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Everything posted by matias93
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Hi Arielle, welcome to Simtropolis! Using mods for SimCity 4 is very recommendable, as they massively expand the game capabilities and depth, and some of them can directly be seen as necessary bugfixes for errors that couldn't be resolved by Maxis in the original releases. Now, playing the game on macOS is, let's say complicated. The native port of the game, made by Aspyr, is quite buggy, for example crashing when more than a number of plugins are installed (this is fixable though, by merging plugins). And, more inconveniently, since Catalina, macOS blocks any form of code injection into applications, which means that no DLL mods are available to mac users, and those are some of the most important ones for bugfixing purposes. Your alternative, to resolve this issue, is to run the Windows version of the game in some form of virtualisation, either a virtual machine or a compatibility layer like Wine; for this latter option, which is much simpler than the VM, you can even find pre-made installers, like this one: https://www.portingkit.com/game/1491. If you don't want to make a redundant buy, here's a guide to configure your laptop to use Wine and run the game from any reseller: On the other hand, if you want to give it a try on the native macOS version of the game, the current NAM 49 should be fully able to install and run in your laptop, and as the installer is a Java executable, you shouldn't have the need to use something like File Juicer to extract the files from a Windows installer executable. You can download the NAM from https://www.sc4nam.com/download-the-NAM/. Personally, and regardless of if you use the Aspyr macOS port or the Windows version over Wine, I think that, since you are just starting to experiment with modding this game, it would be a good idea to start by installing NAM Lite, which is a significantly reduced alternative installation with all of the bugfixes and just a few of the most essential addons included. Then, when you feel more confident and in control of the new elements, you can jump into the full installer, and even then, it will allow you to decide what components to install. All that said, happy gaming, and just chime here if you have any other doubts!
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Your message was added, but it ended inside of the quote box, that's why it doesn't appear at first. Answering the question, that's a building that @TheTimvh1 is requesting @pclark06 to model for the game, so it isn't available yet. You might want to subscribe to the latter's development thread (linked below) to get notifications on future BATs:
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Sudden Mass Unemployment in the city
matias93 replied to CaesarThrone's topic in SimCity 4 General Discussion
Two other things: 1. Check your advisors' warnings. In the screenshots there's one that warns you of lack of water, which means that buildings that grew with water are now not getting it. Use the water data view to find your water towers and pumps, and check if any of them need to be replaced, or build new ones. 2. Check the demand graphs. You appear to have negative demand for both industrial and commercial buildings, meaning that there's not enough new sims to motivate industries and commerce to open, or there aren't enough of the right wealth and education level. You might want to experiment with keeping different wealth levels of residences, commerce and industry, to allow sims at all levels to find work. Tweaking your tax rates can also help to subsidize the arrival of new sims or the opening of new businesses, but it is mostly a band-aid solution. -
7.5 m RRW always fails to properly cross over other rails or elevated rails, how to fix?
matias93 replied to grinchguo's topic in NAM & Transit Networks
If you could show us an image of what you're attempting to do, we could help to find a functional alternative, or to troubleshoot the problem you found. -
Imgur ceases service in the UK in response to "Online Safety Act"
matias93 replied to Dreadnought's topic in Current Events
Hi! Just moved the conversation about Imgur and the Online Safety Act out of the Showcase forum and into the Current Events one, as it is more fitting. Feel free to keep giving your opinions on the matter here.- 10 Replies
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What Music are you listening to right now?--The Second Verse
matias93 replied to Livin in Sim's topic in General Off-Topic
Somehow, it feels quite at home in the game... -
Looks great! If you want to test another alternative, you can use the cheat setsealevel to permanently modify the level of your cities, so that the trench remains over it. As a reference, the normal sea level is 250, meaning 250 metres over the bottom of the 3D model of the city terrain. In your case, you might want to try with something like setsealevel 235. Keep in mind that you'll have to modify the sea level in all your cities in the region to remain consistent, as this will also change the terrain textures.
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Hi! What happens if you build the entire intersection with the RHW-2 tool?
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It all depends on the SAM textures in use, they can be modded as to share the same textures regardless of the density of the surrounding zoning.
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april 1st Realistic Lighting and Weather Mod
matias93 commented on pcwhiz24's file in Obsolete & Legacy
Notice how the shadows that move are only the ones projected by the buildings and not the ones in the buildings themselves. This was done by modifying the lighting parameters exemplars of the game to get every frame of the gif, plus some post-filtering. In theory, making the shadows move alongside with the day-night cycle should be doable, but it would probably require programming very poorly understood effectdir exemplars, and just as it is the case with the 3D camera mod, it would result on awkward angle mismatches. -
LRM (Light Replacement Mod) - Support, Development and Discussion
matias93 replied to MandelSoft's topic in SC4 Modding - Open Discussion
Yes, you can ask for it on this thread:- 322 Replies
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You can use big lots with or without CAM, it depends on the specific custom lots you add to the game: those described as "CAMelots" will only grow with CAM, and "CAMpatibles" are made to work with or without CAM; any lot made with PIM-X is also CAMpatible.
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LRM (Light Replacement Mod) - Support, Development and Discussion
matias93 replied to MandelSoft's topic in SC4 Modding - Open Discussion
Yes, it would require to modify all the exemplars for lampposts and light cones to point to a blank model. It's tedious but very easy.- 322 Replies
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DBPFLoading, MoreBuildingStyles, LuaExtensions, Submenus, and Thumbnails of City Tiles
matias93 replied to thedab101's topic in SC4 - Custom Content
You can also try to open the city in question with this tool, to check if the savefile is actually damaged. You'll find an error message if it is. https://www.sc4evermore.com/index.php/downloads/download/30-gameplay-utilities/271-sc4save-by-wouanagaine -
Lots of wall to wall (W2W) buildings include ads painted on their walls, which will be visible over a smaller neighbouring building. Most of them have an older style, like early 20th century.
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Got a quick SC4 question?... Ask here!
matias93 replied to City_Slider's topic in SimCity 4 General Discussion
It should work in the same way, though the 24 means that the persistence effect varies around the (in-game) clock, so it might be that the vehicles are dissapearing more easily if you're seeing the simulation when it's internally at night. Try checking by activating the day-night cycle. -
Keep in mind as well, that, as @rivit showed it some years ago, the buildings in game change tint depending on their wealth level as well. That purplish tone corresponds to the high-wealth buildings, but mid and low wealth have more orange-y tones.
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That looks like a small-scale Singer Building, which would be great for any city that wasn't New York-sized back when the Beaux-Arts were in vogue!
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An option to not have to deal with CAM stages would be to make bigger lots for the taller buildings, so that the overall occupancy share keeps the lot under stage 7.
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try superimposing the building over a screenshot of the game, in which Maxis buildings are mostly visible. That will make apparent what the differences are.
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No idea, I haven't seen it, but giving you the generalities: we allow the sharing only of unbuilt regions and cities, not built ones, because of several problems with compatibility issues. You can still try asking Harden, but if what you're looking for is a built city, it won't be available on the STEX.
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Apart from diagonal, there's only one fractionally angled diagonal option for avenues. In the case of highways, there's significant coverage for them when using the Real Highway mod, but none for the base game Maxis Highway. Check this guide: Yes, but there are less buildings of these types available on the different exchanges, and most of them are only ploppable, because controlling where a diagonal building will grow by itself is rather difficult.
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Yes, there's a limited but expanding support for diagonal (45°) and fractionally diagonal (other angles) networks with the NAM. Most diagonal networks can be built directly by dragging them in that direction, except for streets, which require a different technique, though that will change with the release of NAM 50. For fractionally angled networks, you can check this guide that indicates how to build them and how to transition back and forth from them to straight and diagonal networks: https://www.sc4nam.com/docs/feature-guides/base-network-additions/#draggable-wide-radius-curves-and-fractional-angle-functionality We have limited support for diagonal unleveled crossings, being a bit more extensive for Real Highway than for conventional roads and avenues. I can help you to design such a crossing, but it would be easier if you show us what you have built already. In any case, the reference for these crossings is here: https://www.sc4nam.com/docs/feature-guides/road-viaducts/
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yup, it's more probable that you get answers here, so I moved your request
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Make a Landmark from a Growable
matias93 replied to Bolshevik's topic in SC4 Modding - Open Discussion
The easiest way is to use the PIM-X tool, that you can download here: https://www.sc4evermore.com/index.php/downloads/download/29-modding-and-creation-tools/21-sc4pim After installing and running it, look on the list of buildings on the upper right area for the growable building you want to modify, and drag the entry to the landmark section on the upper left area. The tool will automatically produce and empty lot with the desired building and guide you into configure it correctly.- 1 Reply
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