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Daeris

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Everything posted by Daeris

  1. What things should I improve?

    Well if you're going for more of a urbanized NYC feel, you might want to consider creating a section similar to Central Park (or maybe a couple sections like that). I understand getting too particular with MMP trees might become a daunting task, so if you don't like to do that it's understandable. However, I would still suggest you try to challenge yourself to use tree brush to add some trees along waterways or by highway interchanges perhaps. This mod here I believe will give you the god-mode tree brush while in mayor mode (I use this): Or try out flora blasting sometime if you haven't already (though you probably don't want to do that on an already developed city-tile).
  2. Awakening After a Long Sleep

    Hello everyone, I'm Daeris. I'm a kid at heart, gender-fluid ENFP Leo with a love for cinema, video games, and outer space (Hi!). Some of you perhaps have seen me a bit active on the site in recent weeks, and I'm very happy to be back. I have played nearly every SimCity game, including SimCity 4 on launch, but like many builders I moved on to other things over the years. However, as tumultuous a year that 2020 was, one good thing it did was encourage me to finally play some old games had I never experienced, as well as to dive back into my favorite city-builder of all time! I'm so thrilled this community is still growing strong, with mods still being released. The warm and welcoming community indicates to me that SimCity 4 has as many years left as we want it to! When I was a kiddo and originally played, I basically would just create epic downtown sectors with skyscrapers dominating the skyline, which of course looked cool as all heck. However, it always frustrated me to then return to my region view and realize it didn't really look realistic to have a giant megacity, with nothing else around it. I recall stumbling upon a concept that was taking root, called the Natural Growth method, in which the development of the whole region is not something you as the player pre-plan. Instead, you try to play more as an observer, making logical and realistic decisions about the direction the city grows. You build and expand slowly, naturally, and only introducing services when it feels realistic and right to do so based on necessity. Part of the magic of this method is the fact you haven't pre-planned the region, so it very much takes on a life of its own! As you progress and look upon your railroad network, your first highway, and your downtown sectors that spring up in their destined locations, you can easily be filled with wonder as YOU are the creative vessel for which the region came to life and developed on its own! I won't bore you anymore with minutiae on the Natural Growth method, but -- if you care to learn more -- I started a thread where many of the most talented modern minds of Simtropolis chimed in to preserve this playstyle. Give it a look if you might want to try this method yourself (and who knows, perhaps you too will have some advice to share on the thread): This City Journal will be my first city journal ever (so I must admit I'm a little nervous ), however I decided it would be fun to document my journey, even it it's just mostly for myself! For those who do check in from time to time, I appreciate you and I hope you are both entertained and that you perhaps find some inspiration in some way (and then pass that on to others). I will always be open to suggestion, constructive criticism, and fun ideas, so please don't be a stranger! Also, I have plans to perhaps make this CJ a little interactive in some capacity, but I'm still brainstorming the best ways to do it (more to come). Lastly - and I literally just had this idea while creating this post - I'm going to toy around with a fog-of-war mechanic in this CJ, because for new settlers discovering a new land, they wouldn't immediately know what the region looked like in its entirety (we'll see how this works out). Anyways, lets get this CJ started... Very much like my re-awakening from a long hiatus away from SimCity 4, my settlers also suddenly found themselves awakening from a deep slumber. They resided on a small beach that was calm, but not too calm, with deep blue water that also had a glimmer to it. They had no surefire recollection or memories of how they ended up there, nor where they had come from previously, but they knew they needed to work together to survive. And so they did what anyone would do, they started building shelter and working towards improving their lives. After many years of cooperation, cultivating the land, and domesticating nearby fauna, a small port town had formed... Port Novel founded: ^Families settle into mostly shacks in Port Novel, where they farm the land, fish, hunt, or explore the surrounding land to better understand their region. ^After the community is established, the leaders decide they need to expand and map the land, however populace is an issue (there are not many settlers to spare). One ship is sent to begin mapping the coastlines, while small parties are also sent in various directions... on foot. ^North of Port Novel is overgrown with a dense forest the settlers have long avoided, and not much flatland. The settlers also swear to their Simgod that these woods must certainly be haunted. Perhaps these woods even have something to do with their mysterious arrival in this new land? Probably not, but they are spooky just the same. ^East of Port Novel, while dense with trees, there is additional tillable land for farming, as well as what appears to be a traversable ravine between two rough hills. It's too irresistible to our explorers, and our leaders send them to settle these flatlands to the East, and explore the ravine. ^To the south of Port Novel, the shipbound explorers quickly find curious coastal outcroppings with enough flatland for more ample farmland. They hastily return to Port Novel share the news! They report that the peninsulas look just like sharks teeth ! Afterwards, they depart yet again to return to their task of mapping what they can of the nearby waters. ^Northernmost "shark tooth" peninsula, which Port Novel decides to expand to. In the coming weeks & months... a trail is beaten down along the the coastline south of Port Novel. ^The path is simply known as Southpath. Easy enough. =p ^In time, villages are nestled into the aforementioned peninsulas. The path in these parts receives the moniker "Sharktooth Trail." "Are there actually sharks in these waters?" wonder many of the settlers. =p Northbite founded: Midfin founded: (that's right, the settlers on the southern peninsula were stubborn and decided that their peninsula looked more like a shark fin instead of a shark tooth ...how particular of them) Eventually, the shipbound explorers return, and with them they bring their best estimation of the waterways and coastlines of the unknown region they have all awoken in... A closer look at the immediate area, and known features: Updates of Uncovering Junon Vale: Settlers have awoken in this strange new land. Port Novel is founded! ~ Families farm and hunt and fish. From Port Novel: Explorers were sent by ship to map the waterways. Explorers were sent by foot south to settle coastal flatlands. Explorers were sent east to settle flatlands and explore a ravine. The haunted forest is clearly much too haunted for exploration ! Northbite is founded! Midfin is founded! ~ They are stubborn and think their peninsula is a shark fin not a shark tooth! Southpath connects Port Novel to Northbite. Sharktooth Trail runs through the southern sharktooth-like peninsulas The ship of explorers has returned on their monthslong journey, bringing a mindblowing map of the region and all its waterways. Of course, there is no way to know what awaits inland... until we go explore and settle those lands! ~ A new hidden lake is discovered relatively close!
  3. Awakening After a Long Sleep

    Oh yay! Thanks friend! I hope I don't disappoint.
  4. The Thirsty Lil? I love it!
  5. Generations of Early Expansion ~ Part 1

    Oh so much great voting! It's looking like the next courses of action will be underway soon. Thank you all for voting (more votes are still welcome if you haven't already done so)!
  6. Awakening After a Long Sleep

    Oh wow, thanks so much for fixing the issue. I hope it wasn't too much of a chore for you, but I really appreciate it. I'll keep ya' posted if any other issues. Oh, hmmm, well I definitely don't mind Cori's pics and any & all of her stuff is something I aspire towards. =p That said, if you want to make the link preview my favorite of my latest podunk towns, go ahead and use the Slyside Lake one:
  7. Generations of Early Expansion ~ Part 1

    That's a cool idea, I definitely love the idea of other users helping to shape things in an interactive way.
  8. Awakening After a Long Sleep

    Thanks! Here's part 2: I noticed when you click the next entry button it might not take you there. Hmmm, strangely enough I think it double posted initially (and I deleted the other version), so maybe that has something to do with it? Anyways, thanks again, I hope I can keep things fun and entertaining for people.
  9. Generations of Early Expansion ~ Part 1

    Wow, again thank you all so much for the confidence boost. Thanks, yeah it was an interesting idea that came to me and I hadn't seen it done yet. Maybe it's something other seasoned city-builders would like to try and expand on (I'd be curious to see). I'm not sure how of how to fully use it yet, but I was hoping it would provide a sense of mystery and make the viewers feel more like the settlers do. I'm also completely open to unique ideas on how to get creative with the fog-of-war mechanic. This concept piece is from andanguyen.deviantart.com Hopefully it's ok to share concept pieces like this. Perhaps I should be fully crediting and linking the artist? Thanks Kloudkicker (and thanks for explaining about similar real-world struggles), I'm also open to ideas about realistic struggles and events that might happen. Usually I'm decent about things kinda coming to me on the fly, but it certainly doesn't hurt to have friends helping you brainstorm, so if you think of anything you'd like to see in the future polls (to allow viewer interaction), send me a DM or comment and I can consider including it!
  10. @CorinaMarie Thanks Cori. Oh oh btw: Thanks for posting these. I'm DLing now. They look perfect for use early on, and should go great in my new CJ.
  11. Awakening After a Long Sleep

    Thank you all so much!
  12. This might be a good place to ask: What's the best way to go about setting up your game to only grow those old-timey lots? Seems like that would be a rather in-depth adjustment (and then you'd need to make the adjustment back to modern buildings when you want to allow the modern stuff to build). I love a lot of the lots, but I get a little confused at the growable ones basically. Because to me, having those grow with other modern lots at the same time isn't going to look good. However, with work of course I could setup my plugins to only grow the country/rustic lots, but that just seems like such a chore. Is there an easy way I'm overlooking?
  13. Hello everyone, I have started up my inaugural city journal where I will practice many of the things we've discussed in this thread. I'm also planning to introduce and toy around with a fog-of-war mechanic, and make the CJ interactive to some degree. Take a look and please continue to share your advice: Of course, keep sharing all that good stuff here too! Thank you!
  14. What things should I improve?

    It is hard for me to provide constructive criticism unless I know particularly what aspects/areas you're wanting feedback on. Perhaps share a bit more about your goal with this city/region, or explain more about your gameplay style (your methods and philosophies perhaps). I don't see anything inherently wrong with your cities. It does seem like perhaps there are many redundant buildings lining some of the avenues/major roads? Is this what you want in those areas? Also, I don't see use of many trees in the undeveloped land. Is this also something you prefer, or are you leaving undeveloped land treeless because you plan to expand development to those areas? Me personally, I love using MMP trees as well as god-mode tree brush (or lately, flora blasting!) to make it look like my cities are nestled into nature. To me, using flora can go a long way to make a city look more realistic, and it also can help break the grid.
  15. Historic Harbor Support Thread

    @vortext Sorry for my slower reply. Yeah, not sure on pollution (haven't been in-game in a little bit). Barely anyone does live there and I have 0 industrial. I literally just started the village, so I wouldn't think there is much pollution there. Any tips for doing this? It's so deep right there it's a little tricky. Just best to use god or mayor mode level tool? I will certainly try to do this though. Yeah definitely, I see many applications still in use for it! It's a great set.
  16. By all means! No allowance needed, your insights and thoughts are welcome and appreciated. You bring up some great points to help myself (and hopefully others) continue to make logical and realistic decisions with how they develop their early cities, and then further how to shift gears for mid-tier cities and larger cities.
  17. I love pretty much all of SC4's music. I enjoy most of SC3000's music as well, especially this one which is my favorite SC3k track: It's just so industrial and, idk, dystopian, and Bladerunner-esque. Love it.
  18. I've dragged a couple .mp3s into my Radio>Stations>Mayor>Music folder, and they aren't playing in-game, nor showing up in the player in-game. Anyone know what might be going on?
  19. Show us What you're Working On

    I was just working on my first attempt at a switchback path through a hilly area. Phew, it's difficult. I'm not 100% thrilled with the way it turned out, but I think I'm learning the general idea of how to go about doing it.
  20. I'm mostly interested in using the doc's office, sheriff, firehouse, and school (so I don't need to use the modern looking standard Maxis assets before my towns seem ready for modern buildings like that). However, this might be a good project for me. Thanks for the idea.
  21. Historic Harbor Support Thread

    @vortext Hi Vortext (I hope you don't mind me pinging you). I'm bringing this post back from beyond... =p I recently installed the Historic Harbor mod, and overall I'm very pleased with it. It adds the ability to customize your coasts so much, for each and every little coastal village you have. Really grand work on this! However, I am having a graphical issue that I didn't see mentioned in the readme. Basically, at different view angles, you can see some of the assets of the Historic Harbor (the docks themselves it seems) actually seem to show darker or tinted when compared to the other assets. ^Everything is mostly ok on this shot, however you can see the pier tiles on the far right have a slightly darker tint to them. ^In this pic, you can see the graphical tint issue is more pronounced (which is a bummer, because this is the view I want to be the default view of this little harbor), but the affected area is in an entirely different portion of the dock. ^Just a wider perspective to show the docs are still tinted. I know this is an older thread, but was wondering if there are still a lot of players using Historic Harbor, and if you've experienced this tinting issue I'm talking about? If so, any workaround or fix? NOTE: I already tried the switching to data view and then switching All Off, and that doesn't affect this tinting issue I'm talking about. Thanks!
  22. Hey everyone, just wanted to update this thread with another really cool thread @SIM-ple Jack made recently: Take a gander, because it showcases a ton of assets that will fit very well with the early days of anyone following the Natural Growth method (and going for that extra western feel). For example, take a look at these fabulous assets from @WolfZe:
  23. Show us your Region!

    EDIT: Deleted the pics of my region because I'm trying to only show the region in my CJ.
  24. Show us your Small Towns

    I would say it depends on how you use it, but you are definitely using it very well and it fits your content from what I can see. I like it the way you're using it (but sure it might not be for everyone).
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