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ScreamCon

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  1. Offline-Online Tower Fix 1.4

    lt is possible to build a new mode to do said function I believe. What you can do is set this mod to a different line of mods that do work with. As for building it I've never had experience building the separate mod file mods. They are superior ! As lets you modulate mods however I'm not a coder I apologize. If anyone beats me to it they can have the credits for doing so. Another problem I've encountered is the SimCity pak, how it defines variables I'd have to refind the variables. I've lost it over the years. I apologize again I had promised to try and make one but encountered time and knowledges restrictions. [edit] Actually I understand the problem now. So what happened is an update was patched for the game. Conversion from origin to ea app means this mod no longer works. I would have to rebuild the mod. Might explain also why some users could use while others couldn't. Platform mattered. I hope everyone got their fun in using my mod. I'll wait a bit before asking support to delete this mod thread. For now I want to leave up if users still have the old install directory. [further edit] In fact I know more how the system works now that I've played more. The unemployment creates unhappiness or happiness loss in equal ratio. To be fired is the same as unhappy. Or similar. The solution? Cities come in 5 formats. Low + Med + High, Low + Med, Med + High, Low only, and Med only. In wealth classes consisting of. Only high wealth is not feasible really due to servicing needs. So depending what city type you have you use a class as workers partly unemployed with tax break. This offsets the unemployment penalty if you only have bit over. Not if you have like half over, the amount of accrued unhappiness will be larger, 10% unemployed is about the max before individual units start disparity. That in some having less happiness than others. If your housing units say their overworked it means there's too many jobs, again more than 10% can do this as it too, overworking is a negative modifier unique to megatowers, normal zoning tend to not experience. Overworked is generally caused by traffic or deleting buildings that make money too often. It can stack with unemployed negative modifiers. That should give you something to play game with without my mod. Ideally I'd make another one.
  2. Offline-Online Tower Fix 1.4

    There's quite a few potential mods in there that could conflict with each other and also interact with the script file mine replaces. The garbled text I've experienced also, its a tell tale sign of having to wipe out the game directory and reinstall mods. One or some of them are messing with files the other uses. I can't tell you which ones as I've never deduced it myself but I have tested these mods with my script mod: 1. The stadium/college/university traffic fix 2. Manx cut the grass 3. changes to buildings not related to megatower at all (the mod I listed that changes max megatowers doesn't effect the megatower script as that value is part of interface script) 4. Improved worker data in roll over mod Of the mods I see in the list "my mod RCI megatower if not mine could conflict... When or if you find out which one is the cause you will still need to wipe out your install and or save file From my knowledge once a save file gets corrupted forever are they haunted broken The reason I run with fewer number of mods now a days is due to problems like this but... if you find it easier try pulling my tower fix script out by deleting the scripts getting game to update them. Its possible the extra object added in the script is really making it hard for the other mods to operate. Your mod switcher... I have not used myself.
  3. Offline-Online Tower Fix 1.4

    Hey FanatykMC, did you check which version you downloaded? I think I remember you posting when I had the flawed 1.3 version. Use the 1.4 one, its the only one that really works the others were more of motivational experiments. I did a reinstall of my directory so I could play with a friend recently. I haven't been able to recreate what your mentioning with and without the mod on version 1.4. But I can say the towers seem to get glitchy on the non moded variant running high speed for long enough. So its possible the flawed 1.3 version could have broken the towers. SimCity 2013 is very buggy game. Land value up, down bugs, run off phantom income/cost. Usually all the bugs can be avoided by not making cities have more than 300k population. The engine seems to bog down after that. High and medium wealth are the meta of this game.
  4. Hey Sophomore, It might be possible to replace the assets with the other tree types with a mod, but likely it would be a mod that effects the entire region. Like if you open that city in a new game with mod installed would have that other tree type. It might also be possible to go into the assets of SimCity and replace the tree type with the other for all the buildings. Now I'm not going to lie having used the modding tool the hard part is figuring out which object does what. My last mod took almost a year to hack setup. The more people using the modding tool the better as then more people know what each object does and can share it so other modders can build further on. Basically, the potential for the mod is there but more detectives are needed, I had more free time back then but not so much now.
  5. Offline-Online Tower Fix 1.4

    Hey Paludo, I have a couple ways you might be able to fix this. -First try deleting a few of the game files to force origin/installer to recognize the game as broken, then have it reinstall the game. -If you just recently installed the game try loading all the way to main menu. Some folders will not be created until the game has loaded for first time. -I've also heard that with some games depending on which vendor you get the game from can be different. Shouldn't be too different in this case due to those user folders having a lot of data. -Is it possible your system is not windows and thus the destination folders are different? I'll have to add those destinations when I find them. I do not know them currently.
  6. Regarding op's original question/inquiry. Ya its not uncommon for players to leave your region or give up on a city. Due to the fact that a city stays in a players possession regardless even if playing game or not. Which is good news as can come back and play whenever you want... but it is also bad news. As trying to pry a city from necro'd player is impossible if messaging the person gives no response. If the player gives up a city in the sense of abandoning it, hope its not one of the first players using the archology launch dlc, or the European exclusive progressive insurance dlc, otherwise if you don't have like I don't... the abandoned city can't be claimed from necro. Also note that unique character named cities will break Simcities ability to save the online region as an offline region. At least it seems to on my end, perhaps changing the keyboard language would work. Its not uncommon to have cities with crude infrastructure built, after all there is younger players playing SimCity. My best advice to people that may be interested in hearing, its ideal for you to split your game types into 3 categories. 1. Your first region is the region you wish to compete on the leaderboard. With all cities being your cities so you can manipulate the intercity for performance. 2. Your second region could be invite, your real life friends, family, perhaps online friends too if you trust them. This region is not competing for leader score board as the different players may want to build cities to their liking. Although a well built multi player region could* still compete if all the players are active. 3. Your third region could be set to open invite, this region will not be able to compete for dominance on the leaderboard as players will hold cities not building them up. Its more for you to be inspired by other players creations kind of thing.
  7. Where are my Roads?!?

    With orion, you have to save game, and reload an empty city plot to place stuff I think, I don't remember if the game has to be exited, or just the one region. Also make sure you have all the packages install correctly, one of them deals with the buildings in the residential, commercial, industry, hotel tabs.
  8. Where are my Roads?!?

    Ah, I know what your missing! Orion, the 3k city expansion requires akar for the roads and interface. With akar there is a road package, that updates the road menu of the game. Here is akar; If there is problems feel free to message me, reason mod installations can be difficult is that SimCity mods have to tiptoe around other mod creators. This causes systems of recommendation of other mods, and link through to get all the mods needed for a particular setup.
  9. There's still some players playing SimCity 2013, tho the amount of times the other players play the game is questionable. Often only playing once or twice on a region. Sometimes will find more dedicated players. Inviting friends who like arcade based games, and city building are your best bet on finding someone who likes to play SimCity 2013. I seem to be the last modder still modding 2013, so if you need a guide on how to mod, or have good idea for mod, can message me anytime, I build quality of life mods. My in game name is "ScreaMEsteeM" if you do find me playing on online worlds.
  10. HOW TO MOD: What software?

    Depends what version of SimCity you plan to mod, for SimCity 2013, I use SimCityPak Its finicky and can break, but find once its setup, can be a great interface for making notes on object types (graphical folders)
  11. Mod for SimCity 2013

    I think I've seen a couple cities like the above. What this player is doing, is use of the build off map to maximize their population to get put as the top on the population leader board. I wish SimCity 2013 had a report region button for this reason... not that I'm against building outside the border, but the way the above user is exploiting the population leader board on multiplayer. Making other players want to do setup, while making it unfair for normal players to compete with. Its a combo of mods that do it, which, I cannot tell you due to it being cheating on multiplayer, but if you figure it out on your own, there is not much stopping you from using it like the above guy is. I'm pretty sure Simtropolis has some rules regarding cheats so is possibly risky me even responding to your question. What I'm trying to say is... use and figure out on your own risk, consider other players when on the leader boards, and consider offline use, most of these modifications being used are recommended, and intended for offline.
  12. Dead Game??

    SimCity 2013 plays like fast paced, short game, arcade domino's. The inability to design the map, develop the whole map, and simplistic mechanics limit the potential in 2013. When compared to city skylines, and SimCity 4 in this way, 2013 is terrible. SimCity 2013's multiplayer capability is the greatest point going for it. The in game social element surpasses the in game social element of the other two... at least until the SimCity 2013 servers are pulled in some time. A person might also play 2013 due to how the arcade elements work. Not saying these are winning factors but might* be reasons a person would lean to the game. 1. No road upkeep management, making much easier for young, or casual play. 2. Simplified power lines, there is a mod in city skylines that does this so not a point toward that game anymore. I'm not sure if there is a mod that automated power plants in SimCity 4. 3. Elements like plopping government buildings is simplified when compared to city skylines. Fewer plop angles make it easier choice wise. (SimCity 4 has the highest angle simplicity) 4. Economics appears to also be easier in 2013 in contrast to city skylines. I don't know if its how the 2013 displays values, or if the game is generally* more positive economically. 5. Small map size means you know what kind of building will be needed where, based on how much land a player has left. 6. Water is also simplified, no need to build, or pay for piping like in city skylines 7. Agents are satisfying to watch, seeing multicolored cars and sims moving around. I think skylines also has an agent based system, I know it has lots of map filters too. In conclusion SimCity 2013 is an excellent game for young, or older players playing casual. When a player wants a "city thing" with their friends, without having to put much effort to manage. I think the nostalgia, of SimCity 2013 is weaker due to the inability to modify terrain in game, likewise in SimCity 4. And is weaker then skylines nostalgia as the map is too small to have memorable road network setups I think. Getting back to point, once the servers are pulled mobdogg, SimCity 2013 will quickly die, only having the limited offline global market variant. Not dead yet, but coming soon. I normally play on the American 1 server, my friends when they do play, are normally on the oceanic 1 server. Also, check out my megatower fix mod, massively improves Cities of tomorrow play experience.
  13. Megatower mod is now finished.

    I am taking inspiration from other mods and building on them, what mod it will be based on is not determined yet.

     

  14. Played a lot of SimCity 2013, and still do. First thing I have to recommend, is to make use of road layout, capacity, and zone density control. At lower densities it is good to use small length streets, so the garbage trucks clog less lane of traffic, or service vehicles from getting to their destination. Note the rate of burnt houses if the traffic gets bad. At medium density, the garbage truck clog problem goes away, but now the intersections get stressed. Population multiplies by a factor of ten, but the roads only by two. Highways are now a must have to keep gridlock from overtaking the city. Richer cites have up to four times less people so they may not be affected as much. At high density, most roads get slightly wider, allowing faster car movement, but do not increase in capacity so the faster movement is not used if the roads gridlock. The population multiplies by another ten times, so now the key to high density is getting the jobs evenly spread across the resident population to induce walking. This is easier to do with cleaner higher wealth cites, and harder but still possible with industrial ones aside sickness. For megatowers, they are density four, they have twice the population to the high density per level and stack eight levels high. Spacing them out, not putting only one zone in them, and using sky bridges will reduce the traffic clog. They can have better, or worse traffic then high density depending how you lay them out. Some concepts I've played with, thought of. The optimal amount of bus stops varies by traffic density. With massive traffic clog, the buses won't make it to most of the stops to get workers to work on time. So having as few as four spaced out stops with high bus volume might be best. With lower density the roads won't clog as much so putting stops everywhere increases the range. Streetcars and maglev's have a chance to go down one lane more than the other on their t intersections. They can be forced to go down a lane if you make them into a loop instead. Passenger, tourist docks have very high capacity, but can only be built on shore. They are great when connecting high population cities, and tourism based ones. Passenger train stations don't have as good capacity as the dock, but can be weaved into your cities downtown, populated regions. Also good for tourism. Cities with t intersection regional highway connections have up to 600 in, 600 out traffic capacity to other cities (supposing all lanes at max capacity to different cities). Cities that have none, and have the road go through them sacrifice city space for higher regional traffic volume. Intercity transport methods will increase a cities ability to get workers, and shoppers to other cities, making up for even more demand. The capacity will still often be surpassed in very high density cites, so I recommend treating it as a supplement to make your business, and population more happy. (economic boost) Useful mods. UDoN one way road, bi level road, bi level one way road, traffic fix for university college stadium. These mods aren't cheat mods as they cost money, and require some layout strategy. Sadly they are offline mods, other than maybe the university fix one. There are capacity changing mods that help too.
  15. Offline-Online Tower Fix 1.4

    Version 1.4 Tower Fix

    12,056 Downloads

    Once cities have large workforces or open jobs, megatower apartments will fail. This mod removes the happiness loss from low job count only to megatowers, making them balanceable. This works online too! To whom it may concern, I understand that this mod may mess with the leader score boards, leading to possible distortion , but I have weighed that the personal, consumer benefit of this mod exceeds that of the worth of having an accurate leader scoreboard. Individuals whom do not use the mod as intended, were likely not going to use any mod as intended anyway. Thank you. How To Play Mod; How you play the mod is you have a few extra jobs, like 500 to 50% extra of your total worker base. The Megatowers will not complain of no work... if mod is working as intended they will mostly only complain from too many jobs (overworked) if over the 50% mark. Aside from the usual like low land value. Extra jobs makes streets less crowded taking workers in quickly, and ensures sims have money after work to spends at shops. Otherwise your shop levels will run out of customers. You can reduce normal zone tax to make work on their end if towers are too competitive, occurring mainly between the megatower shops and the freelancer shops. Megatowers now operate with few hiccups so long as the city financing is in good order. This mod works that good ! Its for players wishing to delve deeper into the fun of building and managing (balancing) late game city cores. Mods that modify SimCityDLCEP1-Scripts_287520926 and SimCity-Scripts_287520926 will conflict. Mods that change Megatowers without changing these two files will likely work together. Mod File Content SimCityDLCEP1-Scripts_287520926 SimCity-Scripts_287520926 These two files are slightly mutated off base game, 99.999+% is not mine. 0.001% is the logic I applied. Installation 1. Create backup files of the package files named "SimCityDLCEP1-Scripts_287520926", and "SimCity-Scripts_287520926" from the Program Files (x86)\Origin Games\SimCity\SimCityUserData\EcoGame. Use these backup files to replace the modded ones if you do not want mod anymore. [Edit 9/22/2023] Origin appears to have changed the install path, the EcoGame folder may also be in the C:\User\[insert your user name here]\Appdata\Roaming\SimCity folder. To reach this simply right click on your windows icon bottom left, select run or search, then type in %appdata%. You will then have access to your scripts to replace. 2. Copy and replace both files in the directory stated in step one, with the files given in download. *Note, if you want to clean this mod out, you will need the backup files, hence why you do step one. My Disclaimers/Notes; 1. Both files are needed as they are dependent on each other to make this mod work, simulating normal game operation. 2. This mod was created utilizing the "SimCityPak_0_4_0_0" program, and SimCity files, anyone is free to modify or improve my work so long as it is not a direct copy on the same website. 3. Mods that need to alter the base scripts will not work, as they are replacing the same file. Mod merging can be done but other mod needs to also be a work online mod, I want to keep this mod online compatible. 4. This mod should not cause city rollbacks on a clean SimCity directory. It is either the other mod you have or the interaction of mods. 5. I will not claim responsibility to file corruption, or difficulty getting normal SimCity back, if you do not follow the installation steps. 6. Please do not download versions 1 through 1.3 of this mod if you want the towers fixed. I uploaded highly experimental versions in the first trials. 7. [Update] I tried to use this mod multiplayer with my friend and found that it causes roll back. This mod will work multiplayer with just you but with multiple people it won't work. I'd have to dig into the code farther and my time isn't like it was before. 8. [Update] This mod was designed for SimCity 2013 bought on Origin, playing on a Windows 10 system. Other setups may work but not supported as I don't have the means of adapting the mod for, given my setup. 9. [Plans] Both a note for my future self and downloaders to read. 1.4 is likely the last version of the script variant of mod. Since players will want either an online or offline variant of mod what would be 1.5 will be 1.00 instead of a new mod, 'the offline megatower fix mod'. Which would be more compatible with other script mods but not be able to do online due to the game knowing and doing roll back of city. Recommended Mods 1." Megatower Limit Increase", by "Brenflakes", offers a way to compact more of your city for build space, up to a theoretical 64 offline. Can be used online but causes rollback if you build more than the normal limit of 8. 2."No Agent Clumping", by "Buggi", helps remove tourists and students off the roads faster, improving traffic. Most notably the students. Works online. Get your friends to download so they too can see your city with less traffic clog.
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