, as this is my first upload to the STEX. You will need SC4Mapper or SC4Terraformer to use this map. Included in the folder are .SC4M and .PNG files, as well as a readme. The map's highest point is about 3000 meters high (2750m above sea level). Please make sure your game map can go this high. Otherwise, smooth it out in SC4Terraformer or in paint/photoshop to lower than 140/255 grey (about the value of the highest point). The terrain mod shown is CPT's Meadowshire Terrain Mod. You can find it on the LEX. Enjoy! P.S. I have absolutely no idea if this is to scale or not. All I had was the stunning aerial illustration, stylized map, and a few detail shots to go from. Also, the map is really just the actual pictured map converted, which is why the left/northmost mountain is included in the region, but not the one on the right/southernmost. I am interested in seeing what people do with it though.
  24. NAM General Support

    I'm not sure that this is a NAM problem? You can use the TSCT to adjust the reduction value of the Clean Air Act ordinance which will reduce your traffic pollution by the stated value. As for the industrial and water pollution (keep in mind that pollution from traffic is viewed differently in the simulator from air pollution due to industry), there are a number of LOTs available on the STEX and LEX that should suit your needs, and should be pretty easy to find with a search.
×