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PLB82

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About PLB82

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  1. Procs, if you still need guinea pigs, I've got the EP.
  2. I love this mod, I just don't understand it sometimes... I started a new region last night, claimed 4 new cities, played some on each of them, quit SC, restarted, reloaded and in 3 of the 4 cities the SfB was working perfectly and I could bulldoze, and in the 4th I can't get rid of them, and they don't work at all. No idea what I did differently on them. Removed the zScript#, still dysfunctional and couldn't get rid of it. So its working perfectly in 3 cities, and I'm stuck with a road that doesn't work in the 4th. *sigh*
  3. Thanks. Does that mean that the plopped buildings outside the city near the meltdown will become unusable, or does the game still allow them to work? If the space around the meltdown doesn't become unusable, I don't care if there's technically still pollution there.
  4. Is this mod compatible with update 5? I'm getting rollbacks, trying to troubleshoot which mod is causing it.
  5. Sorry if this has already been discussed and I missed it- How is pollution generation handled outside the city borders? I'm specifically wondering if I can finally feel safe using nuclear power... I'm tired of having chunks of my city irradiated, I was wondering if a meltdown outside the city would have any effect?
  6. This is the same problem I was having, and when I put a copy of the script file in both the SimCity\SimCityUserData\Packages -AND- the SimCity\SimCityUserData folder, it starting working again. Multiple quit/restarts did not fix it. The other thing I changed along the way was which script file I renamed with the "z_" and put into the folder... I doubt that did anything but I thought I'd mention it as it is something i tried along the way. Ah, okay. Well, it's great in combination with your mod because it completely eliminates the need for rail in the transit system (other than the main heavy rail line, which with prock's mod you can bulldoze and move outside the city) because you can run the SfB road right through the station. I didn't check to see if it would work with the freight rail add-on to the Trade Port, so you may still need rail for that.
  7. I think I must have downloaded some other mod that changes train stations, because mine now snap to the road- instead of the rail- and I have to manually route the rail through it. However, I tried it and can route the SfB road directly through the train station, so that I don't have to lay rail at all, and all other SfB traffic can pass right through the train station. Also, I had some weirdness with installing the 1.9... for some reason, it wouldn't work when I put the script file in my SimCity\SimCityUserData\Packages folder, I had to copy it to just the SimCity\SimCityUserData folder as well. Not sure if it would work without the file in the ...\Packages, but it definitely wouldn't work when I just put it there.
  8. Hate to see you give it up; this is probably the single most useful mod for SC yet, and the one that brought me back to the game after I got fed up with it at launch. Best of luck with everything in real life, and thanks. Hopefully another talented modder will pick up this project where you left off!
  9. Very cool and useful mods. A couple questions: can I plop the train station directly on the Stree for Busses (on the rail side I mean) instead of heavy rail, or do I need to connect the heavy rail and then connect the rail line to the SfB? Also, for those who have tried the new version, how well does zoning along the road work?
  10. SC4 vs CitiesXL

    I enjoy CXL a good bit- as others have said it's a leap forward in certain areas, but you will find it lacking compared to SC4 in others. My advice would be to wait until Cities 2011 comes out. Otherwise you're buying a lame duck game on the promises that MC- a company that has repeatedly overpromised/underdelivered- will revamp it into a new and improved version that is worth the money. Just hold off for [hopefully] a little while and see what everyone thinks of 2011.
  11. How do I get fuel?

    Wow, Andre... didn't realize there was a mod like this. Thanks so much. It has literally saved the game for me. I was sick of PO and single player was pointless for me w/o being able to trade resources between cities. Thanks again!
  12. How do I get fuel?

    You have to import it via a deal with Omnicorp
  13. The Future of Cities XL

    It seems to me that CXL is essentially dead in the water for the moment. I'd love for the forum to be abuzz with gameplay and strategy threads, but I think we need to be realistic and realize that the main thing on everyone's mind is the future of CXL. That being the case, we should all be understanding that this forum is probably only going to have a couple of discussion topics, and duplicate threads are going to be made. We should probably just resign ourselves to it and be okay with that for the next couple of months. Once CXL2011 comes out, we can start pruning back duplicate threads. Unitl then, let's be honest... we're all just killing time.
  14. Still ok to Buy Cities XL??

    Originally posted by: bobrobertsnz just buy the game if you want it.... who cares if the company crashes if you have a game that you enjoy. I have many games that are from companies that no longer existquote> There is a very real possibility that MC crashing could be the best thing possible for this game. Think of all the user-created content that is available for SC4. MC has not embraced the user community in that way- each update so far has rendered any user-created mods incompatible. If MC goes belly up, then they won't be releasing patches that block user content. I for one, am much more confident in what the user community can do with this game than I am in Monte Cristo.
  15. MC Withdraw 3 month subscription

    Honestly, it's going to be okay for players either way. If MC survives and does well, then they will continue to update the game and make it better. On the other hand, if MC fails, it might even be better for gamers-(single player gamers at least). My understanding is that a big part of the problem with user-created content is that MC doesn't want it in the game and each time they release an update the game won't work with any custom content that had been created prior to update. If MC isn't around, and we have a "final" official version, then the modders can really go to work. Adding custom content, reworking trading, changing the way pollution or traffic works.
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