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Everything posted by lhrob
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Negative Demand For Dirty Industry - Rezone?
lhrob replied to NeufNeuf's topic in SimCity 4 General Discussion
I'm going to echo Bdub01. If your R$ and C$ demand is high, but your I-D demand is low, it pretty much means you're going to need to create some "less-than-desirable" pockets in your city. If you can, find some vacant land away from the more heavily populated areas of your city - for instance, in a corner of your map - and try to do this: First, layout zone I-D zones (medium density, not high density. Yes, I realize the demand isn't there, but bear with me.) Place some low-density commercial zones right in the middle of the new I-D zones. Then, plop some low-density residential zones right next to it. No parks or green space separating it. No medical clinic in the area. Only place an elementary school, small fire department and small police department. Make sure the new dirty I-zone is at least as big as the other dirty industrial zones of your city. Make sure there is good road access to the rest of the city. Then, bulldoze the other established dirty industrial areas in your city and rezone them as high-density industrial zones. Something you may want to consider is installing the It will separate your dirty industry from your clean/high-tech industry. Before installing it, demolish EVERY industrial building in your city. Do this while the city is paused. Then install the mod. After you restart your city, you will find only dirty industry growing in medium density industrial zones, and only manufacturing or high-tech in high density industrial zones. -
Wellllll, you might want to try the General Off-Topic forum. These videos really have nothing to do with architecture and there's nothing in them which shows anything urban....although I will say they look like nice roads for taking a Sunday drive.
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It's most likely part of
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mods not working, problems with installing
lhrob replied to ethunder's topic in SC4 Bugs & Technical Issues
LMAO!! That's a first...never heard it called that before. -
Don't get me wrong....I'm certainly not questioning your interest in sharing these videos. I just didn't know why they were posted in this particular subforum. But what you're basically saying is that people can watch these videos and get some inspiration for laying out their roads in the game, is that correct?
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Thanks for posting that link. I didn't know about that list, and will definitely look it over.
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MMPs....how much is too much?
lhrob replied to larryparadise's topic in SimCity 4 General Discussion
I think it depends on the geographical region. For instance, in the Great Lakes region the shorelines are a combination of sandy/pebbly gravel and rocks - but by and large those aren't even mountainous areas. You will also see some rocky cliffs, or sand dunes (such as you find along Lake Michigan). However, the shorelines of smaller lakes in the state parks of places like Ohio or Indiana are actually just dirt and some fallen trees - that's it. I'm not really sure what the lakes are like in the Rockies, or even the Finger Lakes region of New York. But the point is you can make it what you want. If I can make a suggestion, do a Google image search of some different lakes from various regions such as the mountains or farmlands, and see what they look like. Then try to mimic them. -
hate to jump into a conversation, but could someone point me in the direction of the mod spoken about? looks like just the thing i have been wanting. Industrial Revolution Mod. Go to this link > I presume you have Rush Hour or Deluxe installed? If so, tell us which version number of the game you have. (Hint: Hover your mouse over the Simcity 4.exe icon in your programs folder.) It sounds like you aren't updated to version 1.1.640, which is required for custom night-lighting to work. If you don't have that version, let us know and we'll direct you to where you can download the update.
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MMPs....how much is too much?
lhrob replied to larryparadise's topic in SimCity 4 General Discussion
Well, assuming I understand it, yes it makes sense. MMPs are, by their very nature, meant to be plopped at will. There is nothing that dictates you have to cover an entire map with them. Part of the reason for having MMPs is so you can express your creativity when you want, where you want. You mention wanting to create a detailed creek, but ask if the entire mountain has to be covered in the same MMPs you use in the creek. Have you ever been to the Great Smoky Mountains NP? The entire park consists of mountains for as far as your eye can see, and they are all covered in forests....with a few exceptions here and there where you find some balds or meadows. But by and large, when you are driving through the park, you see a bunch of forest-covered mountains. However, one of my all-time favorite places in the Smokies is actually a stream that is filled with boulders and waterfalls and fallen logs. But unless you take a drive off the beaten path to see it, you wouldn't know it's there by just looking at the park as a whole. My point is that if you wanted to recreate the Smokies, more than anything you'd be relying on a God-mode tree mod to cover it. And then to recreate my favorite creek, you'd need MMPs to plop the water, boulders and fallen trees. So hopefully that answers your question. It's your city......make it what you want it to be. There are no hard and fast rules about how to build things in this game. -
There's been an for a number of years now.
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Well, I wasn't necessarily trying to turn it into a religious discussion. The subject concerns the "first man to ever hit 116 years old"...and Bdub01 merely indicated that Methuselah actually lived much longer. Cobraroll wanted a citation, so I cited the source. Would it have been different if I'd cited Encyclopedia Britannica, or the New York Times? You expanded upon the religious element of the discussion by introducing questions which challenge the veracity of the Biblical citation. If you wanted to avoid a discussion involving religion, then why did you do that? I'm a Christian...when I see things like that, it's my natural inclination to respond to them.
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NAM 31.1 Technical Support and Bug Report Thread
lhrob replied to Ganaram Inukshuk's topic in NAM & Transit Networks
Thank you, thank you. God bless! I'm off to install it now!- 331 Replies
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- nam 31.1
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NAM 31.1 Technical Support and Bug Report Thread
lhrob replied to Ganaram Inukshuk's topic in NAM & Transit Networks
A couple of questions before I install this new version of the NAM.... On the it specifically states [blue emphasis mine]: But in the documentation that comes with the download, it states: So I'm confused. 1. If I don't have to uninstall anything, why do I need to remove any of the items listed in the documentation that comes with the NAM? I have 6 different instances of NetworkAddonMod.dat (numbered as NetworkAddonMod1.dat through NetworkAddonMod6.dat) in my Plugins. Should I still manually remove them before trying to install the new NAM? 2. Does the RTMT count as a transit related mod which needs to be removed?? That would totally screw up the layout of my road system with the transit stations I already have in place. Sorry...not trying to be difficult. Just looking for some clarification.- 331 Replies
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Genesis 5:27 Pics or it didn't happen. Then I guess pretty much anything that happened up until the early 19th century is just an illusion. Well firstly, there are several explanations for Metheselah's great age. Other than the literal living for 969 years, it may be possible he lived for 969 MONTHS and this was mistranslated, meaning he lived for around 79 years. Or it could be fictional and his age is simply attributed to speed up the chronology from the Creation to the Great Flood. I've also heard that perhaps humans may have originally lived for hundereds of years by design, but sin has worn the years back. Of course, it is up to your own belief and this is certainly the first man of the modern age to attain such an age. Has his case been verified? Because there was a man who lived to 120, but it was then proven that he was actually listed under his older brother's name in the Japanese census and was actually only 110. A mistranslation, huh? I guess that means Moses was really only 120 months old when he died...which would have made him all of 10 years old at the time of his death. (Gee, he was really really young when he led the Israelites out of their captivity in Egypt. Hmmmmmmm.)
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Search the STEX...hydroelectric plants are available: Plus, the solar and hydrogen power plants in the game are considered clean.
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In a manner of speaking, yes. But it ignores that fact. All it sees is a connection to the neighboring city. And since it sees a connection, it treats it as though it's connected on the other side....whether it goes to empty tiles on the other side or not. But when you're playing a city, the simulator only focuses on the active city you're playing. It couldn't care less what is happening in a neighboring town. So if Sims or freight choose to exit A and go to B through connection 1, so be it. The simulator no longer keeps track of it after that point, except to note how much freight left the city and how many Sims entered or exited the city through that portal. When you create a connection to a neighboring city, a little bit of the pieces actually show up in the neighboring city. It protrudes into the neighboring city for a distance of 3 tiles. For instance, when you extend a railroad to the end of the map and accept the neighbor connection, you will see a 3-tile long section of railroad in the adjacent city you've connected to. If you want that connection to be reciprocal, you will have to connect a railroad to it from the other side. So I may be wrong (because I don't use RHW), but it stands to reason it works in a similar fashion with the RHW pieces. Just like the railroad piece (or a road or avenue or water pipe), I think the reason the same RHW pieces would be needed in order for the connection to function is because you have to connect "like pieces" to "like pieces". Someone from the NAM team can answer this better than I can. You would need to open your RCI bar graph to see which one had higher demand. But yes, there's a difference. CO...Commercial Office...is more geared toward high-wealth Sims, whereas CS...Commercial Services...is more geared toward lower and middle wealth Sims. You need a mix of both in each city, but how much of each is determined by all the other conditions in your city. As for taxes, you can set individual tax rates for each to help influence demand. The level at which you set those tax rates is what determines how much gets paid by each. I may not be answering that question adequately, since, as I said, I don't mess with taxes. I just build cities for the sake of expressing my artistic side. Since I add millions and millions to my coffers using a money cheat, I don't think about whether CO$$$ is bringing in more than CS$$$. However, as a general rule, I would think CO$$$ probably brings in more, because CO$$$ generally employs more Sims than CS$$$.
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I can't answer all of your questions, but will try a few. I'm sure others will come along who are much more knowledgeable about this stuff. There are different types of players...those who are really into the dynamics of how the game functions, such as it seems you are. And then there are people such as myself, who are artisans at heart and only see the game as a blank canvas upon which they can paint whatever's in their imagination. So onwards... 1. Yes. The reason is because you want to strive for high tech industry (I-HT), and it will only grow in high density industrial zones. I-HT is important if you want to have wealthy Sims in your city who are employed and happy, and it also helps create demand for certain other rewards in the game which are beneficial. There is a mod you can download which allows only dirty industry to grow in medium density industrial zones, and only high tech in high density zones. If you don't use that mod, you will get a mix of dirty industry and high tech in high density zones. 2. No, it doesn't nullify the connections....well, not really. What happens when you are actively playing a city and create a neighbor connection is that it opens a portal to the next city so that Sims can enter/exit the city you're currently playing, and it allows freight to leave the city. When you have a connection coming into your city from an adjacent city, but it's not connected to a transit network in your current city, then it's basically just a marker to let you know where the connection has been placed in the neighboring city. In other words, if you have a transit connection to a neighboring city, then the Sims in the city you're currently working on will use it to enter and exit the city. Freight will leave the city, but not enter the city. As for what happens after Sims or freight leave the city....well, nothing happens. It's just a visual representation of what's going on in the game. I hope that makes sense. If not, let me know and I'll try to clarify. 3. It depends on how well-established your city is, and what its population is, as well as wealth levels, etc. Generally, the lower population/lower wealth cities or neighborhoods will have a greater desire for CS, whereas higher populations/higher wealth will see a greater demand for CO. I'll let other people tackle #4 and #5, because I honestly don't know. I never pay attention to that stuff because I always use money cheats.
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Two explosions near the Boston Marathon finish line
lhrob replied to Ionic-Elm's topic in Current Events
Well, tell you what...here are the websites where you can find contact information for the Boston Police Department, FBI, and U.S. Department of Homeland Security. Why don't you contact them and ask them...? And when you do, be sure to mention you're from the UK - not the United States. -
Apart from SG's and madhatter's content, here are a few suggestions (mostly matching your specifications): ITS Offices (8 packs, some CS$$) (I don't think the green / white building is included, which I see from your screenshot). Hope some of them are suitable. That is completely crazy, I have been to all these people's contents, how did I miss these? You are an absolute genius, all of them will fit absolutely perfectly, er maybe, I will have to check frogface's bats out, but I will in fact give them a fair chance, they might be good to break up the brick monotony. If you know of any more I am ALL ears(eyes in this case). Thanks a ton! Will these help you out?...
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Two explosions near the Boston Marathon finish line
lhrob replied to Ionic-Elm's topic in Current Events
Because it was outside the search perimeter they had set up....it's in paragraph 6 of this news story: http://abcnews.go.com/US/massachusetts-governor-hopes-bomb-suspect-survives-answer-questions/story?id=19005022#.UXL5FD55mc8 -
Removing hospital and school radius
lhrob replied to Michonder's topic in SimCity 4 General Discussion
Yes, it's possible by using a radius doubler. Have a look at these: -
You were gone...?? I hadn't noticed. Just kidding. Actually, I was wondering why you weren't chiming in on some posts that I knew were right up your alley. Glad you're back. Now stop playing around with your computer.
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The Lexington It's also available in the STEX in case you don't have a LEX account.
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