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Shadowstrike

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  1. Industrial Revolution Mod - CAM Version

    Sean, this mod will need the CAM to run properly. However, you do not need the original IRM (this is simply an alternate version of it that works with CAM). I hope that helps.
  2. Industrial Revolution Mod - CAM Version

    Version 1.0

    6,228 Downloads

    This is a version of T Wrecks' Industrial Revolution Mod (IRM), which will work with the Colossus Addon Mod (CAM). Please consult the download page for the original Industrial Revolution Mod for T Wrecks' excellently written description of what the IRM is, and the dependencies required for it to run (obviously CAM is also needed for this version of the mod to work). In short, the IRM includes T Wrecks' beautiful relot of all the original Maxis industrial lots, and separates dirty/traditional industries (which only develop on medium-density industrial zones) from modern/high-tech industries (which only develop on high-density industrial zones). I have included two different versions of the mod in this download. The "A" version preserves T Wrecks' distribution of I-M lots between medium-density and high-density industrial zones, on the basis of appearance. During playtesting, I noticed that the I-M lots produced pollution that tended to choke out some of the I-HT development in the high-density zones, and so I created the "B" version, which allocates all the I-HT lots to the high-density industrial zones and all the I-M (as well as the I-D) lots to the medium-density industrial zones. Copy only the version you want into your plugins folder. The only tricky bit of the installation is that you have to place this mod such that it loads after the CAM, because it's lots share the same IIDs as both the default Maxis industrial lots, as well as their CAM counterparts. To do this, place it in a folder within your plugins folder which comes alphabetically after the CAM folder. The lots here cover only the ones in the IRM base pack, and do not include the IRM addon lots. As with the original IRM, the separation of industrial lots into two different zone densities only works if you do not have any other non-Maxis industrial lots in your plugins. If you do, you will have to use the Reader to change the "LotConfigPropertyZoneTypes" attribute of each additional lot, so that it adheres to the IRM setup. Additionally, if these lots are not CAMpatible, they should be converted using the PIM-X tool. Otherwise, these other industrial lots will clash with the IRM or the CAM. Many thanks are due to T Wrecks, the original creator of the IRM, whose work I have simply adapted to work with the CAM, vortext for his help in figuring out how to adapt the IRM for CAM, and obviously the CAM team as well.
  3. Need help with draggable roads.

    APSMS, you're correct in that it is necessary to drag out the FAR first, before trying to build intersections. Kind of a bummer about the inability to connect a two-tile road with a FAR (though I can understand why, because unless the two-tiled road itself is FA-ed, it couldn't possibly touch every tile of the intersection). I'm wondering at least, whether it might be possible to have an orthogonal OWR/FAR intersection? That would also fill the role of FAR/orthogonal AVE intersection, since the ends of the AVE can be joined to OWRs. Dreaming a little bit more into the future, it would be awesome to be able to intersect them with NWM roads too (and have those in FAs). That's probably a lot of work to create though.
  4. Need help with draggable roads.

    The instruction diagrams are a little tricky to understand. The logic is this: the FAR-3 moves 3 tiles in one direction, and 1 tile in the other. So you start with a length of road 6 tiles long. Now, on the next row up (or "down" or the next "column" to the left/right, depending on what direction you're dragging it), you place another length of road 6 tiles long, but positioned 3 tiles down. For instance, if the "R's" in the diagram below represent the roads, and "X's" represent empty space, you'd get: RRRRRRXXXXXX XXXRRRRRRXXX XXXXXXRRRRRR and so forth. (Note that to get the FAR back to the first bit of road you laid down, you have to go back and go over it again with the draggable road tool again) If you want to drag FAR-2 instead, the overlap is 2 tiles. I hope that makes sense - it took me a while to get the hang of it.
  5. Need help with draggable roads.

    My understanding is that draggable functionality only works for roads, not OWR or avenues. I've also been unable to make fractional angle OWR or avenues intersect with draggable roads (which makes sense, since the FA OWR/AVEs are puzzle pieces); I'm also unable to do the opposite (i.e. drag FA roads to intersect with orthogonal avenues or OWRs). I'm guessing that the NAM team has a lot on their plate and just haven't gotten around to implementing these yet.
  6. I'm getting a strange bug, and I was wondering if someone could help me understand what's going on here. I used the Reader to edit SimGoober's Hardun Heavy Metals lot, to change the LotConfigPropertyZoneTypes down to I-Medium (to get it to work with the IRM). When I load the game, it crashes once I get into my city. Now, when I go back into Reader to look at the lot, the Lot size property has changed to a single number (13), instead of the lot's actual size (5x10). Figuring this is what's causing the crash (since the game is looking for two numbers under lot size, but finds just one), I try to change it back to 5x10, but the interesting thing is that even though Reader saves the file OK, when I re-open the file, the lot size changes back to 13. Other properties can be changed and saved just fine. I figured the file has been corrupted somehow, so I delete and reinstall the lot, make the same modification as before, and boot up the game. Again, it crashes, and again, the lot size has been changed to "13", and cannot be altered. Now, I can live without this particular building, but I'm mystified why this is happening (and whether it might happen to other lots). I've edited a whole bunch of lots in Reader before and never had this problem. Does anyone have any idea what's going on here?
  7. CAM Workforce Bug Fix

    Thanks for the detailed explanation, z1! I think I'm understanding this a little bit better now (especially after using your post to inform looking at the differences between your CAM patch and the original CAM file), but it's something I need to poke around in a bit more detail to understand more fully. But at least I get a little bit about what I'm looking at.
  8. CAM Workforce Bug Fix

    I apologize for my naiveity in asking, but could I trouble you to explain why some RCI examplars cause this doubling bug, but others do not? I'm afraid the distinction escapes me.
  9. CAM Workforce Bug Fix

    With apologies for the thread necromancy, I'm trying to understand why the doubling problem happens a little better (and whether I can avoid DatPacking to fix the I-HT bug). In some threads, I'm reading that the problem arises because there are multiple RCI examplars, which is given as an explanation for why DatPacking the CAM.dat file and the I-HT fix .dat file into simcity1.dat is necessary. However, z's fix in this thread, and RippleJet's comments here (https://www.sc4devotion.com/forums/index.php?topic=8269.60) about not having to DatPack the CAM 5% R$$ working in CS$/ID/IR .dat files suggest that it is possible to have RCI examplars in the plugins folder, without causing the workforce doubling bug. If that's the case, then shouldn't it be possible to make an I-HT fix that doesn't have the same problem, or am I missing something? As a corollary to that, is it something about having the plugin RCI examplars a certain way that causes this bug? I'm planning on fiddling with the default CAM lots in the CAM.dat file, and I don't want to accidentally cause this bug to reappear.
  10. Removing buildings from .dat file?

    Thanks for the tip, SimCoug. I knew that I was probably missing an important step.
  11. I'm installing CAM, but I wanted to remove the growable versions of the Coit Tower and the CN Tower that come with it (I don't find it particularly realistic that either of them count as commercial services, much less ones with thousands of jobs - can thousands of people even fit into the CN Tower?). They are packed into one .dat file with other buildings, and I think I've figured out how to do it, but I wanted to make sure I'm doing this correctly. Using iLives Reader, I've opened up ColossusAddonMod_1.0.dat, and deleted the files that have the examplar type "LotConfigurations" and "Buildings" for each of those two buildings. That should do it right?
  12. EP1 Won't Install

    Strangely, the patch from A Nonny Moose's link worked, which either means that a) both the patches I got from EA or SC4Devotion were bad, or installing from the desktop instead of a subfolder makes a difference. Thanks for all your help!
  13. EP1 Won't Install

    Thanks for the suggestion. I tried both, but got the same error again both times. I know that I could get around this by buying the Steam version, but I'm leery about the DRM and shelling out for SC4 a third time.
  14. EP1 Won't Install

    Hearing about the new NAM whetted my appetite to play SC4 again, so I decided to reinstall the game. The installation goes OK, but when I try to apply the EP1 patch, it starts and then I immediately get a pop-up that reads "Update Aborted" (the install log is completely blank - i.e. the update ends immediately after it begins). I've double-checked that I have the right SKU, tried downloading the patch from both EA and SCDevotion, and even reinstalled under Program Files - instead of Program Files (x86) - to no avail. I'm running Windows 7, and using a CD version of SC4 Deluxe. I've successfully installed the game and the patch before with the same CD (and also in Windows 7), and the game boots up fine (just unpatched). Does anyone have any advice on how I can get the patch to install?
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