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6 GoodAbout pjk64
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Cobra - Taking your advice, I zoned a ton of new commercial properties, but the NJZ remained. The town had 6k population with 8k commercial jobs, of which 5k was CS$$. Mayor - I don't think I have too many plugins. Let me count...18 in total. I could list them, if you wish, but they are basically off the top-ten list(s). One of them IS the I-HT fix, however. Why would you ask that not be installed? This is my third thread regarding NJZ and the first one was with regard to R$$$ NJZ. Implanting the I-HT fix did seem to help with that problem, but this time, it's with R$$. Sims21 - The pedestrian traffic circumnavigating through my city was one of my questions. I was not aware that that could happen either. That 'tall building' is the "" plugin - which offers a more detailed query of your city's RCI population. I am trying to use it to help keep the game 'in balance' - something that many others keep pointing to on these boards as being critical. *** In the end, I do believe that I have the infinite commuter bug as I was able to rectify the situation simply by removing the northern avenue connection (from the second image above). I removed the eastern one as well, though that one had no effect, either alone or in tandem with the northern connection. Only by removing the northern connection, did the NJZ vanish. Restoring the connection brought the NJZ back within a few months.
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Thanks for the responses everyone.... I do have the NAM installed and am using the traffic simulator configuration tool. My version is up to date with EP1 and all that. It's just that when ever I try to build a 'dirty' city to allow others to remain 'clean,' I get these NJZ. If I keep dirty industry in every city in the region, I seem to be able avoid the zots. It's just frustrating because whenever I add dirty industry to a city, my environment bar is always fully red no matter how many parks and trees are placed - and this, for some reason, bugs me to no end. My 'fantasy' of having a green city is just that; a fantasy. I do realize that things take time to balance out in the simulator. I don't come to these boards lightly. Before I complain, I usually run the simulator at high speed for a few decades. At this point, I am convinced that if I drop an industrial pod within that city with the NJZ, the zots will go away. The town is only 6k of 100% R$, why would they need Cs$ and Cs$$ versus I-HT, I-D, I-M? Anyway, I guess this post is more of a rant than anything else. Thanks for listening... G'day! *** I may have that 'eternal commuter loop' as my connections fit the description laid out in the link you offered CycloneB! I'll see if I can't rectify it. *crosses fingers*
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I have a region with three medium cities: The smallest population (6k) city, Leucadia, has some NJZ that simply won't go away no matter what I try... Aside from the fact that at least one pedestrian is walking from the right hand city (Encinitas) through this city (Leucadia) and up to Cardiff (How can THAT happen???), you can see that the northern avenue connection shows 454 cars going to Cardiff. Yet when we look at the connection in Cardiff... ...the route query indicates ZERO cars (and no pedestrians either) entering the city via the avenue connection. This city has a surplus of industrial jobs (dirty and manufacturing) that remain unfilled by the sims from the neighboring cities. In fact, Cardiff has 17K sims and 23.5k jobs. Neither city has any R$$$. Cardiff is 100% R$ and Leucadia is 50% R$ and 50% R$$. Therefore, I assume there are plenty of jobs and there should be no NJZ, yet there are... Here is a bigger image of Cardiff showing ONLY R$ residents. You can see that all the housing in the north is low wealth by the building types that have developed.The pop graph (not shown) indicates the same thing... Back in Leucadia, I zoned more commercial and some new High Tech as seen here: The blue area is the new commercial zone, while the yellow box indicates the new HT zone.The green arrow indicates that ALL of the jobs filled in the new HT area have been filled by sims from Encinitas - a city that has no NJZ. The other road (parallel and just left of the green arrow) also shows all traffic coming from the neighboring town of Encinitas.) So, my main question(s) are: How come some of the sims in Leucadia won't find jobs just north in Cardiff or at home in their own city when new jobs are made available? If you look closely, there is even a shaded, abandoned HT building right where the green route query emanates within the yellow box. That building has been abandoned due to low demand - that seems impossible to me with the sims in need of jobs in the northern part of the city. How can this be? Is it possible to create a region without any NJZ? I have never been able to do this, not once. Is this simulation just broken out of the box with its inept job picker and path finder? Thank you for your kindness and support...
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My first building pluggin has a few minor problems
pjk64 replied to pjk64's topic in SC4 Modding - Open Discussion
Thanks for the link. I'll give it a try... -
This is just a guess, but I have seen similar issues in other games when loading far too many custom HD models for a given gfx video card. With a 42MB city, you may have exceeded your card's abilities and it's cropping that which it can't render. Try unloading a bunch of 'stuff' and see if what's left renders properly or not. Alternately, some content providers actually supply low density models in addition to the HD models. If you have that option, try using more low D models when available.
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Check out these two threads... One Two
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My first building pluggin has a few minor problems
pjk64 replied to pjk64's topic in SC4 Modding - Open Discussion
As you can see by the above image, my icon now has a (non-blank) background and the building's front is now where I want it. It also connects to the city water system. As it turned out, there must have been something wrong with the original .dat file I created because I could not select anything under any tab in the LE, and I got an error when trying to open the lot with the SC4Tool. So, I recreated the entire pluggin from scratch and all issues were solved in one fell swoop. Thanks for pointing out what *should* have occurred in the LE so I got the clue that my original work had gone awry. And I didn't even have to delve into the murky pool that is Photoshop! -
My first building pluggin has a few minor problems
pjk64 replied to pjk64's topic in SC4 Modding - Open Discussion
Here is my building in the LE. I've read that to rotate the building, one must press the pg-up or pg-down keys. These do nothing. Also, I've read in the manual that items in the 2D view should be selectable, but my 2D view has nothing in it to select. The model is: 0x020A000 and the lot was created with PIM. Can this be done by editing properties in Ilive Reader instead? I want to rotate the front of the building such that the gray arrow points to where I've placed a red arrow. I guess i want to move the street there as well. Though I have no clue how to do it. Also, could this have anything to do with why the building never connects to the city water system? As for the icons... I'll try what you've suggested after I get the building setup properly. -
My first building pluggin has a few minor problems
pjk64 replied to pjk64's topic in SC4 Modding - Open Discussion
Well, I've figured out how to get the "preview" when placing the building, but it still does not connect to the water system. Other than the icon having a black background and the building itself not being rotated 90 degrees, where I'd like it, it does educate and employ sims. (I wonder if anyone besides myself will ever read this post?) -
[Solved] Garbage Exporting Maxed Out?
pjk64 replied to General Lee's topic in SimCity 4 General Discussion
Check out your garbage graph in the city that's importing the garbage. If there's not enough capacity (over the actual amount of garbage - which is the sum of the importing and exporting city's waste), you won't be able to increase the deal. Regardless of what your landfills look like, your garbage import city also has garbage to be collected and much of the 'empty' area of your landfill is probably being automatically reserved for the host city.. Often, you simply need to place another landfill to increase the neighbor deal. I had a problem where i was dealing away a large amount of garbage and then temporarily reduced the deal. Then when I wanted to return the deal to its original amount, I couldn't. It seemed that when I lowered the deal and released some of the landfill, the host city took it for itself, even though it appeared that it didn't need it. In the end, I just had to create another landfill in the importing city. -
So, what you're saying is: prayer is the answer... Alrighty then... I'm going to make a pluggin instead.
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From what I've read, there is no BIOS solution to the Optimus problem with ASUS MBs. The integrated Intel GPU manages the frame-rendering and output to the display, disabling it gives you a blank screen. As I understand it, the Optimus GPUs aren't complete graphics cards at all, but only partials, acting more like piggyback cards than full blown 3DFX cards. I think the only viable solutions are these: 1) Run back to your dealer ASAP and return your ASUS in favor of a laptop w/o Optimus 2) Wait patiently until either ASUS, Nvidia, application developers or all three figure out how to properly code for the Optimus technology. The solutions that are floating around out there seem to only work for those few laptops that have full-blown secondary cards. On those laptops, you can actually disable Optimus from BIOS/UEFI. If you don't have that option (and ASUS MBs don't), you have a partial fx card that can't stand alone. Hopefully, I am wrong.
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From #3 (the brown box stuff) Which is a demand and which is a limit? mc is max commercial? and d is demand? I'm just trying to understand what I am reading when I read R demand mc$X c$Y d$Z I am aware of R, C & I, but not "mc" nor "d". If it's unimportant, then so be it. But if it's not, I'd like to know exactly what each term signifies. I installed the census repository. It's nice, but that too has some aspects that make no sense to me. For example I have zero R$$ and R$$$ population in one new city, yet my R$$ & R$$$ cap are both set to 4 (% of total cap - I'm guessing). Shouldn't they both be zero too? What I'd really like to see is a query with the varied ($, $$, $$$) residents on one side and the corresponding total jobs ($, $$, $$$), unfilled and filled, on the other. That seems to me to be the ultimate growth factor, at least for the smaller population cities I've built.
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My first building pluggin has a few minor problems
pjk64 posted a topic in SC4 Modding - Open Discussion
HI. I used PIM to create a lot (a high school) from an existing model. I then used Ilives Reader to modify the exemplar to fit my requirements and created a .dat file. I used the Lot Editor to, uhm..., view the lot, and not much else. Here's a picture of the school (It's the one with the red arrow and the #2 next to it) 1) How can I get the icon in the tools menu to have something other than a black background? And how can I get the building to appear bigger (aka - closer) in the icon? 2) How can I get the building to plop 90 degrees from where it's plopping? I want the street access on a different side than the current setup. Specifically, the front of the building is facing the 'street' while I'd like it to be what is facing the avenue. 3) Why does the (extra cheats dll) info show the building as unwatered? I can assure you the plot is fully watered, if not the building. You can see that I set the building up to consume water, it just isn't doing it. And yes, I let the game run for several months. The underground view shows no footprint of the building (not a brown unwatered nor a blue watered). To the underground view, the building doesn't seem to exist. I have Photoshop, though I have never used it. Hey, thanks to anyone who replies. *** In fact, when placing the building on the map, there is no blue footprint nor an arrow indicating front street access. How do I add this aspect? -
Okay, I followed your advice and loaded up the extra cheats DLL. I've posted two images; the first shows one of each of the three building types: R/C/I. The second shows the pop & job graphs. Again, I have a few questions. Please don't assume that I understand any background because I don't. Another words, spell it out to me in glorious detail as if you are explaining it to an idiot... Okay, here goes... 1) From the first image, what do the percentages in the red boxes signify? More importantly, what exactly am I looking for or what am I supposed to do with them? 2) The Residential building is R$$. Why does it show percentages for R$ and not just R$$? Is it because it can dilapidate and have both types of residents? More importantly, why are there two sets of numbers, the first and the second in ()? What is the significance of one value being higher (or lower) than the second () value? 3) What does all that stuff in the brown boxes mean? I have no clue. For example, from the residential detail, what does, R demand mc$: 4072, c$:0, d$:124 The other 'codes' I don't understand are the: mc$$m or mc$$d 4) Ultimately, I'd like to know why sims from the first building ( the R) can't find the jobs available in the third (I) building? That building has been placed a while and it has dilapidated. My city seems too small and the traffic is too thin for congestion to be an issue, I'd think. Each avenue has ~2000 cars. Is that enough to cause congestion problems for sims finding jobs? 5) Oh yeah, what is 'the census repository'? Hey, thanks again for a detailed response.
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