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twalsh102

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About twalsh102

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  • Location
    Colorado
  • City-building game(s)
    SimCity 4

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  1. More Brown Boxes

    The actual Max_Path value is 260 characters. -12 characters for the storage of an MS-DOS compatible 8.3 file name; -1 for the ending null character = 247 The operating system used and/or the file system used can affect this number. Windows 10 does away with MAX_PATH limitations, but one must manually enable this behavior in the Registry. The source of this information is an MSDN article (https://msdn.microsoft.com/en-us/library/windows/desktop/aa365247(v=vs.85).aspx) There has been at least one post in these forums where path length was found to be a factor in whether a file could be read by the game. I don't remember the creator of that topic, but the issues were very similar. The topic author was having problems with brown boxes, even though he had verified that the required model file for the building was in fact in his Plugin folder. The cause of the problem became clear when he first moved files to the root of his Plugins folder (if I remember correctly), and solved the problem. Then he moved the files back to their original locations, and shortened the path by shortening some of the intervening folder names, which also resolved the problem. Given when SC4 was released, I'm not sure if it can be anticipated how SC4 will react when being run on a Windows 10 system that has had NTFS Long Paths enabled. Will it use whatever Path length limitations exist (or don't exist) in the underlying OS, or is there something built into the code that forces compliance with whatever limitations existed at the time SC4 was written? I guess only experimentation will give us the answer.
  2. More Brown Boxes

    Specifically, brown boxes only occur when the game can't find (or read) a model file, for a prop or a building. The IRM Base Set only modified the properties of default Maxis buildings, so this isn't likely the cause. The IRM Addon sets require one or the other of the Maxis Buildings as Props packages, so check the dependencies for those downloads. @T Wrecks has released dozens of additional lots that are all re-lots of buildings created by other content creators. Every one of these require the model file from the original building. So the most likely cause of your problem is you're missing one of these models. Double-check everything as both @CorinaMarie and @jeffryfisher recommend Depending on how you have your Plugins folder organized, this is a possible problem. Windows has a path length limitation. The path for any file starts with the drive letter and continues through all the names of all the folders within which that file is buried, and ends with the last letter of the file extension (i.e. .dat, .SC4Model, etc.), plus a hidden blank character. Practically, this limitation is 247 visible characters. If you have many nested folders (i.e. multiple folder levels), and you exceed the max Path length for any file, Windows (and thus the game) won't be able to read that file. Unless you want to start counting characters in the paths for all your files, the only way to test this, once you are positive you have all dependencies, would be to place all of the dependencies for IRM lots (if you're sure these are IRM lots) at the root of your Plugins folder, or maybe 1 folder level deeper. Since the game essentially only registers the IIDs of the various exemplars and models (and not where they're located within Plugins), you can re-arrange your Plugins folder at will without the game choking. If the brown boxes magically turn into buildings, then you know the path length is the culprit, and you need to rethink how your Plugins folder is organized.
  3. How I Arrange My Plugin Modules?

    Managing your Plugins folder IS managing your dependencies. There is no single correct answer to this question. For most people, the primary purpose of organizing their Plugins folder is to make it simpler to determine if they already have a given dependency or lot, and not end up with 15 copies of the same thing. If your goal is other than this, then maybe only you can come up with a method that works for you. If you follow the link @CorinaMarie gave you, you will see how many others have approached organization of their their Plugins folder, and maybe you can find some inspiration. But the bottom line is that unless someone else has the exact same goals as you, nothing anybody else has previously done may work for you. I think I understand what you are trying to do with modules, but not necessarily the purpose behind it. Only you have a thorough understanding of what you want the end result to look like, and the why's behind that. The primary issue as I see it is that if you try to put everything needed into each "module", you will end up with multiple copies of many dependencies. This may not be an issue if you if you only use one "module" at a time, but if you plan on using multiple "modules", you could end up with the game loading a dozen copies of some dependencies.
  4. TL-LBT Modular Gardens

    I really like the direction you're taking with your parks. Keep up the great work!
  5. Population Cap at 100%

    Parks and recreation are the primary providers of Residential Cap relief. Some buildings also provide CAP relief. Each lot raises the CAP by a specific amount. You have to continue to add additional CAP relievers in order to stay ahead of the game. CAP relievers may not provide the same relief across all wealth levels. I'm not really sure what this statement means. Initial R$ CAP is 20,000.
  6. Are hospitals necessary to raise HQ?

    One further thought (for the moment at least): Neither of the health-related ordinances mention health-care facilities being a prerequisite. This would further imply that the 10% boost is added to the current HQ of a tract, and not to the HQ Boost value in any particular building exemplar
  7. Are hospitals necessary to raise HQ?

    Yep, I did take that into account. Here's how the math worked out (as far as I could take it). 11.52 (monthly boost) - 0.2 (monthly decay) = 11.32 x .08 (Hospital Effectiveness vs. Average Age - defined in Reader as "maps average age of tract to the %HQ boost the hospital gives the tract) = 0.9056 (monthly HQ boost as applied to tract); 200 (max HQ) - 20 (initial R$ HQ) = 180 (number of points to reach max HQ) / .9056 = 199 months (needed to reach max HQ or 16.58 years. However, after doing some thinking, much really depends on order of operations. An alternate way would be 11.52 * .08 = 0.9216 (monthly boost to be applied to each tract by a health care facility) - .0.2 (monthly decay) = 0.7216 (total monthly HQ boost as applied to tract); this number would change things to almost 21 years to reach max HQ. This alternative actually makes more sense than the first. All of this is based on my interpretation of the various exemplars. Others obviously might have a different interpretation. Note that my experience could not be called "evidence" with any degree of accuracy. I just don't recall seeing rise in HQ being that swift. Each ordinance adds 10% HQ boost, but we don't know how that is calculated. Is this 10% added to 11.52 (making the initial HQ boost number 12.67)? And then the second 10% added to this (making the initial HQ boost number now 13.94)? Or are they added to the monthly HQ boost as actually applied (0.7216 or 0.9056)? We don't know. The HQ boost provided by the Farmers Market is only 0.1. So at most you would end up with a monthly boost of only 0.12 if ordinance boosts are calculated in this same way. The description of the property "Health Quotient Boost Effect" in the two health-related ordinances is "percentage by which this ordinance affects all HQ values." Note that it says HQ values not HQ boost values. This might seem to imply that at sometime each month, 10% is added to whatever the current HQ value is of a particular tract vs. 10% added to the monthly HQ boost value. Again, this is something we don't know for sure. The bottom line with all of this is still that things don't necessarily jibe. The Prima Guide (which was written with the help of the game's developers) gives a figure of 65 years (with nothing negatively affecting HQ) for the R$ Sim population to reach max HQ. Since the numbers we have access to in the exemplars don't jibe with this, the possibilities are that the 65 year figure is a misprint or miscalculation, or there are other parts of the overall calculation we don't have access to.
  8. Are hospitals necessary to raise HQ?

    There are a number of things reference health care that we can see in the Residential Simulator exemplar, the Ordinance exemplars, and the stats in the individual building exemplars (and thus we can possibly modify some of it.). However, I have a feeling that there is much that is buried in the game executable that is out of reach. Otherwise, things just don't add up. We know that the max HQ is 200 points. We know that HQ decays at a rate of 0.2 points a month (from the Residential Simulator). We know the Maxis HQ boost value for medical facilities is 11.52 (from the health care facility building exemplar). We also know from the Hospital Effectiveness vs. Average Age property (found in the health care facility building exemplar) that the maximum monthly boost is only 8% of the HQ Boost value. We know that Initial HQ varies with wealth. So all else being equal (nothing else that impacts HQ, such as ordinances or pollution), if we take a R$ Sim (initial HQ of 20) within the coverage radius of a Maxis health care facility, and plug in all these numbers, said R$ Sim should reach maximum HQ in less than 17 years. However, that hasn't been my experience, and the Prima guide mentions a figure of 65 years for an R$ Sim to reach max HQ. HQ boost is applied against all residential tracts with a facility's coverage radius. The capacity of a health care facility, and the actual number of patients in a facility, in and of themselves don't have any direct correlation with the HQ of those tracts. However (according to the Prima Guide), over-capacity facilities suffer a lower level of effectiveness (i.e. less than 8%), which would slow the rise in HQ. I haven't found a property anyplace that maps a curve for % Capacity vs. Effectiveness. What all this adds up to is that I think there is much we still don't know about how the Health Care system functions within SC4. The best that can be done to gain a more full understanding (absent the release of the game's source code) would be one or more of @CorinaMarie's excellent 500 year tests, or something similar done by someone else.. Unless this property has been modified in custom content, the curve is flat according to the Residential Simulator exemplar. 100% of the population is covered out to the maximum coverage radius. Reference the Farmers Market, at best it cuts the monthly HQ decline rate by half.
  9. @reble1, are you looking for maps, or city tiles already built up by someone else? If the former, there are thousands of maps available on the STEX (https://community.simtropolis.com/files/category/6-maps/). If the latter, pre-built cities are not allowed as downloads on the STEX (this is true of most, if not all SC4 sites), primarily due to size of the save-game files, but also because of the issue of dependencies. That's not to say that someone wouldn't be willing to share something privately, as well as a list of the dependencies needed.
  10. DK1 Anyone?

    Thanks @rsc204. You really need to take the entire sentence in context. My primary point here is that with the exception of files that need to load after everything else (like some of the NAM files), the game doesn't care how you organize your Plugins folder. It will usually find everything and make it work properly. The primary purpose of organization is to allow you to find things efficiently, and hopefully keep you from ending up with 10 copies of the same download almost 18,000 files, almost 4,500 folders, 0 instances of multiple copies of the same download; can usually determine in less than 30 seconds (often much less) whether or not I have any given download.
  11. DK1 Anyone?

    Because organization of Plugins folders is discussed at length in several other places, just a few words on the subject: 1. With a few exceptions, you could just dump all of your files at the root of your Plugins folder, and the game (and all your Plugins) would most likely work correctly. 2. There is no one right or wrong way to organize one's Plugins folder, other than not organizing it at all. As it sounds like you've already discovered, lack of organization can lead to chaos. 3. The really important part isn't so much how one organizes their Plugins folder, as it is the fact that one has organized that folder in a way that makes sense to that person, and makes it easy to search for things.
  12. Can't find it?... Ask here!

    For the Asian sites, as most do not have English translation pages, I would imagine they wouldn't show up in any search using English words.
  13. Can't find it?... Ask here!

    Don't know if you've already looked, but I suggest that if such automata exist anyplace, they would most likely be found on one of the Asian sites as real-world bicycle use in that area of the world appears to be much higher than in North America and most of Europe.
  14. 6 Paternoster Square

    @CorinaMarie, this download was borked from the very beginning. Even after many comments, and attempts to contact the creator of this lot, it was never fixed (as far as I can tell). @Xander Dax, I never trust a review to verify if a particular download actually works, as it seems a great number of people rate a download strictly by the pretty pictures, rather than actually testing it in game. If you read the comments on this download, you should see that almost all of them mention the download being broken.
  15. Can't find it?... Ask here!

    I don't think bicycles exist as a separate type of automata. I suspect this is because they were not included as a separate category in the Traffic Simulator, either Maxis or NAM. Therefore, to introduce bicycles as automata, one would need to either classify them as cars (whereby they would follow the same pathing as cars and other vehicles, rather than following bike lanes or traveling on the side of roads), or classify them as a type of pedestrian (whereby pathing would have them move as pedestrians on sidewalks).
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