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Everything posted by SecretMbr_735754
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Version 2.0.0
2,897 Downloads
No dependencies. All lots are 5x5 ploppables in the Reward menu, available at the start, and are network and transit enabled (capacity: 100) Maxis lighting. This project is inspired by the first version of SimCity (Classic) now called 'Micropolis' developed in the 1980's and released as open source. The 7th preview is an image of a session of playing the Java version of Micropolis that is freely downloadable from github.com. In Micropolis there are only three same-sized squares for RCI zoning. I've used the reward system in SC4 to re-lot all 6 of the large commercial office buildings, 2 of the largest high-wealth residential, 1 of the largest high-tech industrial buildings, and 1 agricultural building. All the lots are the same area size like in Micropolis. The queries are the same queries used for the buildings as grown in the game. The associated reward will only be indicated in the reward menu as the item is selected and plopped. The lots contain code for both the reward and the replacement building so apparently the lots provide the benefits of the reward as well as the operation of the building. The intent of making these lots is providing access to the buildings so the reward function was not evaluated, but the queries do report capacity usage for the replaced building --no 'goofy stat' for the reward. NOTE: Residential ploppables may indicate some usage initially, but will quickly degrade to Abandoned Due to Commute Time so are not functional as Residential. Previews of Buildings Featuring Terrain Mods (see Preview and Install.html in zip file) Terrain Resources Listed in: Cori's Terrain Shoppe Descriptions of the 10, 5x5 Large RCI and 1 Civic Building are included in the zip file: The buildings appear in the reward menu with a unique menu icon, the building and reward names. The Opera House, Farmer's Market and Tourist Trap rewards also appear in the Parks menu. • Van Prooijen Trading: Commercial: Convention Center • Ong Condos: Residential: Major Art Museum • Hurt Enterprise Headquarters: Commercial: Tourist Trap • Hogan, Wallace, and White Insurance: Commercial: Resort Hotel • Cahalane Communications: Civic: Bureau of Bureaucracy • Lind Entertainment: Commercial: Stock Exchange • Byall Tower : Residential: Opera House • Tubing Facility: Industrial: Advanced Research Center • Alvin's Acres: Agriculture: Farmer's Market • Pedriana Pharmaceuticals: Commercial: TV Station A stage 8 CO§§§ building in the Chicago tileset. Capacity: 7,103 ______________________________________________________ I've given this lot project the name MicroProject and made a logo for identifying the lots in the Reward and Parks menus. Each lot appears near the original reward, with a building icon and the logo overlay. The original reward is not replaced. The re-lots are available at the start of a new city. Sources: Wiki SC4Devotion: http://www.wiki.sc4devotion.com/ Wikia SC4: http://simcity.wikia.com/wiki/SimCity_4 -
Version 1.0.1
478 Downloads
There are 2 folders, each with grayscale heightmaps, config.bmp and region.ini files ready to be placed in your User\ Documents\ SimCity 4\ Region folder. Render using CTRL+SHIFT+ALT+R, then navigating to the Alpine Sublime/BO folder and selecting the Alpine_Sublime_1025x897_MAXIS/GOBIAS.bmp file, OR, use SC4 Mapper to 'Create a Region' from a 'Grayscale Image'. The MAXIS version is made with height levels for most terrain mods. If you are rendering using the SC4 rendering function the resulting region view will reflect the terrain mod you have installed. If you are using a Gobias terrain mod the height levels are different so a special file has been made for the Gobias mods. Featured in the previews is the Gobias Berner Oberland terrain mod designed for the Alpine biome specifically of Switzerland. Both the SC4 Mapper program and the Gobias BO Terrain mod are located at SC4 Devotion on the LEX (Lot Exchange) SC4 Mapper 2013 (v1.0) Gobias Berner Oberland Terrain Mod (v1.0) ________________________________________________________ The World of SimCity 4 In SC4 sea level is about 225 meters from the sea floor. Each increment raises the terrain 50 meters, so at 5 increments sea-level is half under-surface and half above-ground. Add one more increment of 50 meters and you are on land at about 25 meters above sea level. Only by using the terra-former or a grayscale heightmap can you get the land down to touch the water and wade around in the wet sand. The Gobias Terrain mods, BO and Sudden Valley, change the increments from 50 meters to 100 meters, doubling them, so 3 increments from sea floor in Gobias is 300 meters, or (300-225) 75 meters above sea-level. The CPT Terrain mods, Columbus, are consistent with the Maxis vanilla terrain so no adjustment is needed to compensate for the higher elevation of ground level above sea-level. The grayscale range from 0 to 255 covers about 1200 meters above sea floor (24 increments x 50). Subtract 5 increments below sea level (19 x 50) gives you about 900 meters of height above ground. The full depth of the SC4 block of space is (62 x 50) 3100 meters or about 3 kilometers high, about 1-third of the highest mountain on Earth. SC4 was designed to represent building construction, not geological topography. The tallest building in the world is near 900 meters, and the tallest mountain is about 10 times as high. For persepctive, look up a mountain you know that is in the 1000 meter range to get an idea of how SC4 renders topography. If this is not confusing enough then consider the explanation I give for the scaling in SC4 3D Space in my SC4 Earth Maps Grayscale and SC4M Maps file. The difference in scaling is between fitting SC4 into the real world and fitting the real world into SC4. Therein between, is the wonderful world of SimCity 4. ________________________________________________________ Special thanks to @CorinaMarie for continuing inspiration and study of the joy of SC4 Mapping. Here, I will, hopefully, soon link this file page to another major mapping project. -
Version 2.0.1
5,390 Downloads
These Business Deals have been modified from the originals and appear in the reward menu at the start of the game. The negative mayor rating effect has been reversed to a positive effect, the amount of income increased and positive landmark and park effects and jobs added. The impacts of pollution, crime, and radiation have been radically reduced or completely removed, and other positive benefits added such as cap-relief and transit. These rewards may now be used safely to add income to your budget. Each deal/reward has a color-coded menu icon and is separate from the original which will still appear as usual according to the game.. Eco-Friendly Toxic Waste Dump Business deal income: §200. Same job demand as Advanced Research Center. Slight landmark and park effect. Minimal pollution, no radiation. Power and water consumed: 200. Mayor rating effect: 8, 440 Humanitarian Army Base Business deal income: §440. Cap relief: 100,000 I-M Jobs. Same job demand as for Army Base. Moderate landmark and park effect. Mininmal pollution, no radiation, minimal crime effect. Power and water consumed: 300. Mayor rating effect: 8, 440 Particle Testing Range Business deal income: §580. Same job demand as Advanced Research Center. No missile launches. High tech boost. Slight landmark and park effect. Minimal pollution, very slight radiation. Power and water consumed: 220. Mayor rating effect: 8, 440 Social Rehabilitation Center Business deal income: §140. Same job demand as Prison deal. Transit Capacity: 200. Slight landmark and park effect. Minimal pollution, minimal crime effect. Power and water consumed: 180. Mayor rating effect: 8, 440 Digital Gaming Center Business deal income: §320. Same job demand as Casino. Transit Capacity: 300. Creates taxis. Moderate landmark and park effect. Minimal pollution, minimal crime effect. Water and power consumed: 280. Mayor effect: 10, 400 Teleportation Facility Business deal income: §620. Same job demand as Spaceport. No shuttle launches. High-tech boost. Slight park and landmark effect. Minimal pollution. Water and power consumed: 360. Mayor rating effect: 12, 400 Area 5.1 Amusement Park Business deal income: §910. Cap relief: 100,000 I-M Jobs. Same Job demand as Area 5.1 Base. Transit Capacity: 500. Creates taxis. Slight park and landmark effect. Minimal pollution, very slight radiation. Water and power consumed: 380. Mayor rating effect: 10, 400- 8 Comments
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SC4 Regional Public Safety, Fire Station, Hospital, Police Station
SecretMbr_735754 posted a file in Civic & Non-RCI
Version 3.0.0
4,598 Downloads
The Regional Fire Station was made for building cities in which designing is more important to the user than civic operations, reducing the need to place and monitor public safety buildings. The Regional Hospital is an additional building for the same purpose. I have used the Ice Cream Truck to represent ambulances as there is not one in the Maxis props in LE, so although it may seem a stretch of the imagination, ice-cream at least associates to comfort for most people. The building props are mostly from the Disease and Advanced Research Center and Airport to maintain a modern theme that could also be applied in a futurist setting. The radius and capacity are adjusted to cover most of a large city tile. A Regional Police Station has been added to this download completing this set of public safety buildings, and an HTML Preview file added featuring the 3 lots. Regional Hospital Patient Capacity: 12800, Radius: 2800. Landmark and Park Effect: 20, 10. Pollution 10, 5. Maintenance Cost: 800 Regional Police Station Dispatches 25 cars, Strength 200. Radius: 2800. 1 Helicopter. Jail Capacity: 200. Protection Cost: 400. The Regional Fire Station covers nearly an entire large city tile with moderately strong fire-fighting strength. If placed in the center of the large tile its radius reaches close to the tile edges. This station would also fit well in appearance and strength as an airport fire station. Plop Cost: 5000 Protection Cost: 400 Center Strength: 250 Radius: 2000 Total Dispatches: 8 Dispatch Center Strength: 200 Dispatch Radius: 2000 Exterior Strength: 200 Air and Water Pollution, Garbage, 5, 3 Located under fire stations in the civics menu with a bright red engine icon. All Maxis props and lighting, no dependencies. To install copy and paste the Region Public Safety folder into your User\Documents\SimCity 4\Plugins folder. (delete the readme and preview files). -
Norton False Positive on SC4 Devotion and LEX
SecretMbr_735754 posted a topic in SimCity 4 General Discussion
As a lot of files for SC4, dependencies and information links exist between Simtropolis and SC4 Devotion and the LEX, I noticed that no mention has been made yet here that Norton Antivirus is reporting the site a potential threat and blocking it. There are only 2 older files that are causing the warning. Norton Antivirus flags entire sites for risky files only because they are rarely downloaded. The site administrator explains the situation in the following thread on SC4Devotion and also explains that the 2 older files are clear of any virus on the Norton warning page that comes up when you try to access the site. https://www.sc4devotion.com/forums/index.php?topic=17768.msg517897- 12 Replies
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Should the 5 Star Rating System be Removed on ST ?
SecretMbr_735754 posted a topic in Simtropolis Related
As @CorinaMarie mentions below, this poll is only advisory, not an official poll. The poll results represent the opinions of members participating. -
Version 1.3.0
5,262 Downloads
This lot has been tested in-game, it was found that at least 2 of them are required to almost completely reduce pollution across a large tile as well as to provide water across a grid of pipes covering the whole tile. It was tested also with the Utility Radius and Traffic Pollution Modd. Use the Data View and Cheetah Speed to monitor changes in water supply, air and water pollution. The pump is programmed to consume a very small amount of water so plop the pump in a non-polluted area as tests indicate it will not immediately clean its own base area and may fail to operate. Location: Water Menu under Utilities Menu, and Power Menu for 1x1 Generator You must connect both the large water pump and the sewage treatment connectors to realize both the effect of the radical volume of water and the treatment. The large water pump is the re-lot that will appear in the water utilities. The dual purpose is combined into one lot with its own unique menu icon. You must connect the water pipe to the water pump house which is in the top-right of the lot, the center connection is for the water treatment connection. Stats: Lot Size: 5 (width) by 6 (depth) Water Produced and Treated: 1,000,000 cubic meters per hour. Pollution Reduction: -1200 over 300 Plop Cost: 25,000§ Maintenance Cost: 10§ Jobs: 15§, 290§§, 15§§§ Moderate Landmark and Park Effect. Transit and Network Enabled Power Consumed: 200 MWh (megawatt hours) Dependency: Included base texture .dat file. Maxis Night-lighting FOLDER: Radical Water Pump and Pollution Reduction V1 File: List of Alternate Water Systems.txt File: Preview and Install.html File: Readme.txt SUB-FOLDER: Radical Water Pump and Pollution Reduction This is the folder inside the unzipped title folder to be placed in your User\Documents\SimCity 4\ Plugins folder. It contains 2 files: 1. the Radical_Water_Pump.SC4Lot, and 2. the BaseTexturesElements_RadicalWaterPump.dat file with base textures extracted from my Vol.1 Base Textures Elements package. If you use the larger package then delete the smaller .dat file included as the textures don't need to be loaded twice. The larger package is linked below: Base Textures Vol 1.1: Elements, for SC4 1.1.0 SUB-FOLDER: 500 MWh Power Generator 1x1 File: RadicalWaterPump_PowerGenerator.SC4Lot I've added a 1x1 lot to generate power for the water pump. If you use the Data View Moisture Mod to locate a high volume of water it may be in a remote area, otherwise a non-polluted area may also be in a remote area. The power generator is equal to 2½ times the wind power plant. Previews: The 2nd preview shows the progressive reduction of air pollution; the reduction of water pollution is about the same. The test city has 2 heavy industry areas and congested traffic generating severe pollution over the entire tile. A third radical water pump would completely eliminate both across the entire tile. The 3rd preview shows at bottom Cori's Data View of Moisture mod which uses the radiation data view to show changes in moisture from rainfall. In more complicated terrain the moisture data view is useful to see where to place water pumps which depend on aquifers. The mod is linked below: Cori's DataView - Moisture v 2017.01.22 by @CorinaMarie The top 2 frames show the progressive increase of water-flow over the entire tile. Water pipes are tedious to place in large tiles requiring about a 30x30 grid. To make the task of watering the tile easier use the Utility Radius and Traffic Pollution Reduction Modd by RalphaelNinja linked below: UtilityRadius TrafPollution Modd by @RalphaelNinja The last preview is of this .SC4Lot in production in the Lot Editor for anyone who has enjoyed using SC4 as a design tool, creating .SC4 city tiles, and who may be considering taking the next step of creating .SC4Lot files. Using Lot Editor is not much more complicated. Below is the tutorial that got me started almost a year ago. Lot Editor: Beginner's Tutorial by @jbbry232 INSTALL: To install copy and paste the Radical Water Pump and Pollution Reduction folder into your User\Documents \SimCity 4\Plugins folder. To also install the power generator copy and paste the 500 MWh Power Generator 1x1 folder into the folder above. Mac Users The original lot does not work with the Mac version of the game. If you use a Mac, after installation, replace the original .SC4Lot file with the one contained within "Mac Fix.zip". Thanks to @Hernank for the fixed file(s). -
As well, although I do believe @Tarkus is probably the most thoroughly decent and honest programmer in SC4 history, he's also got a lot on his plate of what doesn't exactly make sense. I think the NAM is the greatest hobby attempt in history, and so it should be to show how we understand. We, the hobbyists are more advanced than all the PhDs. We are the real people, the real knowledge, the real skill.
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We don't know exactly how the excess pressures will present, but again, all people in any range of volcanic or tectonic disturbance must be especially aware and prepared.
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What Music are you listening to right now?--The Second Verse
SecretMbr_735754 replied to Livin in Sim's topic in General Off-Topic
Grand Funk Railroad: BAD TIME (TO BE IN LOVE)- GO ALL THE WAY--THE RASPBERRIES These new enhanced HD versions work with your audio playback system to facilitate the experience of some music. -
Major flaw in Windows systems... make sure you've patched it.
SecretMbr_735754 replied to rsc204's topic in General Off-Topic
https://www.pcworld.com/article/3246189/security/microsoft-halts-meltdown-patches-windows-amd-pcs-unbootable.html There's a few recent articles from reputable computer tech. websites, after reading a couple of them, it seems AMD is not effected by the Meltdown vulnerability, but a patch previously released for Meltdown and Spectre caused some AMD machines to become unbootable. Athlon and Sempron are mentioned in the article linked above. This is specific to Microsoft Windows 10. There is a replacement patch for Win 10 now. Its got to be a very complex issue with so many different chips, machines, devices, hardware, operating systems potentially impacted, and so many different patches and anti-malware conflicts. So its a good idea to focus on exactly what system specifications, hardware, etc. you have and then look for a variety of information specific to your system. At this point there's not much of a general 'catch-all' solution, and likely won't be except by manufacturing new chips. It would be interesting to know exactly how the same vulnerabilities came to be at the same time on so many different products from different manufacturer's, but so far that seems to be not being reported with much depth.- 80 Replies
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What Music are you listening to right now?--The Second Verse
SecretMbr_735754 replied to Livin in Sim's topic in General Off-Topic
Split Enz: Six Months in a Leaky Boat For me it was six years. -
Poppy Multiplayer Regions for SC4
SecretMbr_735754 replied to jmak's topic in SimCity 4 General Discussion
We have our install folder plugins which is separate from the PMR plugins, that is, in your user documents SimCity 4 folder. So whatever plugins we have in the install plugins folder also load and are used when we play the multiplayer region. I think we need to collectively agree on what plugins we will use in multiplayer. I think its okay for us all to use money and unlocks cheats, but we need to define the contents of both folders so we are all playing on the same playing field. We may even agree on using jobs doublers, but we should all be using the same mods if any. If you are using mods that effect the game for your city tile, then those mods may give you an advantage, but more likely at the disadvantage of your neighbors. Its not like we are playing a game like Monopoly, and even if we were, there would have to be rules of the game by which we all start with equal advantage. Especially with SC4, we each have access to powerful mods that basically can destroy any 'competition'. The city-builder multiplayer game is more so a co-operative game, its about how a bunch of players can work together to create a successful region. So again, our host, programmer, @jmak hopefully will follow with his views of how we make SC4 multiplayer work equally for everybody. -
Poppy Multiplayer Regions for SC4
SecretMbr_735754 replied to jmak's topic in SimCity 4 General Discussion
I'm not completely sure what you mean and how it would effect the individual city, but you are probably the best authority of how to make SC4 multiplayer work smoothly for everybody, so I'd say go ahead and do what you think will make the PMR function better. I think if we are not using demand, cap or jobs, cheats there will be a balance in the multiplayer region at least through the initial stages of development. So if we all start with the same plugins, which may include money and unlocks, then the region should develop without one city being overwhelmed too much by another. I am struggling to get high wealth residential and commercial, which is for me an interesting challenge, but if its because someone else is using demand, cap or job cheats, then it seems less interesting as a multiplayer effort. The one thing we would want to keep is the interconnectivity. I could sever all connections to my neighbors and do quite well on my own, but then why bother with multiplayer? -
Major flaw in Windows systems... make sure you've patched it.
SecretMbr_735754 replied to rsc204's topic in General Off-Topic
Here's an update on what's happening with the Meltdown and Spectre research: Intel asks customers to halt patching for chip bug, citing flaw (JANUARY 22, 2018 / 10:55 AM / UPDATED 2} https://www.reuters.com/article/us-cyber-intel/intel-asks-customers-to-halt-patching-for-chip-bug-citing-flaw-idUSKBN1FB2M9 Points taken from the article linked above: * The issue of the faulty patches is separate from complaints by customers for weeks that the patches slow computer performance. * Patches released after months of development caused computers to reboot more often than normal and other "unpredictable" behavior. * Intel asked technology providers to start testing a new version of the patches, which it began distributing on Saturday.- 80 Replies
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I think this thread should be in the https://community.simtropolis.com/forums/forum/39-current-events/ forum. so I'm flagging @CorinaMarie to ask if it should be moved. As this year is predicted by scientific models to be very active for volcanoes and earthquakes/tsunamis. We can collect reliable sources of tracking and reporting, as well as some info on preparedness. I also live in an area that could get hit with a major EQ this year. Just as I was reading this Alaska got hit with an 8.2 EQ. All people in the Pacific Rim and Pacific Islanders need to be especially prepared this year. Below is the USGS website that gives immediate info about current earthquakes. https://earthquake.usgs.gov/earthquakes/map/ Currently there is a tsunami warning in the north pacific and 2 major volcano warnings in Indonesia and New Guinea.
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Poppy Multiplayer Regions for SC4
SecretMbr_735754 replied to jmak's topic in SimCity 4 General Discussion
When exiting the PMR main window, clicking out the 'x' I also get an error message. Maybe needs an 'exit to system' subroutine and an 'Exit' button? __________ In my '\\\Documents\SimCity 4\_PMR\Plugins\' folder is the subfolder: <DIR> PMR Plugins. The NAM files are contained in both the _PMR folder and the PMR Plugins subfolder. The files are duplicates, which folder are they supposed to be in? Other than that, PMR is working great. I've completely eliminated all the 'cheats' I was initially using so now I'm playing pure vanilla (including the NAM stuff). So my city won't immediatley fall apart if it is viewed by my neighbors. -
Revisiting Prop Pox and Prop Theory
SecretMbr_735754 replied to simmaster07's topic in SC4 - Custom Content
I use @simmaster07 's Extra Cheats DLL (SievertBeGone), and especially the Real Upgrade City Halls, so its important to me as well as anyone else using these that the community can reasonably support the quality and security of this member's work as it does involve deeper programming than messing with some exemplars in iReader. Now the community has rationally and reasonably given sufficient support for the material. Thank-you everybody. Its nothing of blame or fear, its just normal security and quality control measures. So now anybody reading this thread can get a good idea about Prop Pox and why the community is so ecstatic over this fix. Its also helps all members with using free user created content on ST, and anyone may decide freely for themselves which material they want to use or not. -
Revisiting Prop Pox and Prop Theory
SecretMbr_735754 replied to simmaster07's topic in SC4 - Custom Content
The wording above is a bit confusing if not intentionally. The SC4 community and the freeware generated within it is reliable within reasonable standards as can be expected on public network media, and sometimes even exceptionally, but to keep it clear for those who are not very experienced with using freeware or open source, Loading a DLL can be a high security risk, and that's important to know, again caution should always be taken when approaching the use of any software, especially freeware Normally a community of gamer/hackers would be exceedingly 'protective' of member's/user's free and safe use of their hobby work. Its part of the 'honor' system that ST and the SC4 community operates by. As for Pegasus, and the reason for abandoning the problem, That may be true, but there may be mitigating circumstances by which the project had to be abandoned. It seems so. I often wondered why I never encountered prop pox. I have used a wide variety and volume of user created content, including PEGPROD over 2 years and never a hint of anything akin to prop pox. Just to make it clear that my assertion regarding prop pox is that it has been a known as to what the process is for quite awhile. A fix for it may not have been developed until now. If the fix requires loading a DLL then so it is, and so the community will ensure its healthy reputation. -
@Tristy100 I understand your frustrations with multiplayer, even in the SC4 community the same demographics seem true. A certain percentage of people really enjoy the co-operative effort, and some are less aware of the fact of their neighbors. The Anise region I would say is as good as it gets, so please enjoy and continue to participate.
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Interesting Science Stuff Thread
SecretMbr_735754 replied to Easy Bakes's topic in General Off-Topic
Earth Emergency Medical Systems Response in Progress... According to global statistics most humans do attend at least 1 to 2 years of some kind of school. So the first law of establishment of an actual 'human' civilization following the complete dis-empowerment of the current non (false) civilization of the simian reptile, is basic First-Aid/Responder Training for all human children. ABC Airway Breathing Circulation ________________ And now the News: Recycling Carbon Dioxide to Make Plastics https://energy.gov/fe/articles/recycling-carbon-dioxide-make-plastics Great Pacific Garbage Patch https://en.wikipedia.org/wiki/Great_Pacific_garbage_patch The first article is a current news release from the US Dept. of Energy, explaining how carbon dioxide can be converted to useful plastics. There's not too much about collection, processing and manufacturing, but if the chemistry works the rest of the operation is apparently viable. The second article from Wikipedia is about the increasing 'suffocation' of the oceans with plastics, so part of the recycling operation would also have to deal with plastic garbage and toxics. We could also reduce the clear-cutting of oxygen-generating forests and prevent further de-oxygenation of the oceans, which also absorb carbon dioxide, if the products made with plastics replace wood products and do not mostly end up in garbage dumps or again contributing to toxics There is a massive need for basic human habitats, basic organic waste processing and clean/safe water containment. The new plastics could be used for building materials and essential life-support civil and architectural engineering, then easily again collected and processed down to non-toxic non-biodegradables, potentially used as structural support compromised by fossil fuel drilling and extraction. The actualization of 'human' civilization means an entire new industrial world and cycles of material processing and construction consistent with the health of Earth's biosphere, replacing the destructive, abusive and unhealthy modes of operation of the simian reptile. EDIT: Additional curriculum: I put this picture together adapting images from the current solar activity as photographed by NASA, and the current tectonic activity as recorded by the USGS. The combined picture shows solar-geo-terrestrial activity. I need not interpret. The simian reptiles do have many major PhDs which they use to abuse and deceive the humans, so I'll just leave it to natural selection that some humans might get the picture. The actual civilized and technologically capable space aliens probably already have a similar picture and don't really care either way. Between the space aliens, the simian reptiles, and the humans, I'm rooting for the humans. EDIT: Solar probe countdown http://parkersolarprobe.jhuapl.edu/ -
Poppy Multiplayer Regions for SC4
SecretMbr_735754 replied to jmak's topic in SimCity 4 General Discussion
Another important point in using the PMR is that your Neighbor Deals need to be re-set each time you synchronize. So the first thing I do now when I re-load my city is to ensure my income from neighbor deals is re-set. In the SC4 online multiplayer world, Neighbor Deals will become an important part of the game for those of us who continue pursuing its success as a social gaming activity. -
Poppy Multiplayer Regions for SC4
SecretMbr_735754 replied to jmak's topic in SimCity 4 General Discussion
Interesting, that's how SC2013 multiplayer works, the city tiles are not arranged in a grid with each tile edge to edge, all the connections are set up in spaces between each city tile. I just looked again at the connections in SC4, and they do maintain functionality as long as the edges are close enough to matching. So the game may recommend reconciling edges, but the player can decide not to. So its another game management ability that we can enjoy with SC4, having a lot more control and freedom in manipulating terrain and networks. I think the reconcile properties you discovered probably would be useful if further explored, but often there are multiple factors effecting the outcome. That's why we love SC4, its always a challenge. (oh no, I'm almost quoting EA's corporate slogan: Challenge Everything) -
Poppy Multiplayer Regions for SC4
SecretMbr_735754 replied to jmak's topic in SimCity 4 General Discussion
Thanks. The NAM components seem to be functioning better than I noticed ever before. I've got so many trains running, I'm going to get myself an engineer's cap to wear while playing the game. -
Poppy Multiplayer Regions for SC4
SecretMbr_735754 replied to jmak's topic in SimCity 4 General Discussion
I've tested it too and the effect on the very edge seems to be similar to what you observed, yet in practice in a more developed city tile, the reconcile is still destructive. I used to just not reconcile edges and then make sure the connections are still active. So that's what we can look at now, and then I suppose recommend 'no reconcile' if connections are functioning.
