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Everything posted by Agente Silva
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Not sure how to manage my Industrial Zones...
Agente Silva replied to MrsBini's topic in SimCity (2013) Showcase
Maybe your clinic is in the opposite side of town and in some labour accidents (specially during rush hour) your ambulance might get stuck in traffic. Try to place a clinic next to your industrial zone. Also mind that big industrial facilities (low, mid and high tech) are likely to have hazmat fires. Place a hazmat garage next to them (for this you migh want to have the "hazmat garage in small firestation" mod). -
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Legendary, did you get the mods I sent you by mail?! What is your feedback about them?
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My Sim City 2013 Review
Agente Silva replied to Fearlessmayor's topic in SimCity (2013) General Discussion
2 hours playing a trial and a "review"?!!! Call it a "first impression" please... your game experience here was completely shallow and you even dare to score it in the end! I know it´s a late reply but I just had to say it...- 8 Replies
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Does anyone like simcity 5 over cities skylines
Agente Silva replied to max2's topic in SimCity (2013) General Discussion
That is where I stand as well... tried C:SL for a week and got bored of it. It´s like Jmababa said, C:SL is SimCity4 but with better graphics. I had enough of that years ago Despite the lot size, everything else runs perfect So yeah, SimCity5 over Cities Skylines all the way! -
Lots of job openings and lots of unemployment
Agente Silva replied to jprovo's topic in SimCity (2013) General Discussion
jprovo... what you are experiencing is absolutely normal and should be no "drama" Your city is just starting up and you can only take conclusions waaaay later through the game. What I mean by this is, you´ll have to build density according to residential/employment demand. If your goal is to build a dense tall city make sure you are using high density roads and you get your spacing correct between buildings (your best reference is to have 2 tall tree roads aligned in front of each other between roads :)) The numbers shown in your building window is the actual jobs available. Don´t expect to have them all filled up... Usually industrial/comercial buldings tend to show up the minimum required jobs for that facility to work. In some cases where you have more workers than jobs you could see job occupancy to the max. As factories/comercial buildings dense up more job opportunities will be created. Freight is the same across all wealth classes - Low tech and high tech factories will supply freight to any low wealth/high wealth comercial buildings. Tip: aim your industry to medium or high wealth as these use much less low wealth workers (beware of HazMat fires when your factories reach max density :))- 4 Replies
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... or you can install Cities of Tomorrow and have medic/fire/police drones fly to your emergency spots
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Hi there.. I´m sorry to say but that is no city you have there You just plopped some fancy buildings ignoring completely the mechanics of the game. You could try to save that city doing what Zacnlinc said (hi Zac, nice to see you around :)) Develop a neighbooring city with low and mid wealth population... you can even go for a Residential city only - drop your residential taxes to 0% - 2%. If you have a rail connection, even better... I assure you worker commuting works fine.
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It's time to ask the big question.
Agente Silva replied to AidanA28's topic in SimCity (2013) General Discussion
To me I´m still having great times playing SimCity... I found it´s glamour and longevity through the challenges the game has! I´m using most essentail mods (not cheaty mods) and the game runs flawlessly. I couldn´t find any challenge in C:SL besides stretch roads and expand through a large territory. I couldn´t stand the graphics in C:SL and I´m not willing to play a refurbished SimCity4 for another 10 years or so... Recently I bought Cities of Tomorrow, Airships Set and Amusement Park set wich added great value to my experience. It´s very sad to find people that rely it´s gaming experience and longevity in DLC´s (probably the same that will bash DLC´s in foruns). -
Simcity 2013 Project Akar Road Bug
Agente Silva replied to Pyro_Technics's topic in SimCity (2013) Modding - Open Discussion
I think you´ll only get snapoints in WaterRoads if you use them along with Orion -
Which RCI do I really have to put?
Agente Silva replied to Simex's topic in SimCity (2013) Modding - Open Discussion
The first RCI mod coming to simtropolis was from Nikola. I tried it for a week and noticed much slow development as density bars would take much much longer to grow. Removed all Comercial ($, $$, $$$) and Residential ($, $$, $$$) files leaving just the Industrial. I rather play that way considering my main problem was freight production. -
Trade Port issues noted after installing BoC mod
Agente Silva replied to zacnlinc's topic in SimCity (2013) General Discussion
I´m glad you finally sort it out... There are a few mods that overhaul how many modules you can add to public services. There´s also a "Chain Plopper" mod that might allow plopping beyond module count -
Trade Port issues noted after installing BoC mod
Agente Silva replied to zacnlinc's topic in SimCity (2013) General Discussion
You got mail ohh that driveway thingy they could be bulldozed BEFORE you buldoze the whole building. I only remember that after buldozing the building and then I get those pesky tiny roads stuck in map -
Trade Port issues noted after installing BoC mod
Agente Silva replied to zacnlinc's topic in SimCity (2013) General Discussion
Now I´ve noticed wich script you deleted... that is not the one! It´s the "SimCity-Scripts_287520926.package" - this one you´ll find it in both SimcityData and Ecogame subfolder So, place the script back in ecogame folder and try to cut the one I mentioned from SimCity Data to desktop. If it fails to automatically update, then use mine... Trial and Error -
Trade Port issues noted after installing BoC mod
Agente Silva replied to zacnlinc's topic in SimCity (2013) General Discussion
Hey Zac... you got mail Could you send me a printscreen of your population chart so I can see how many available jobs you have?! sent you Origin friend request.. -
Trade Port issues noted after installing BoC mod
Agente Silva replied to zacnlinc's topic in SimCity (2013) General Discussion
O.K There is a Scriptfile in SimCityData folder as well.Try deleting it (or cut it to desktop so you keep the file just in case). I will send you my Scriptfile from my SimCityData folder so you can try it (still, make a copy of your existing one). I´ll send you a mail in a hour or so... Regarding workers, aren´t you trying to stuff all "specializations" in one bag? It seems Electronics HQ in a "dirty" service city a bit out of the box (considering it would be more suitable in a High-Tech Industrial city, with university and High Wealth people ) -
Trade Port issues noted after installing BoC mod
Agente Silva replied to zacnlinc's topic in SimCity (2013) General Discussion
I´ll post a few old and new screens from a Public Service city I built - it is also an Industrial Hub providing goods to neighboors. As you see it´s mainly Low-Wealth. This was taken almost a year ago I posted this just to show how a Industrial/Public Service hub should LOOK By that time I was trying to force unemployment and workforce surplus to commute to neighbooring cities. Notice how many Unsatified low-wealth shoppers I had Basically I demolished most commercial buildings and built a lot of parks to compensate the lack of shopping (considering happiness from population comes from shops OR parks ) This one was taken in the early days of BoC I was very excited with the possibility of sending those pesky dirty services out of city limits, saving a lot of zoning space. Still there are a few left inside but they were ALL sent outside (even that City Hall)... anyway, notice there are NO mid/high-wealth residents. This one is much recent (taken a month ago) after purchasing Cities of Tomorrow. What happened here - city evolved having medium wealth residents (to the left side of the picture), I decided to build a College next to the industrial zone (to turn industry into Mid-Tech facilities wich employ considerably LESS workers), got back a bit of Comercial, since zero comercial and lots of parks wasn´t doing what I wanted and residents were abondoning city. Lowered taxes to 4 or 5% and that assured population stability. That of course took a big slack on my monthly revenue but exporting alloy from recycling helps somehow. This city is pretty much finished and stable so I decided to play with it a little by turning it into a opressive industrial distopia with that Omega HQ in the center of town just to... you know... rule them all As you can see, this SimCity has a lot more to it than just plain strecth roads and zone If you want to check more screens, feel free to ask. I can also take screens from the actual freight production and job availbility. Cities with raillines are to be MUCH effective in worker´s commute. I have one recent built from scratch city just to provide workers to neighboors - zero comercial; 1%taxes and a great rail coverage. It works like a charm supplying more than 8.000 workers to one city and 3000 to another. -
Trade Port issues noted after installing BoC mod
Agente Silva replied to zacnlinc's topic in SimCity (2013) General Discussion
My last post quoted what ProcsKalone himself suggested to BoC users having issues with module count. Actually I didn´t had to manually copy those 3 .package files, and I suspect it was sugested BEFORE the modder decided to make the setup.bat (the BoC mod page has like 28 pages, and it seems originally it was released with .package files only and then updated to have the setup for easy install). I do remember going back and forth with the Scriptfile in SimcityData (and maybe in SimCityUserData/EcoGame), but I think it was by replacing the one in SimCityData that got my problem solved. Have you tried the "edit" tip? Deleting the Scriptfile from one or another folder (or both), starting the game, letting it "update" automatically and check for the correct module count? Yesterday I totally forgot to send you my Scriptfile, but maybe you should try that "delete/update" thing... Sorry to cause such troubles anyway, after you figure it out you´ll see it was worth it Regarding your dificulty in employment sustainability - first it has nothing to do with the module count. That issue is well documented and it´s related to mod file(s). I do suspect one thing - try to check how much freight surplus you have. Assuming you are using that Industrial mod, you should have zero Unfulfilled Freight Orders and a lot of freight production. Maybe you could/should knock some factories down to release work force (mind that freight surplus is exported to neighboors so leave some excess and check if importing cities they are having their needs attended - check numbers at 16:00). The above suggestion also assumes that you are providing the minimum amount of Low-Wealth population according to your job needs (a gross reference should be keep Available Jobs lower than 8000. From this point you´ll start to see "Close Needs Workers", first in industrial facilities, then in public services). For cities with a lot of public services (City Hall, Headquarters, Recycling/Garbage, Power, Water) you should almost ignore (if not totally) the High-Wealth population. If you add to it raw material extraction, transformation and export (to Greatworks or Globalmarket) you gotta go Low-Welath population ONLY. After finishing a greatworks, maybe you won´t need so many Ore/Coal/Oil and so your extraction facilities can gradually be shutdown and demolished - usually I even tend to SKIP extraction facilities and import these raw materials.After that I just transform them at Smelting/Destillery producing alloy/metal or fuel/plastic. By doing it I save A LOT workforce and maybe some money - If you consider the relative low price of coal/ore/oil versus the cost of running a extraction plant. You´ll also avoid ground pollution wich in the future might prove wise, specially if you want to transform your city into something more sophisticated. -
Trade Port issues noted after installing BoC mod
Agente Silva replied to zacnlinc's topic in SimCity (2013) General Discussion
Zac.. I was looking in older threads about that BoC module count issue. Here´s what modder suggests: "If you are suffering from plopables showing the wrong count - that means that the mod was not installed properly to begin with (Sorry should have spotted this from your first post, but answering help after you wake up isn't the smartest thing) Are you sure in SimCityData you put the three files named: DebugReposition.package, SimRollerCompletePackv071.package, and SimrollerDebug.package. And did you put the scripts package that came with my download into SimcityUserData\EcoGames\ (replace the scripts package that is here) edit: You can revert plop amounts to their normal Maxis numbers by simply deleting SimCity-Scripts_262995499.package and reconnecting to SimCity - it will redownload the proper version" -
Trade Port issues noted after installing BoC mod
Agente Silva replied to zacnlinc's topic in SimCity (2013) General Discussion
Don´t quit just now I´ll send you my scriptfile so you can replace the existing one in the SimCityData folder. I had that module count issue as well, it´s something related to that script... Sometimes modding goes through trial and error -
Trade Port issues noted after installing BoC mod
Agente Silva replied to zacnlinc's topic in SimCity (2013) General Discussion
Hey Zac, The module count bug is something that not all users experience... anyway, you could try demolhish all previous modules and build new ones! Do yo u have any "overhaul" mod... like the casino overhaul or powerplant´s? As you might have noticed already, you have duplicate modules when editing your buildings... try to use the more to the right modules (those would be the anchor-free modules from BoC). Now plop 4 of the same modules without de-selecting the tool, you should pass through the module count limit and after that modules are highlighted again. From there you are free to choose different modules and maybe plop more than the limit allows -
Guillaume Is Still Here
Agente Silva replied to Indiana Joe's topic in SimCity (2013) General Discussion
I totally agree with MagicChicken. Maxis was on to something with this new Simcity "prototype", but apparently people want to keep playing "simcity4" in 2015 (aka Cities: Skylines). Can´t feed´em all with gourmet dishes... -
A little help for a newbie!
Agente Silva replied to Zipster69's topic in SimCity (2013) General Discussion
I always though copy/paste was enough... Anyway, I can .zip/rar you guys BoC and Industrial mods and send it directly to a mail of your choice. If you´re interested just send me a private message Always glad to help. Be well, -
This game is AWFUL...
Agente Silva replied to Urbanator's topic in SimCity (2013) General Discussion
Oh, it´s an .exe file... Thought it was a zipped folder with several files inside -
A little help for a newbie!
Agente Silva replied to Zipster69's topic in SimCity (2013) General Discussion
That is the entrance to my city yes You can tell by the freeway sign (modded to look a bit more those we have in Portugal ) The junction is actually an overpass above city entrance to compensate there´s no left turn at my first intersection. This way I assure cars can head to the left part of city by the shortest path, without crossing the main avenue. Did you notice the amount of freight trucks in freeway? Eheheh That´s the Industrial Mod working If you build a city mostly out of low residential/high density you easily pass those 350k. Low wealth-High density buildings hold aprox. 4800 residents. Mid wealth-high density something like 3000 and High wealth-High density aprox. 1800. If you want to FullUpgrade your CityHall you should consider a low wealth-high density city. Playing with BoC helps as well since you´re not wasting zonable terrain with ploppables
