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avder42

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About avder42

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  1. Hi all Lately I've been playing Sim City 2000 for the first time in a long while, and I decided to play on hard mode with disasters enabled. Since this means a lot more disasters (seriously, I'm getting tired of earthquakes all the time and that damn monster showing up every 10 years), I've built a lot more fire stations than I normally build, and I seem to have come across some kind of bug. I have 25 fire stations in my city, fire departments are funded 100%, but for some reason I can only dispatch around 8 or 9 of them. I've tried several things to fix them, the most drastic of which was bulldozing all of them, waiting a game month, saving and reloading, waiting another game month and then rebuilding them all. Still can only dispatch 8-9. It's the same way with police. I have over 50 police stations in town because I want to be touch on crime. I started a riot to test and I could only dispatch 7 or 8 of them. The only two things I can think of that could possibly be having an impact would be my microsimulation count, and the fact that during disasters the game likes to set civic structures on fire frequently, which includes my police and fire stations. The inability to dispatch doesnt hurt me too much, considering that the strategy I usually employ is bulldozing everything around fires that have broken out, but it really slows down cleanup when I've got a good 30 or so tiles that are on fire and only 8 fire engines to get there. It's also severely hampered my ability to deal with chemical spills, which happen rather frequently. Has anyone ever experienced this? I tried googling the problem and found nothing. I'm running the dos version of the game in dos box, if that makes a difference.
  2. Post Modding Requests Here

    You are correct; it is not possible. This is possible; someone just has to do it. Well, even if they would be destroyed when re-zoning to medium or high density, I would still like to restrict high wealth mansions to low density. Is that possible?
  3. NAM 31.1 Technical Support and Bug Report Thread

    I've found a minor issue that's probably been reported elsewhere: the "Modern GLR Station" by Brenda_Xne says it has a bus stop integrated but there is no sign of actual bus stop functionality. And there seems to be a much bigger issue that I've come across. The neighbor connector pieces for the RHW 8C and 6C do not seem to be working properly. I've been building a couple of large tile cities while tinkering around with all the new features in NAM 31.1, and this particular one was doing just fine until I made a neighbor connection using RHW 6C along the northern side of the tile. I started experiencing rampant unemployment all over town. I tried everything from de-zoning residential areas and putting them in different parts of town to wiping out whole areas entirely, as well as swapping out industrial with commercial, building an overly extensive mass transit system and upgrading every road in town to an NWM road. I also took detailed looks at my census drives and I found that I had enough jobs in town to fill all of them. The only thing that seemed to fix the issue was severing the RHW neighbor connection. Eventually I tried an RHW 8C neighbor connection. The same rampant unemployment plagued the entire town once again. Finally I transitioned my highway to RHW 8S near the edge of town and after installing the appropriate neighbor connector pieces, the unemployment cleared right up. One thing I observed using the route query tool is that the only things that were using the RHW 8C/6C connection were freight trucks and a handful of busses. No cars were using the highway at all. Once I installed the 8S Neighbor connection, the highway became fully loaded with busses, and flooded with cars. I have no idea what went wrong. I am certain I was using the neighbor connector pieces correctly, as I reinstalled them many, many times to verify that it was indeed the RHW 6C/8C connection that was causing the unemployment.
  4. Post Modding Requests Here

    I'm looking for a mod, or two mods to accomplish the following goals: 1. Make it so high wealth mansions can only build on low density residential plots. Would like it if there was a way to allow them to continue to exist when re-zoning up to medium and high, but I do not want them to grow on those lots. I have a feeling this may be impossible as a building has to be able to grow on a certain zone to be able to remain in existence on it? 2. Block the Stratton Spa, that big waste of space that only has 7 jobs in it, from growing entirely. It pops up like weeds in my cities. I literally go on a "weed killing" spree every so often just to wipe this building out of my city, only to have it keep popping back up. Often I have to rezone a couple 4x4 lots to multiple 3x4 lots just to keep it from popping back up. Anyway, is there any way to achieve these behaviors? Mansions on low density only, and no more stratton spa.
  5. Did you put an NC piece in the neighbouring town? It's required you do so to ensure proper function for both sides of the connection. Neighbor connector pieces were on both sides of the connection. At first I thought that was the mistake I hade made, so I rebuilt them on both sides and let traffic recalculate on both sides. Still nothing coming in from the opposite side. I also removed every other plugin I had and did a test with two new cities in a blank region. The results were the same every time. Traffic would exit and return on the originating side only. Traffic would be heading out the link for the morning commute and back in for the evening commute. No incoming traffic during the morning commute and no outgoing traffic in the evening. Once I switched out the TLA-5 neighbor connections for RHW-4 both sides were used like they should have been.
  6. Another thing I noticed last night is that the two-tile neighbor connector pieces for the TLA-5, RD-4, and RD-6 don't seem to allow for traffic to fully cross into a different town. It will allow commuters from within the originating town to leave and come back every night, however commuters from out of town will not enter town by way of the same neighbor connection. They will be forced to enter town by way of a mass transit connection, if available. If none is available, they just become phantom employees in the neighboring town. This does not seem to affect the three-tile neighbor connector pieces for the TLA-7 and Ave-6. It took me so long to notice this because every city in my region has an extensive subway system. For the time being I have transitioned my TLA-5's to RHW-4's and my RD-6's to RHW-6s's near the edges of my cities for the purposes of creating fully functional neighbor connections. After installing the RHW neighbor connections, traffic flowed perfectly between each side of the city border. If needed I can post some pictures to demonstrate
  7. Hi everyone, been lurking here for months ever since I got back into SC4, but I came across something today that has made me decide to finally post. First of all I would like to thank everyone envolved with the NAM and especially the NWM. The TLA-3, TLA-5, and OWR-3 are the roads that have allowed me to build extremely large cities with manageable congestion where simple Roads, AVE 4, and OWR-2 would have simply choked and died. Recently I have been deploying the TLA-7 when congestion becomes too much for even a TLA-5 and it works like a charm. however I have come across a problem when it comes to maxis highways. A TLA-7 under an elevated Maxis Highway has broken paths, apparently. The AVE-6 meanwhile does not suffer from the same problem. Here are some pics. Let me know if they don't work for some reason as photobucket has been wonky for me lately. First an Elevated Maxis Highway/TLA-7 interchange as I use them in the game. Notice the highway is missing its paths above the turning lane portion of the TLA-7: https://i110.photobucket.com/albums/n94/avder42/EMHWxTLA7BrokenPaths_zps438c1cc4.png And the same interchange design using AVE-6 instead: https://i110.photobucket.com/albums/n94/avder42/EMHWxAVE6PathsWork_zpsb0aae02b.png The lack of paths on the highway over the TLA-7 results in the sims getting off the highway, driving across the TLA-7, and getting back on: https://i110.photobucket.com/albums/n94/avder42/MHWxTLA7RouteQuery_zpsf6aa93fd.png And of course they do no such thing with an AVE-6: https://i110.photobucket.com/albums/n94/avder42/EMHWxAVE6RouteQuery_zps35d333fd.png I can work around it for now by transitioning the TLA-7 to an AVE-6 where it passes under a Maxis Highway, but I felt like this was something I should mention. I have no idea if this has been reported elsewhere at this point, so please disregard if this is already being fixed in NAM 31.1
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