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Maguz

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  1. Mr. Lowe's Simcity 2013 Mods

    Hey again mr! So I've been working the last week on balancing the whole population/job thing. tried and test a good bit and finally decided I would go with a "less is more" type of balance with less population / less jobs, even if it meant unbalancing City hall upgrades, like we talked about before last week.   It's working fantastically, I've lowered many of the plop-able buildings jobs, RCI jobs and it's nice to see in game, with just RCI, that you actually have about 10-20% unemployed people allowing you space for specialization without flooding the job market (or flooded in traffic), then with city specs you reach a real nice balance with minimal available jobs but no unemployments. (then if you want a RCI-only city, you could just have a few office mega tower floors. which I will also be drastically decreasing all numbers for, while keeping it profitable)   HOWEVER, there's one issue and was hoping perhaps you may be able to shed some light.   The problem is with the commercial buildings. I've lowered pop/jobs for all 9 RCI sections (low-high wealth * low-high density) However, unlike residential and industrial, only about 1/4 or so commercial buildings in-game actually follow the changes I've made to the .package's low/med/high wealth job slots / total jobs / total shoppers / total RCI population parameters. When dealing with low density, and in some medium density, it's not a huge deal, but once I start building high-density commercial buildings that I want to have about 120ish jobs, It doesn't listen and instead makes the standard buildings with about 350+ jobs...   It's just TOO much, my nice lil balance I have going gets interrupted and suddenly we're seeing "available jobs" in-game sky rocketing to the thousands, perhaps there's multiple commercial properties or something but im just not sure, So that's why I thought I'd come ask for your help :)   I tried removing ALL mods and ONLY used the scripts_####926.package and the 9 RCI packages from your mod, even then, the issue remains. My next move is to just edit the scripts_#####926 directly and try going in that direction, and perhaps seeing if there is, in fact, multiple commercial properties. or somethings.   So yea... Any thoughts?  Once I can solve this issue, the rest is just a bit of fine tuning at which points I'd be happy to share what I have with you If you'd like to try it out.
  2. Garbage Incinerator Ploppable on Road

    I love this mod CapTon. Great job! I noticed in the picture that it shows the original Incinerators attached to the dump and the one attached to the road. Was this picture taken with a dump that was built before and after the modification? Cuz, for me, any new dump only allows me to place the incinerators -ONLY- on the road and no longer on the building.   Unless it's a bug, it seems like these mods allowing us to place ploppables on the road is a choice between attaching to road -or- attaching to building. Just saying it's too bad both sets of snap points aren't available.
  3. Two Water Mods Pack

    Same as Dr Watson and others: Although plopping the modules works and adds numbers to water and sewage total respectively, These seem to be false numbers as I have building after building shuttin down for no water, Fast forward and water does not resolve, I ended up having to plop separate Utility stations anyways. Even so, I'm not a big fan of losing the ability to plop the modules next to each other for the sake of being able to put them on the road. Perhaps You can fix these things and This would end up a great mod! ill keep an eye on this, but for now I will not use.
  4. GoGreen Pack for BOC Mod

    Ok, I am having an error here.. I installed your two BOC addons, and got procs stuff as well, installed them all, tried em out   They are kewl, but personally I don't enjoy the experience these mods give so I decided to uninstall..   After uninstalling procs mods, no issues, but I've tried to remove your 2 BoC addons and brens megatower one, all go fine except for this one. After uninstalling goGreen SimCity crashes on the launcher as soon as I load past origin. I even tried deleting the region where I used the mods too, no difference. Think Ill have to reinstall SimCity? or something fixable? thx.
  5. Roman Casino Mod

    Might be a lil cheaty with all the extra signs, but will consider it, Thanks for the work / upload ! :D
  6. Mr. Lowe's Simcity 2013 Mods

    Hey! Thanks for replying to my long-ass post :D Awesome :) what I have been trying to do the last few nights was filling in all low-wealth jobs b4 going into medium/highand stuff, and in some ways, That's my problem. It would probably be smarter for me to go into med-high wealth buildings to fill that worker requirement instead of just tryin to do it with 100% low-wealth first, specially since you've upped tax rate on them, I shall try this next to see how traffic results.   that being said, so far I've seen no issues with increased traffic with med-high wealth at all, it's just all around better. Loving the 4/1 ratio   I never thought about the whole city-hall being affected with the whole -less ppl, less worker scenario- , but is definitely a good point, Although it's always been pretty easy in getting all your upgrades, no hurt in needing 1 or 2 extra starter cities to get the last 2, Might actually make up for a better experience, as I find the most enjoyable part of the game is the early-mid-game unlocks anyways. The mod Real Population managed to have the Population requirement for upgrades on city hall modules reflect those of the mod's lowered numbers, perhaps something in that file can lead to editing numbers to adjust for balance.   I've been thinking about the whole -less people but less worker scenario- for the last 2 days, and Yes, it would definitely be quite the work load. I got the Oppie Package reader tool and look at your RCI files. I have the next week off so I'll probably play around a bit.   I've done some coding in my past, nothing too crazy, but always liked it in in school/college. Any good posts or videos you happen to know where I could dive in and learn what to look for when it comes to finding and editing SimCity stuff???? Like when a value is unknown, is it pretty much trial and error in changing a number, and then loading to game to see what it affected??   Cuz, even if it's just for personal use, and maybe not everyone would want these changes, I would still love to do some coding for SimCity. I actually changed a few numbers around, concerning cost. one example was on the ground scrubber, I personally feel 1k$/hour maintenance is kind of nuts, So I lowered it to 255, but I made it so they cost 150,000$ just for one to -balance-. In theory I guess 'buying in' to the technology is more costly then maintaining it :)   oh and thanks for 1.4!!!! yay less workers needed at omega, can't wait to try this out :D
  7. Mr. Lowe's Simcity 2013 Mods

    After playing with your new RCI systems for 1.3b, I've noticed a few things: I have been able to easier achieve "balance" in the numbers, which I know this is what you were making these changes for However, there are some undesired/negative side-effects I thought I'd point out, I'd love to help out cuz I love what you're doing here!   1. when it comes to the residential numbers, perhaps they're just a tad too high, I might alter some numbers and try having less total pop per buildin tonight     because whenever I start going into medium, and especially high-density, you have to scatter houses really far apart and go about doing      extra-workarounds for traffic, as it kind of feels like every res building is like having a mega-tower floor worth of people, and it just completely     explodes the streets with dense-dense traffic in residential areas, and outward.      Possible Solution: I know this would be a massive amount more work as each building would be it's own job in itself, but I think reducing    the number of jobs accross the board (specially in omega factory!) would be a better way to achieve this balance, instead of increasing pop. 2. IMO, the RCI changes completely NERF OMEGA. Seeing as when it comes to omega, each individual RCI building gives you bonus cash,     With these RCI changes in place, you just don't need as many RCI buildings, resulting in much less cash. Sure, you -COULD- just zone more           buildings, but leading back to point #1, by doing so will result in a CLUSTER-F of traffic, which just ain't pretty to look at. :P   Example: -Pre-RCI changes I had an omega city A with , let's say 80k pop. Making 550k Monthly profit.                 -With RCI Changes (from 1.3b) I have the same omega city B, with 80k Pop (less buildings ofcourse) but only making 30k monthly profit                 cuz I am -JUST- barely surpassing the importing materials / Omega Profit Threshold. also, City B is a completely CLUSTER-F'd w. traffic and still 50% more                  map left empty that can make traffic 2x-3x worse + I'm using full-city Subway to help and it's still pretty bad.                 (I`m going to try something different tonight however, Perhaps I could set things up a bit better as I`m just getting used to the changes)   Possible Solution: while RCI remains as is, in 1.3b, I think the best way to make the city profitable would be increasing each building's omega profits,                               since, essentially, we only need half as many buildings as before (kind-of). Also reducing job ammounts in O-factories would                               definitely help out a bit on the traffic side, as well.   Don't get me wrong tho! I LOVE what you're trying to achieve and I know nothing is final. My FAVORITE part of the RCI changes is that you don't need to have 85% of your map in RCI anymore, resulting in WAAAAY MORE SPACE TO HAVE FUN WITH :D  (personally I go for more Highway interchanges :D) It's great, but I think to achieve that "balance" in numbers, it might be more enjoyable if it's by reducing all job amounts instead of increases population density. Time worth taking, for a Mod worth playing :)      
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