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Everything posted by TheCraftKid
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Question about UDON.
TheCraftKid replied to deluges's topic in SimCity (2013) Modding - Open Discussion
We need some more information to make a conclusion; you could be talking about anything in a city, and just because you're using something, it doesn't inherently mean you will reap the benefits. For all you know, you might not actually be using UDoN correctly, like in a real city. Just give us a screenshot/video and tell us a scenario, and we can give you the best help we can. -
It would be pretty easy by today's modding standards (Anyone see what Tobse made?), and if we had more mod producers, someone would have already finished and uploaded it to the STEX, like how SC4 modding worked. I wouldn't mind making one if I was part of the very very very few who actually knew how to do so. Yes, there are some things in the simulation which should have been added, but it was simply a design issue; did you know there were never supposed to be "shoppers" and "workers"? In development, they were the exact same agent: the Sim, but when it came down to simplicity, it would be hard to track, even with the charts and statistics; just think of the quantum mechanics at work: it's a shopper and a worker, but it's one at any given moment! (I'm not being serious, it would've actually taken quite a bit more work, though.) The same situation would've applied to students; you wouldn't have been able to easily tell how educated any individual one was without getting a whole life bio of one, which is something most wouldn't even need for basic gameplay or even complex gameplay. TL;DR: Much of the game's downfalls really relate to how much data each agent could store, and most people's computers literally could not handle the amount of stress and computation 200,000 real agents would put on their machine. Just do the math: If 200,000 agents with 200,000 bytes each were performing actions which involve 2,000 bytes of computer memory act at the same time, you're putting gigs of data on your processor, along with 2,000,000 bytes of graphics and another 20,000 bytes for this and another 200 for that and 2,000 for this, you've effectively used up 80% of your processor for a city simulator on an average computer.
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Umm. It is one .zip file; in fact, there only is ONE file in that .zip file. I cannot simplify the installation process. Download file. Extract file. Move file to /SimCityData folder. Make sure UDoN is installed. Use. Seriously. If UDoN is needed, you should make note of that in the installation section and put a link to it. I think that is where the confusion is coming from. You guys have oddly enough, left that part out. I did, in fact, put the link to UDoN near the installation section and dually noted the user did need UDoN at the time. (UDoN isn't needed anymore, for an update used a different network to produce the river effect.) Even though I am now leaving the last two versions of the file on the download section, I also dually noted the file you download and such; although, it's also some common sense to get the newer file. And what do you mean, "You guys"? I wrote the description! XD
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Can some one help me modify parks so kids/students cant enter them?
TheCraftKid replied to 1w2's topic in SimCity (2013) Modding - Open Discussion
Modifying core function of the game is pretty much in the brown zone. Nobody knows how to modify the engine, and the main root of the tree of SimCity can't really be found in a certain package. If you were to look, check the EcoGame Scripts files. That's my best guess. -
How Do You Get Your City To Grow Even Bigger
TheCraftKid replied to shawn10000's topic in SimCity (2013) General Discussion
Exactly. -
expansions not working !
TheCraftKid replied to brunosy's topic in SimCity (2013) General Discussion
I think you should contact EA about this; most of us will have no idea how that happened. I think you're a special circumstance. But, just to be sure, are you using the same origin account? When did you purchase the deluxe up Woah woah woah. Why did you buy the deluxe upgrade pack?! The Limited Edition has everything the upgrade pack has! You only use the upgrade pack if you don't have the Limited Edition! You got everything the deluxe version has, except for a cheaper price because you bought the game early! That's probably the source of your problem, right there. Unfortunately, you're pretty screwed unless you talk to EA support. You can't "get rid" of expansions/DLC unless if you delete certain package files, but the game will check each time you're online... Just tell EA about it. -
To begin my statements, I just hope you know how Orion really works. Yayie updated the description to make sure people understand how the data values and maps work. If you didn't know that all of the resources are actually scaled 4:1 in the original city plot. I'm only saying this because Orion opens up some major city-planning opportunities. For the city planning, you should try to plop a MegaTower as a focal point, if you have the CoT expansion pack, but if that looks too garish, try making a small commerce block where one commercial building is the centerpiece and you have high-wealth (including the high-density commerical) high-density residential around that. I like the outcome when I face situations like that. I hope this helped you with your city-planning! - The Craft is here. No need to feer.
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how to locate the arcology mod
TheCraftKid replied to j36olson's topic in SimCity (2013) Modding - Open Discussion
Please tell me the name of the mod you are using; I can't understand what you're talking about. Just give a link to the mod, please. The description of mod doesn't say if you have to actually build the Great Works or not. If you're using this mod, that may be the intended functionality. By the way, we're not really "pros." We just know how the mods work. We react much the same way anyone does when something doesn't function properly. -
Modding buy/sell prices and global market transfer amount (0x622b9cd7)
TheCraftKid replied to EcoBin's topic in SimCity (2013) Modding - Open Discussion
Just make sure you're putting the file in C:\Program Files (x86)\Origin Games\SimCity\SimCityUserData\Packages. Make sure you're loading the package in offline mode. Maybe your mod only works in online mode, and you need to modify additional properties to allow your mod to work. If you still have some problems, understand what the property does, and describe and take screenshots of what you're doing. Just be aware that Scripts files are very temperamental; i.e., they bite. It's nice this is your first post, and you're interested in SimCity modding. -
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TheCraftKid's Guide to Modding | Bi-Weekly Updates!
TheCraftKid replied to TheCraftKid's topic in SimCity (2013) Modding - Open Discussion
Lesson 01 | SimCityPak and You! You know what to use; however, it's just a matter of understanding how to use it. Hmm. [Just remember that you have the latest version of SimCityPak installed in your computer. You can find it at the bottom of the Opening Post.] Say hello to your new best friend, SimCityPak, which I will nickname SCP for the purposes of the Guide. Here is a photo of your buddy: That Bar on the Top We'll begin the talk of modding at the menu bar, since Americans read from top to bottom, left to right. The File menu is pretty standard: open packages, add packages, reload packages, close packages, and exit SimCityPak. The differences will be taught soon. The Search menu, something we'll learn how to use later, does the function it's labeled: it searches for properties in the game, something you'll also understand later. The Settings menu is what we're looking for; it should be the first thing you try to play with when you get a new program. It's the first thing I mess with! The Tools menu is for very advanced users who wish to customize their bust buddy. Using some of the tools will crash your SCP if you don't know what you're doing. (I don't even know how to use them.) The About menu gives some well-needed credits to the folks who made SimCityPak and contributed to the modding community. Oh, check to see if you're using version 0.3.1.0. Before we start the somewhat tedious process of changing the game, we must get SCP to talk our language with the Settings menu. This is what SimCityPak should look like when you first install it. (Don't worry about the... emptiness.) Just simply click the big "Settings" button, and we'll begin. What's this? How do I use these settings? As a first step, look at the "Locale File" box. Click the "Browse..." button and go to "C:\Program Files (x86)\Origin Games\SimCity\SimCityData\Locale\en-us\Data.package," if you speak English; this will change the contents inside of packages, which you will open up soon. Why did I do this? I see no effect. Due to the way Oppie, the maker of SimCityPak created the tool, everything was named in his language by default (He speaks native Dutch). By doing this, you will set SimCityPak to your default language. Cool; what else can I do? You might want to set the default package which appears when you start SCP. Add your SimCityData folder, or "C:\Program Files (x86)\Origin Games\SimCity\SimCityData\SimCity_Game.package," to the box labeled, "Default package file." If you want to overdo it, copy the last part from the picture. It adds some additional functionality later on. Here is my final version of the Settings menu: Be sure to exit SCP and relaunch it, then click here: For the interested: The check boxes only change some technical stuff for advanced users, and I would suggest you have your settings menu like mine for some future lessons. The Left Column Before you learn how to do something, you must understand what you are doing. This is very important to you learning the structure of SimCity packages; everything in SimCity has a specific file type, group, and instance of existence. Just observe for now, and you shall understand later, in Lesson Two | Objects, Properties, and TGIs. The three menus at the top just help to filter out objects, or files, that make up the game. The one on the left deals with file types, the one in the middle deals with groups, something occasionally used when making mods, and the last one lets you filter out property names, but be aware that some items, like the names of buildings or how they work, won't be as easy to find as others. The Primary Interface I mentioned something about the section to the right, and properties, and objects. You will use the "primary interface," the section to the right, to make all of the mods you may or may not make. All attributes and properties are displayed in a certain format, and you will understand why and how to modify them. For now, just understand how types, groups, and instances categorize everything in the game. (If lots of this doesn't make sense, CapTon0202 has a nice video series on the subject of modding: ) I will go on, in depth, to these topics more, so: Stay tuned for Lesson Two | Objects, Properties, and TGIs!- 17 Replies
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How Do You Get Your City To Grow Even Bigger
TheCraftKid replied to shawn10000's topic in SimCity (2013) General Discussion
You aren't optimizing space, and that's that. Some high-density buildings are right in the middle of places where others can grow. Your services aren't really the problem; all you need to do is bulldoze some roads and carefully zone some spots for buildings to grow. You don't need to put tree rows between buildings, but some simple perfectionism is needed temporarily. -
TheCraftKid's Guide to Modding | Bi-Weekly Updates!
TheCraftKid replied to TheCraftKid's topic in SimCity (2013) Modding - Open Discussion
Yes. I'm writing the first two lessons, and they'll be released on Saturday at 5:00 PM (Central Time). Each one will be released weekly on the same schedule. (Let me add that to the questions section) Don't worry. It's taking a while for some quality assurance. Screenshots are a pain, as well.- 17 Replies
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Who Uses Online Mode to Make Cities?
TheCraftKid posted a topic in SimCity (2013) General Discussion
I really only use online mode to experiment with the Global Market at best, and fix people's abandoned cities on random servers. I do have friends I collaborate with on North America East 3, but I only use multiplayer 20% of the time because of the major benefits of Offline Mode. I would like to know about the state of EA's SimCity servers, so I would like to know how often the community actually uses them. Thank you!- 7 Replies
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SimCity (2013) Official Mod Request Thread
TheCraftKid replied to Cockatoo's topic in SimCity (2013) Modding - Open Discussion
Don't worry; it's really easy to make a building independent of a building lot. It's just a matter of having some Property IDs changed to different ones. You don't see it a lot, for most of the lots are made by Oppie, and he's somewhat of a shadowy modder; he comes and goes, bringing a basket of bounty as a reward. -
A challenge for the modders?
TheCraftKid replied to Jimbob2's topic in SimCity (2013) Modding - Open Discussion
(Xoxide said something about this when giving a much needed defense for Maxis during the time of the trolls.) Modders don't exactly know everything about the game. UDoN was only created by modification of an existing road (a major modification). Animations, buildings, and most things visual are not understood, so when someone asks if we can modify the engine, the way the game functions, that is a very implausible task to accomplish; in fact, we don't even know if those can be modified! Maybe one day, when the level of modding in the community is like that of SimCity 4 with NAMs and Industrial Overhauls and God Mode tools in Mayor Mode, the community as a collective will crack the engine. Just to be clear, we don't even know where the engine is located. SimCity_Game.package is where most of the seen content is located, aside from the Scripts files. SimCity_App deals with the launcher, but nobody cares about it - yet. TL;DR: We don't know how to screw around with the engine, but the community will find out, and/or Maxis will come out of their shell and give the community one last help.- 3 Replies
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Deleting/Replacing Great Works?
TheCraftKid replied to ize's topic in SimCity (2013) Modding - Open Discussion
You would need to know lots about the game mechanics and how to mod in order to do so. There are some tutorials on the forums, especially a video series, but this is a pretty high-level task to do. SUGC has barely figured it out. -
If you supposedly know your way through this, you would know that UDON-ADDON IS A SEPARATE MOD. It has been in the descriptions of UDoN additions lately, for it has some serious incompatibilities with mods that modify upgrade and downgrade functions. The "broken descriptions" are made from users who speak in another language. Yes, the learning curve for downloading mods is like the function y=sqrt(x). It has a steep beginning curve, but everything after is smooth sailing. If you've downloaded any other UDoN mods, you would know that some are not compatible with UDoN-addon.
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Yes, the supports are on the center of the road. The modders don't exactly have Bi-Level supports for roads on top of avenue, the long ones that are twice the length of regular supports; the pylons work differently than standard bridge ones. To answer your question: the supports are purely visual; they don't affect any physics of the traffic below.
