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TheCrybKeeper

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Everything posted by TheCrybKeeper

  1. Schiffenberg Monasterychurch

    okay, I finally did get this one. I like it as a church like this. I will put it in my third experiment city. Thanks again Kwakelaar!
  2. Grid secrets: a tutorial CJ

    Voar Tok: yes, they are under a road. I am able to save a couple stretches of water pipe per large city. also saving a bit of cash on replacing some avenues with roads, in both directions. TheGrindre: you're welcome. Your city will have some style to it, I hope. A city that thrives on water front shops and haunts. This will require some ambient or aesthetic BATs, put into my plug-ins folder. Are your lots on the STEX? I love the ones that follow computer numbers, especially aesthetic BATs/LOTs. Pegs stuff, Deadwoods, etc. Kwakelaar: Thanks for coming by. Your always welcome to the Governors mansion, here in WW. I will be looking for that Monastary BAT of yours today, for my third grid design. Sproxxx: Your welcome. City to the south, close to the regional abyss; Sproxxx Gate ? Gov. Cerberus. Chapter 20 Grindres Grid: Combining Efficiency With Aesthetics This is just a short update. It will take some time, to finish the terraforming project. I have noticed many sitizens of ST, wanting to know the secret to straight shorelines. It just takes a steady hand and keeping the pulsating circles on the correct lines of the terrain grid. When setting your leveling tool in god-mode for F2 size, just for examples sake; look at where the green circles hit your gridded edges and practice dragging that tool diagonal with your mouse. Pretend you are trying to trim a perfectly square hedge, in your yard, for instance. https://www.simtropolis.com/idealbb/files//Ggrdm111.jpg align=baseline> https://www.simtropolis.com/idealbb/files//Ggrdm222.jpg align=baseline> https://www.simtropolis.com/idealbb/files//Ggrdm333.jpg align=baseline> This third design, will isolate the four quads with a crossing canal way, forcing them to stay put or travel across one of, 16 bridges. Each quad will have four mini quads, making a total of 16 neighborhoods. Mosaic region of Grindres Grid. https://www.simtropolis.com/idealbb/files//toopww11.jpg align=baseline> https://www.simtropolis.com/idealbb/files//bootww11.jpg align=baseline>
  3. Prepos BAT Thread

    Prepo: Wow! now this is grand project! So much details and the night lighting really gets my attention; it brings the model, right to life!
  4. HELLO Eveyone !!!! ...

    Figured I would say welcome to St, friend! Yes, i know Sloppet fairly well and his wonderful SC website and community. Most of us try to be nice to noobs, but do not be surprised, if some veteren members wait for you to earn some mileage, before they say hello. I like all food, except oysters. Tried them, smoked, fried and raw and it tasted awful. favorite band: Beatles favorite website: Renderosity.com( sorry ST, but you run a very close second)
  5. Grid secrets: a tutorial CJ

    Tungston: I was admitting you are correct. There are no specific patterns to the numbers. Only numbers that computers like best. The third Gridded city is my oldest one, friend. I posted this water pipe design many moons ago in the City Building Concepts Forum, only no one caught it. Here is the link to it. https://www.simtropolis.com/idealbb/view.asp?topicID=65410 Here is another even older link to my grid designs. 6/20/05. https://www.simtropolis.com/idealbb/view.asp?topicID=64780 I have been showing this stuff since I first became a member, but like I said in previous chapters here; been gridding since SC2000 always according to these same numbers. 12 plus 2 equals 14 tiles apart. 144 watered tiles, in 4 city blocks. 144 is divisable by 12. Sproxxx: Glad your back bud. I too love your proverb sig. Hopefully you feel a bit envolved in this thread. I can only show you, but it's tough to envolve us all much. I will name a medium city after you next. I had to start a third grid, so as to, envolve Grindre a bit more. TheGrindre seems to have jumped on nearly all the correct answers first.
  6. Grid secrets: a tutorial CJ

    Tungston: No more numbers, just the grids and what they can do for a city plan such as this. Why does the grid work? is my focal point. DavidtotheJ: Welcome to WaffleWorld and most of all, welcome to Simtropolis! No mods here David. just plain old SC Deluxe and a money cheat, to speed up the process. Buses are actually the best mode of transportation in SC4. No matter what the data says or does; buses most definitely, handle this grid design and it took very little amount of stations to do it. I could still double the amount and change everything..? Highways are your second best way to curb traffic. I have none of those yet even! Compromise: Yes, thank you. I will try and keep this on track from now on. Welcome back Compromise! Sproxxx: Keepin' On, Keepin' On, I always say. Welcome back Sproxxx! Bones1: Darn you Bones! Where's Spock when we need him?! Your right too; I might be missing a few things, but they're many different patterns to play with. Grids are not boring to me at all. Look for a third pattern coming soon! Yes, it will work also. Dragons Brethren: Cool Name! Welcome to WW, friend! Jacqulina: Thank you Jacqulina! Glad you like my little park and welcome back to WW! TheGrindre: YES! you are correct again! using the third pattern I will be showing; water pipes are placed in that way! look below and see if you like this idea? VoarTok: Welcome back friend! the numbers are actually all over the place, in the game. I just know I put things where they work best and things work out. SimWorld056132: Welcome to Waffle World, bud! TicTacToe is fairly close. Thank you for noticing my Experiment! Grids and everything balanced properly, definitely decreases traffic the best. Sabbatical?! No. Just lost my internet connection for a week and now I am back! How could I stay away? I thought I was going to have ST withdrawl! Chapter 19: New Experimentation Time to attempt to connect my Subway to neighbors. Lets see if this reduces my auto traffic? https://www.simtropolis.com/idealbb/files//subwyconn1.jpg align=baseline> Time to add the trees for pollution reduction https://www.simtropolis.com/idealbb/files//treetime2q3.jpg align=baseline> 17 police stations and 4 jails. That is all that is needed to keep your political vote. Actually you sweep the polls every term and no one ever complains about crime! over a million sitizens and always growing population for 35 years! Why build anymore police than this? Notice this is considered minor crime problem for a big city below. https://www.simtropolis.com/idealbb/files//crimmf454.jpg align=baseline> Can a city of all avenues and Buses, make a profit? Absolutely!! https://www.simtropolis.com/idealbb/files//1119profit7.jpg align=baseline> 1,119,103 Sitizens! Can't seem to boost that mayor rating for long though.? Still some hope for that later. Now for something new! How to make water pipes most efficient: https://www.simtropolis.com/idealbb/files//grind45rt6.jpg align=baseline> Notice that I can save a small chunk of money on W. pipes with this design. here we see a new trffic grid in effect. Still more coming?... and now Grindres Grid is born!? Governor Zyros at your service. Almost forgot! Here is a mosaic of the region so far. https://www.simtropolis.com/idealbb/files//topprt18.jpg align=baseline> https://www.simtropolis.com/idealbb/files//bottprt18.jpg align=baseline>
  7. missing trains

    Hello and welcome to all noobs in this thread! Sorry, but you are noobs and only you can fix it. Make sure your questions are not already asked somewhere else first and also read the Omnibus table of contents for many valuable game hints and many other special goodies. Per my CJ in the experimental Forums; I too have very little use of subways. around 6000 sims use the the subways, in a city of 1 million population!? They all love the buses though.
  8. Grid secrets: a tutorial CJ

    Keiran Halcyon: Please do post your experiment. I need some backup, it seems. I agree with you. It must be space constrained to be a challenge, of sorts. Look Below and see if I made it? Thanks for commenting and should I try for more sitizens? Mr Cinatit: Thanks for page 5 and yes!! You got it absolutely on the nose; this is the way to solve the scenario cities. You know, the ones that MAxis never created for SC4. hehee. Glad you stopped in and commented, friend! TheGrindre: Yes it sure is, bud. It almost seems toooo simple, eh? Hopefully other members will take this grid and incorporate it into higher density central districts, then lose the grid mostly, in the grand suburbia and completely in rural areas. It is just a bit too boring for many folks. Thanks for commenting and peeking back! If I could give you a prize for guessing the answer, I would. Screwed up roads was due to this: I had one city growing in a region that used the NAM plug-in. The other city was in a region, where I would remove the NAM folder and build without it. Then I imported the NAM city into the non-NAM region and game; it lost the turn lanes and intersections, as NAM had created them. It was tedious to rebuild them all, but I knew it might happen from previous mistakes, I have had. Kwakelaar: I may get beat, but I never give up too easily. Which reminds me; I must get back to BATting practice. RL just gets in my way at times. Today is my first day off from work in two weeks. phew! I am soooo glad! Traffic: It is actually evening out more and more, but I believe it was a bit unbalanced, due to my quick building up of the city. Compromise: Welcome back, friend. Guess I should have called this CJ Grid Secrets: an Experiment in the making? Only I cannot change its title. hmmmm. Thanks for the encouragement, you have given, Compromise! Hordijk: here is the update friend! I still love your Beach houses! have you made anymore new BATs? I have been away from the STEX for a bit now. Nevir: Two in my CJ is just for comparison of grids. with a few mistakes in one city grid and a grid with many mistakes. neither city is perfectly done. I am still figuring this all out myself. My tutorial map below, shows a perfect city Quad. Thanks big, for visiting Waffle World! Voar Tok: YOu are correct! SC3000 stressed grids as the solution and Maxis Claims in their company history file, that SC4 is stratigally the same as SC3000. The only real difference was to be eye candy and graphics. Here is just one link, that hints at that very claim. read the SC4 history and the SC3000 history. http://www.maxis.com/about/about_timeline2.php Tungston: You are correct; those patterns do not mean squat. I will correct this below and give an explaination of my busing technique. Thanks for touring the region, bud and many thanks for all of your help and suggestions. I also am lost on the powers of two. I only know that, computer numbers are dependent on simulation numbers. Pachacuti: Yes you are right too. I will get back to the specifics and functions now. By Chess, I actually meant where the game pieces are placed at start. Rooks flank the board and are the police or protection(castle)=police. Just a metaphor and Chess has really nothing to do with the game. I love Chess by the way. I have several versions of the game. Dragons, Pewter, glass, etc. Chapter 18: A Closer Look, Part One many of you know the manual states sims will only walk 8 to 10 city tiles to a bus stop. This is true, but we must remember that this is measured in radius', just like all civic and utilities coverage. Since Maxis didn't give us an option to view busstop coverage in a chart; Lets take a look below at my maps and charts of what a bus stop really covers. These charts were made to exact scale in MSPaint and edited in PS7. https://www.simtropolis.com/idealbb/files//tabla44rvx.jpg align=baseline> This shows the radius of four bus stops in a diamond pattern, that reaches 10 city tiles in radius. https://www.simtropolis.com/idealbb/files//QuadNW2bus.jpg align=baseline> now lets look closer at the entire northwest quad, of one large 4km city. A quad is 2km by 2km or one medium city size. This is a mosaic image of one quad below. Notice that my residential squares are 24, 1x3 res zones across. this makes 16 total squares of residence per neighborhood and 9 neighborhoods per quad. Each neighborhood then needs 8 commercial blocks at the least and elsewhere there will be 8 Industrial squares 6x6. 4 Highschools to service a quad. A whopping 16 hospitals? not so sure I need this many though, as per the news ticker, in my chart farther down this chapter. https://www.simtropolis.com/idealbb/files//QuadNW111.jpg align=baseline> https://www.simtropolis.com/idealbb/files//QuadNW122.jpg align=baseline> Notice: Hospitals and highschools have a specific spot that covers a similar radius technique. Only in straight grid lines. These will be added one at a time as needed and never blown up or moved through the entire life of the city. Notice: I force my residential traffic to slow down and speed up in a horizontal direction, causing conjestion to the left and right. I force the commercial traffic vertically, causing the conjestion from that slowdown and acceleration, to go up and down. Here below, we see what I did with my extra piece of avenue: I omitted one strip of avenue both horizontally and vertically, to allow a 7x6 block line, surrounding the entire city. This gives me a place for the Water Treatmant Plant and other larger Lots. I also have 4, 7x7 squares, one in each corner(quad) of the city. ??? Maybe, something specific goes in these corners? https://www.simtropolis.com/idealbb/files//QuadNW3ave.jpg align=baseline> That was just lesson one ladies and gentlemen. I will continue adding more as I make my maps, etc. Now lets look at some city charts. If this grid is the ultimate design, then I must have almost no negative issues, with any aspects or charts. do the people love the mayor evenly or near that in every neighborhood? https://www.simtropolis.com/idealbb/files//hut87yuu8.jpg align=baseline> Yes! The Mayor is extremely popular! Adored everywhere, but not so much, near the airport to the lower right! do the wealthiest Sims always want to live anywhere in my city, or at least near that? https://www.simtropolis.com/idealbb/files//hut87yuu9c.jpg align=baseline> Yes! They have never stopped wanting to live in Green griddle. They all just hate that airport. Even comm hates to be near the airport proper. Do my Sitizens enjoy a nearly perfect commute, with little or no traffic? https://www.simtropolis.com/idealbb/files//hut87yuu7.jpg align=baseline> Yes! They love the Grid! They love it right up to 1,009,675 Sitizens in one city!!! There are no highways in Waffle World. There are no trains. There are no streets or roads or one-ways. I have a subway, but it is not really used(experimental and not needed to reach 1 million pop). There are very few trees in Waffle World. I have built a near perfect city with just buses and avenues. Does Waffle World get a large abandonment issue ever? Do the sitizens have trouble finding jobs(NJZ)? No, the sitizens almost never abandon the buildings! They rarely show a NJZ. I still have empty zones even! Do the sitizens of Green Griddle accept their commute times? Yes! In real world; 70 to 80 minutes is acceptable and it is utterly acceptable in SC4, if you have a proper grid. Now, for a challenge: Can I make the mayor loved 100%? Tungston/Pachacuti: you are both right, There is really no pattern at all, just different numbers for different things. You may notice however, that every chapter in my CJ, repeats the same numerals over and over. I do apologize for the confusing garbage I posted earlier and have effectively edited the pattern out. What is my penalty for such bad manners? I am a bad boy. these are repetive but not necessarily the only numerals: 2 3 4 6 8 12 16 24 ....and so on. 12 refers to water pipes effective reach; 6 tiles in either direction. Highway off/on ramps are placed at 12 to 14 tiles apart for most effective use. Highways themselves, also seem to effect 48 city tiles in a similar fashion. I must test this further though and I do mean further apart to see if the highway effectiveness begins to dwindle past 48 tile reach. maybe someone else has experimented with this?
  9. Grid secrets: a tutorial CJ

    Grid Secrets: A tutorial CJ Chapter 17: Secrets and tutorials. ch.17 is to address everyone just for the moment. I promise to reply to all shortly. I enjoy all the responses though! Debates are fun, wether you win or lose. This CJ is more like a puzzle itself, per my many personalities. There is more here than meets the eye. I am not schizo 1. Grindre is correct, but only in part. Maxis added it's own formula into the mix in SC4. They wanted to make it a bit more complex, I think. Or maybe, they had to. Maxis developers, divided every lot and object in the game, into smaller parts and also, wrote in multipliers for sizes of neighborhoods, districts, city blocks, highways, quadrants, civil coverage, etc. in otherwords: There really is a specific position on the board for every building. It is Chess. My police are spaced properly apart, not too far not too close(like Rooks). My highways would be a big tic-tac-toe board. My bus stations are a Checkers set-up. Actually, It can be metaphorically compared to many genres, but it is all of the metaphors combined, that forms the Big Picture. The Formula for all things placed. The ultimate solution. It is in the numbers. 2. Our goal in Waffle World is to do several things: show the Big Picture and give away all the numbers. find out what goes where and why bus stations are effective with a grid only. When I hit a million, I will post a chart of everything I did with numerical values of placement and settings. 3. I had to put it in Game Experiments Forum because, I had only experimented myself. I never took this theory past 250,000 sims. But I had repeated my grid to perfection at least 50 times by the time I started this CJ. EDITED 4. But, by taking a large city to 250,000 sims in one quadrant; I knew before I even did this CJ that, I could get 1,000,000 sims and have no real city problems. THESE numbers apply in some fashion to everything you place or see in SC4: Numbers are still the key here and cannot be escaped. a 6x6 tile city block plus one avenue to the right and top equals 8x8 block. Bus stations go to the right and top of an intersection. The arrow in your game view compass points to the right and top. To the right and top, is also a part of your in-game guide. If you follow the correct numbers; all things will fit together like one big machine. Cogs in the works, clockwork precise. subway tunnels should be to the right and top of your avenues. Watch the traffic flow in a grid city; maybe you could reverse this and place all to the left and bottom? 2 equals highways and aves width 3 equals city sizes and most civic lots 4 equals quads(north,east,south,west) 6 equals a city block and largest lot size( this should be the same for LOT makers) Bigger than this will begin to tax your space and effiency of use. 7 equals water treatment or some civic lots 8 full city block or stadiums 12 equals water pipes placement 16 equals bustops 24x24 equals residential neighborhood maximum efficiency size. This is just a few examples above as other things fit these same numbers, in placement reach or sizes, etc. I am no mathimetician, so I cannot explain it properly and am only confusing you all. Keep commenting though, because I am making that chart right now that will finally clarify all things gridded. I am almost finished with my city map, I'm creating in MSpaint. Becuase my numbers are precise in game(like Grindre said) scaling it down in MSpaint was astoundingly simple and every object fits perfectly right down to the pixel! 5. Why the delay? I am busy terraforming and resizing the images for ST. I try to keep all my files around 200kb and still get a good quality image to UL. Also making textures for Simmars keeps me fairly busy and RL of course. Making the rivers connect. Population is still growing. https://www.simtropolis.com/idealbb/files//quick4gen1.jpg align=baseline> 1,535,149 Sitizens! Do you think there are 1 million in Green Griddle? soon to be revealed.....
  10. Green Depra

    Chocolatemax: Surely, a CJ is true art. Especially, when it shows off unique stylings, such as yours. Great work witht the Gif file too! Don't you just love it, when you find a new toy?! I like seeing the mosaics most of all. Lovely to view that perspective. I give you A+ for beauty and creative use of the color green.
  11. Phats Hottest CJs

    I'm back again Phathead. I am glad to see Mr.Cinatits CJ rolling up the stretch. La Plaisance is still my favorite. I wish a few more CJ'ers would pop by and comment on Phat's Hottest. LaPlaisance County is sponsored by, Adonai Grphics LTD. ( I need to learn how to put this in my sig)
  12. Future of SimCity Official Discussion Thread

    Yes, but imagine a STEX that has DL/UL of smaller files. All because of Will Wrights' new code. A BAT will be 2 kb, instead of 200kb. This is all good news to us so far. Spore is just a hint at what this new code can do. It is always the same cycle ladies and gentlemen; When ever there is a new advancement in game technology, that greatly enhances the games abilities, there is a surge of re-dos and new versions of previous releases. I still say, keep posting your thoughts and ideas, because there definitely will be a new SimCity and it may not be called SC5. Who knows, maybe they'll call it SimWorld.
  13. TEXTURES: Official Thread

    Tag One: I can most likely make you a custom one, just give me 24 hours? The image you posted allows me to know, exactly what you are needing. Here is my latest piece of glass. When I rendered this image, I reflected a pic from one of my cities into it, from behind my main camera. https://www.simtropolis.com/idealbb/files//glassper3w.jpg align=baseline>
  14. simmars-forum-threads Mars BAT Building Thread!

    A good question. The 1x1's grow crops seasonally, with our usual farming and have/add contrast to the the main farm buildings. So in Simmars; we can grow alot of fungii. mushrooms! cultivated virtually over night with little need for sunlight. Not to mention, low to the ground, smaller type, growing domes, that may give you back your contrast. Live stock: it may be horrid in RL, but chicken, rabbits and other smaller game, can be housed in small containment areas as well. maybe not glass domes then but small 1x1 coops.
  15. simmars-forum-threads Sim Mars Textures.

    Can we use any of these in SimMars BATs? I know most buildings etc, are complete, but you never know, eh? I can customize these too anything, given a bit of time. EDIT: 2 more added for a total of 9 + 1 modified mars base texture https://www.simtropolis.com/idealbb/files//redcurt1jh.jpg align=baseline>https://www.simtropolis.com/idealbb/files//redcppt2k.jpg align=baseline> https://www.simtropolis.com/idealbb/files//orngcyt2qq.jpg align=baseline>https://www.simtropolis.com/idealbb/files//orngcyt3ww.jpg align=baseline> https://www.simtropolis.com/idealbb/files//orngblt4ee.jpg align=baseline>https://www.simtropolis.com/idealbb/files//orngbolt5rr.jpg align=baseline> https://www.simtropolis.com/idealbb/files//grdgbolt5tt.jpg align=baseline>https://www.simtropolis.com/idealbb/files//grdgbolt8jj.jpg align=baseline> https://www.simtropolis.com/idealbb/files//grdgbolt6hh.jpg align=baseline> https://www.simtropolis.com/idealbb/files//mrrsroxBAs1.jpg align=baseline>
  16. simmars-forum-threads Mars BAT Building Thread!

    Lynks: Geez I am sorry. After I read my previous post, it sounded awful mean. But I did mean well. Guess the only thing I am giving to SimMars is, a pain in the crater.
  17. Grid secrets: a tutorial CJ

    Kwakelaar: Sorry, I forgot you on my last post. I feel so bad now...My NAM Jam is done for. Although I have no real complaints with the NAM, I just hate the slowdown it causes for me, so I will go without it for a bit. Thank you for dropping in so faithfully, Kwake. Soltakr: I forgot you as well? I must have been in too much of a hurry I am sorry. And to think you are playing with one Of my favorite toys; Corvettes! Don't tell the most avid Vette fans, but I am glad to see the pop-up headlight gone. The 2005 Vette has topped my list of, must have toys!...Okay, it may be a used 2005, by the time I get one. hehee. I have driven chevy's exclusively, my entire driving life. My first Car was a '72' Impala 4dr, with a 402 big block/Holly quadra-jet and Double pumper. I looked like a geek, but took off like a freak! Sproxxx: That is a part of it. But other aspects must follow a most efficient pattern as well. You may notice that Subways also follow, directly in line with the commercial squares. Not too many Sims are using the subway however, as it does not connect to a neighboring Industrial city. That is important I think, as it seems to allow me to grow commercial better than any other grid formula I have tried. I also moved comm closer and closer to the residents, until I found the best distance. Not sure what others have discovered, but my commercial squares, are 24x24 residential tiles apart. Jacqulina: Howdy young lady! glad you popped back in to comment! TChaos713: Yes! I love Civ.! I cannot resist toggling on cheat mode in Civ2. I love nuking the primitives. mwahhahaa. Still haven't had a chance to get Civ3 yet and I am impatiently awaiting a Ceasar4 as well. Anyways, welcome back to latest belated updates, Tchaos! Chapter 16: A Small Addendum One city was not imported and a new industrial district had to be created, to balance employment. I used the southern shore of Irkland for this. The 1x1 park below has my newest tileable Base texture set applied. I realized it was much easier, to get the textures into the LE, without using the reader, etc. They are faked textures, basically. and I can tile them dozens of ways. https://www.simtropolis.com/idealbb/files//gredwe4er.jpg align=baseline> 4 different pieces to make a 1x1 park. https://www.simtropolis.com/idealbb/files//gredweed8b.jpg align=baseline> This is just one of the puzzle pieces. There are several more made and more styles coming. I can make any base texture this way, which allows me to connect them various ways in the LE or in the BAT. More coming and if you wish to dl this texture set; visit Frndos' BAT Cave, in the BAT open discussion forum. To be continued......
  18. Grid secrets: a tutorial CJ

    Voar Tok: Hello again friend. All is well in Waffle World. Everything is going according to plans. The only way to make this work and get those high rises is to, generate massive amounts of income first, or cheat with a money MOD, like I did. I can do this without cheating though. Yaptszwai: Welcome to WW! Thanks for peeking in and leaving a comment and I am glad you have gotten some insight on gridding. BarbulaM1: Grids are difficult to escape, when you have my type personality envolved. Thank you bigtime for dropping in, BarbulaM1! It is an honor, to have you comment in my experiment. TaskForce4: well, I know it has been a week now, but straight coastlines just take a bit of patience and god mode tools. When using the tools watch the pulsating green circle; the smallest inner one, isolates the land that will be modified. Like coloring in the lines; never let that inner green circle touch a piece of tile, you do NOT wish to terraform. Practice dragging your mouse evenly for awhile, or use a graphic pen instead of the mouse and make it much much easier. Like drawing! Compromise: I hate to say it, but Grindre said it best: this entire experiment is based on computer specs, as are many simulation games. Glad to see you back, Compromise! ChocolateMax: For some strange reason your Alias is very appealing to me?! Sure, I love chocolate, but for some reason, your name makes me feel special, in a way. hehee. Yep, grids work and still working well so far. Thanks for stopping back for a visit in Waffle World. Timotheus: You said it , friend! patience, practice and sweat beads of tedium. hehee. The Grindre: Yes, this entire experiment is based on that formula. You cannot escape it, so it is always the solution. Grids solved Ceaser game also. Grids solved all the scenarios in RollerCoaster Tycoon as well. Actually, I play so many simulations, it is dizzying. I have solved all of them with a grid formula, based on similar numbers or patterns. It kind of, takes the fun out of it, doesn't it? Unless you have a symmetric personality; then it becomes a soothing experience, to create order from all things. Thanks for popping in to comment, Grindre! Chapter 16: Comparison Time I decided to get back on track and not take this into a story line. It is an experiment after all. After importing Multifarius from Establancia region, into Waffle World region; I had to deal with the absence of the once existing NAM, in one city and it's non-existence, in the other city. I had to go through and re-build every avenue intersection in 5 cities, imported. Tedious, to say the least and very time consuming. I found that the zone view made it easiest to fix things. https://www.simtropolis.com/idealbb/files//namjam1122.jpg align=baseline> finally I get it all done and begin to grow WW again! https://www.simtropolis.com/idealbb/files//mltfs136brn.jpg align=baseline> 523,544 Simizens in Multifarius! They don't even miss their NAM now. These two cities, although grown in seperate regions at first; were simultaniously growing. One city(Multifarius) had errors in the grid design. The second City(Green Griddle) was the correction city, where I modified my plans and growth, to correct the problems in Multifarius. Yet, both cities still are a success by growability standards. Here is a quick comparison of the two major metropolis'. Multifarius https://www.simtropolis.com/idealbb/files//piese4re.jpg align=baseline> https://www.simtropolis.com/idealbb/files//piese6ye.jpg align=baseline> https://www.simtropolis.com/idealbb/files//piese7ue.jpg align=baseline> https://www.simtropolis.com/idealbb/files//piese8ie.jpg align=baseline> Notice my education has dropped off drastically? I have no Opera house yet and the Multifarians are bit miffed by this. The madder they get, the dumber they grow. The pattern in Multifarius is not as pretty as Green Griddles' either. Now for Green Griddle https://www.simtropolis.com/idealbb/files//grngrd17ye.jpg align=baseline> https://www.simtropolis.com/idealbb/files//grngrd16te.jpg align=baseline> https://www.simtropolis.com/idealbb/files//grngrd15re.jpg align=baseline> https://www.simtropolis.com/idealbb/files//grngrd13we.jpg align=baseline> Notice that Green Griddle has less problems with commute times, as well as, health and every other aspect of life in this metropolis. Green Griddle has: 36 total residential neighborhoods. Eventually will have, 27 hospitals and no clinics. 9 large High schools. 72 Subway stations. May need more, but I allowed for this. Now lets see where the population has gotten to in Green Griddle. Also a region view might be nice? https://www.simtropolis.com/idealbb/files//grngrd18ue.jpg align=baseline> 921,000 Simizens!! 30 years! I was hoping to hit 1 million by year 30, but alas, I didn't quite get there. https://www.simtropolis.com/idealbb/files//wworld920.jpg align=baseline> Yes! I am cramming in the Sitizens! 1,445,577 of them! yippie!
  19. simmars-forum-threads Mars BAT Building Thread!

    I agree with Ash on the night lighting; brightly lit, seems more attractive to view, IMO. The Mars Garden appears a bit alien to me. Actually I am certian I saw a similar dome in Final Fantasy game? Not really sure where, but it looks very very familiar. Okay, I am sure you all hate me by now, or at least, find me slightly annoying at this point. The Mars Garden just doesn't fit in, quite like it should. You may need to 86 some of those moody textures. The dome wreaks of eerieness, instead of an attractive, relaxing, garden feel.
  20. Simtropia

    Spectacular Pedestrian overpasses, Jeronij! Your first BAT is better than most first attempts! Including my first BAT, which was a simple retaining wall and very boring. haha. I love your detailed textures and the design is really cool! Wow! great security wall idea, around the Manufacturing plant! wish I had thought of doing that. Fantastic updates! Sorry, I have missed out on so much of them.
  21. replacing the movie

    Not sure what format, as it is generated to code. Called Intro DAT file= 2,1,Intro.dat. replacing it would mean converting your MOV. file to data. Okay, I know nothing really. I am just hoping someone knowledgable, will pick up on this thread.
  22. Future of SimCity Official Discussion Thread

    Marketing: SC3000 was off the market years ago, but you can still purchase the product itself. You first must understand how marketing a CD or similar product works. A specific amount are produced at or near release date. This is based on pre-orders by merchandisers and estimates for re-orders or issues, as well as, marketing stratagies based on previous releases. these are then warehoused until needed or later discounted to the retail outlets, per demand. If you see a SC4 Classic on sale at BoxMart, I assure you, it was part of a previously produced batch and is already ceased to be manufactured. Expansion packs are created during the games inception or shortly after, as well and warehoused, until the proper time, as per marketing research. While we were buying SC4 brand new, they already had Rush Hour, nearly completed or at very least, started work on it. Tropod is absolutely correct; there will be no more EP's for SC4. Do they watch us at ST? Absolutely! spying on websites like ours, is an integral part of researching demand of a product. Will Wright is an anonymous member here and checks in once and awhile, or else, he is not as passionate about games, as he lets on. At very least, Will pops in, as a non-member and peruses the forums for feedback. His idea for Spore came from us and I do mean Simtropolis.com. ST is a major inspiration for Spores' conception. The STEX is a valid indicator, of what 100,000 gamers want, in their game design and playability. Spore could very well be the test game; to see how the concept will catch on, before beginning a serious venture into SC5. Simtropolis will NOT die! This website will evovle, along with Simulation gaming itself. Dirk knows what he is doing here, I would surely hope anyways. None of us should get total hooked on SC4 exclusively. WE all should be willing to accept change and then make that change a successful transition. Example: Sims2 Forum was added after the fact of ST's inception. That was web evolution at work and a smart move by Administration. If Sims2 had taken off here at ST, or became the dominant active forum; it very well could have taken over this website, as the main stay forum, while SC4 took the backseat.
  23. ISAT-Showcase

    All I can say is; the ISAT team has some very good BATters in the box! These all look fantastic! Pichu0: you are a great master of BATting,eh? The terminal is beautifully done! I am greatly inspired now. Time I'll go off and do Some BATting practice, so I can become this good.
  24. SIM MARS Mini Journal

    Pmiller: This really puts it all in perspective! It does look better than I ever imagined! The buildings are so cool, lots of variety! Also glad to see this CJ, so the community can really get a flavor Of SimMars now. Thanks for the great views, Pmiller!
  25. Mickebears Istrinian BATs - Getting ready to a CJ

    Mickebear: You have that many roof textures?! Wow, you are very far ahead of me there! Your Buildings look fantastic! You must be learning fast. I too am attempting to BAT and it takes more time than I ever thought. I have some roof textures, but not too grand yet. Churches are one of my favorites! yours is quaint and attractive. The colors are eye pleasing enough, to be just perfect in-game!
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