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longhorn

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About longhorn

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  1. This is what I've done, but it does make for unrealistic cities. Newer small tiles only have connections at the center. I also make sure there are jobs right near the neighbor connections. Still, I have eternal commuters who walk across multiple large rural tiles before winding their way back to their original tile to loop back. They must be in really good shape.
  2. For me it depends. I'm far more likely to consider a station or line a sunk cost and rezone or redevelop around an underutilized station rather than demolishing it. However, I also have stations near stadiums and parks that get almost no use due to the fact that sims don't really require recreation. I mostly put them there for realism, but I suppose their expense is simply part of the overall public expense required to maintain parks and stadiums. I recently built an Olympic park with multiple rail and subway connections. The whole thing is a financial black hole, not unlike the real Olympics.
  3. Funding Small Towns Using Regional Monorails

    One thing that works well to boost revenue is to use truck blockers and force all freight truck traffic through toll booths. I guess you could even run them through a series of 5 or 6 toll booths, but that would be super unrealistic. It also doesn't seem to have any effect on industrial demand. Plus it has the added benefit of keeping trucks off smaller commuter roads which is a realistic restriction used in many real life cities..
  4. NAM 34 Elevated 6 and 8 lane support

    Mine runs beautifully on Windows 10 64 bit, i5, 8GB RAM, but I did buy the game again from Amazon. The old CD version wasn't working well because of the deprecated DRM, but the downloadable one does. At first I was mad that I had to buy it again, but really, its a 13 year old game that I've logged 100s if not 1000s of hours on. It would be a bargain even if I had to buy it every year. A SSD will make a huge difference in load times with large plugins folders. There are also tweaks you can add to launch which help. Here's mine SimCity 4.exe" -w -l:english -Intro:off -CustomResolution:enabled -r1600x900x32. I play in a non full screen window, but I also play at 1080p sometimes. The only problems I ever have are due to plugin conflicts which sometimes C2D. I just have too many. I wish there was a way to find which ones were causing the conflicts.
  5. Thanks everyone. After playing with one of the eternal corners again for a little while, I managed to get a lot of them to stop by disconnecting my test corner from the remainder of the tile. Its odd though because none of the tile residents were working in that corner anyway. It also isn't a close connection. Its 14x30, but it does have 13,000 peds, 8,000 bus, and 14,000 subway commuters crossing it. Around 20,000 of them are not eternal yet. I may give exit tolling a shot as someone suggested. I'm still not sure what to do about the dead zones, but it may just be a case of a lack of commuters, so I'll probably replace half of them with residential. When the dead zone cities were first built they had no neighbors, so edge residents went to the core. Now many of them are choosing to leave in spite of limited employment opportunities elsewhere. It sucks because it forces me to build aesthetically unpleasing cities with CBDs on the edge of the tile and residential in the center.
  6. SC4Fix: third-party patches for SC4

    I can't imagine they'd be too pissed. What he's doing has the potential to cause an uptick in sales of a 13 year old game. If he manages to fix issues and add functionality while still requiring people to buy the original game, EA's getting added value at no cost to them.
  7. I've been playing the game on the same region since it came out and have about 12 million sims on about 60 tiles of varying sizes. I've tried various things to minimize eternal commuters. My understanding is that they enter the tile looking for a job, and will leave via a neighbor connection if the closest connection is closer than an available job. I have several places where commuters don't seem to actually be looking for jobs at all. I've placed every single type of commercial and industrial employment opportunity in their paths, often directly next to their point of entry. They still go right by it and onto the next tile. This even occurs when I break the loop and allow them to begin again from their true point of origin. I have also noticed that no sim ever commutes to an industrial employer from another tile. So I'm guessing that my eternal commuters are looking for industry, but because of a game flaw, they can't work in industry on any tile but their home tile. The other thing that occurs, and may be related, are commercial dead zones. In building queries, these show up as having workers, but they don't have any commuters at all. They also are contiguous zones which appear like dropping an antibiotic in a petri dish on traffic volume view. I was wondering if anyone else has noticed these things, and if so, what have they done to resolve them. A relatively simple fix should be possible if the code were available. Sims should exhaust their employment search on the current tile before considering the nearest connected tile.
  8. Should I buy this game?

    With all due respect, I think that's a pretty condescending and cynical attitude. I don't think the two are so mutually exclusive. I can't tell if you're bashing SC4 players or equating C:S to SC13. Either way I think you're wrong. I still love playing SC4 and I'm very intrigued by this new entrant. Truth be told, I don't even feel like I'm playing a game when I play SC4, but in a good way - it's more like a hobby; model railroading is a good analogy. At the same time I like the idea of something in the same genre that is more "gamey" and "arcade"-like yet plausibly realistic. I see the two as complements, not requiring so-called change on behalf of the user. Not to drag SC13 into this mudslinging, but it never captured my attention and after being dead on arrival, fatally flawed and any rescue stifled by ossified corporatti, it never would. I just can't justify the expense of C:S at the moment but there's no doubt in my mind I'll have my hands on it in due time. That and first-adopting isn't always the best course of action anyway. Just wish it didn't require the Steam entanglements. Will it unseat my fondness for the old standbys SC4 and Civ IV? Most likely not. But I don't need to change to appreciate it. Model railroading is a good comparison. I didn't even bother with societies or sc13. I'm going to buy this one though. What sucks is that 5 or 6 years ago I really wanted a replacement for SC4. However, unlike a lot of other long term players, I've only ever played one giant island region and I've been playing it for 10 years and 1000s of hours. Its pretty much a labor of love at this point. New mods equaled new cities and at some point they all merged together. Old cities occasionally got retrofitted, and all of them got NAM lines. 12 million sims and probably 70 cities altogether at this point with around 80 transit lines. I had to reconcile my early NY central hub and spoke transit style with my later Tokyo mesh style. I'm actually sad to leave it, but SC4 is really one of those games that is infinite.
  9. Special 1 ・ Katajikenai! Thank You! (Rawkaiken #6)

    That can be found on BriPizza's sc4 page:   http://bripizza.net/sc4   Since it doesn't have a specific link, It should be under "Nippori" style station.   Thanks!  And your city is awesome!
  10. Special 1 ・ Katajikenai! Thank You! (Rawkaiken #6)

    Where did you get the station with the staircase which turns after crossing the avenue?
  11. What is your creative Process

    That's the case for new primary cities, but not for secondary cities. Secondary cities and suburbs are often built off pre-existing highways, and they usually have fully developed road and utility networks before the first dwelling is built. For greenfield development, I usually follow the model the Japanese used for the Tsukuba Express line. That line ran partially through open areas which are now seeing dense growth near stations following the introduction of the line. If I'm developing a new area of my region, I run transit lines and roads to it from developed areas first. Then develop heavily near stations and less densely away from stations. I put in bus lines later according to organic traffic flow. However, there are times when I underestimate commuter flow and run lines in brownfield areas. Those times are actually more fun to play. The busiest station in my region is now a commercial hub in its own right and takes in nearly all traffic from the north side of the region. It started as a sleepy industrial island near the end of the line with a crappy Maxis passenger station. Regional expansion now makes it a commuter funnel, so all the surrounding area has been rezoned and subway and light rail introduced.
  12. Eternal commute .

    My older cities in my region still have this problem, but in my newer cities I minimize neighbor connections and have last ditch employment available at the edge of the tile. If you have a "downtown" city, it helps to eliminate rail stations in all areas of the tile except the center, so that way you trap rail commuters from other cities in your city center. I'll still get the occasional few who will still try to get out of town rather than work, and I'll get the rare few who will walk across an entire city tile as well, but for the most part, it works.
  13. NAM General Support

    One way to MIS isn't working for me. Shows a blank tile where they connect. Connections that were built prior to v31 are working fine.
  14. Can't stay focused .

    I've been playing the same region since the original release date. I did expand the region on a massive scale around 2006. My original core city is still the main core city and has been renovated a bunch of times since then. My playing style has also changed. I initially played a single core, NYC style city. I've since moved to a multi core, Tokyo style city. If I get bored with my old cities, I start a new city on a remote area of the map and eventually connect it with the rest of my cities. Really, I can't imagine starting another region after putting 10 years into this one. For that reason, it would take a hell of a lot more than what I have seen from SC5 for me to make the switch. At this point I have a little under 10 million sims with the rail infrastructure already built to support probably 30 million. My region could support over 100 million if I played that long. I've played about 75 cities, maybe more, and have probably 70 transit lines.
  15. Help:Indestructable Lot

    I get those fairly often. Usually I zone it industrial then bulldoze and dezone and it is gone.
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