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Everything posted by thirstydeer
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Brown Boxes: Can Anyone Help Me With This?
thirstydeer posted a topic in SimCity 4 General Discussion
I've been off the game for quite a while, and am trying to get back into it. I'm trying to figure something out I've installed some mods (I provided the list below) and am getting a problem when I start working on a city. I can't figure out why I'm getting those "boxes". Here are the mods I've installed: Extra Cheats Plugin Free Grass Park God Terraforming in Mayor Mode High SPeed Rail Project Jackpot Lottery 2.0 Jobs Doubler Landfill Eraser Mod Maxis Tree Replacement Mod No Mansions Mod ONLY Dashed TuLep Mod Ontario RHW Textures SFBT Street Tree Mod SimFox Chestnut I think it has to do with the Maxis Tree Replacement Mod. I did make sure I downloaded the packs needed for it to work. Any help is appreciated.- 3 Replies
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- simcity 4
- custom content
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Brown Boxes: Can Anyone Help Me With This?
thirstydeer replied to thirstydeer's topic in SimCity 4 General Discussion
This has appeared to work. Thank you for your help.- 3 Replies
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What exactly do you mean by this: "These are all offered as growable 6x6, stage 1, medium wealth, Commercial Services on the EURO Tileset only." I'm a pretty basic user of the game and am just starting to dabble with the myriad of custom content available on this site so I want to make sure it'll work for me before I download it. It truly looks great!
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- uk retail
- suburban retail
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I've started working on a region with the first city I started being a rural town. As I started to lay out residential roads and let them grow, next thing I know the system is throwing high-occupancy buildings all over, including over the roads themselves. I guess I can attribute this to the many downloads I've installed off the download exchange on this website. Perhaps something is conflicting with something else... Any help is appreciated.
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I've only used low density zones, as I am intentionally trying to grow a rural isolated community. Your comment about having one or more demand modifier could be quite true. I have installed several different files off the exchange, and quite possibly some aren't behaving together, or at all. I'm just not sure how to isolate which one and fix it.
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Hi, I am getting ready to start building a region and have downloaded several neat bats, lots, mods, and their dependencies. I heard people recommend instead of throwing everything into the plugins folder you can actually create subfolders in there to sort things out better and the game will still include them. Assuming that is true, if i put an item that requires a prop pack in subfolder A in my plugins folder, and put the actual prop pack in subfolder B, will it still work out? Should I just throw everything into the main plugin folder and leave it at that? Suggestions are appreciated.
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For my city I'm looking at using a transit system of buses over the entire city, passenger rail trains to connect inter-city, and a combination of subway/GLR (tram)/El rail for intra-city. I've been experimenting with the different types of transit and all the pieces with them, and I've realized something... I can't for the life of me find the GLR track to run on my avenues. I've thoroughly checked in my rail and depots section, misc transit section, even the roads section in case NAM put it as an option up there. I cannot find it at all. Can anyone tell me where to look?
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I will try reinstalling the NAM and hopefully that will work. In regards to the tram on avenue stations I've downloaded a bunch of different ones on the exchange. For the single tile GLR stations, how long do the stations have to be to accommodate the length of the train? Is a single tile piece good enough or longer is needed?
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How to Make Roundabouts for Your Cities
thirstydeer commented on MiniMark's article in SC4 Tutorials
Can you make a large roundabout with three avenues going into a large one-way roundabout? If so, how? I've tried experimenting but can't seem to do it. -
I've been looking at downloading some nice commercial and residential structures from the exchange and a number of them are one or the other (ploppable or growable), and some offer both options. I assume ploppable means if you have the money for it you place it in the city, and growable means that it will erect itself just like other buildings in the right zoning. How does jobs fit in to it though? If I add a ploppable structure that has, say 200 jobs, in it does that mean right away the residential demand will increase to match that need? I guess what I"m asking is how do these two types of structures deal with the jobs and demand aspects?
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Ah that is important information I didn't know. I have not given them that much room. I was treating them like medium commercial - like strips alongside a busy road near residential. And again what defines "significant demand"? On the demand scale I'm just over the 2000 line is that a good enough demand to see the building or does it have to get closer to 4000? Higher then 4000?
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And in terms of the demand graph, what is typically the magic number (the demand) before the buildings start to pop up?
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Ploppable vs. Growable Buildings
thirstydeer replied to thirstydeer's topic in SimCity 4 General Discussion
"Dealing with a CBD, take a look at RL." What do you mean take a look at RL? What is RL? -
Is there a minimum population requirement for I-HT to appear? My population right now is around 10,000. My current demand for I-HT (on my demand graph) is just over 2000. Is there a minimum level of demand for it to start to appear?
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Ploppable vs. Growable Buildings
thirstydeer replied to thirstydeer's topic in SimCity 4 General Discussion
So what would you recommend the size of blocks be in the following zones: 1. high residential (maybe 4x4?) 2. high commercial (maybe 6x6 to accommodate the many custom buildings needing that size?) 3. high industrial (4x2, 4x4?) -
I was in the process of downloading NAM when it made the recommendation to download this patch. Unfortunately the internet connection I have for the next few weeks has a firewall blocking certain gaming sites, particularly the sc4devotion site, and I can't find the download anywhere else via Google search. Can I install the NAM, then later install the night lighting patch and it all will work?
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Indiana Joe was kind enough to send me the file via email. I have it now. Thanks.
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What I'm asking is can I install the NAM without the night lighting patch, and say a few weeks from now install the night lighting patch and it will work with the NAM?
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This is the only patch I've downloaded: SimCity 4: Rush Hour U.S. v1.1.638.0 Patch
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Ploppable vs. Growable Buildings
thirstydeer replied to thirstydeer's topic in SimCity 4 General Discussion
It sounds like it is best to stay away from the custom buildings... or at least the ploppable ones, even the landmark ones that have jobs in them... If I made commercial or residential zone squares big (using ctrl button), say a 4x4 lot, will it stay vacant until something that big grows there, or will smaller properties grow there if the bigger ones don't fast enough? -
Ploppable vs. Growable Buildings
thirstydeer replied to thirstydeer's topic in SimCity 4 General Discussion
Are there Maxis default lots that size the game will erect or only these custom ones are made that big? -
Ploppable vs. Growable Buildings
thirstydeer replied to thirstydeer's topic in SimCity 4 General Discussion
Ok that information helps, thanks. I like the idea of using them for the CBD (why does this site use so many acronyms) so I can shape the look of it. Now in terms of zoning for these buildings, I see in the item description that it takes up a certain amount of space, lets say 4x6 tiles. Does that mean when I choose high dense commercial that I click and drag 4x6 (which creates numerous smaller boxes in there with the ">" symbol in them, or does it have to be one large single box with only one ">" in it?
