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rob_mtl

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Everything posted by rob_mtl

  1. Ventura Beach corruption causes CTDs as the neighbourhood expands.
  2. I'm going to do a modding video soon, although I don't use DAMN or Ilives so I can't help with that
  3. The bright side is some of those dependencies are useful elsewhere, but yeah.
  4. Nearly done recording and editing a NAM 37 preview video on Real Railway! Should be up in a few days ;)

  5. @vetram I'm really glad you enjoyed the tutorial. I will definitely try and speak slower in the future for non English-language viewers. That's a helpful tip. I will be working on more tutorial videos soon!
  6. Thanks for this! I will probably focus on RealRailway stuff as I'm a big railway viaduct builder and maybe take a look at the new Real Expressway Mod! Maybe some roundabouts, too. It's likely going to be a 1-hour video, so I certainly can't cover everything.
  7. Well I spent a long time thinking about how to model historical cities in the game. Prior to rail and expressways, travel by boat was often safer and/or faster than travel by road, so cities would develop along waterways. The ferries in SC4 are indeed very useful for moving sims around the map before putting bridges in place. This is super cool! I'm very tempted to try this out soon.
  8. Generally speaking the trick to getting freight to use rail (or a port) is to deny it other options. Resist the temptation to connect industry to residential via fast routes like OWR, avenue and road. Use streets instead (and subways/elevated trains as needed). Also deny them road-based neighbour connections. That way you can force them to use rail and ports for freight. It would be cool if someone could develop a mod that only allows freight to travel on certain types of roads. In real life, large trucks are generally limited to arterial roads, collectors and expressways.
  9. The city centre attempts to fight stagnation with a waterfront development in the Old Port.
  10. I would add to that. Even if you aren't using a seaport mod, one use for seaports is to allow you to place industrial areas away from the edge of the map. One useful way to think about water is as a way of moving the edges of the map tile, where so much SC4 traffic happens, to other areas of the tile. Ferries can have a similar function.
  11. I'm going to do a short video series on my YouTube channel testing NAM 37 soon. I'll have to load it up on my laptop (which should be perfectly powerful enough) so as to not get in the way of my ongoing Let's Play but I'm excited to try it. Any suggestions? What are the most interesting new features?
  12. Someone correct me if I'm wrong, but I'm 99% sure the answer is "no". Freight needs to leave the map to provide demand cap relief (ie. allow you to generate more industrial demand). It doesn't matter what's on the other side of the tile in terms of the demand cap. It would be cool if freight was shipped to dirty and manufacturing industries, turned into products and then shipped to retailers like in real life, but SimCity 4 doesn't model that in terms of traffic on the map (it does so with demand). To be clear though, in order to get industrial demand of the various types (I-D, I-M and I-HT), you need to have sufficient residential population in the current and/or adjacent tiles. So just placing a freight rail or road connection to a neighbouring city and having freight travel on it doesn't increase demand for industry, it increases the demand cap. The demand comes from Sims looking for the jobs.
  13. The coastal casino resort town of Ventura Beach is founded south of Plantation Bay City and Inner Bay gets a fourth port terminal.
  14. A rail and highway bridge provides a fast link to the coastal regions of Plantation Bay, while the central city gets an airport.
  15. Plantation Bay hits a half million residents as the region's first expressway is constructed.
  16. Plantation Bay City gets an industrial cleanup as suburban development starts along the avenue link from Rob's River to Inner Bay.
  17. Two new downtown bridges go up as Inner Bay continues massive industrial expansion.
  18. Yeah the local/express thing is New York-inspired (although NYC's is an entirely subway and el-train local express with typically 2 tracks or more running in both direction). The oneways on either side of the el-train track, although not perfect in terms of realism, serve three functions: 1) they provide a road thoroughfare with the capacity of an avenue by the higher speed of a 1-way; 2) they give space for el-trains and/or a park median if the train goes underground; and 3) they allow you to build commercial or dense residential lots facing both sides of stations for minimal walking time and maximum "customers" bonus. I like the dual network pieces in theory but I've found they interfere with the zoning lots. Like buildings won't build facing them, which kind of defeats the purpose (I might just be doing it wrong). See the attached images for what I'd like to have my el-train thoroughfares look like (Broadway and Myrtle in Brooklyn where the J and M trains fork... near one of my favourite delis :D). Those el-train streets in New York really buzz with commercial activity despite the racket of the aging trains passing overhead and the rails blocking out the sun. I'll certainly try the pedmall piece. I have lots of patience for puzzle pieces around stations, major intersections, parks, etc., just not the whole length of lines. That being said, Plantation Bay is getting some rail viaducts very soon. I love the stone rail viaduct plus Victorian station combo. We'll see if I can make it function.
  19. The El-train extends North with the construction of the new Rob's River Line while an avenue ring road is built around the commercial heart of the city.
  20. Plantation Bay gets a small seaport as the ferry network expands.
  21. Oh man! I forgot to mention that in the region video. I actually did mention it in footage that I edited out and on my Let's Play series, but yeah... top of the list! What I'll probably say is that you can avoid the problem by the two-step save (save then exit without saving) or using the mod!
  22. Thanks so much for the feedback folks! My upcoming modding guide will focus on fixing game-breaking mechanics (rather than esthetics or flavour) with the goal that beginner players can get setup with something functional before diving deep into the STEX. I will look at these various lists and threads over the next few days. Your help is invaluable!
  23. I found this guide invaluable for BSC seaports: https://www.sc4devotion.com/forums/index.php?topic=14336.0
  24. @Naomi57 Hey! Thanks for that detailed comment and review of my tutorial. To be honest, I don't think I ever explicitly knew about the transit adjacency bug although I think I may have just developed a way of playing that avoids it by habit over the many years. I wish I'd mentioned it in the tutorial! For the industrial rail access, I have noticed that industry seemed to be very choosy about using rail, but never deduced that it was the anchor building that needed to be connected! If I get enough of these types of helpful comments, I'll do a "questions, comments and corrections video". I'm also going to do a video on "X SimCity 4 bugs and how you can fix them with mods", so maybe the adjacency one would be a good fit. Alternate title "SimCity 4 is broken; here's how you can fix it!" The ones I have in mind so far: The I-HT bug (with the appropriate bugfix) Seaports (with BSC Functional Seaports mod) Transit adjacency (with the Ninja stations and other multifunctional stations included in the NAM... or by placing things across the street, or with ped malls...) Choosing a custom resolution in Steam or Windows launch options Do let me know if you think there are others that newish players would benefit from!
  25. yeah I love the NAM but I'm generally focused on building cities, not putting together puzzle pieces. I don't often use the tramways or ground light rail for that reason (although I might at some point in this Let's Play just for the purpose of demonstration.
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