Jump to content

flubby

Member
  • Content Count

    19
  • Joined

  • Last Visited

    A long, long time ago...

Everything posted by flubby

  1. I've lived in Vancouver since the end of last year. I'm not sure why it is rated so high on the list. There is quite a bit of traffic congestion, the air quality is not that great and personal safety, while not too bad, it's not great either. Besides, there's a lot of rude people here and it's totally not affordable. The average house here costs $800,000. You can buy a shack for $300,000. Literally. That would be ok if wages were ok. However, wages have not increased at all in several years. The average wage here is around $10/hour. It would take at least 2 lifetimes of mortgages for the average person to buy a house here. So how can it be so good to live? I guess they only consider good for the rich? Must be.
  2. Why do we dislike SCS so much? I think it makes sense to lay out the details of why SCS is such a "turnoff". Turn off the computer, that is.... Of course, we don't know all the details yet and things may change, but from what we have seen so far, what is your list? Here's my list: Pros - It's 3D - the concept of creating cities that change according to specific cultures is interesting and probably fun to play with - the environment so far seems to be alright (i.e. times of the day, rain, etc) Cons - cartoonish graphics - doesn't seem very realistic (aside from the cultural part) - too little population. The interesting thing about SC is to create an economy that can grow to real proportions (i.e. millions of people). Taking that away sort of kills the concept of city simulation. Question marks - doesn't simulate a city as well as it used to in the previous versions (?) - possibly doesn't have all the economic details? - no diagonal streets? - no ability to build buildings and streets without a grid? I think there are still a lot of question marks, but some of the points that we do know so far are very negative.... I'm personally attracted to the economic aspect of the SC series. That aspect might suffer on this version, which would make me less interested on it. However, I'm also interested in the cultural aspects of this new one. I wish they could incorporate those cutural characteristics without sacrificing all the things that made SC such a great game to play. I think change is good, but the sacrifices that are being made right now are probably not the best for the continuation of the series. I would love to see a SC that is balanced on both economic and cultural aspects. That would be the ultimate, for me. And of course, it must be very realistic. Cheers PS: I may summarize all our reactions on the first post later on
  3. It Is Not Their Fault

    I'm also disappointed by what I've seen and read so far. However, I hope they will indeed listen to us and make changes, so that their game is not a complete disaster. Let's not forget that they are putting lots of TIME and MONEY into this. I suspect they are not planning to fail..... And, btw, I heard the games TM make don't have grids. Who knows? Mayne we will finally get rid of the freakin' grids!
  4. Like.... do you guys work!?!?! How do you manage playing SC4 and do everything else at the same time? Does anyone work? Does anyone have kids? (I mean... specially those who build all those detailed CJs! Who much time do you spend with them every day?) I ask this cause I'm having a kid in about a month and would like to make a CJ at some point, eh...? I can't already find time now, let alone then! EDIT: Why do my polls never work!?!?!!? How Much Time Do You Spend Per Day Working On Your CJ(s)? A) Less then 1 hour B) 1 hour C) Between 1 and 3 hours D) Between 3 and 5 hours E) Between 5 and 10 hours F) Over 10 hours (if so, how on earyj do you survive!?!?!?)
  5. Hi everyone, I haven't been in Simtropolis for a long time... I'm really impressed by all the work that has been done!! Once I created a thread where I imagined the next Sim City, the fith one. I had this idea which I had thought it would be too hard to mod, but after seeing all the work that has been done, I wonder if it is possible for us to do!!!! The Grand Grid Mod The idea was a revolutionary grid-rotating mod. the idea is to enable the user to rotate the grid while having the map fixed in the background. That way, we will be able to build everything in every single possible angle! How many people here think that it is irritating that the buildings and roads have fixed angles? Currently, the roads can be rotated every 90degrees and the buildings every 90degrees. With this mod, I hope to not have any limitations at all! How it works So here is how the mod would work. First we need to create two layers: 1. the map layer 2. the grid layer 1. The map layer works just like it works right now. You can rotate the map in 2 directions and the grid goes with it. The grid mod is not going to change that. 2. The grid layer, in the other hand will completely change. Instead of having a fixed grid, it can be rotated in two ways: either manually or fixed. The manual rotation will be accomplished by a wheel that can be rotated in every direction. The fixed rotation would work with eight fixed positions which never change (north, south, east, west, etc) More precisely, the map layer will be fixed while you rotate the grid. You rotate the grid whichever way you want and fix it again against the map. Then, you build whatever you want while the grid is in that position. Once you finish building with that position you can change it to another one. The buildings that you built in that position will not change when you rotate the grid again (and that might be the greatest challenge of this mod!!). Then if you want to build something in a new position right next to what you just built, the lots might need to be reconciled (in other words. they should also be flexible). So, that's basically it. If anyone has any questions, please let me know! I'm sorry but I can't do this myself. All that I have is just an introductory course in Java! So I can't really help on the actual implementation, but I can help designing how it would work. I hope someone or some people here can do it. I would be more then happy in directing its construction. Anyone interest? PS: I hope we can make curved roads with this. But maybe we will need something to facilitate this?
  6. Revolutionary Grid Mod!!!

    Well, thanks everyone for your replies... I think I understand why it is not possible... But I still wonder if it could be done with roads..... No...?
  7. Revolutionary Grid Mod!!!

    Date: 2/7/2006 1:18:58 AM Author: chocolatemax285 You cannot actually render buildings in simcity diagonally.  Plus if you rotated the grid and tried to place stuff, they wouldn't fit in.  From what I know of modding, all this is in the simcity source code, which you cannot change sorry. Its a brilliant idea in theory, but I think Maxis are the only people with the means to do this. Cheers, choco. Well... I'm flattered you think it is a brilliant idea...I love your regions...
  8. Just wondering.... There are so many...! I wonder which ones are the best ones, which ones make the cities look most realistic... EDIT: Please post a link to the mods you choose or the file name, so that I can search for them. UPDATE: Simtropolis Favorite Mods By Number of Times Mentioned (n=6) 1. NAM mod (6 votes) PC Version | Mac Version 2. Bridge Height Mod (3 votes) 3. Smoother Road and Rail slope modd by Bones1 BRF TunnelAndSLope mod ADC forrested street mod No Palm Mods by Swamper77 Industry Quadrupler mod
  9. Time Management, Anyone....?

    I didn't expect someone to answer within minutes!
  10. NAM: Requests

    Date: 3/10/2005 12:24:46 PM Author: smoncrie Date: 3/10/2005 11:01:34 AM Author: joe_dirt976 what happened to these bridges? i would really love to have them All I know is that some time ago I submitted several of my OnSlope Puzzle pieces to redlotus to be added to the NAM. smoncrie quote> I thought that wasn't done yet....?
  11. Revolutionary Grid Mod!!!

    Date: 2/6/2006 7:01:29 PM Author: DuskTrooper Won't work.  Buildings and such are NOT 3d but, actually, rendered boxes of sorts.  Thus, this would not work.quote> Just for that I will quote your own quote! Great spirits have always encountered violent opposition from mediocre minds -Albert Einstein Damn! That's sad....
  12. Revolutionary Grid Mod!!!

    Date: 2/6/2006 6:19:50 PM Author: jackel.22 but if you 'rotate the grid' to place 1 building, wont all the other buildings be rotated by the same ammount too?quote> To avoid that, I create two layers: the map layer and the grid layer. When you are changing one, the other always stays fixed.
  13. Revolutionary Grid Mod!!!

    Date: 2/6/2006 6:10:58 PM Author: Goldfish4209 Yeah, but won't the existing buildings be destroyed?quote> Why would they be? What is your logic?
  14. Revolutionary Grid Mod!!!

    Date: 2/6/2006 5:49:47 PM Author: Buggi It's not possible with the _rendering engine_ that the game uses. The camera must be at set angles and altitudes or else the renders people do for the BAT would be useless. What you want is a fully 3d engine which SC4 is not. And never will be. Want 3D? Go to the other project I'm helping with... here: http://spring.clan-sy.com/ quote> Huum... the idea would be to lock the angles and the altitude while you are editing the position of the grid. As I explained, the map layer would be fixed while you are editing the grid layer... Why would we need a full 3d engine? Shooting games often need 3d engines because the angle of the vertical plane changes. You don't need to do that with the grid mod. The point here is that the grid mod would do exactly what the rotation buttons do to the map- it wsill rotate it the exact same way. But instead of rotating the actual map, it would only change the grid...
  15. Hey guys, What is the NAM mod everyone talks about? What does it do? What does it stand for? Date: 2/6/2006 1:58:04 PM Author: Constantina Hello, The best modds in my opinion apart from the NAM has to be the slope modd. I chose this because it stops transit networks from climbing at unrealistic and silly gradients. It does not stop me from saying that the NAM is still one of my best modds, though. Smoother Road and Rail slope modd by Bones1 quote> Hi Constantina, Cool. Thanks for posting the link! Date: 2/6/2006 2:48:45 PM Author: Nardo69 I agree to Constantina although I tend use the first and most radical BRF TunnelAndSLope mod - especially combined with the birdgeheighmod. My favourite visual mods are ADC forrested street mod and the NoPalmtreeMod . And yes, not too forget the Super-mod: The NAM! Makes alltogether 5 most favourite mods ... Bernhard quote> Hi Nardo, Cool. Are those the actual file names? Thanks for your responses!
  16. Official BAT Request Thread

    Hello there! Wow! This place really changed from 2 years ago![:0] More emoticons too....!!! Well, anyways. I have seen a lot of new cool stuff in the BAT and modding forums. However, there are a few things that I haven't seen that I would love to see. So here are the challenges for ya. 1) Create a cilinder-like BAT building in which all the floors rotate. Like the new one in Curitiba, Brasil. It's called Suite Vollard. http://news.yahoo.com/news?tmpl=story&u=/afp/20041216/lf_afp/afplifestylebrazil_041216213227 http://www.institutodopvc.org/english/esquadriprint.htm 2) Create bus stops that can be placed anywhere on sidewalks (and that actually work). They should be as big as a sign on the road. Maybe there could ba a variation with benches. 3) Create diagonal-friendly non-popable buildings. They should adapt according to the position of the road... 4) Create the seasons. Green trees that turn into red and yellow trees, than lose the leaves. Than the snow falls and accumulates. The snow melts and the trees are filled with flowers. It should be a cycle that should be attached to the whole year (you know.... it should make sense with the date that is shown). Hope that's all possible. Here's the good aulde bunny for ye
×