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MagicChicken19

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About MagicChicken19

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  1. Run the application, and choose which mods you want it to install ... it can also be used to uninstall mods
  2. Updated link at the bottom. Everyone help co-host in case that one expires toO!
  3. http://www.mediafire.com/download/m6wnc35snp0y722/SkyePack3_1.rar Here it is again ... Unless Skye's website comes back, we may need to group-share this thing often.
  4. pretty sure there's a mod for that. I think it has to work with other mods to work the way you want though
  5. Eh, C:S could simulate traffic better in general. They also purposefully de-densified the buildings (yeah, i just made up a word). They didn't do lane-changing well (which they're fixing), and the whole day/night thing does kinda suck for those who love rush hour. The whole thing feels like they were trying to back away from traffic concerns, because they didn't want to expose their poor traffic AI ... which is find still. Not everyone enjoys traffic simulation, they just wanna build a city, and that's cool. It just sucks, because why have all these cool road tools if you don't really get to push the challenge with them?
  6. SimCity 2013 yesterday's news?

    One thing I sure did appreciate from SC5, is that it got relative scale correct. The amount of agents per building was spot on (save for the a few buildings, like the high wealth res). Moreover, the size of the buildings compared to the sims, the cars, the bridges and the landscape was also pretty well on. The graphical scaling of the buildings in C:S is livable, sorta ... but the population scale is bothersome. They claimed they did that preserve your processor, and keep the 9 tile : 1 million agents challenge viable ... but at the same time, it also kinda takes pressure off of their broken transit system. Conceptually, the agent system is cool if you really like "The Sims", and the stories of people and such, but the thing I like most about it actually is the traffic challenges. Unfortunately, C:S doesn't have the scaling or the coding to handle a decent traffic simulation. SC5 wasn't much different, but the challenge was increased by its limited road options, and higher population density. What I sorta wish would happen in the next city-builder, would be a way to combine some of these aspects, maybe along with SC4 mechanics. SC4 used a statistical model to simulate population movements from place to place ... but since they didn't track individual sims, it didn't drain a system to run this simulation. I kinda wish the next city-sim would take the statistical model, and spawn agents based off that only in the zone you're looking at in the moment. That way, the simulation can show you city life on realistic proportion (including traffic density), but can also de spawn those agents when you move away, to preserve your machine. We might not get a million sims with names, but we can still simulate their home, their work, and their shopping with ease.
  7. Mods No More?

    SC13 is a great game ... beautiful, smooth, and challenging (if for no other reason than its bugs add an interesting twist). TBH though, just about all the basic necessities have already been provided by the moding community ... and I find those mods actually made the game much more into a city-builder, and less a simulator than before. I still like vanilla SC13, multiplayer ... and while I haven't played C:S yet, I fully intend to, and I'm sure I'll enjoy it too. The challenge in both games, for me, isn't the simulation, but the immersion ... how can you make as realistic a city as possible, while still making it as beautiful and interesting as possible. Still, I feel that both these games are falling short on something. I kinda wish they could get together and make a love-child :-P
  8. New Sim Nation Region: Post Apocalyto

    We have about 5 slots left, if anyone wants to round out the region, but most mayors appear to be done. If you'd like to join, hit me up! If not, we'll start a new one soon.
  9. https://www.dropbox.com/s/hivshmmsr61pd1g/SkyePack3_1.rar?dl=0
  10. Welcome to the SimNation Region of the Week. Every couple weeks our group will start a new region with a theme, hoping for activity, design, and style! All are welcome! Post Apocalytpo Following the fallout from the latest SimWorld War, refugees and sims from all over are seeking an escape from the graveyard cities of old, and trying to find a new home. However, with so much destruction, the only habitable land in SimNation is a desert plateau in the South-west far from the old and ruined metropolises. Mayors are coming together with a vision of the future, and a hope for a new similization. Yet while some seek to put to rest the destructive tendencies of the past, others are relentless to continue in their old exploitative ways. Fresh veins of oil and ore is found beneath the desert hills, and already there is rumored interest of resurrecting the Omega formula. Others see the sands as a reminder of the lost city of SimVegas, and want to bring back a gambler’s oasis. Can high ideals and hope win against opportunity and greed? The answers can be found in the dunes of Post Apocalypto ---------------------------------- Rules: 1 plot per person please No restriction on DLC or buildings. Have fun! --------------------------------------- Info: Region: Rambling Badlands Server: North-America East 1 (make sure you create or join a region on that server, so it registers you, and I can add you) Contact: MagicChicken19 or LawnPhysics
  11. Images from the Sim Nation Region of the Week

    You too bud. the Top cities thing is awesome, and a real neat treat. I always tell myself I want to submit some of my cities each month, but I just get so busy! it's still great seeing the other work out there though!
  12. I wish this weren't true ... unfortunately, its the way the game was coded. Different categories, different agents.
  13. Help pls

    Does anyone have the 3.2 installer they can share? I have the 3.1, if we must, which I think didn't have project agua.
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