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DaRaddishman

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    12
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    A long, long time ago...

Everything posted by DaRaddishman

  1. Jason's BATs & Tutorials

    JasonCW, just a heads up, that fix that was done for the Macs with your train stations worked like a charm. Cheers on all the help!
  2. simgoober's train stations

    T Wrecks, what ever was changed in your file fixed the error I was getting where JasonCW's train stations knocked capacity down by 1/1000. Sweetness and mucho thanks. I owe both you and JasonCW a beverage of your choice.
  3. simgoober's train stations

    I've been having no problems with Simgoober, but I have had issues with some stations by others, either with capacities at 1/1000 of what they should be or having missing capacities all together.
  4. Train Station Set

    So, I just dropped this into my city, the large station has a max capacity of 6. Yes, SIX. This badboy needs repair. Nice looking though.
  5. Commute Time Issues

    So, I am having issues with commute times in my cities. I have people who only have to move a total of 3-5 spaces quiting work and moving away because of commute time. The commute time in the query window is listed as 'long'. For walking across the street! Literally! Then right next door, someone who has to commute to a different regional neighbour, switching from foot, to bus, to monorail is listed as a -short- commute time. The only difference I can find between these neighbours is wealth level. The one with the commute time complaints is middle wealth, the one with the longer physical commute is lowest wealth. Now, the wierdness is that this problem just suddenly happened out of nowhere. For weeks my cities were running along fine, and then blam, all of a sudden everything falls apart. Also, for some reason if I go over 20,000 people in any city, my entire transportation infrastructure collapses. I'm not a novice at Sim City, I've been playing it for years. I've read all the tutorials, I've figured out systems that -should- work fine. Forcing traffic routes, high mass transit usage. But once my city gets over 20,000 everyone suddenly starts complaining about long commute times. When I look at the query tools and data fields, everything is greens and stuff.
  6. Malty HT Bus Stop Series

    Found a bit of a bug when using this set in RH on the Mac. The street and avenue stops are not 'driveable' and will cause any emergency vehicles to either vanish or be blocked from reaching a given area.
  7. NAM failing to solve problems

    Hola all. Okay, so I am having strange issues with the current version of the Network Addon Mod, Beta 06/17/05 while running SC4 RH on MAC. (Clearly. heh.) I am using the Perfect Pathfinding, 5x capacity, 10x commute time. When I first inserted the NAM into the plugins folder, things seemed to really improve, especially in terms of transit times. I had everything clicking along fantastic for a number of years. Sims were pleased as punch and commuting to work in nice managable times. None of these 'no job' zots at all! Short to Medium commute times anywhere on a 'medium' sized map. Then one day I loaded up the game, and jumped into a city and ran it for a few minutes, and BOOM! All over the map no job zots exploded. Everyone's commute times went through the roof. My graphs went from 5 to 15 minute commutes to 45+ minute commutes. No reason I can see other than simply coming back into a saved game. So I ran the city for a while, to see if it corrected. After a few years of game time it did not improve, even as I added more transit networks. So I blasted that city to kingdom come, and started from scratch, building the mother of all transit systems. Took all of two game years for things to fall apart again in a bad way. Info on housing units were showing long commute times on a meduim map, and the sims have narry a few blocks to travel. Very bizzard. Anyone else had something like this? I am completely zonkers? Are there evil gremlins afoot destroying things? More importantly, anyone know any fixes?
  8. NAM failing to solve problems

    Mucho Madness. Thanks for all the info Tropod. I'll muck about in the game and see what happens, baring that I'll give a shout to Aspyr about it.
  9. NAM failing to solve problems

    Groovy. Thanks Tropod. So I took a swing at your suggestion, toasted my connections, and rebuilt them. Same problem keeps happening. Houses directly next to each other, going to jobs in virtually the same area (as above images) are showing radically different commute times, concistantly. All over my city. Like, in those images I posted, the house that is circled in GREEN is going FURTHER than the house circled in RED. Yet it says a short commute time. And, frankly, both houses only have a pitance to commute. Why would EITHER of them say 'long' commute time? This isn't about 'No Job Zots' really, it's about trying to build an effective transit system and being stimied by things that make absolutely no sense to me. NJZ's seem to be just a side effect of stange commute time issues. I am very frustrated to say the least. As to the NAM, the only reason I downloaded it was because it claims to help with commute time issues. I get this stuff with or without it.
  10. NAM failing to solve problems

    unhappy house. happy house next door.
  11. NAM failing to solve problems

    So, to be helpful and illustrate the strange things going on in my city, here are screenshots, slightly doctored to illustrate my point with short distances and 'long' commute times.
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