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Everything posted by AcronShinra
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Version 1.0
3,579 Downloads
+============+ | DESCRIPTION | +============+ Mod simply enhances properties of most existing UDI vehicles, without breaking game in any way. There is already "Stronger UDI" mod by Daeley, but didn't like all changes he made to vehicles, and for some reason he destroyed functionality of few cars eg. Ice Cream Truck, rendering mission effectively impossible to do. Changes: - Increased greatly hitpoints of all land vehicles. Mind that you still crash after hitting certain objects. It's hardcoded in game, and out of my reach. - Decreased slightly train hitpoints in order to fix certain rare sound bug. - Increased moderately max speed of all land vehicles. - Increased slightly acceleration of all land vehicles. - Increased slightly max speed of all watercrafts. - Increased slightly max speed of helicopters and UFO. - Increased moderately max speed, climb angle and bank rate of fighter plane. - Unlimited missiles for fighter plane and military helicopter by pressing [space] button. +============+ | INSTALLATION | +============+ Just unzip archive and copy&paste Enhanced_UDI_Vehicles_by_Acron.dat file to your Documents/SimCity4/Plugins folder. File can be DatPacked without any problems. +==============+ | REQUIREMENTS | +==============+ Rush Hour/Deluxe + 1.638 patch or higher +=============+ | DEPENDENCIES | +=============+ None. +=============+ | COMPATIBILITY | +=============+ Non-compatible with mods editing vehicles.lua, aircraft.lua, watercraft.lua like both "Stronger UDI" mods by Humpti and Daeley. +===========+ | DISCLAIMER | +===========+ Modify and use it to your heart content, if you want to include mine file in your mod, just do it, I don't care, it's not rocket science anyway, anyone with reader could this mod, but giving a small credit would be nice. Use with caution, as UDI is really buggy with or without mod. -
Shameless bump - found sth interesting about ferry mission. I was building new large Easy test tile for testing UDI missions and also couldn't get any ferry mission to pop-up. For strange reason it had showed up after I placed Large Police Station (didn't had any police building in city so far). I don't recall seeing anything in .LUA files about such strange requirement, but giving how bugged UDI missions are in general I wouldn't be surprised if anything strange got hardcoded in game. Also: if you play a lot of water UDI missions on tile with a lot of bridges, it's good idea to use bridge models with as much small number of in-water pylons as possible. Otherwise you'll have hard time to not crash into bridge (izometric view and UDI don't go too well together). Last random thought: if you want to do good Cigar Boat mission (one with Jet Skis), do it as early as possible. For some, again, strange reason, jet ski bugs out after your tile is much developed, and you must spam [space] every few tiles to get yellow mission cells to disappear. Mind that this mission doesn't give any rewards, so no biggie in totally skipping it.
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Graphic issue- Blue, black and green boxes appears
AcronShinra replied to Froggy07's topic in SC4 Bugs & Technical Issues
Refer to this pic: http://www.cgl.ucsf.edu/chimera/graphics/images/vista_nvidia1.png For SimCity 4 to work correctly "Let the 3d application decide" must be checked. -
Negative Commercial demand in all cities
AcronShinra replied to IBBubba's topic in SimCity 4 General Discussion
Random thoughts: - Is your game fully patched? (0.638 at very least) - Have you used any demand mods? - Have you used any ploppable lots with tons of COM jobs? - Have you made any changes to simcity_1.dat? There is also possibility of overzoning, but game rather would balance itself before such high demand drop. -
Pressed [Obliterate the CIty] for the first time in my SC4 career. Mystical lights, echoed scream-like sounds and explosions, screen started to shake and went all white. City's gone, Sims are gone. I had become Death, Destroyer of Worlds.
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Pure madness section: Arakune - BlazBlue Zappa, Faust - Guilty Gear Sheogorath - Oblivion Lucious Aldin - Hellgate:London Voldo - Soul Calibur/Edge Loonies - GTA2 Ripper Roo - Crash Bandicoot Yoshimitsu - Tekken Pure randomness section: Half of regular enemies in jRPGs, especially from old SquareSoft - I bet you never fought against house? Gon, Mokujin, Alisa B. - Tekken Half of characters from Suda51 games - No More Heroes/Lollipop Chainsaw/Killer7 Max - MDK Chop Chop Master Onion - Parappa the Rapper/Um Jammer Lammy Just what are you? section: G-Man - Half-Life Uboa - Yume Nikki Quina - Final Fantasy 9 Couldn't remember more, but I know I forgot someone important.
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IMHO it's better to use moolah command from You have to take utmost caution while using cheat lots giving you enormous amounts of money each month. Every game's variable is set to take exact amount of memory, to have strict limits, and money variable isn't an exception. If you go past limit (if I'm not mistaken it's 100 or 1000 billions -1) game will either crash or reset all your money. If you really want to use such overpowered lots, then don't forget to bulldoze them after gaining desired number of simoleons.
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Carpool Incentive Program Ordinance
AcronShinra replied to Cougar2004's topic in SimCity 4 General Discussion
No problems with using it on already played cities or regions. Even if you have been using mod for some time and had removed it later it wouldn't mess with anything. I only added traffic air pollution property to existing ordinance & reduced costs, only thing you will notice after installing mod and enabling ordinance is that rating on pollution chart has dropped a bit (note: you will have to wait for new in-game month to see ordinance in effect, like with all vanilla ones). -
Rating is the last thing I care for, bunch of stars on mod page won't tell me if for example lot is unbalanced(like some custom IND buildings having immense garbage value) or have missing crucial props.
- 19 Replies
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- fire plane
- city zoo
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Fixing Cities Afflicted by Phantom Sliders
AcronShinra replied to z1's topic in SimCity 4 General Discussion
5/5, strong post. -
NEETs/hikikomoris/single parasites I kinda included in low marriage rate. Kinda. ... THAT WAS SHAMEFUR DISPRAY, I MUST COMMIT SUDOKU! PS. Well, seeing how much tension is put on young'uns it's not strange that quite high percentage choose to shut-in themselves in their basements/rooms from "dangers" of modern world. Radical escapism, hah.
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It's other way around, for years they have very low or negative birth rate, high percentage of elderly people, very high suicide rates, low marriage rate, this is the price their society pay for striving for perfection and seeing job career as only goal in life.
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Copy&paste from another thread: To make it short: remove Fire_Plane_UDI_fix_by_Acron.dat, and copy&paste RewardLUA.dat from my upload to original City Hall Package in your Plugins\ folder, say yes to overwrite. Fire_Plane_UDI_fix_by_Acron.dat is for those who do not use MrTrueSage's mod, you can't use both files(my fix and patch with my fix) simultaneously as there can't be 2 instances of same files present in Plugins\ folder (we both edited adv_rewards.lua), one will overwrite another. I'm going to rewrite install instructions to avoid any future confusion, I was never good at explaining things <,..,<
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To make it short: remove Fire_Plane_UDI_fix_by_Acron.dat, and copy&paste RewardLUA.dat from my upload to original City Hall Package in your Plugins\ folder, say yes to overwrite. Fire_Plane_UDI_fix_by_Acron.dat is for those who do not use MrTrueSage's mod, you can't use both files(my fix and patch with my fix) simultaneously as there can't be 2 instances of same files present in Plugins\ folder (we both edited adv_rewards.lua), one will overwrite another.
- 19 Replies
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- fire plane
- city zoo
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Yes, there is a conflict, BUT! I see he has conveniently put same .lua file I edited in separate file, so I see no problem in creating patch for City Hall Fix and include it in my upload. It's only matter of editing 1 line, to be precise More info a bit later, stay tuned. EDIT1: Uploaded new version with patch for City Halls Mod - If you want to make change by yourself, I posted solution Only difference between quick fix and uploaded fix is that edited line looks like follows: if (not (missions_completed( { 'cc3296c5'} ) or missions_completed( { '2c328ecb'} )) and (game.g_population < tuning_constants.ZOO_POP or game.ga_mayor_rating < tuning_constants.ZOO_MR or game.g_num_parks < tuning_constants.ZOO_NUM_PARKS)) then Original Maxis file was missing missions_completed statement, so it couldn't trigger UDI reward text and availability for city advisor.
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- city zoo
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Voila! Would be nice if someone was able to test it on natural, random fire, as I couldn't get fire in my city even with almost every fire station bulldozed x) Player-made fire works as advertised.
- 19 Replies
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Version 1.1
1,475 Downloads
+===========+ |DESCRIPTION| +===========+ Fixes Fire Plane UDI both Good missions (for player made and natural fire) by changing/fixing script adv_rewards.lua, so now it's possible to obtain Zoo as reward as it should be from start. If you are using MrTruesage's City Halls Fix, skip main file and use patch in CityHall Package\ folder instead. +============+ |INSTALLATION| +============+ Just unzip archive and copy&paste Fire_Plane_UDI_fix_by_Acron.dat file to your Documents/SimCity4/Plugins folder. File can be DatPacked without any problems. If you are using MrTruesage's City Halls Fix, then copy&paste ONLY RewardsLUA.dat from my archive into CityHall Package\ folder in your Plugins\ folder. DO NOT USE it together with Fire_Plane_UDI_fix_by_Acron.dat, remove it if you installed it beforehand. +=============+ |REQUIREMENTS | +=============+ Rush Hour/Deluxe + 1.638 patch or higher +============+ |DEPENDENCIES| +============+ None. +=============+ |COMPATIBILITY | +=============+ Base fix is non-compatible with mods changing adv_rewards.lua file, like MrTruesage's City Halls Fix. To make it compatible look at this post: https://community.simtropolis.com/topic/58624-fire-plane-for-city-zoo/?p=1391999 +==========+ |DISCLAIMER | +==========+ Modify and use it to your heart content, if you want to include mine file in your mod, just do it, I don't care, it's not rocket science anyway, anyone with reader could this mod, but giving a small credit would be nice. -
There won't be any compatibility problems in the end. Reward requirement script for Deluxe Train Station (as it is called in game files) is in another .lua file than most rewards, to be precise it is with rest of Rush Hour specific rewards. I'll cook up fix and upload it in near hour or 2, stay tuned.
- 19 Replies
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- city zoo
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I fixed it! And ZOO is available afterwards. Search for .lua with TGI "CA63E2A3 4A5E8EF6 FFA8F301" in simcity_1.dat. Copy this file to new blank.dat. Now go to this copied file and press Edit. Scroll down to green comment line: ----------- Reward record Zoo---- Under it there is line: if (game.g_population < tuning_constants.ZOO_POP or game.ga_mayor_rating < tuning_constants.ZOO_MR or game.g_num_parks < tuning_constants.ZOO_NUM_PARKS) then Change it to: if (not missions_completed( { 'cc3296c5'} ) and (game.g_population < tuning_constants.ZOO_POP or game.ga_mayor_rating < tuning_constants.ZOO_MR or game.g_num_parks < tuning_constants.ZOO_NUM_PARKS)) then Then press Apply and save, name your fix and move it to Plugins folder. Note: There are 4 Fire Plane UDI missions, 2 for NATURAL fire and 2 PLAYER-MADE fire both Good and Evil, both Good ones were meant to give you Zoo as reward. As it is quick fix I added only possibility to Zoo be available only by doing player-made fire version of mission. I could upload fix, but first I need to add support for natural fire and be sure it is compatible with other fixes, especially Grand Rail Station one. And find time.
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Probably wrong reward_guid, I'll try to look into this.
- 19 Replies
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- fire plane
- city zoo
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Ice Cream Truck UDI Missions Fail
AcronShinra replied to Cougar2004's topic in SimCity 4 General Discussion
Watercrafts and aircrafts are handled in separate .lua scripts, boats are very easy to mod, as all of ships are bundled in 3 categories with their own properties. Of course nothing stops you from creating properties for any single type of boat or creating new speed variables for them(like I'm doing in vehicles.lua more info down there) It's normal speedometer behaviour for all rail-based transit. It means that you are past max speed and train can't handle it and it will derail in curves or from speed. By default train has 5 seconds of let's name it "full throttle warning". Train becomes unstable and it's your last chance to slow down, if not then it will derail. In Better/Stronger UDI mod, guy has changed this time to like 500 sec, that's why you didn't see that you were past max speed. I'm going to leave it on default. A lot of vehicles, yes, but there are global speed variables(you can add your own, like I added one especially for trains, so they will have their own speed) and inheriting properties from parent vehicles groups. Devs were lazy and weren't adjusting speeds of every single vehicle, there is like 5 default speed groups: bus, trucks, sporty(civic cars), exotic, normal. Of course as with ships or planes you can modify every single property for every single type of vehicles, but I won't do it either But most important thing is bug testing, I already encountered strange SFX bug with trains on crash, but I think I got it resolved. Due to a lot of RL aspects in this week I won't touch UDI mod too often for now. I think I can use this thread in future to post what changes I've made, to rebalance them before I publish mod. But if there is strong possibility that if any changes made to vehicle.lua scripts bugs out UDI mission, then I will be forced to scrap mod entirely. -
You can see water area on my minimap on screen, it's about 40% of total. BTW custom buildings even if are able to spawn UDI vehicles, NOT ALWAYS can be used as supplement for required buildings. Eg. if you want to Commuter Train UDI mission to appear you still have to build Maxis Stations to meet basic requirements.
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Those flags looks most promising: winflag_moveable=yes winflag_sizeable=no There is only thing that bothers me (as I don't know how UI is structured here). From what I see in code News window is just a mix of different elements with their own properties eg. text colour, background ( I guess whole UI is like that), but not all elements has moveable flag, but then when you move whole News window it moves whole window with all elements in it. Does any particular element works as parent one or just my logic is flawed?
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Ice Cream Truck UDI Missions Fail
AcronShinra replied to Cougar2004's topic in SimCity 4 General Discussion
Let me guess, you speak about: ? I also noticed it bugs out few UDI missions. Right now I'm cookin' up my version of UDI enhancement, but it'll take a bit of time to test everything up.
