-
Content Count
406 -
Joined
-
Last Visited
Community Reputation
160 GrandAbout Metalpuritan
-
Rank
Dog Catcher
Recent Profile Visitors
-
Cities: Skylines - Community Modding Requests
Metalpuritan replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
I have what I think is an original idea, not one I would go out of my way to use but one many would download if it were created. How about snow cap texture. I would think the best way to implement this is to create a second terrain modification icon, very similar to the sand texture icon and have it work in very much the same, as a brush on tool. I imagine those who are skilled at making repeating textures would find this quite simple and trivial to make and if they do not know how already, they could partner up with someone who already knows how to make buttons on the UI for it(Obviously I don't know much about game modification). To be honest, it really seems so simple that it boggles me that it is not already here. -
NO Botanical Garden is UNACCEPTABLE and the game is UNPLAYABLE
Metalpuritan replied to Shazlow's topic in Cities: Skylines General Discussion
I have the pre-order deluxe version and I would not care one little bit if they made the resources from the additional content available for all to use. As to your comment about the Early days of SimCity 4, I agree, when I go to look at the assets, the RCI stuff, I see TONS of what we would call in the SC4 community, "re-lots", not a big fan of re-lotted work, but it is what we got so far, right? However, there are already new props popping up here and there if you are looking closely enough and there are definitely people making new building assets as well, lots of them too. I am pleased to see the modding community accelerating at this pace. I just CO would get their patches over and done with already. With every patch comes broken mods, key mods mind you, not frivolous mods but essential mods, so for a few days save games are broken and sometimes broken permanently. I have already seen some folks quit and abandon their mod work. Like the person who made Traffic manager, that mod has not been updated for like 2 months now, it is essentially abandoned and it was a great mod, one of the greatest actually. Probably got tired of his work getting destroyed every time they made a patch to the game. I know it would make ME mad. As to the original post, I actually thought this was a joke at first because this one little thing is so asinine, I could pour over the Workshop for C:S for hours, maybe days before I find anything that requires the props from the add-on content from pre-ordering. I thought it was a joke until I got down to the replies here. Odd how we don;t see too many others complaining about it, right? Obviously the OP is having deep issues with it, but I am not feeling it, not because I have the content, (content I don't use by the way) and I just don't see how it is important, not even slightly important. All the OP does is make parks? Say what? OP got me on that one, totally lost. i totally thought this was some sort of gag post, for real. -
Spec check before i buy the game
Metalpuritan replied to KingWhite55's topic in Cities: Skylines Technical Help Q&A
Yes, your PC will run this game, however, you may have to set the graphic settings a bit lower than the default. But your PC WILL run this game. -
Commercial demand to high ..
Metalpuritan replied to Tramwhet's topic in Cities: Skylines General Discussion
Your commercial demand is tied to your industry, not to be confused with offices, where offices and industry are the same in this game. If your commercial demand is too high then demolish your industry until your commercial demand drops OR build commercial zones to soak up the demand. If you see abandoned buildings do not just demolish them. Abandoned buildings are a symptom of another problem you have and demolishing them is only a temporary solution for a problem that will not go away without your effort. If you have been just demolishing your abandoned buildings then you will have odd demands on RCI. Just let your abandoned buildings do their own thing. Sure they lower property values, but this is only temporary as when the building eventually demolishes itself and then rebuilds on its own, it will give a reciprocal boost to happiness in its immediate area. Thus, balance is achieved. As when the building grows back after its short abandonment period, it will grow back as something more appropriate to environment that is now there. I suspect(strongly) that you have been demolishing your buildings as they abandon. The ratio of commerce to residential to industrial in a comparison to reality is irrelevant. This is a game and as in ALL games even flight simulators, sacrifices have to be made to keep the game fun for people to play. This is a new GAME, learn THIS game. If reality is your concern, go to college and get an education is architecture and design and maybe some city planning and whatever else city governments need to run. And as to building occupancy numbers, there is a mod for that already on steam. It is still early though so expect better versions and updates as time goes on. The game did just release, what, 2 weeks ago? I forget the name of the mod though, I am not on MY computer at the moment so I cannot look it up for you, but you should find it within the first five or seven pages of the steam workshop. -
Simtropolis Q&A about Cities: Skylines with Paradox Interactive
Metalpuritan replied to Dirktator's topic in Cities: Skylines General Discussion
You can control what type of buildings grow as far as industrial buildings. I do not know, but sincerely hope that when they implement the W2W pack for residential? and commercial? Both? Who knows, but I hope they use the district policies to enable us to designate W2W or normal for districts we lay out. I certainly do not want W2W buildings growing in with my single family homes or suburban shops, that would not just look awkward but perhaps even stupid(bluntly speaking as I tend to do). If they do allow us to control what buildings grow with the district policies then we are in luck. If not then they will be making a grave(by grave I mean deadly) mistake. Nothing would kill this game more for me at this point then them implementing the W2W as a toggle off and on thing from the mods menu. That would piss me off to no end. The district policy system is already in place, they just need to use it. At this point making the mistake of not using it would just blow my mind. Is there any way you can think of to make our voices heard on this subject? I brought it up on their official forums briefly, the post got zero responses and was quickly shuffled off to only god knows where.- 91 Replies
-
- 2
-
-
- cities skyline
- paradox interactive
-
(and 1 more)
Tagged with:
-
I just want to take this opportunity to remind all the people that play this game that you do not ever have to demolish an abandoned building. All abandoned buildings repopulate with the appropriate level of building after 4 weeks. Thus, it is better to address the issue that is causing the abandonment instead. If you simply demolish an abandoned building it will grow back and become abandoned again. Demolishing buildings, except for those that are burned down, solves nothing.
-
Simtropolis Q&A about Cities: Skylines with Paradox Interactive
Metalpuritan replied to Dirktator's topic in Cities: Skylines General Discussion
We are worried for good reason. I think you are underestimating the city building community. If you go to YouTube and search for "biggest city ever simcity 4" you will find a lot of attempts and cities with sizes in excess of 5 mil and up to around 5 billion. We are going to try and many of us are going to succeed in getting to the 1 million mark. We know how to build already. People are going to get to the million mark, this much is guaranteed, I will back that guarantee with the same thing that backs the U.S. dollar. The only question about the city size that is yet unanswered is, what is going to happen when a city hits this magic million number? My personal question is, will there be a way to unlock the maximum zone size, currently locked at 4X4, either by the development team at CO, or by the mod community? I don't know about the cities where you live, I don't know where you live, but in cities here in the U.S. we have buildings that take up whole city blocks. The Carew Tower here in Cincinnati is, along with at least 5 or 6 others in this very same city, big enough to completely take up entire city blocks all by themselves. Cincinnati is not even big by U.S. standards. I will actively be looking to unlock the maximum zone size through whatever means necessary. I personally feel that locking the maximum zone size to 4X4 is an error, not a game breaking error as I am going to pre-order the game, but an error nonetheless. I also feel that unlocking the zone size from its current maximum of 4X4 will allow for the much talked about farms that are obviously too small and already very much talked about. I understand that cities will feel big, that much is given with the more personal nature of having individual sims clients running around about their daily lives and all of them actually being individual. But I know people are going to build big, real big. Within days people are going to hit that million mark. I guess we will just have to wait and see what happens, huh? I sincerely hope I am not going get misunderstood here, I am very grateful and appreciative of the time and effort put towards making this obviously amazing game. CO makes it a point to be better than SimCity and also wants to at the same time replace the old SimCity 4. You cannot do both those things though with a game that has things that are just common sense missing from it. Again, I am already looking forward to Cities: Skylines, it is guaranteed that I am going to buy it, that is not in question. Anyway, that is my question, will the zone sizes be able to be modified to be larger? Is there a way? Even if it should not be done for whatever reason, CAN it be done?- 91 Replies
-
- 3
-
-
- cities skyline
- paradox interactive
-
(and 1 more)
Tagged with:
-
I know this is a little late... I generally do not pack anything that begins with a Z, ZZ, ZZZ, Z_, Z___, etc nor any of their component folders, anything to do with said Z folders. I also do not datpack certain content from certain creators because they are still adding to their library to this day, like Paeng(there are other creators things I do not datpack, he is just one example), I do not datpack his stuff because he is still making things and I do not want to datpack every time he creates something new. Also, if you ever get anything that changes the skin of the automata, like say you get a new trains skin to replace the old train skin so you don't have to have the ancient steam locomotive, those types of mods are also recommended for no datpacking. Another thing I do not dat pack is terrain and tree mods, sometimes I will switch my terrain out for another terrain, I used to switch them anyway and doing so often when those files are datpacked leads to a lot of unnecessary datpacking, so I leave those out too.
-
What you be a good layout for my Industrial Areas?
Metalpuritan replied to Trentreznorspig's topic in SimCity 4 General Discussion
I have actually had that happen, not the crater part, but sometimes, randomly, I will get a radiation bug where i will have a commercial lot generate a small bit of radiation for absolutely no reason. I have never been able to pin down the cause nor have I ever been able to at recreate it at will, it seems to be completely random. Damn terrorists. -
Satisfying low wealth commercial demand
Metalpuritan replied to Beo's topic in SimCity 4 General Discussion
In my rural areas I use 2X4 zones to bring out the flea markets. I usually surround my State Fair reward with the, and then place a HUGE parking lot very close by and then surround the entire area with single grass tiles and lots of trees then zone for residential near by and then surround it all in farm land with a single or double tile width of trees between the farms to simulate hedgerows. You can find this set-up quit frequently in my rural city tiles. -
Satisfying low wealth commercial demand
Metalpuritan replied to Beo's topic in SimCity 4 General Discussion
There are some decent C$ sponges out there, also keep in mind too that C$$ and C$$$ biuldings ALSO employ C$ just not as much as a dedicated C$ building does. You could conceivably have a city with nothing but C$$$ and still have R$ working there. This guy right here has a HUGE capacity for C$, be careful though, this lot or should say, these two lots create a massive amount of garbage, they could easily fill up 20+ tiles of landfill all on their own. There are other great sponges too for C$, just go to the STEX here and in the search box type "mall" and there are 5 or so pages of mixed results but many of those results are decent C$ sponges. -
Is SC4 ever going to reach the point of not being able to build something original?
Metalpuritan replied to Sleeping Politician's topic in SimCity 4 General Discussion
At last I checked, this game is actually the 55th best selling PC game of all time. http://en.wikipedia.org/wiki/List_of_best-selling_PC_games Considering that this game is completely surrounded on that list by other fantastic titles even at number 55, that is still great, then to top that off, LOOK, we are still here talking about it over 10 years later, that has to go to say something, yeah? So yeah, i totally agree with you, I also do not think they will ever willingly release the code for it. At EA, investors and board members come first. -
Is SC4 ever going to reach the point of not being able to build something original?
Metalpuritan replied to Sleeping Politician's topic in SimCity 4 General Discussion
Some creators, and I won't mention any names actually feel as though the ceiling has been reached and that there is nothing new that can be added to the game. They were talking specifically about mods though, they were very strongly arguing that there was a difference between things you add to the game like buildings or lots and actual mods like things that alter demand or change aspects of the game like the NAM does. To me, it just seemed like they were taking some of the credit away from those who create lots and buildings, they aren't modders because they don't do script, that is the feeling I was getting from them. I was kind of put off by that attitude actually, it just sounded high and mighty, but that was the case they laid out for me. Still, I can't help but wonder if we may ever see a script extender for this game. I voted no. I also disagree with that particular group of people's opinion on who is a modder and who is not. If you so much as change event he slightest thing in game, even so much as create a blank lot that you can use in game, even if it is a 1X1 tile flat dirt square, if you made it, you are a modder, that is my stance and as such, I voted no, because as long as we have people doing things like this the possibilities are endless. -
What's the size of your plugins folder?
Metalpuritan replied to flymantang's topic in SimCity 4 General Discussion
My plugins folder is 3.78GB, this folder is clean and datpacked, there are no .png, .txt, HTML, thumb, none of that, pure, clean unadulterated plugins. It took me a couple of years to build it too and it is also not the first plugins build I have made but it IS the last. I still add a few things from time to time but nowadays things that get added go through a quarantine period, usually a month, at the end of the month, the content I deem worthy gets added to my raw plugins folder back-up and then it gets datpacked and I replace my old plugins folder with the new one. I patch my plugins folder as if it were a new modern game getting patched by a developer, I even have my own file structure. for every creator, they each have their own folder named after them, with an exception to BSC creators because they get their own folder inside the BSC main folder and there are so many BSC creators and so much awesome BSC content that I just let them slide(when datpacking because the BSC folder is so big, the datpacker creates 2 folders for the BSC folder). With such great time, effort and care put into my plugins folder it is no wonder I do not get crashes or have any brown boxes. -
Who uses money cheats/mods?
Metalpuritan replied to SUPERniceTODAY's topic in SimCity 4 General Discussion
I look at every city tile as if it were a canvas and anything I put on it is the paint. Unfortunately, some of the paints are very costly. Park plops cost a ton when you use thousands upon thousands of them, same for noise barrier walls for highways and pretty much any beautification plop. As such, my cities are broke in the beginning running thousands of simoleons over budget every month leading to massive loss of funds and eventual failure of the city. The current city tile I am working on right now is two thousand simoleons over budget at the end of every month. I have already cheated 20 million simoleons into the budget and my have to do that a many times more before this city tile will stand on its own. It will eventually be able to stand on its own but right now, in order to keep my canvas looking pretty, I MUST cheat. I use the Moolah cheat.
