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Everything posted by BugeyedDragon
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(forgive me for the blurry photo, haha) Today we will be covering the northwest corner of Bandar-Brunesia; the towns of Cairo, Konstantiniyye Orda, Mavlan, and Villsburg. We'll go from the southern end upward, starting with Mavlan. This small city, wrapping itself around a small lake, is home to approximately 2,987 sims. This was also the second city I have built using a limited installation of the NAM. I primarily made use of the street curves. Here is one such corner, though retrospectively it appears I forgot to smoothen the 45 degree road turns. I do like how that small shopping center and diner grew in the north, they almost appear as if they were one single lot with how their parking lots connect. Now viewing from the night-time is a small neighborhood on the eastern section of the hamlet. Nothing really special about this picture, but I'm still getting used to drawing street curves again. It's been well around a year or two since I've last used them. The S curve up next to those three grain silos looks kind of neat to me, as well. A set of two cul-de-sacs on the northern end. I think Bipin's cul-de-sac mod will be my next addition to the plugins folder. I like the default NAM street roundabouts (particularly the corner pieces, as seen in the lowermost cul-de-sac) but I don't really use them as roundabouts... well, ever. I am merely an American, so I'm not really used to those being anywhere. Toward the west is the train section, and probably the busiest section of the town. Never realized until now how obscenely massive the neighbor connection signs are. They rival the size of some of this game's houses. I don't know why, but I have this strange habit of putting the playgrounds next to railroads. Don't ask me why I do this, it just happens sort of autonomously. Perhaps I should get that checked Next up is Villsburg. ...yeah, this one's shaped a little oddly. This is due to my poor space management when I first terraformed the region. All it does is provide a challenge, however, and I think I managed to make it work. The city is profitable, though only makes around 19 dollars a month. Enough to pay for a Netflix subscription, I guess. I did manage to pack 3,290 sims into this thin strip of land, however, which is more than Mavlan and Konstantiniyye have seperately. All the way to the stuff is probably the only semi-normal corner of the city... until you notice the fractionally-angled back lot in the lower left corner, and the siamese cat trying to hypnotize you on the billboard. Due to the nature of SimCity's default height limit being quite a bit above sea level, the terrain levels of this city are a little wonky considering it's squished between the Great Nothingness and a river. That piece of low-income housing next to the intersection reminds me of something out of GTA San Andreas when pressed up against that wall. Can you imagine relaxing in your backyard, perhaps grilling a hot dog or two, when suddenly two cars collide on the road next to your home and one of the vehicles goes careening over the edge, destroying your grill? That would be absolutely heartbreaking. To the north is something far more rustic. I unlocked the graveyard as I was finishing up the city, and since I had no space to put it anywhere... well, I made space. I quite like making cliff-esque outlets like this. I will try and do it more in the future, maybe for things as benign as a simple residential cul-de-sac to see how odd it looks. Wonder what it's like to live in the house next to it. My advisors also started complaining about the lack of a school, so I acquiesced and built one for them. A similar mindset to the cemetery, except this seems somehow more haphazard. Miss one half-court shot and your basketball is sleeping with the fishes. I suppose the minnows deserve a chance to play too, don't they? Going back to cities with normal proportions, we enter the Konstantiniyye Orda. This was my first city re-testing out the NAM. It clocks in at 3,276 sims, which is somehow 14 less people than Villsburg has. How Villsburg managed to triumph over these other two towns is beyond me. Here is me experimenting with the single-tile roundabouts for the absolute first time, as they were not in any of the versions that were released back when I played modded a lot more. I don't think this is even remotely an effective use of a roundabout, but I just wanted to put them somewhere because I thought they were cool. I think it's placed in a sufficiently scenic location, between the vineyard, mayor's house, church, and commercial district. No idea why the sidewalk falls apart infront of the police station, however... we'll just say they're doing road work. One thing I've learned recently is that the gas power plant generates virtually no pollution. There's some, but it's still very negligible. Seeing it next to the thick green farmland reminds me of a location you'd see in True Detective Season 1, and fittingly enough there are two police cars out in the middle of nowhere at the bottom of the image. Perhaps a string of dastardly slayings? Not far is this cozy section of the town. The rail line, while only connected to Mavlan, will eventually join up with the rest of the region at some point... but I figure that since Cairo doesn't have a line running through it, Konstantiniyye was a natural end-point. Come to think of it, if a train reaches the end of the track, it'll block not one, but two entire roads of traffic. Maybe not the wisest placement on earth. The aforementioned rail line exits out of city bounds here. You may notice the street bridge to the right, as well. That's probably one of my favorite parts about the NAM. Still have no idea why they never put those in the base game, but I guess they didn't want people constantly building bridges and making more use of the ferry system. As we enter the evening time, here's the other bridge in the city. I always preferred the covered bridges as a kid playing this game. Don't know why, they just seemed to endear me much more than the other styles. I quite like how it looks here, so perhaps 5-year-old me had a point. Next on the docket is Cairo. This city is pretty old, it predates me installing the NAM and predates probably 70% of the rest of the region. Unfortunately, Villsburg doesn't have this place beat in population size, as Cairo houses approximately 23,577 people. A whopper compared to its neighbors! The southern limits of the city. I don't know what possessed me to build a landing strip, but it simply felt right. Most of the city's power comes from these windmills. Due to the nature of how finicky beaches can be to place, they didn't necessarily fit in with the road system I already had in place. To compromise, I put together a long stretch of one-way road going along the whole beachside, which I believe did the job just fine. Nothing special, just a picture I snapped of a ferry passing by the city. If I was a sim on the beach, I'd be very unnerved by how close it is to the shore. The upper corner of the beachfront, interrupted only by a large park system I cobbled together. And finally, the center of town. Whenever I unlock the city hall, I always immediately look for a location to build it. There are a number of rewards I do sometimes ignore, however, including the university-- who has the money for that? Not me! That is all I have for now. Next time, I will likely go over the largest city in the region (as of now) which is Kingfishland. There are a couple of particularly odd corners in that one, so I am pretty excited to go combing through it again. Until then!
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Hello all! For what I believe is around the 3rd time I've done this for this city journal, I shall reintroduce myself. My name is BugeyedDragon (an old name I use nowhere anymore besides this very community), and I used to run a modded city journal based in the fictional country of Boomooderie. This, however, was a very long time ago. I still have Boomooderie and my old ~11-12 gigabyte plugins folder on an external hard drive somewhere. Since then, I retired myself away from building aesthetic-focused cities, as the crashing, hours of scrolling through the landmarks folder, long load times, and other fun issues were beginning to drive me a liiiiittle crazy. I've reverted to a more vanilla philosophy with a far smaller pool of mods (An act blasphemous to most, I do not use the NAM, though I'm considering installing the traffic simulator and a couple of isolated additions like the roundabouts and some other stuff. I merely want to keep my transportation menu as neat and small as possible, and I remember being very very overwhelmed when I was a young lad first installing it.) I did have quite a lot of plans for Boomooderie, however! I had a storyline in which a new president was elected who centralized his power and transformed the otherwise decentralized government into something more totalitarian, while an island 20 miles off declared independence in protest of the new government. I had a whole fictional set of island countries, which I planned to place somewhere in the north pacific. Boomooderie was the regional power, having a complicated history of being colonized by both Australians and Brazilians (I was very young and knew nothing of how... plausible this would've been) in which war took place between the two countries over control of the island, only for the inhabitants to decide their masters were not worth the trouble, and the two sides unified and declared independence. I had so many tiles I had started, but never finished. I am still liable to return to this any day now, but for now, I'm content musing on all of the projects I started and never finished. To this day, I still am taking a similar approach in my present region, Bashkorkistan (named after the region in the Russian Federation). My loose lore was that it was a newly discovered landmass colonized by... almost every country on earth. This is not present in the architecture, style, or anything like that. It's really just an excuse for me to put a city named d'Orleans next to one called al-Hattin. The only criteria I really hold myself to are to ensure each city is profitable before I finish it and to finish the entire region before expanding it. I try to make use of whatever randomly generated tile sizes the game gives me without editing the BMP (though I did add in two large tiles in my newest one because the game gave me like, only one.) After I finish a region, I expand in one of the cardinal directions and make an entirely new one there. I tend to finish up cities very fast, as the game has become something of a comforting pastime while talking with friends Unfortunately, disaster struck me when my hard drive died. I lost almost the entire region plus a couple of other things. Repairing the hard drive is going to cost upwards of 900-3900 dollars. Almost not worth it for a region I had spent like, 5-6 sporadic months on, right? Well, life has been viscerally cruel for the last two years, and I got a job recently, so I am going to recover that god damn region if only to tell life to go fuck itself for the sucker punch it gave me by doing that. One might say it's more about sending a message. To compensate, I've been working on the northern expanse of the region, called "Bandar-Brunesia", a name I based on the Asian nation of Bandar-Brunei. I have been zipping through this one relatively quickly for my standards, I first created it on March 31st of this year, with intermittent breaks. You'll likely be able to notice one of the mods I use already; the SPAM mod (since it's practically necessary anyway). I intend on mostly revisiting some of the older stuff I worked on that I never released, and also comparing my style in cities as old as Bedfordale (which you can see in my first view entries on this CJ) to newer ones I had made in preparation to be featured on this very CJ. That is all I have to post for now, but I will be back hopefully soon. I am unsure of how many people will be interested in this CJ from here on out considering how much... well, better all the others are now. But even then, trying to make the best-looking cities and trying to make your stuff look cooler and more realistic than everything else isn't entirely in the spirit of the game. For me, it's become something of a peaceful escape, and I intend on keeping it that way for the foreseeable future (instead of cursing at my screen every time the game randomly CTDS ) Also, if you remember me from back in 2015-2016; let me know! I don't think I was ever a particularly notable member, but I did have a couple of people who'd always comment on my stuff. I still remember the old simtropolis chatroom, talking to those such as Biprio and confused04 and even Cori before she had become a mod. Fare thee well!
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Was just playing normally when this happened out of absolutely nowhere, lol. On the third-closest zoom level it appears as in pictures 1 and 2, and on all other zoom levels it appears as in picture 3 (until it renders and turns back to normal). Second picture is literally just of hilly terrain out in the middle of the tile... hope those apartment complexes can find their way out of the black hole they've been whisked into. Bonus points to anyone who can tell me why this happens! It used to happen to me on my old 2004 macintosh computer, and now it's happening again on my 2020 custom rig.
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Hi, recently (the past about 3 or so cities recently) I have been having an oddly specific issue when loading up a city with a started simulation on the second go. Usually, when building, I play for maybe 1 or 2 sessions before actually starting the simulation on any given city. If all goes well, I typically have zero problems with crashes as long as I don't rapidly zoom out or in, or just do erratic, intensive actions in general. However, the game becomes REALLY sensitive after I play for a second session after the simulation's started. It'll crash randomly when querying, sometimes opening menus, placing buildings, etc. I ran a litany of tests, the following being: 1. Checked if querying a specific lot was crashing it. I queried every single lot in my city (it being very small at the moment), with traffic query and regular, and that's not the issue. 2. Checked if running the simulation too long, or if the game was on a "timer" until a crash. This wasn't the case, as sometimes it'd crash within 3 mins on a paused or running simulation, or it'd stay running for the length of two ingame years on cheetah speed. I have crashed while paused and on other time speeds, so time doesn't seem to be the problem (I have gotten 10 mins without incident). I have no clue what the issues could be else, either a memory issue or something else along those lines. I will stick an exception report in a spoiler, as I think that's likely the issue. It may be relevant to mention I have a 9.09 gig plugins folder with 45,067 files within it. I heavily doubt it's a problem with a plugin, as my tests have helped me conclude, but I do suspect that 45,000 might actually be touching upon a hard limit for plugin files. I do need to clean up my plugins folder I run a Windows 10, and run SimCity 4 Deluxe through Steam. Using task manager to figure out how much CPU/Memory that SimCity 4 is using is almost impossible, since despite all attempts to force it to run windowed, it continues to open in full screen.
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[Solved] Seemingly random CTD issue
BugeyedDragon replied to BugeyedDragon's topic in SC4 Bugs & Technical Issues
Update! I haven't been able to conclude anything on the seaport controller front. I don't seem to have the PEG_Master-Seaport controller despite having a lot of their seaport stuff (I downloaded the file and cross-referenced the name and found nothing except two unrelated readmes that popped up). I do have the WMP Rural Docklands built into my city, however. After a lot of prodding, I finally figured out what it was, RAILS. After some extensive testing, I figured out there was a very specific area that CTD'd me. This section right here was always the culprit, but for a short while I couldn't figure out why. And then, I remembered this strange tactic I used to make a rail over street intersection work. This fiend right here. Left to right, it was rail bridge, elevated rail puzzle piece, elevated rail over street, and elevated rail. I assume the puzzle piece right next to the bridge caused the commotion, because when I destroyed the bridge my game froze for a split second, even cutting off the music for that small moment aswell. Thankfully, I needed not uninstall any dock mods. The nuclear option was avoided. I thank you two for helping me out, as it prodded me to continue investigating. Let this be a cautionary tale! -
[Solved] Seemingly random CTD issue
BugeyedDragon replied to BugeyedDragon's topic in SC4 Bugs & Technical Issues
That is an incredibly good point, I actually built a small seaport (Forgot which one it was specifically, but it was a rural set.) I'm gonna investigate my plugins for duplicate controllers and see if I do have two (I probably do) -
[Solved] Seemingly random CTD issue
BugeyedDragon replied to BugeyedDragon's topic in SC4 Bugs & Technical Issues
It doesn't seem to, no. Later when I get the chance I'll clear out some files in my plugins until it hits under 45000 and see if there's just a file limit I need to heed. -
[Solved] Seemingly random CTD issue
BugeyedDragon replied to BugeyedDragon's topic in SC4 Bugs & Technical Issues
It should be running on a single core. I have it set in the steam parameters to do so. I tried running it again (last night I actually went on and built some NWM roads with turning lanes and such while the simulation was paused.) and it's actually now crashing as soon as I start the simulation, which is odd. -
MySimtropolis - Invitation to become a SimCity 4 MySim
BugeyedDragon replied to CorinaMarie's topic in SimCity 4 General Discussion
Ahoy, I know I haven't been the most active in this community (hoping on changing that) but I'd like to hop in as well! Name: BugeyedDragon Sex: Male Sign: Leo -
Hello everybody, it's me, after an entire year I'm gonna be honest, I have no excuse for not really doing anything with SimCity 4 for over, like, a year. But, actually, I have I've been remaking Telegraph City over and over, it totals to about 4 different failed attempts for different reasons. After each failed attempt I'd probably lose motivation and quite for weeks at a time. I'd get doubts, stuff would feel so painstaking, I'd work on an entirely different city, etc etc That's likely gonna keep happening, but for now, I just want it to be known that this project is far from dead, I swear on the safety of my future children I'm gonna get this done, at least for myself. So this update has content, I'm gonna leak the entire finished region, no, not all of it is colonized, or actually finished even, that was a bad way to put it. But, it's the outline for how I want the terrain and shape to be. If you see any kinks in it I likely know about them :pp Here's a crappy mspaint map I made showing you the direction I made the pictures in Enjoy what's been in the works for a while now, and hope that I'll be back before like, 2019 or 2020, maybe sooner! Thanks to those who supported me, and I hope you continue to stay interested in this despite it being few and far between! Seeyall soon!
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SimCity BuildIt was the game most played in the history of the series, says EA Mobile
BugeyedDragon commented on Gilberto Rodrigues's article in News
This is very saddening, despite it being good news, arguably I find this the least quality SimCity game out there purely for it's mechanics. There used to be a SimCity 3000-esc SimCity on the app store (that was frustrating) but sadly it was taken down. Games that force you to (yes i know you can wait but most people in this genre want to sit down for a long time and just binge SimCity) to pay money for basic features are not games. Mgh, it's just very frustrating -
A similarity between SC4 music and SCC music
BugeyedDragon posted a topic in SimCity 4 General Discussion
I'm a personal big fan of SimCity Creator (ds) version's music, and one of my favorites is easily the Post-Global Warming stage's soundtrack. The way it's composed and instrumentated is wonderful, and it fits the situation so beautifully. I could go on for two paragraphs about that, but that's not what I want to point out. I was listening to this track in particular, and I recalled a SC4 track sounding fairly similar. Eventually, I dug up the track itself, and... I must say, that is an interesting easteregg. There's also the fact that half of SimCity Societies' music is essentially an HD version of different SimCity Creator (DS) musics. I just wanted to post this, because I thought it was interesting and I think that both OSTs deserve more love. Thank you for listening!- 2 Replies
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A similarity between SC4 music and SCC music
BugeyedDragon replied to BugeyedDragon's topic in SimCity 4 General Discussion
Yep, same with Capitalist is to (american) modern age, authoritarian is to euro factory age, industrialist is to american prosperity, romantic is to euro renaissance, Fun is to Asia development, and contemplative is to open asia. I still prefer the creator ones, even though the societies version were pretty damn good.- 2 Replies
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This is probably the fifth time I've tried to play this darn game and it's immediately hit me with a roadblock Whenever I install a custom map, it does show up ANYWHERE. I've checked in steam and it shows it's subscribed but no dice ingame. Content Manager comes up with none (even if i were to look in the steam workshop segment it's so inconsistent it's pointless) and create new map doesn't work. I've subbed and unsubbed in game, verified game cache... Nothing. Any ideas? Running a windows 10 alienware and the maps don't say it requires any dlc, I have all the deps, and I have After Dark and Snowfall. Example map is Aquapolis which does not work at all.
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Version 1.0
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The Fisca Busta casino, accurately named, is the perfect place to bet all your assets on two pieces of plastic. Gamblers all welcome, please come to visit! It is 3x3. Inspired by Oppie's Thumblin Dice Casino and the casino found on the BAT menu! That's the gist of it, further info including in the Readme.Any critiques or comments appreciated!-
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My first buildings made in the BAT for SimCity 3000. Enclosed are three 1x1s, one for each zone type. Residential: Surgey Household A small 1x1 Japanese-ish 1-2 person house. No yard. Commercial: Darcy Antiques A quaint antique store in a run-down concrete block of a building. Three parking spots. Industrial: Longway Chemical Solutions A small chemical (local pool chlorine supplier or what you wish it to be!) plant that holds and delivers barrels and containers of chemicals. That's the gist of it, further info including in the Readme. Any critiques or comments appreciated!-
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When I play a certain city, the game sees to crash to desktop whenever it's on simulation in approximately 3-5 seconds, it's went one minute before but also still crashed. This city has had the simulation started on it before, however I keep the simulation off when I build new zones and such. I'm on windows 10, alienware. SimCity 4 Deluxe from Steam, and my oplugins folder is 8.06 gigs, if you need a copy of the city to troubleshoot then I'm willing to provide if what I have is not enough info
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From the album Boomooderie Extra Shots
one of the only four teaser shots i'll upload of Telegraph Principayor, this is of the second district Telegraph-Burleigh which is a suburban sector.- 2 Comments
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I will always admire your patience for MMPing large fields, it's such a tedious and arduous task yet you flawlessly put it together. If only there was an MMP brush like in cities skylines, one can only hope for the future.
