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TheCrybKeeper

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Everything posted by TheCrybKeeper

  1. Lack of highway use disturbing...

    Route Query tool: now there is one tool, I should use more often. I rarely look for usage amounts that way. Thanks for the reminder Tungston. EDIT: I do not normally do this, but since it is popular here at ST: My 600th post!
  2. Mickebears Istrinian BATs - Getting ready to a CJ

    WOWZERS! I need a closer peek at that texture on your Palace roof. It appears as rough cedar shingles to me and I need some good ones to work with a bit as a guide. I am very very impressed with all three models, Mickebear! Also the rough stucco appearance is very realistic!
  3. SC4 Tech Factory

    For me, it's the rooftop lunch area. Great place to work at i'll bet! Another great masterpiece, from the master himself. You are a top 10 BATter SimGoober!
  4. Simtropia

    I second Idvgers' Comment. this is one fantastic update! The palms and cacti are out of their climate here, I think. Transitional effects are very very good! looks realistic! I see lillie pads, but I cannot find the frogs. hehee. Also like the placement of the Monolith; sweet!(english slang for, cool eyecandy).
  5. Megatropolis - a large city experiment.

    Wishing for Grater to come back on this experiment. I was looking forward to seeing the effects of IND on this city. Street racers: yes I read Graters explaination. To me they seem un-important in the grand balance of things. Balanced growth is the key to evenly spreading commutes. THis works well, when carefully monitored. Another way would be Graters technique; of spacing or spreading the zones apart. It may work better when broken down into quarters or quadrants. Best thing to do about traffic is prevent it before it starts. Always visualize a large city as 4 or 8 smaller ones and build that way. It works.
  6. SC2000 and SimTower

    I know that is two games. I wanted to relate that I installed both of these yesterday and set them up for Win95 compatability. SimCity2000 took 20.8mb to install, Highest game speed setting was so fast, that I couldn't turn it off, before the year end window, would pop up and freeze everything. hehe. IT finally crashed, when I attempted to go window mode. The Skurk works great! SimTower took 8.0mb to install, and I am happy to say, it plays flawlessly! I would love to see new shops made for this 2D game, just to add more variety. There are still website up for both of these games and some work pretty well. I couldn't mod the SimTower game though, because XP cannot read the execute files. Boohoo. Anyone else out there, still finding joy, from playing these games? Please let us know? Can anyone tell me how to mod the Tower game, using WinXP?
  7. Grid secrets: a tutorial CJ

    Miborovsky: Thank you, friend. I think I may get 2 million. I am experiencing this population for the first time. It is all new to me. Glad to see you are having success as well! Compromise: Yes, it does get tedious. It takes a cetain kind of appreciation for the patience, put into this design. I believe my cities are art. Symmetric art, created out of a passion for art itself. As this city grows, watch where the grid goes. Even I am not sure. I am in new territory, but have a theory upcoming soon. Glad you keep coming back for visits, Compromise. I really do appreciate your faithful posts. TaskForce4: Glad it is working for you! Grids will help you understand the game mechanics better. It will help you greatly later too, when you want to solve a scenario city or make a more realistic city. Scenario Cities; wonder why no one does those? small ones would be about 40mb though. Also glad the Config worked. That pattern allows for infinite possibilities, In a waffle, sort of way. Welcome back to the experiment too. Chapter 13: Collision Spotting; A Popular Hobby Yes that is the new trend in G.G. I saw my first season of traffic issues. Auto crashes for one and the news ticker FINALLY said streets becoming endangered,...! Okay Sitizens, things were moving quite well. I still had no warnings of endangered streets or pollution. Commute times were slowly dropping. Why did I build those Parking Garages? Look at the graphs and charts. I have found a strange element in the game,.....or have I? https://www.simtropolis.com/idealbb/files//oddly1a.jpg align=baseline> https://www.simtropolis.com/idealbb/files//oddly2b.jpg align=baseline> https://www.simtropolis.com/idealbb/files//oddly3c.jpg align=baseline> The sitizens began to use the P. garages, but they stopped using the Subway equally as much. Still without the commuter shuttle service implemented in City Ordinances. At 753,000 Sitizens I gave in and attempted the commuter shuttle serv. Suddenly, the trend began to reverse! The sitizens started to use the subway a bit more! Not sure if it will stick though. If this continues badly; I will demolish the parking garages, as they are causing negative traffic. Strange?! https://www.simtropolis.com/idealbb/files//oddly4d.jpg align=baseline> Profit, on the horizon soon. https://www.simtropolis.com/idealbb/files//oddly5e.jpg align=baseline> I even put the PG's, near subway stations only, as shown below. https://www.simtropolis.com/idealbb/files//oddly6f.jpg align=baseline> How about a nice fly-over, of the Green Griddle, City Zoo? https://www.simtropolis.com/idealbb/files//oddly7g.jpg align=baseline> Okay that was really boring, but Gov. Gride, must show off his pride, so it seems. Now the Region view. https://www.simtropolis.com/idealbb/files//oddly8h.jpg align=baseline> 782,449 Simizens and climbing steadily! Bretling Bend has 1100 simizens. This small town is opressed. Gov, gride squeezes them like grapes and prevents there education or quality of life. Must be wondering if Multifarius has grown?,.....hmmmm
  8. Silly me..Thanks for clarifying SYM. I still go for One Canada Centre. *Vote*
  9. Introduce Yourself Here!

    Texas and Canada both have there good points. Canadians make better paper for instance. I know first hand US paper lacks the quality. Dare I say that? Well, I said it before here, I must be brutally honest, even if that means bashing myself; I live in a papermill city. Texas is one state I haven't been to, but I have been to Canada several times, as my father in-law lives their. Just across the lake from Michigan/ Indiana. It is beautiful scenery!
  10. The Custom Member Label Club

    Wonder what you get, if you have multiple personality dis-order. NUthing! Fool!... DOH! Shut up U!... *Spit @ him,.....SMACK! em back* Why does that hurt me more than it hurts you?...
  11. Volsted church

    I'll have to agree with all above. Very true to the rural design. If Nardo69 Likes it, then it has got to be top shelf!
  12. Maria Church

    Yes! a Beautiful church indeed! I like your Monastary best though. Can't resist that design and stonework.
  13. Phats Hottest CJs

    Oh my, this is really working fantastically! I see Mr. Cinatit is a big hit? Now what will I do? I have so many favorites to root for.
  14. Lack of highway use disturbing...

    Hmmm, I have this happen as well. There is one difference though. I build the highways last and use those to connect res city to res city mainly. I get nothing but positive use of highways and avenue traffic always spirals downword then. I however, always thought the lack of vehicles on the Highway, was done on purpose, to minimize graphic recource use.
  15. I see additions to this? I already voted once, for One Canada Centre, so I won't vote again. May seem silly, but I love blue, any shade of blue!
  16. Dune, Kaitain Buildings in SimCity

    SuperSheep: Howdy and welcome, to the most popular forum I belong to! Hehee. SimMars project does contain similar concepts, but it is a Mars MOD. Check it's forum for more information. I absolutely agree with you here, though. The one single, most easiest, game mod, that would require very minimal data changes, would be a science fiction or future Earth Scenario. THis would keep the games balances intact, while allowing the gamer to experience I new beautiful city type! This is the type project I see being done quickly and most buildings may already be made. The SimMars ones. They are hating me now, I'll bet. SimMars may have went alot faster if they had stuck to our planet, in my very well thought out opinion. Also, the MOD would have as more descriptive title: Game Skin. Futura Skinning, Sci-Fi Skinning, etc.
  17. How do you make terrain and water modds?

    He must mean, editing base txt in LE. Not too awful difficult, just alot of steps involved. Edit: Omnibus Table of contents again. Under, Beginners Lot Editor Tutriol, near bottom of table.
  18. Schiffenberg Monasterychurch

    This turned out beautifully, Kwake! I will DL it to one of my other desktops, so as, not to ruin my experimental game. I just cannot wait! Watching it grow to maturity, in your thread, has sparked a certain appreciation for your work. I'm an Uncle!
  19. Midevil Mod Idea

    Ummm, SimMars has it's issues as well. Much, much more, than a few textures, have gone into re-outfitting the game. Teams are dealing with RLS and school and toughing out the water situation, not to mention the many different forms of transportation, that must be replaced with anti-grav vehicles. SimMars has the right idea, but not many willing to replace their entire game enviroment for the Mars one. Simply because the enviroment is limiting the games enjoyment. (should not be Mars) Same thing will happen with a midievel MOD. How will you deal with highways and subways, etc? How about night lighting and government issues? What does the police station become and how is it going to effect the countryside? Firestations: no such thing back then, just bucket brigades and pray for a miracle thunderstorm. Midievel equals, drastic changes to the code and or dependancies. Sim Mars has a hand full of issues like this already, that are slowing down creativity. I still like the idea, but realistically, that cancels the city building genre completely and then enters in the old game, Stronghold. Where you built Castles and villagers surrounded it with cottages and shops, etc. City Building has to be the main focus of this games Modifications. I can only think of one alternate reality for this; a futuristic version. The farther you go back in time the more aspects of the game you must Eliminate or downsize. If I am not mistaken, there are a couple other threads here, where folks are complaining about the game getting too simplistic. Midievel MOD would either change the game entirely to the point where you may as well make a whole new game, or it will simplify it to the point of putting gamers to sleep. No, I am not trying to alienate you or squelch this idea. I believe in pre-planning and looking ahead before you jump forward. I think the game has tremendous potential, for being re-skinned. Just like the BAT and LE enables us to do. Futuristic MOD can be accomplished with these 2 applications and very little if any Dependencies or data would have to be changed. That in turn would speed up the MODs development and also increase the amount of variety put into it, which in turn again adds more fun and interest to the gamers experience, which in turn a third time, creates demand for the MOD. Trust me, I am correct about this. Edit: Inyuasha Fan: If you are still serious and wish to form teams; Like I said, I am not trying to be negative on purpose. So, I do already have dozens of premade textures for that specific era. I have been making Midievel textures and models for many years now. I built my avatar image, if you can even make it out, being shrunk so small.
  20. Midevil Mod Idea

    Actually, I would take a look at every aspect of this, as well as other ideas already disgussed or in progress. Which Enviroment and era, would be the most worthwhile? Which scenario has the most potential of success and popularity? Which MOD would be easiest to incorporate and keep teams dedicated to full term? Possibly a community survey would give better insight, but also realistic goals must be clarified in advance. I am sure there are many other aspects of it, that I know nothing about, But I have been to these corporate planning sessions. There is a lot of things to cover before jumping into it. I for one, would rather see a futureEarth MOD. Modular homes and flying hovercars, but with realistic technology in use. Midievel would be lots of fun, but it makes the mass transit obsolete. It also, isolates the game, to an enviroment of limited possibilities. We need to create a believable scenario and enviroment. with new eye candy. Futuristic would be my first guess, but here on Earth, not Mars.
  21. Space port

    I have never built it yet. But that sounds about right on NIMBY stuff.
  22. Grid secrets: a tutorial CJ

    TChaos713: Welcome to my griddle! Would you care for a waffle smothered in Ice cream? Hehee. Grids are a necessity for solving all city problems, but they do not have to be a rule. If you hate the grid then You are correct; it is better to incorporate the grid in flat straight areas of your city and the downtown area usually identifies with that. It is also nice to have meandering lanes and cul-de-sacs, as you reach the suburbs. Afterall, traffic and pollution issues will mainly arise within the heart of the hustle and bustle. The grid actually reduces pollution by evenly spreading it out. As your cities grow and flow, with the land form, with central grids surrounded by curvy graduated suburbs: You will end up with more realism and this will make a natural looking city from the satillite view. Maybe that will help you out, on your next city plan, eh? Thanks for visiting and commenting, TChaos713! Sproxxx: hahaa. Yes, they are crazy and zaney, it drives me insaney. Actually the patterns are alot of fun for me, I even tiled it on my desktop and got dizzy looking into it. Thanks for dropping back in, Sproxxx! Kwakelaar: Hahaa. yes, schizophrenic and over-medicated. Psychology is fun! @Bull! Froyd was a quack! Don't get me started. @Smack him please! Okay, just joking a bit. I think I am sane, therefore I am. Welcome back to the griddle. Miborovsky/Timotheus4: welcome back for the updates! Thanks for helping with the link Timotheus. I propbably should have incuded that. Chapter 12: Come Together,...Right Now... Before the charts are shown; a quick refresher of grid guidelines. Grids are the secret to successful urban areas, but not necessarily needed in suburban neighborhoods. The best grid is an evenly spaced one. if you prefer roads 7x7 tile plus 1 tile for the road = 8. Use this formula for Industry blocks. If you use the avenues in downtown 6x6 tile plus 2 tiles for the avenue = 8. The 8 divides evenly into 256 tiles or one large city. It also divides into 128 medium and 64 small city. Avenues are the really important block, because you may wish to blow them up later and add a highway, or add in oneways paralleled. in this case, your best highway must follow the grid. Here, 6x6+2+6x6=14 is very important for the highway: we will need clover leafs. This also allows the city to stand as zoned, without hassling the residents to give the city their homes and businesses. THis also only eliminates one strip of buses in my diamond and when placed correctly; there should be buses stripped one block away, from each side of my highway. Your grid must be placed perfect center. Everything that is a city service, will be offset to the right and to the top. Follow the arrow in your compass; always pointing northeast or to the right of the primary direction. Look closely at where my busstops are placed and how hospitals are slightly off, to the upper right. A better way to say it: The avenues are dead centered equally spaced, which means my middle block is offset by two tiles to the right and two tiles to the top of my city. Finally; Each object in the game has a number assigned to it. for the city block it is, 6+2= Eight. this allows averything else to fit according to its number, consecutively. Bus stops have a number; it is 16. subways is, 32. highways are, 64. tiles apart that is. Firestations have a number as well, so do zones! Residents will zone a 4 by 4 cube of 24x24 tiles, then they want commercial strip. This formula will stop abandonment issues down to the rare occurance. It will cause steady and consistant growth also. Okay all the above could be wrong, but not if my graphs are showing success. So here are the graphs and charts currently. https://www.simtropolis.com/idealbb/files//comm1cc2.jpg align=baseline> Still dropping! Remember, I still have not in-acted the commuter shuttle service and Green Griddle has no parking garages yet! https://www.simtropolis.com/idealbb/files//comm1cc3.jpg align=baseline> My parking garages, when built, will have a specific number as well. They will follw the commercial and the subways, which are one network. My subways only service residence to commercial, but not to industry. Buses service the Industry. Highways will join the two networks as they will service comm and industry both. Remember: I said never give them what they want until the last minute? Same goes for efficient subways. I built them a bit early here in Green Griddle, but I forced there limited use until they become desperately needed. This way the sims will flock to them like mad. Too early and they will get no use, like above. https://www.simtropolis.com/idealbb/files//comm1cc4.jpg align=baseline> Here is my demand. This is what I call RCI balance or fluctuation is important. Garage band I think. Heavy duty all out grunge. Maybe it's Jazz though. What do you other Sitizens think? https://www.simtropolis.com/idealbb/files//comm1cc5.jpg align=baseline> Pretty good for having no parking yet, eh? https://www.simtropolis.com/idealbb/files//comm1cc6.jpg align=baseline> Will they ever use that subway? What will the commuter shuttle service do? what is the population now anyways? https://www.simtropolis.com/idealbb/files//comm1cc7.jpg align=baseline> Just figured this one out. Jails are needed at every 250,000 sims, or they start getting vigilante policeman in the streets. If pushed, the residence will not leave, but none will move in either. https://www.simtropolis.com/idealbb/files//comm1cc8.jpg align=baseline> https://www.simtropolis.com/idealbb/files//comm1cc9.jpg align=baseline> Governor Gride is not as well liked as Gov. Multifidus. Biggest difference: No trees in Green Griddle! Not even one Maple! All charts above are at a population of 613,495 Simizens! https://www.simtropolis.com/idealbb/files//comm2cv2.jpg align=baseline> What will Parking garges do for this non-green city? What about the commuter shuttle service in city ordinances? 1 million appears to be on the horizon, but can it be topped? Will sitizens still enjoy the lack of chaotic traffic? Hey! What about Multifarius? Can that wagon wheel plan still grow? To be continued....
  23. TEXTURES: Official Thread

    Yes, I see now! A painted metal panel, sort of. I may be able to reproduce a few versions for you. Actually this would be a quick one for me to make. The images below use our textures, from previous pages in this thread. Can you spot them? Part 1 https://www.simtropolis.com/idealbb/files//mesobeachhs1.jpg align=baseline> Part 2 https://www.simtropolis.com/idealbb/files//mesobeachhzx2.jpg align=baseline>
  24. TEXTURES: Official Thread

    JoeyNYMets: Hmmm, That image would have to be much bigger. Big enough to see the building materials actually used. In that case the image would be big enough to use as the texture itself. Other than that, I can produce many variations of grey cement or other building textures, or tileable panels. Let me know in this thread, what you want exactly and maybe I can reproduce it.
  25. Simtropia

    Love the Alien Research Center, Jeronij! Snow modding: I saw a few comments about weather mods or snow scenes. Doing it exactly correct would be a huge task! The best way I can see it, is an entire mod for snow covered buildings and trees, etc. It would be huge undertaking, similar to SimMars possibly. It would have to be a permanent year round effect, as a transitional one for snow covered roofs and every tree, would be nearly impossible, I think.
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