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Everything posted by MaxisGuillaume
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Version 2.41
146,243 Downloads
Have you ever wondered how many jobs of each wealth level a work building supports? This Mod adds three bars to the civic, commercial and industrial buildings rollovers that gives you just that information. It will also help you make informed decisions in regards to zoning for residential buildings. In order to make this Mod, I created a new piece of UI with a matching data binding function. Fortunately, there was already an example similar to what I wanted to do in the MegaTower Office level rollover, so my first task was to copy the layout with the three bars into a new file. I then looked up how the worker data was fed into the bars in the rollover, and copied that piece of JavaScript into another file. Because of the way the UI is packed in the game, I had to find a JavaScript file that is packed by itself rather than add the function to the main (and very long) UI file. To do this, I opened the Mayor Rating UI file and pasted the code at the bottom of it. I renamed the original “kSkyTowerLevelOfficePopulation” function to “kWorkers” and encoded it to “0xe15027f1”. Finally, I went through all the units in the game that have workers (I actually looked for the code for “kMaintenance” and combed through the results) and added the new rollover item’s ID to their list of extended rollover data. -
Version 1.2
76,066 Downloads
Offline-Only Mod: “MagLev as Subway” This mod add a new set of MagLev tracks and stations to the game, so they mimic a Subway system rather than an elevated rail one. The stations do not need the Academy or ControlNet in order to get unlocked and running. They do not futurize the areas around them. You will need to have Cities of Tomorrow in order to see the stations and tracks in the MagLev palette. Much like for the MagLev system, you'll need to place the stations on roads first and then connect the tracks between them. Subway tracks should show up with a green highlight while in the Maglev Palette or while using the Bulldozer tool. To install this mod, just extract the rar file into your SimCityData folder. Thanks to all the DevTesters who tested this mod. Thanks MaxisLime for the station art. What you need to know about this mod: This mod is for offline mode only, and will cause rollbacks if played online. Make sure your remove the package file before going in multiplayer games. You need to have Cities of Tomorrow in order to use this mod. The subway tracks are tunnel paths, and therefore cannot cross the sea level. It may be difficult to use the mod in low-altitude cities. Make sure that the transition path is flush with the MagLev track when drawing it, or you'll get some missing art.- 66 Comments
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An interested post from a developer on SimCity reddit
MaxisGuillaume replied to Leathaface's topic in SimCity (2013) Modding - Open Discussion
I don't know for certain if the poster was a SimCity developer, but why would the person lie? Plus it seemed like a merited respond to the topic. I wonder if the scale of buildings and roads in SC2013 can be reduced so we can fit more cities? (here is the entire reddit thread: https://www.reddit.com/r/SimCity/comments/3bjfij/i_feel_like_simcity_2013_wasnt_giving_a_lot_of/) PSS: Looking at the Reddit thread directly the quoted poster, vertexnormal, has a Maxis logo after his/her name. So the poster is in fact a (former??) Maxis employee. I actually did try doing what Michael/VertexNormal mentions in his post, and scaling down the models is the easy part. The hard part is scaling down the lots, and then moving the gazillions of resource bins that are drawn as models in the lot (garbage cans, parked cars, trees, solar panels, etc...) and the sources of the visual effects (chimney smoke, fire going through windows, etc...) so they look like they're at the right spot. -
Love it! I posted it on my Twitter: https://twitter.com/MaxisGuillaume/status/540224185675440128
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Version 1.1
14,063 Downloads
his Mod takes the pink and purple lines that go from colleges and universities and directs them to factories and certain power plants that appear in the Industrial Tech Map. This is helpful to predict which factories are going to get skill first, and which ones are going to upgrade next. In the code, these type of lines are called “pipe overlays”, as they are a visualization definition for agents that use the “pipe” handler. Adding the line that goes from the college to medium tech factories, and the line from the university to high tech factories was straightforward. I added a new property array listing them in the data map file and that took care of it. The other lines were a little more complex to get working. First I had to create new pipe overlay files for the lines coming from the college and university to the lower tech factories, and to power plants by copying the original pipe overlay files. Then I made these new overlay files point to their correct pipe sinks. Finally, I added references to the new files in the same array as the original overlay files in the data map file so they all show up in game and provide context as designed. -
Version 1.0
26,735 Downloads
This Mod tightens the distance tuning for road guides, so streets and avenues get placed closer to each other when using guides. As a result, there is very little empty space in the back of each building, so you can get more houses into your city. You may not want to use this Mod if you turn off guides for curved roads though, as you might not get as many buildings developing. In order to make this Mod I opened the SimCity game package file and exported a few files, including the global road template which is used by the avenues, and the narrow street definition files. Then I lowered the value of the guide distance (property ID: 0x0ec367af) and saved the files as a new package. -
Very interesting. I wish you luck!
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need help to change the value in simcity pak
MaxisGuillaume replied to ralphwong825's topic in SimCity (2013) Modding - Open Discussion
You might want to be careful with changing a simulation value like that, it might cause a rollback. -
I'm working on a better way to control hotel development FWIW, so it's more location-based.
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Update 7 - traffic tuning and overpass tool
MaxisGuillaume replied to Frode789's topic in SimCity (2013) General Discussion
You can raise and lower streetcar tracks, but the stops still need to be placed on surface tracks. That's great. Any ETA on this update? Later this month. -
Update 7 - traffic tuning and overpass tool
MaxisGuillaume replied to Frode789's topic in SimCity (2013) General Discussion
You can raise and lower streetcar tracks, but the stops still need to be placed on surface tracks. -
More news on what's to come! Overpasses and Tunnels YAY!
MaxisGuillaume replied to perafilozof's topic in SimCity (2013) General Discussion
The overpass/underpass tool applies to all paths, including rail, streetcar, avenues, amusement park paths. It does not apply to some internal paths such as the wind farm, oil field or university though. -
Update 5.0 discussion
MaxisGuillaume replied to MOWS 4 U's topic in SimCity (2013) General Discussion
Exactly -- the solution is just to have a secondary sink that accepts shoppers based on population in the building rather than happiness. -
Update 5.0 discussion
MaxisGuillaume replied to MOWS 4 U's topic in SimCity (2013) General Discussion
its because they can't find a residence with enough space to accept their happiness. they leave the town to 'die' and a new sim inherits his city spot as far as population goes. But as a new sim has zero happiness tokens so can fit into a home. A bug? no. Stupid design ! yes. It's a bug that should be fixed in the next simulation update. -
no worries i kinda guessed that the "guide" would be less accurate since most guides priorities style over usability anyways i'll see if i cant update the tables with more buildings as i come across them Well, at least this helped us spot a problem with the CW1D2 buildings not catching on fire.
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Another casino thread, I know...
MaxisGuillaume replied to excaliborus's topic in SimCity (2013) General Discussion
See how it is now that 2.0 is out (you'll need to bulldoze existing casinos to see the effects) -
Greater Terran #3: Oil Expansion, Density, And RAGE
MaxisGuillaume commented on Haljackey's City Journal Entry in Greater Terran
Those two shuttle buses were driving on the dirt road when you deleted it, right? -
MaxisGuillaume shows a video of traffic fixes :D
MaxisGuillaume replied to SirChick's topic in SimCity (2013) General Discussion
I played with the new tuning (along with a few other changes that are not ready for prime time yet) all day Friday, and now I'm a little worried that the traffic game might be *too* easy. Let me know if it's the case after the new tuning comes in! -
Streetcar behavior per Maxis lead gameplay scriptor.
MaxisGuillaume replied to Board_Marshal's topic in SimCity (2013) General Discussion
You mean like this? Thanks, this is something I'm going to be looking into today. There's really no reason for the cars to not make a right turn into the avenue.
