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r2brew2

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About r2brew2

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  1. Invisible streets / dirt roads

    Technically yes it could be done. However, none exists atm. You would need to edit every single road texture (or at the least the one's you'd use in your creation) and make those as an override mod. In practice, this would likely take a few months to do. (If you make such a mod, I'd be willing to beta test it.) Bummer. I did take a peek into the NAM street files in the Reader but promptly closed it when I saw how many entries there were to deal with!! I can definitely imagine that project taking a month. I've been building my plugin folder for...well, years, tbh...and finally want to get to playing the game. So I think I'll pass for now! Yeah, I guess I'll do the same. Few other questions then: Which TSCT setting do you use? Is there any downside to just going with Ultra? While I am going to sim the city from the ground up (rather than plopping everything), dealing with traffic isn't something I want to particularly focus on. Also, how do you connect cities in a region (aside from rail, etc.)? Does it work if you take a street up to a few tiles from the edge then drop a very short road at the edge itself?
  2. Hi everyone. I'd like to make use of some of the awesome MMP paths to create residential/farming zones that appear to only be connected by these pathways. In other words, unconnected by streets/roads to the rest of the network, but will still grow. Is there such a thing as invisible streets or roads? Or another method to make this concept work? Separately, I'm going to be building a region that starts in the 1700/1800's, and the black asphalt paved roads just don't fit. But I would like to be able to have a couple main roads connect main towns on the map, and show accordingly on the regional transportation view. Is there a mod to give roads a dirt texture? Google is failing me here, all I find is dirt streets, which I'm well aware of! Many thanks
  3. Nam. Majstra Pavla, č. 27 a 28

    Bummer, link still dead. These look great! Just like all of your other lots!
  4. Alright, thanks for the thoughts @blunder and everyone else. I'm perfectly happy to use just one of the rock mods at a time, I just thought maybe there was a chance to combine. I'll fiddle around with the MNYFC to see if I prefer other settings. Enjoy the rest of your weekend!
  5. Oh, certainly. Here is the grassy rock mod by Heblem, full city and closeups: And the same for dogfight's Dark Igneous: Overall terrain is cycledogg's Meadowshire.
  6. Yeah I can certainly take some screenshots. What exactly do you think would be most helpful to see? The rock mod(s) or the terrain mod or all of the above? I'm pretty novice at tinkering into the mechanics of the game, but I'd love to learn more!
  7. Unfortunately, we're already pushing against the bounds of my abilities. But I'm willing to learn something new. Is this something that could be done in iLive Reader? If I open one of the rock mods, I see 5 different images there and a directory of some sorts. The 5 images are all variations on the rock image, though, so I figure they are randomly used at all height variables, not a specific image at each type of location. So I'm probably barking up the wrong tree. Any guidance would be appreciated!
  8. I'm guessing this is impossible, since every rock mod says in stern wording "DOES NOT" work with other rock mods, but is it possible for a single rock mod to change image at a certain height? I think the grassy rock mod looks phenomenal, but I like to play with low snowcaps, and the grass in the snow just isn't right.
  9. Thanks for the help guys. The separate dependency subfolder sounds like a good idea. Good to know about the .dll libraries. Aside from organizing the plugins folder, is there a way to specifically alter which of the 4 eras a building may show up?
  10. Hi Everyone, Former player here, but haven’t been into the game for quite some time, probably 2008 or so. I was getting into the fantastic downloadable content back then, and dropping them into a huge unorganized mess of a plugin folder, which ultimately became my frustration. Since then I’ve tried to make a couple forays back into the game, but I always got overwhelmed about starting over again from scratch (my old computer is long gone, not that I'd want to deal with it anyway). Fast forward to today... Have you ever been on one of those flights that you just HAVE to go play some SimCity after? I just had a flight landing in Boston with the approach coming in from the bay and a perfect view of the city from my window. All I could think about was SimCity, and I was totally inspired to get back into the game! Let’s build things! But more importantly, I want to do it right, from the start. With that in mind, I have a few comments on desired playstyle, if that helps: I like to build cities organically. I’ll plop some buildings here and there as a focal centerpiece or when something isn’t growing as planned, but generally speaking, I like guiding it the city to grow over time. I like to build rather slowly, starting in the pre-auto world and moving forward. Here was a typical “story” game style that I would play out: A group of settlers colonize a new region, and slowly move out to farm the region and build small communities, and turn the original settlement into the “capitol” metropolis (though these would never get to be too huge). There were some fantastic CJ’s with similar ideas that I used to follow here on Simtropolis. I’d really like to build wall-to-wall European-style cities. ...and a few related questions: I never organized my plugins folder last time around, so all of the wonderful new content would mix in with everything else, making it difficult in a growable environment, leading to a lot of unnecessary demolishing of buildings. Gas station showing up in what was supposed to be 1850, or getting a couple of the nice W2W BATs to grow side-by-side, only to have something that didn’t fit at all grow next door. Is there any way to set up the plugins and\or style eras to better accomplish this? I guess generally, aside from the era and style issues just noted, is there anything else I should be conscious of while building up a plugin folder from scratch? Like I said above, my old game was just a total disaster when it came to the folder. If something messed up with a dependency, it could take forever to find the culprit. I’d really like to do it right this time, even if it means devoting more pre-work time. Also, I remember reading something back then about creating different plugin folders to cut down on the size and load time. Is that still an issue with faster computers? This is a completely clean slate. In fact, I even had to buy the game again (gog.com) thanks to the wisdom over at Microsoft to stop supporting CD-ROMs. So I will have to download EVERYTHING. Any advice on how to go about finding the content? Is it just a matter of working through the websites one page at a time? And what exactly are the best sources of material these days? Would you recommend working backwards through time, or should I start at the beginning and work my way forward to avoid downloading older material over new. Is there anything I should generally avoid? Are there any new tools to help manage content/dependencies? During the last time around, I saw that CAM was getting up and running (and causing arguments). I never tried it. Given my playstyle, do you think it is right for me? If CAM isn't right, are there any generally agreed upon growth-related mods I should look into? I know this is a huge information request and a lot of this has surely been asked before in bits and pieces. I’ll work through the forums in due time, but for now, I definitely appreciate any discussion and tips I can get from the wisdom in the community. Thanks in advance! BTW, I saw LnX’s thread about the game entering a new “golden age” of sorts. That’s simply incredible given all of this time, and absolutely inspiring. I am truly hoping I can get back into it, and contribute back to the community as well.
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