-
Content Count
134 -
Joined
-
Last Visited
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by TheCraftKid
-
Underwater Tunnels by HyugaHinata
TheCraftKid replied to Yayie's topic in SimCity (2013) Modding - Open Discussion
Doesn't Metro's mod already do this? It's kinda hard to work with, though, in my experience. Not in this way, I don't think and that's not what I was referring to. I thought this mod was released somewhere at some point in time. Well, Metro's mod actually looks better than this version because the tunnels are level. To Yayie, why have to connect it to a bridge? Shouldn't it just connect to a ground road? -
Agriculture Mod
TheCraftKid replied to mcdonaugh04's topic in SimCity (2013) Modding - Open Discussion
Right here. -
The 1024 road limit
TheCraftKid replied to zbeginendz's topic in SimCity (2013) Modding - Open Discussion
I was just uppity because none of SUGC was on origin. It was like a ghost town - online. -
The 1024 road limit
TheCraftKid replied to zbeginendz's topic in SimCity (2013) Modding - Open Discussion
I think you're confused over the segments. The game doesn't care if it takes you 15 thousand tries to draw a highway, as long as you've used the same road type, and not create any intersections, it's still one segment. Freeways don't HAVE to be drawn all at once. It only matters if the NETWORK is the same. If you draw a medium density road, stop drawing it, then continue off of the same segment, it's still one segment! KEY IDEA: If you create an intersection, you've created an additional road segment which can be found out by trying to upgrade it. BTW, the 1024 limit is an engine feature. We work WITH the engine. We don't MESS with the engine. Even if we would, we COULDN'T. Maxis would need to modify a value for us, and Xoxide tried to ask before. -
UDoN 1.8, Regional UDoN, Regional UDoN Bridges
TheCraftKid replied to Yayie's topic in SimCity (2013) Showcase
Yayie, why are you removing the four-lane roundabout and two-lane ramp? Maxis didn't include one road type to draw with and no others because it's 'upgradable.' I would prefer the convenience of not having to upgrade roads when I'm designing a city. Who needs the extra step? -
-
Simcity - What couldve been
TheCraftKid replied to Aprince's topic in SimCity (2013) General Discussion
As of now, Citybound is just city simulator. No more. It almost appears to be a transport simulator with elements of a city simulator. On the inside and outside, it feels like a cold, wet basement. No renovation can fix that. Citybound may have the hype, but it doesn't have the character. No unusual quirks like SimCity. No feeling of homey-ness. Nothing to make the user come back other than a memory of "SimCity's launch sucked so I'm going to try and "I'm trying to see the outcomes of that game, and they all end up as the same thing: Citybound will become a cheap indie game with no vision other than a "city simulator." How much time is needed to come up with a good game? I think a lot. But Citybound is just about 25 weeks old ! There is no way anyone can tell how it will look when it comes out because the project is simply too "young". The graphics might not be the most advanced, but I don't really want opulent windows and doors and flowers on balconies....... Sometimes, minimalistic is better. And above everything else, it promises to be a good city simulator, with all transportation options (bus, tram, rail, tube ; bus / bike / pedestrian lanes), proper economic chains, A HUGE 50 by 50 KILOMETERS MAP, millions of citizens....... and sooooo much more ! Isn't this what we actually want???? Maybe, you like the idea "Hey there's a house, I think I'll stay there for the night..........(in the morning he goes looking for the first job that pops out)......... There's a job, I'll think I'll take that one........(comes back from the job in the afternoon - goes to the first house that pops out)............There's another house, I guess I'll have it.........." more. Do you remember this one? To sum up, I think Citybound will be a great succes, Cities Skylines looks promising too, let's hope that these simulators will cover the gap that SimCity has created, and, in the end, let's agree to disagree. Airplane09. As far as I can tell, all cities will look the game. A couple curved streets and a large grid later, all the buildings will become repetitive and there will be NO CHARACTER in the game. If someone can prove me wrong, I'll get you an ice cream cone. I think your beloved game will run into the same problem Maxis didn't want to deal with: in an agent-based simulation, storing individual data in thousands, possibly MILLIONS of agents, since there will be 50km^2 maps, will screw any computer over. NO programming can fix this problem without memory leaks or a BEEF computer. You said that simplicity is sometimes best. Maxis used the "first come first serve model" because it WAS simple. Buildings produce property taxes instead of a 10-step long process of collecting money at specialized buildings, making even more agents go from building to building collecting money into a centralized pool which goes to that center, industrial warehouses, and to a treasury wing at a town hall. Why make all that money so fogged up by the simulation? Why would you really care about ONE sim unit out of THOUSANDS of others? All of them work together to produce the simulation! I know I don't care about what sim goes into what house, workplace, or commerical center! It's an illusion of a simulation that ACTUALLY exists. And just for the record, the new SimCity is phenominal. With 3D Graphics V6 and Agent-based simulation, it essentially redefined the genre! There's a reason the game wasn't the Fifth SimCity: A fundamental change in mechanics requires an image change. And now everyone's using agents for a simulation. -
Freight Enhancment (Distribution Center Add On) - Project Unicorn
TheCraftKid replied to xoxide's topic in SimCity (2013) Showcase
That is bloody hilarious. You didn't realize they all still go to the Global Market, BUT the trucks actually do matter for Omega cities and such. Re-release the mod? I know of a user who was in chat with us, but I'm not sure if he has a ST account. He's been messing with the Global Market and I've been communicating with him. His origin ID is 0054304D. -
Simcity - What couldve been
TheCraftKid replied to Aprince's topic in SimCity (2013) General Discussion
As of now, Citybound is just city simulator. No more. It almost appears to be a transport simulator with elements of a city simulator. On the inside and outside, it feels like a cold, wet basement. No renovation can fix that. Citybound may have the hype, but it doesn't have the character. No unusual quirks like SimCity. No feeling of homey-ness. Nothing to make the user come back other than a memory of "SimCity's launch sucked so I'm going to try and "I'm trying to see the outcomes of that game, and they all end up as the same thing: Citybound will become a cheap indie game with no vision other than a "city simulator." -
-
- 10 Comments
-
- garbage truck
- garbage
-
(and 1 more)
Tagged with:
-
-
When I saw the mod thumbnail, I thought just a couple of production increases, but I was wrong. Since the core game isn't buffed at all, this will actually test the limits of the engine quite a but! I think this will be great for challenges. See how insane your city will get with incredibly buffed values! EXCELLENT! :D
-
-
-
My Recommended SC2013 Settings
TheCraftKid replied to CapTon's topic in SimCity (2013) General Discussion
The dubstep was a BIT too loud. I couldn't hear your voice half the time! Nice recommendations, though. I didn't think the animation detail actually mattered!- 13 Replies
-
- recommended
- sc2013
-
(and 1 more)
Tagged with:
-
Compatibillity for MagLev as Subway and Elevated Railway?
TheCraftKid posted a topic in SimCity (2013) Modding - Open Discussion
I thought Guillaume's MagLev as Subway and oppie's Elevated Railway are supposed to be compatible, for there was a transition in the subway mod that connects to the elevated railway. However, once I draw a section of E.R., it cannot be bulldozed. Any help? -
Compatibillity for MagLev as Subway and Elevated Railway?
TheCraftKid replied to TheCraftKid's topic in SimCity (2013) Modding - Open Discussion
Oh. Thanks! I hope the author fixes that. -
-
graphic request Agriculture Culture Menu Icon
TheCraftKid posted a topic in SimCity (2013) Modding - Open Discussion
Hello! For anyone who is good with a mouse and GIMP or etc., could you please make an icon that would be like the other culture menu icons? For example, the trade symbol represents trade, so a _____ symbol would represent agriculture. Maybe a grain of wheat? I don't know. No limitations, as long as it make sense in the final result. I don't want cows to be the symbol of banana-country. Maybe llamas. While you're at it, if you would like to, could you also make an icon for ranching? It's not that necessary, though. Thanks! -
graphic request Agriculture Culture Menu Icon
TheCraftKid replied to TheCraftKid's topic in SimCity (2013) Modding - Open Discussion
That's what I'm working on. I would just like to make one stable full release that can actually be used to an extent. It's been mostly on-and-off for me, but I'm determined. More info to come, for I would primarily like the release to be like a surprise on Christmas Day. -
Version? Mod? Epansion? What am I seeing?
TheCraftKid replied to Mike Lowe's topic in SimCity (2013) Modding - Open Discussion
Which mod are you installing? for example, Project Orion 3k Extended_Box or Multi plopper, ExtendedWorkerDataInRollover Make sure you put the mod(s) in your C:\Program Files (x86)\Origin Games\SimCity\SimCityData folder. Don't forget to completely close out of the game, then re-launch SimCity. -
(Online and Offline) Wind Storage Batteries
TheCraftKid commented on CapTon's file in SimCity (2013) Buildings
