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Everything posted by Brenflakes
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Version 1.0
16,138 Downloads
Megatower Limit Increase Previous limit of 8 megatowers has been changed to 100, which is more than what can fit in the map (screenshot attached has 25, and it was a coastal map). Limit shows /100, but only the last 8 built are shown in the menu. Im unsure if this can be modded or not, im looking into it. Apart from that, all towers are fullly functioning. Place the Megatower_Limit_Increase.package in your SimCityData folder to use this mod. -
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Version 1.0
6,728 Downloads
Presenting..... INSANE FERRY! This might be the first mod to have to come with a warning. This made peak hour very resource intensive in my city, and i have a pretty decent computer. Overusing this ferry mod will cause lagging and frame rate issues (which im assuming are the same reason they wont give us bigger cities) I do plan on making a second version of this, with reduced strength. Screenshots attached was a city with 1 ferry terminal only. After further testing, i started to get major lag issues, so i have added a "lite" version. It isnt as overpowered as my initial release. The lite file works the same, just with reduced capacity so as to not overload the game. This mod is split into 2 files The first file has the core changes (insane-Ferry.package), while the second file (Insane-Ferry-2. package) gives the cruise ships a good dose of nitrous oxide in their fuel system, this is not a required file. This mod does not modify the passenger dock, only the ferry terminal and cruise ship dock. Increased terminal and cruise dock capacities and capabilities Increased maximum of 5 docks instead of 2 Major boost in tourists No Queues. multiple ships will dock at once, some seem to loop back and dock again in a different dock. Second file boosts speed of cruise ships, they come and go a lot faster. Installation Instructions : All Files are in the zip, The main mod is Insane-Ferry.packaged. The cruise ship speed mod is Insane-Ferry2.packaged. Place the files you want into your SimCityData folder. This mod requires a copy of SimCity-Scripts_287520926.package in the SimCityData folder. Launch Game. Enjoy! Edit 23/04/14 So after a lot more testing with the lite version, i've had a city up to 430k residents fully maxed out build grid and getting over 600k tourists via 2 ferries. almost zero lag issues, so im pretty happy that the modifications i made to the lite version. Im deleted the original upload and left only the lite version to download. No changes to the lite mod have been made, im not sure that it needs any changes, the mod seems to work very well.- 23 Comments
- 13 Reviews
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Offline-Only Mod: "UniDirectional Networks (UDoN)"
Brenflakes commented on xoxide's file in SC13 Game Mods
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Hmm, there does seem to be an issue with the placement if you put them too close together. if you move it away a bit it lets you plop it. i deleted it, and then i was able to plop right next to the other one, thats very strange. I'll look into it further. as for building levels, i can build fine. what happens when you try and build a level?
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Yeah, i think the base is bugged. It was actually a menu item left in the game that i found (also found something about towers storing ore/oil etc, need to investigate that further). I have a feeling its the base itself that is bugged. Going to work on it tonight to fix the roads issue as well, i should be able to modify the base with stats from the other towers to fix it.
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I havent seen any happiness issues in the towers, at least not without a cause anyway. The way mods work, to be honest, i dont fully understand still. Some people put the scripts package in the userdata folder, i've seen people say put it into the packages folder... for me it works in userdata, so thats what i say to use. I dont think its the mod that has the issue, rather the game itself.
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- 23 Comments
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It works for me if I move it (not copy). I'm wondering if this will not be an issue in the future, maybe beeing part of the core program. Otherwhise, this works perfectly. I'm using it because my archeology population doesn't increase. Thanks for this mod Thats really odd, i have the file in both locations and it works fine. the only way i was able to recreate the above issues was to remove that file from the simcitydata directory, adding it back in removed the problems. Strange, but glad its working now.
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Just figured out the issue (was able to replicate the tower not building finally). its to do with the installation. I'll update the install instructions on a sec, but basically you need to copy SimCityDLCEP1-Scripts_287520926.package from the EcoGame folder to the SimCityData folder and that should fix the issue.
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lol i've been looking at a lot of the tower stuff in the packages, and i cant seem to find the levels or maximum towers data anywhere. It has a different structure to other buildings, Which makes sense given the extra UI and stuff. Assuming the code is accessible to modding, im not so sure it would be an easy thing to change lol
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Version 2.1
15,933 Downloads
Please ensure you read the install instructions at the bottom. So Mod number #2, and i admit this one is a bit crazy. I cant workout how to increase the number of towers, so instead I increased the existing towers stats to roughly triple their size without adding too much burden on the city itself. The towers are capable of being self sufficent, being able to use a mix of all level types to provide all the needs required or packed with residential for massive industry or commercial cities. I've done a fair bit of testing, and overall the balance seems quite good. I had a 100k population 2 tower city using all levels available and it was self sufficient and making an overall profit. Traffic gets a bit hectic, so space out and provide enough services to the residents.If you have any questions, comments or requests for packs to be modified and uploaded separately, feel free to ask. Update to 2.0 Major update to the mod. Completley repackaged into packs so you can pick and choose the ones you want to use. New packs and features added, every single level has been modified to be more powerful. I've been testing mainly using 2-3 towers using all available levels and had quite manageable populations in very small areas, allowing more construction of non-residential stuff. The thought of 8 full megatowers with packed low weath residents is why i call this mod insane. used in moderation, it is also lots of fun. Residential Pack High Wealth Residential Residents increased from 300 to 900 Students increased to 100 Split 800 workers / 100 shoppers Cost $56000 Maintenence $3500 Medium Wealth Residential Residents increased from 600 to 1800 Split 1600 workers / 200 shoppers Students Increased to 200 Cost $44000 Maintenence $2300 Low Wealth Residential Residents increased from 1200 to 3600 Split 3200 workers / 400 shoppers Students increased to 400 Cost $4000 Maintenence $1000 Mall Pack Balancing of Shoppers and visitors to accomodate the higher residents. Increase in number of shoppers Park Pack Parks and Park Crowns capacities and visitor numbers increased School Pack Elite - Increased from 2000 to 6000 Mega - Increased from 1200 to 3600 Office Pack All jobs have been tripled Security Pack Safety Level Drones Increased from 10 to 100 Power Pack Nuclear Level Converted to be the equivalent of a Neutron Reactor. Cost $130,000 for 600MW output Controlnet requirement removed Water usage increased Fusion Reactor Level converted to a 50% Advanced Fusion reactor. Cost $250,000 for 1200MW output Controlnet requirement increased to 2500 Water usage increased Crowns have been modified using stats from above, and their output is before the crown bonus. I added extra cost to compensate for the bonus. I can imagine 5 elite crowns would be total utter overkill. Gen I Crown. Cost $250,000 for 600MW output Gen V Crown. Cost $390,000 for 1200MW output Pollution Pack Air Scrubber Crowns Cost $200,000 increased from 100 ton to 200 ton capacity. Controlnet requirement increased to 2000 Waste Reduction floors Cost $120000 Capacity increased from 0.4 to 4 Tourism and Commerce Pack Advertising crowns profits boosted Tourism and SkyClops crowns visitors per day and capacity increased For Offline Use Only Installation Instructions : IMPORTANT! if you are using the original mod i released, you need to delete the 2 brenflakes_insane_megatower_mod files! If you leave them in, they will probably do weird things. All Files are in the zip, and the file names start with Insane_megatower_mod. The pack name is at the end of the file, Simply drop the packs you want into your SimCityData folder. You may need to Copy SimCityDLCEP1-Scripts_287520926.package from SimCityUserData/EcoGame to the SimCityData folder. Results have been a bit mixed. if you get stuck, have a look in the comments or ask a question. Launch Game. Enjoy! -
Thanks for the feedback guys! Diddnt consider the jobs conundrum. I had envisaged with the increased tourists per casino, you wouldnt need as many casinos (i wanted to tinker with the power/water and garbage as well to balance it a little for the higher numbers, rather than an outright cheat mod.). I agree, so i'll change the jobs back to the default, will post an update in a few mins once i test it. With the signs, i originally wanted to fill the braziers on the casino. i thought extra signs would be used for aesthetics rather than the cheating value, i diddnt change the stats of the signs, just the number of plopables. I guess either way if you dont want more, you dont have to build them :) Any other feedback, im curious about the behaviour effect this mod has on gambling cities, ie traffic increase and stuff.
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Version 1.1
2,332 Downloads
My very first mod, still a work in progress but good enough to release to get some feedback and ideas. Roman Casino Mod - All jobs doubled Removed - Visitors greatly increased for ground floor, tower and penthouse - Tower converted to high wealth tourists (need to fix the menu label, as it still shows medium) - Plopables increased. Braziers/Marquee signs increased to 10, Towers/Baccarat/Concert hall increased to 28 per main casino Let me know any thoughts/suggestions! 1.1 updated : Changed jobs back to default -
Offline-Only Mod: "UniDirectional Networks (UDoN)"
Brenflakes reviewed xoxide's file in SC13 Game Mods
