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- 65 Comments
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- pipe
- pedestrian path
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Well, the weirdest thing happened... This mod didn't work at first, but when I installed the previous version of Project Akar it suddenly did. Yesterday I downloaded the most recent version of Project Akar, and now this mod stopped working again. Other than that, when it did work I thought it's a very useful and great mod. :) EDIT: Just rebooted the game and the mod seems to work now. Apparently some mods need a reboot of the game before they work.;)
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- 33 Comments
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- global market
- global market
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Hmm, might not do that then, I guess I just have to live with this. Thanks for your help!
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But it doesn't matter how much you use them, they won't slow your game down? Because if so, I might change tree type...
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Hmmm.... Which tree mod are you using? Just wondering as I'm not using a mod though, just lots. For me it really seems to depend on how many of the lots I use and how many trees are on them. I can quite easily run the 700k city but other cities where I've used the lots more often seem to run sluggish. And as regards to the game speeds, I use them in exactly the same way you do. The game never crashes out of itself, only when I hover with some of the train puzzle pieces over train stations for example, which I know is a known issue with NAM.
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The '-CPUCount:1' option should take care of the multi core issue, shouldn't it? And turning shadows on low doesn't seem to do much for the performance of the game on my machine. In my experience it seems to be the trees themselves that cause the problem. Also, running the game at cheetah speed can sometimes have an inverted effect, especially of the game is slow already. But I can run the game at cheetah without any trouble most of the time. I love creating big cities though and I'm about to give up on that.
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That's an impresive machine, but I still think it's strange that a game this old can bring my pc to it's knees with just lots of trees, don't you? But I'm glad to know that I'm not the only who has trouble caused by trees. I wonder if there are more and if so, how many people actually have a slow running game because of trees. I already knew sea gull animations could cause terrible slowdowns, but trees? I have one large tile city of little over 700k Sims with very limited use of tree lots, for my taste, and the city only occaisionally runs slow. When I'm scrolling fast for example. While in another city where I haven't got as much Sims, about 150k I believe, and used the tree lots more often it runs quite slow as soon as I start the slightest scroll.
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I do it too, but there's loads of people saying you actually shouldn't because of CPU usage. I found if you use '-CPUCount:1' in the command line and tell other programs to use the other core(s) it should be fine, just thought I'd mention it. Of course this only works if you at least have a dual core procesor...
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Haha! Yes, I sort of already picked that up from that post. High-schools in Holland aren't what they used to be... I never got this when I went there, plus, I've always had trouble with formula's and all that. But thanks for explaining it to me. EDIT: I've also discovered that scrolling from different angels and in different directions seems so have different effects on lag. For example, I just started a new city, plopped down quite a few of tree-heavy lots (the one's I've edited) and started scrolling viewing northwest. Pretty much any direction was a bit laggy. When I changed my view towards southwest, scrolling to one direction was VERY laggy while the opposite direction was only a bit laggy. Is that normal?
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Not really layman's terms, are they? But thanks anyway... I'm convinced my problems were caused by the tree lots for a very big part. By using them way less and 'my own versions', the lag seems to be reduced greatly. However, I'm still curious about Mister Giggles' experiences with the original lots...
