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  1. Liaojiang District, Bristol

    Nice combination of high-rise and gardens! Can I just say that the first Chinese words on the headline pic literally translate to a Chinese underwear form of bodice/bra. Perhaps you might want to check if this is really what you mean?
  2. Bastia

  3. Tokyo, Japan

  4. Map of Hong Kong!!

  5. Entry 4 - A good Start

    Nice hairpin for a drift race against a tofu delivery 86! On the matter of vegetation below pylon (Integrated vegetation management), it should be safe to say that the current one shown on pic is a good estimation for Japan system. There are regulation on the height and distance but the trees are not tall enough to cause danger (see pic - those are 275kV pylons which are 50-60m tall) (from http://www015.upp.so-net.ne.jp/overhead-TML/shurui.html) Below is a satellite view of pylons on a hill near a power plant (so perhaps those are high voltage lines). As you can see no visible bare ground beneath the line, although power companies claim they check and cut trees regularly. Anyway I must stress that I am not a pro and only collate information in 5 minutes.
  6. Can't find it?... Ask here!

    In the JENX Rental Car park, security fence lots are provided with no base texture. Though I recommend adding some HD trees or anything you want, rocks etc in the LE. Here's the link: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3013 Thanks! Like you mentioned the lots are really transparent but they seem useful for now. Never thought you would find fences in rental car park lots
  7. Can't find it?... Ask here!

    I am looking for ways to "protect" rail tracks. My original thoughts are to use security fence, but those I found have dirt tracks/carparks attached, or they do not have diagonal lots. Then I looked at highway walls but they seem too thick and obstructing as a track protection. Any suggestions are welcomed
  8. Region building style

    Thanks and my system is also capable to contain such large file, I only want to estimate how big the region would become
  9. Region building style

    While I'm filling tiles with farms I found that the filesize of some land-locked city tiles shoots up to 40-something MB. Will the file size go up even further when denser buildings are developed later, say, to the hundreds? If so I may have to replan the map as the total region size may be too big for my liking.
  10. I may have missed something, but is there a simple way to control where the farmhouse of a farm appears in a zone? For example, I have a 9x9 farm zone with a 5-tile street placed directly into the centre of the field, and I wanted the farmhouse to appear at the centre of the field. But sometimes the farmhouse appears near the boundary (the first street tile touching the farm zone) and makes the rest of the street seem useless. As you are here... how far can I zone a farm away from a road/street, without the no road access icon appears?
  11. Show Us What You're Working On

    Not on a flat enough surface? I had such problem with peg ponds and documentation blames this as reason.
  12. Hi, I'm wondering if there are any good city journals (or mayor diaries) focusing on natural growth left? I followed some links to well-known CJ/MD (e.g. CSGDesign's) but either the contents and/or pictures are gone. I find "ploppable" CJ aesthetically pleasing to read, but I'd like to learn from others on developing a big region naturally.
  13. Paeng's Modular Nuclear Power Plant

    The close zoom brown box still exists with all dependencies downloaded and installed
  14. Region building style

    Thanks everyone for inspiration and advice. I appreciate all your effort and I find that naturally growing the entire region is the best for me. However I decided not to take this approach too strictly and allow myself to grow towns of a couple thousand people per tile before moving onto the next, as I find myself pretty crap at maintaining a small community of few hundred people. So far the results look aesthetically enough (for a long time returner like myself) and demand comes quite easily once the first tile is made. 4 "done", two hundred or so to go...
  15. I came across some visual pipelines a while ago which you might find interested http://suoh.sakura.ne.jp/SimCity4/bat/etc/index.html