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Could you explain me RCI + freight/goods?
Lumdir replied to Lumdir's topic in SimCity (2013) General Discussion
Thank you Peorth for the detailed answer. In the meanwhile I was waiting for an answer, I started a new city, zoning a little R then C then I to understand better its work. The last question: how parks work? They increase the value land and that's fine... but I read somewhere that they satisfy shoppers too. That's right? -
Offline-Only Mod: "UniDirectional Networks (UDoN)"
Lumdir commented on xoxide's file in SC13 Game Mods
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Could you explain me RCI + freight/goods?
Lumdir replied to Lumdir's topic in SimCity (2013) General Discussion
I asked for a simply answer but that's too much! Ok, the addon is not bugged but as I said there are 1308 $ unemployed sims and in my hospital (built near the $ residential zone) there are 32 $ job: it's kinda a joke that on 1308 people there are not 32 that wanna work in an hospital. I can't understand that thing about Silicon Valley -
Could you explain me RCI + freight/goods?
Lumdir posted a topic in SimCity (2013) General Discussion
Hi guys, I still don't understand something very important about RCI. In the image below you can find my popolation (sorry for Italian interface). Within the red circle there are 1308 unemplyed sims that need a job... but on the right you can see my Hospital (with addon ) with 31 $ job left so the questions are two: 1) Is the addon bugged and doesn't show the real sims employed? 2) Are those 1308 sims too much choosy and doesn't want to work in an hospital (and so on in every other facility like power plants etc)? On the other hand... how can I get rid of all those unemployed sims?? The only ways I know are: build more commercial zone but that means an increase of request of freights/goods by Sims and that means I will need more industries to produce more. build more industries but more industries = more pollution etc. The last thing I would ask you, that I NEVER understood is how does the commercial-freight/goods system works. Wich one are freights and wich one are goods? Look at the image below. This is an example of how my test city looks like. I have 1.084$ total buyers and of these only 216 are satisfied... why the other 868 are not? They can't reach the shop? They arrive too late and don't find anything else on shelves? And what's that 216 value of "total freights/goods" ? Below there are 1.560 total freights/goods, all satisfied but there are 1.980 orders requested. To get rid of those requested orders I guess I should increase the number of my induestries or reduce the number of my commercial zones am I wrong? If you look on the RCI icon I have an huge request of commercial zones but how can I build them if my sims are already unsatisfied and I don't have enought freights/goods? Please someone explain me because I'm going mad! PS: sorry for bad english See ya and happy new year to everyone! -
Help installing Nikola's addons
Lumdir replied to Lumdir's topic in SimCity (2013) Modding - Open Discussion
Thank anyway you for your opinion Ausmayor. -
Hello everyone. As the title says I can't install almost all Nikola's addons! Here's the list: airship upgraded - works fine nuclear powerplant overhaul - no changes, the same values (cost, expansion slots etc) of original game oil powerPlant overhaul - no changes, the same values (cost, expansion slots etc) of original game oil refinery upgrade - no changes, the same values (cost, expansion slots etc) of original game recycling center upgraded - no changes, the same values (cost, expansion slots etc) of original game processor factory upgraded - no changes, the same values (still 4 slots) of original game Water pumping station upgraded - no changes, the same values (still 6 slots) of original game Sewage Treatment Plant upgraded - no changes, the same values (still 7 slots) of original game solar power plant overhaul - no changes, the same values (still 16 expansion slots) of original game smelting factory upgrade - no changes, the same values (still 4 slots) of original game low mid and high tech industrial freight 1.1 - no changes, the same values (one low density industry makes 122 freights instead of 600) of original game My mod trade depot - no changes, the same values (still 4 slots) of original game Mega Tower with Realistic Population - don't know, i built a megatower with $ apartment and it says there are 14.800 sims inside while, following his table should be 16.800 (9600 workers, 4800 shoppers and 2400 students). Same for $$ apartments with 7200 sims (in his table they should be 8400). Same for $ commercial that is max 2500 goods/h while in his table there should be 20.000) I have the original game + CoT and almost all DLCs. I tried every addon one at time I tried placing the .package in SimCityData, then in SimCityUserData, then in both directories At the moment I have the following working addons: Extended Worker Detail Rollover Oppie's Central Train Station City Wide Distribution Enhancement of Fire Vehicles City Wide Distribution Enhancement of Garbage Vehicles City Wide Distribution Enhancement of Hospital Ambulances City Wide Distribution Enhancement of Bus Vehicles City Wide Distribution Enhancement of Police Vehicles City Wide Distribution Enhancement of School Busses Functional Guides City Wide Distribution Enhancement of Recycling Vehicles City Wide Distribution Enhancement of Drone Hangars Plus in SimCityUserData I have these script files: SimCityDLCAirships-Scripts_277156632 SimCityDLCEP1-Scripts_287520926 SimCity-Scripts_287520926 Please help me, I beg you!
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rci Fixing your city: reading the charts
Lumdir replied to Bibor_Kiraly's topic in SimCity (2013) General Discussion
I just bulldozed my entire city and starting from zero trying to follow your tips... I'll let you know how is going and if it won't be good I come to meet your cities riding a big flaming asteroid >: D Haha, that's a joke -
rci Fixing your city: reading the charts
Lumdir replied to Bibor_Kiraly's topic in SimCity (2013) General Discussion
Man I love your topic... you explained loads of things I didn't know. But can you take away some of my doubts? At the early game I usually zoned a lot of residential, and commercial/industry by 1:1 ... I got a nice city with 10.000+ income but then 'unfilled jobs' always kill me: that means shops and industries don't have enought workers and I get commuting ones from neighbours that increase my traffic. What to do if I want to avoid this problem? Zoning one industrial per five residential will keep my 'unfilled jobs' parameter ok? And what about the shops goods requests? With so few induestries will you have enought goods for your shops? When you do this? It's hazardous to do in the early game since if you get istantly $$ and $$$ (almost impossible without services i know) you won't be able to give them a work in shops / industries or not? When I start a new city I build dirty roads and keep low-density $ residential zones untill my industries are full of people; when they starts to run up of workers I try to increase their density to store more sims as possible ... am I right? And last, since you advise us to separate neighbourhoods I guess we'll have a $ RC district, a $$ RC one and a $$$ RC one? I guess yes otherwise you wouldn't have buyers of the same wealth or not? You don't speak about mass-transit means: don't you use them? I love streetcars since are easy to plops but really expensive; on the other hand busses are quite cheap but I really didn't understand how they works (park and ride and bus terminal more over). If you have a too high demand and, let's say, you can't zone nomore since you filled your city how can you decrease it? Use taxes? But if you use taxes you'll surely reduce your demand but also make sims run away from your city or not? And what you mean by "master" the density? Should I focus (in the early game) on a $ neighbour and focus on it (by parks/services/etc) untill I get skyscrapers and then go on another $ district and focus on it untill I get $$ skyscrapers? What you mean by "one type" of parks? I guess $ parks for $ district and so on right? And since I'm already here doing a lot of $%&^! questions: what's the difference between plazas and formal parks (since are the same $$$ wealth)? Last question: you say to educate social classes differently. I used to place one school per kind (elementary, high, etc) in my city and place loads of bus stops. Do you say to plop them around the city? I mean... elementary in the $ district, highschool in the $$ one and university in the $$$ one? -
Thank you for reply my dear disaster-trafficjamming-mayors! At least I can say I'm not the only one with this problem. Just to let you know: my city did GREAT until I upgraded roads from dirt ones to medium density to increase houses/shops/induestries density (as my sims asked for them). y the way I found that bulldozing the entire "downtown" (commercial/residential) zone built on the edges of the highway avenue I decrease A LOT my traffic jam. That helped me with traffic but not with city income: i'm trying to survive with +60 $ per hour at the moment For the unfilled jobs I bulldozed some industries (less industries, less unfilled desks or not?) and zoned more residential (more people, less unfilled desks or not?) ... well ... in theory was right; in facts it isn't. I found that in this way I passed from 8,000 $ unfilled job to more than 10,000 $ unfilled jobs! And what about the RCI demand? I had almost 11k unfilled jobs and the RCI demand tool kept telling me to zone more industries! When I'll stop to save up some money thanks to the recycle I think I bulldoze everything and start again from zero so I can improve my tiles layout. Do you have any suggestion? Should I save up some space for bus/streetcars?
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As the title of the topic I really need help with traffic jam. It's so frustrating that after 50.000-60.000 people i obviously get this traffic congestion. I have a big 3-way avenue that "links" to north a friendly city, to east the region (still nothing) and to south my industrial quarter. I guess my problem is due to the almost: 9000 $, 2591 $$ and 554 $$$ unfilled jobs. By the way I can't understand these values... I really have few $$ zones and no $$$; well... returning to the almost 9k unfilled $ jobs ... how can I reduce this value? If I place parks i increase the land value so $ people become $$ and then I would have more $ unfilled jobs or not? Please help me... this traffic jam destroy my resource exchange and of course stops emergency vehicles!! PS: I placed one shuttle bus depot, several bus stops and some 'park and ride' placed almost randomly. I didn't use bus terminals since I still can't understand how they works.
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How to build two communicating cities
Lumdir replied to Lumdir's topic in SimCity (2013) General Discussion
Up. -
How to build two communicating cities
Lumdir replied to Lumdir's topic in SimCity (2013) General Discussion
Found that problem too. Try to go to main menu and then re-enter in your game. Worked for me. I heard that learned workers will go to the "factory city" but won't increase factories tech level... it is true? If yes I would need to put schools also in the factory city and that's so boring. What about zoning? Should I put residential and commercial into the "dormitory city" and ONLY industrial/warehouses into the "working city"? -
Hi guys, this post should answer an easy question: what should I do to make two good communicating cities? I tell you this because I would like to have a residential/touristic city and a working city with resources etc. The title of the topic means... everyone of us can claim a city and build everything within: residential, commercial, factories, schools, police, services and so on; but what happens when you try to play like our old Sim City 4, with a "working city" and a "dormitory city"? You place town hall also in the working one or just in the dormitory? And what about schools? How do you make these communicate? Trains? Busses? here's a lot to say and I don't want to fill my topic/request with dump informations so I wait for your answers. Hope someone of you already did this (because I can't find anything about on youtube) and will clearly help me to do it too! Thank you!
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Great video explained how a "city" should be. MUST WATCH!
Lumdir replied to hoogoo87's topic in SimCity (2013) Showcase
Nice video but at half needed to stop it. The guy made a time lapse of his voice too: I didn't understand anything at all! =/ -
Noobie against commuters and "specialization" :(
Lumdir replied to Lumdir's topic in SimCity (2013) General Discussion
Hi AshTym, thanks for answering. I tried to increase my residential zone in Clearwater (the dormitory city) and even plant parks to increase land value: all i got is more dense buildings. By the way, increasing the residential zone increase also the unfilled jobs and now I reached 20.000 people, almost 26.000 but can't keep those. I reach 26.000 and then drop down to 20.000. Really can't understand why: I have hospitals, fire depot, police, schools, trains, trams, bus etc. Last question... since I want that Clearwater workers go to Norwich Hill should I destroy the few factories in Clearwater? Please help me!
